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View Full Version : Contest Base Class Contest XXXII - Tipping the Scale II [3.5]



Temotei
2016-02-02, 12:02 AM
Tipping the Scale II

Welcome to Base Class Contest number thirty-two! Let's have fun creating some breathtaking base classes! The rules are below, as always. Make an original D&D 3.5 base class and fight for the right to keep your kneecaps!



1. You will be creating an original base class based around a theme of balance; anything is possible, from a mage dedicated to maintaining the balance to a servant of the law to a simple farmer just trying to maintain a balanced diet, so have fun with it! You may not post your entry anywhere else until after the contest is finished. If you have already posted a class under this theme, you may not enter it for this contest. You may use previous homebrew in your classes as long as no mention of the class or any part of the class was made in that homebrew. Aside from that, anything goes--psionics, martial maneuvers, spellcasting, whatever. Go crazy; new mechanics, new feats, new items, and everything else you can think of are fair game!


2. Submissions are due by 23:59 Central Standard Time (USA/Canada) on March 15th, and should be submitted in the format shown in the next post or in another way that's easy on the eyes. Feel free to play around with fonts, images, and the like; just make sure it's not hard to read.


3. There must be a name, complete class, and fluff for both combat and role playing purposes. Incomplete entries will be disqualified.


4. Everyone is allowed only one entry per contest.


5. Plagiarism is strictly forbidden. Violators will be towed disqualified and reported.


The chat thread is here (http://www.giantitp.com/forums/showthread.php?367530-Base-Class-Challenge-Chat-Thread-IV-All-Your-Base-Class-Are-Belong-to-Us). Feel free to discuss each other's creations, give critique, or talk about what you think of this contest, but entries (and nothing else) belong in this challenge thread.

Ready?

Tip!

Temotei
2016-02-02, 12:04 AM
Base Class Name

Put an optional image of your class here (getting permission from the artist beforehand unless they explicitly allow free use)

Put a quote by or about a member of your class here!

A general description of what your class is!

Adventures: Why your class might adventure.

Characteristics: What your class is capable of.

Alignment: What alignment or alignments your class may have and why.

Religion: What deities or ideals your class follows, if any, and why.

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: A brief description of what ability scores are important to your class.
Alignment: What alignments are available to your class are listed here. "Any" is a possibility.
Hit Die: dx
Starting Age: What age your class starts at level one as normally ("As barbarian," "As bard," and "As cleric" are the standard options, though feel free to put down the numbers, as well.).
Starting Gold: What amount of currency your class starts at level one with normally ("As barbarian," "As cleric," "As druid," "As fighter," "As monk," and "As sorcerer" are the standard options, though feel free to put down the numbers, as well.).

Class Skills
The CLASS NAME's class skills (and the key ability for each skill) are...

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

CLASS NAME


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st

+x

+x

+x

+x
Class Ability


2nd

+x

+x

+x

+x
Class Ability


3rd

+x

+x

+x

+x
Class Ability


4th

+x

+x

+x

+x
Class Ability


5th

+x

+x

+x

+x
Class Ability


6th

+x

+x

+x

+x
Class Ability


7th

+x

+x

+x

+x
Class Ability


8th

+x

+x

+x

+x
Class Ability


9th

+x

+x

+x

+x
Class Ability


10th

+x

+x

+x

+x
Class Ability


11th

+x

+x

+x

+x
Class Ability


12th

+x

+x

+x

+x
Class Ability


13th

+x

+x

+x

+x
Class Ability


14th

+x

+x

+x

+x
Class Ability


15th

+x

+x

+x

+x
Class Ability


16th

+x

+x

+x

+x
Class Ability


17th

+x

+x

+x

+x
Class Ability


18th

+x

+x

+x

+x
Class Ability


19th

+x

+x

+x

+x
Class Ability


20th

+x

+x

+x

+x
Class Ability



Class Features
All of the following are class features of the CLASS NAME.

Weapon and Armor Proficiencies: What weapons and armor your class is proficient in the use of!

All other class features go here (Use the format shown directly below if you don't know what to do.)!

CLASS FEATURE NAME (Ex, Su, Sp, Ps):




Base Class Name

Put an optional image of your class here!

Put a quote by or about a member of your class here!

A general description of what your class is!

Adventures: Why your class might adventure.

Characteristics: What your class is capable of.

Alignment: What alignment or alignments your class may have and why.

Religion: What deities or ideals your class follows, if any, and why.

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: A brief description of what ability scores are important to your class.
Alignment: What alignments are available to your class are listed here. "Any" is a possibility.
Hit Die: dx
Starting Age: What age your class starts at level one as normally ("As barbarian," "As bard," and "As cleric" are the standard options, though feel free to put down the numbers, as well.).
Starting Gold: What amount of currency your class starts at level one with normally ("As barbarian," "As cleric," "As druid," "As fighter," "As monk," and "As sorcerer" are the standard options, though feel free to put down the numbers, as well.).

Class Skills
The CLASS NAME's class skills (and the key ability for each skill) are...

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

CLASS NAME


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st

+x

+x

+x

+x
Class Ability


2nd

+x

+x

+x

+x
Class Ability


3rd

+x

+x

+x

+x
Class Ability


4th

+x

+x

+x

+x
Class Ability


5th

+x

+x

+x

+x
Class Ability


6th

+x

+x

+x

+x
Class Ability


7th

+x

+x

+x

+x
Class Ability


8th

+x

+x

+x

+x
Class Ability


9th

+x

+x

+x

+x
Class Ability


10th

+x

+x

+x

+x
Class Ability


11th

+x

+x

+x

+x
Class Ability


12th

+x

+x

+x

+x
Class Ability


13th

+x

+x

+x

+x
Class Ability


14th

+x

+x

+x

+x
Class Ability


15th

+x

+x

+x

+x
Class Ability


16th

+x

+x

+x

+x
Class Ability


17th

+x

+x

+x

+x
Class Ability


18th

+x

+x

+x

+x
Class Ability


19th

+x

+x

+x

+x
Class Ability


20th

+x

+x

+x

+x
Class Ability



Class Features
All of the following are class features of the CLASS NAME.

Weapon and Armor Proficiencies: What weapons and armor with which your class is proficient!

All other class features go here (Use the format shown directly below if you don't know what to do.)!

CLASS FEATURE NAME (Ex, Su, Sp, Ps):

noob
2016-02-02, 05:56 AM
Yet another chaos mage

"You do not just cast a spell you also shatter the reality and throw around the balance of reality"

Instead of casting spells in a regular way, Yet Another Chaos Magi topple the cosmic forces of balance, then hope the scale will not fall on them.
They study one magic but when they topple the balance of the universe to create a wall of steel they have an huge risk to become fundamentally different.


Adventures: For science or for killing people or for eating new kind of foods in fact it can be mostly any reason since they are not affiliated to any particular order and people who adventure are weird

Characteristics:You can cast in an unreliable way rather than casting in an bland old way.

Alignment: They can have all the alignments since throwing around the balance of the universe itself is not aligned.

Religion: They can have any religion however they favor religions of luck and magic

Background: You mostly become a Yet another chaos mage by studying one of the various forms of chaos magic inside of a school or as an autodidact.

Races: Dwarf create more Yet another chaos mage than other races partly because they have an huge population compared to more exotic races and partly because they are more resilient to the repeated explosions involved.
However anyone can want to become yet another chaos mage or become one.

Other Classes: Most people from other classes find the Yet another chaos magi weird and find them unreliable and do not put much trust in them.

Role: Unreliable caster for having some more fun

Adaptation: They might say that it is just like wizards except that they study special magics
It is very lethal unless the player find and grab the right immunities or have a cleric to support him and it is suggested to use lower threshold for death(like -10-con for dying)
If you do not use a lower threshold for death give it to people using that class in particular: People who survive using that magic are tough people.

GAME RULE INFORMATION
Yet another chaos mages have the following game statistics.
Abilities: Wisdom, Dexterity and Constitution(the last two can be swapped)
Alignment: Any
Hit Die: d4
Starting Age: As wizard.
Starting Gold: 6D10

Class Skills
The Yet another chaos mage's class skills (and the key ability for each skill) are
Concentration (Con), Decipher Script (Int), Knowledge (all skills, taken individually) (Int),Spellcraft(Int),Craft (Int),Profession (Wis).

Skill Points at First Level: (2 + Int modifier) x 4
Skill Points at Each Additional Level: 2 + Int modifier

Yet another chaos mage


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Slots
0
1
2
3
4
5
6
7
8
9


1st

+0

+0

+0

+2
Chaos magic,Chaos surge,Scary caster

2
1
0
0
0
0
0
0
0
0


2nd

+1

+0

+0

+3
Chaos shield

2
2
0
0
0
0
0
0
0
0


3rd

+1

+1

+1

+3
Increased potency

2
2
1
0
0
0
0
0
0
0


4th

+2

+1

+1

+4


2
2
2
0
0
0
0
0
0
0


5th

+2

+1

+1

+4


2
2
2
1
0
0
0
0
0
0


6th

+3

+2

+2

+5
Counterbalancing

2
2
2
2
0
0
0
0
0
0


7th

+3

+2

+2

+5


2
2
2
2
1
0
0
0
0
0


8th

+4

+2

+2

+6


2
2
2
2
2
0
0
0
0
0


9th

+4

+3

+3

+6
Increased potency

2
2
2
2
2
1
0
0
0
0


10th

+5

+3

+3

+7


2
2
2
2
2
2
0
0
0
0


11th

+5

+3

+3

+7
Messing up with magic

2
2
2
2
2
2
1
0
0
0


12th

+6/+1

+4

+4

+8
Increased potency

2
2
2
2
2
2
2
0
0
0


13th

+6/+1

+4

+4

+8


2
2
2
2
2
2
2
1
0
0


14th

+7/+2

+4

+4

+9


2
2
2
2
2
2
2
2
0
0


15th

+7/+2

+5

+5

+9
Increased potency

2
2
2
2
2
2
2
2
1
0


16th

+8/+3

+5

+5

+10
Chaos shield

2
2
2
2
2
2
2
2
2
0


17th

+8/+3

+5

+5

+10


2
2
2
2
2
2
2
2
2
1


18th

+9/+4

+6

+6

+11


2
2
2
2
2
2
2
2
2
2


19th

+9/+4

+6

+6

+11
The balance of reality

2
2
2
2
2
2
2
2
2
2


20th

+10/+5

+6

+6

+12
Increased potency

2
2
2
2
2
2
2
2
2
2



Class Features
All of the following are class features of the Yet another chaos mage.

Weapon and Armor Proficiencies: Yet another chaos mages are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield.

Chaos magic :
You have several casting styles.
Casting style 1: You can cast as a wizard of your level however you use wisdom instead of intelligence and instead of the normal base spell slot progression you have the one given in the YACM class table.
When you lose this casting style and regain it you have the same prepared spells and spent spells as you had before losing it(except for spell slot you lost for other reasons in between)

Casting style 2: You immediately bind a number of vestiges proportional to your level(as the binder maximum) and of maximum levels corresponding to the binder table and can not unbind them.
Your binder level for those vestiges is your level in YACM.
When you lose this casting all the vestiges unbind themselves.

Casting style 3:You gain access to an at will su ability dealing 1d6 per two level in YACM to your target(touch attack needed).
You gain an su ability you can use once per day(and it is the abosulte maximum no matter how much you lose and gain back this ability and other instances of this ability) healing 1d6 per level you have + your constitution.
You finally gain an su ability you can use once per encounter dealing your level in YACM/4 d6 of damage to all the opponents you can see or perceive in an way or another provided they are at less than 50 feet +10 times your level in YACM feet of you.

Casting style 4:You can spontaneously cast mysteries with your slots.
You choose the known mysteries the same way as a shadow caster of your level
Your list stays the same(no matter how much you lose and regain this list) except for the new mysteries you can learn thanks to your level increase.
The slots you use for your mysteries are spent for all the casting styles using the slots

Extra casting styles: You choose abilities and if the gm approves you get a new casting style.
Every morning you choose which casting style you start with.

Chaos surge:
Each time you cast a spell or use a su ability or an sla given by one of your casting styles you roll a D6
On 1 or 2 You lose your actual casting style and gain a new one from your list(rolled randomly)
On 3 you take your level as damage.
On 4 you do an misanthropic surge and so use a chaos spell(chosen randomly) of the same level or 9th if the spell or spell-like ability's level is higher than level 9.
If it is a supernatural ability then choose a random vestige of the same level(throw a dice bigger than the number of vestiges at this level and give a number to each vestige and if the dice does not falls onto a vestige then re-roll it) then you immediately choose one of the powers of that vestige and use it.
You can do that only for active vestige abilities.
If it does not have a level use as level half your YACM level.
This replace the ability you were using(But it is still spent).
On 5 Roll a dice on the random effect table the GM likes the most.(which might cancel your spell) also remove effects that would be incurable at your level(like negative levels at level 3)
On 6 Roll 2d6 then change this table by swapping the effect on the position the first dice gives with the effect on the position the second dices gives.(the GM rolls the dices and do not tell the result)
Also all the abilities you use which have a duration expressed in something longer than rounds becomes one round per level of YACM potentially lengthening them

Chaos shield(su):
You can cast this ability as a simple action 1+your wisdom modifier times per day.
For one round per level in YACM you gain the following abilities:
When doing a chaos surge, you can roll twice the dice and choose the dice you prefer for the result of the chaos surge.
You can do the same thing with the roll given by the fifth effect of the chaos surge.
At level 16 and higher you can roll three times instead of two times.

Increased potency(su):
When casting a spell you can add a d4 to the save DC and remove 3 from the base save dc.
You can do this 3+you wisdom times per day.
at level 9 and higher you can instead add 1d6-3 at level 12 and higher you can add 1d8-4 at level 15 and higher you can add 1d10-4 at level 20 and higher you can add 1d12-4( you can still use the previous options)

Counterbalancing(su):
Once per day when you cast a spell or use a supernatural ability or a spell-like ability given by one of your casting styles, you can choose to not roll a chaos surge, however you must immediately choose another spell, supernatural ability or spell-like ability given by the casting style you are using.
You must necessarily use that chosen ability as soon as possible.
If you are prevented from doing so you take your level as damage every turn until you succeed at your objective.

Messing up with magic(su):
You can choose the spell given by a chaos spell and gain one free negative level as a bonus.
This gift can not be refused even if you are immune to negative levels.
You simply automatically lower all the immunity and resistances to this kind of generous gift and any effect preventing you from gaining a negative level stops preventing you from doing so.
If you can not possibly take a negative level you die and are destroyed and turned into dust and annihilated and thus can no longer act.
There is no way to protect yourself from the negative effect you receive when you do not take a negative level.

The balance of reality(su):
Once per day When you have to roll on the random effect table favored by the GM(which is probably very evil) you can instead be harmed by a real balance who appears right before falling on you dealing you 10d6 damage.
The balance disappears immediately after falling on the poor YACM.

Scary caster(su):
Being hard to predict makes you scarier: People do not know if you are going to blast them with a fireball or if the universe will just explode instead.
This makes you much better at intimidating people as long as you make clear that you are a chaos mage.
This is an su ability because when you are in an antimagic zone or a dead magic zone people know you are not going to cast spells.

Chaos spells:
Chaos spells contains multiples spells and one of them is randomly chosen each time it is cast.
You choose the target after the spell is chosen
A chaos spell cost a free action to cast however you must spend all the normal casting action of the chosen spell when you end casting the chaos spell else the spell picked up by the chaos spell is not cast.
There must be at least three spells inside a chaos spell.
Targets are chosen after the spell is chosen and the YACM knows which spell have been chosen once the chaos spell has been cast.
A chaos spell can contain spell of various levels however a chaos spell can not contain spells more than one level above the level of the chaos spell and the average level of the spells in the chaos spell must be inferior or equal to the level of the chaos spell.
A spell inside of a chaos spell should be a spell that is mostly useful in the middle of a battle because else it does too much convenient access to spells(in particular high level spells).
Chaos spells are like regular spells for all the other purposes and can be learned or prepared normally.

Level 0 chaos spell:
Threaten
list: Acid Splash,Light,Flare,Daze
Weird
list: Disrupt Undead,Touch of Fatigue,Ray of Frost
Level 1 chaos spells:
Evasion
list: Grease,Expeditious Retreat,Jump,Obscuring Mist
Mesmerize
list: Color Spray,Sleep,Hideous Laughter,Dancing Lights
Level 2 chaos spells:
Ire
list: Scorching Ray,Burning Hands,Lightning Bolt,Bull’s Strength
Trick
list: Touch of Idiocy,Hypnotic Pattern,Mirror Image,Darkness
level 3 chaos spells:
Manipulate
list: Rage,Hold Person,Eagle’s Splendor,Crushing Despair
Weather
list: Solid Fog,Wind Wall,Fog Cloud,Daylight
level 4 chaos spells:
Horror
list: Bestow Curse,Contagion,Enervation,Black Tentacles
Repression
list:Ice Storm,Wall of Fire,Greater Invisibility,Shout
level 5 chaos spells:
Movement control
list:Telekinesis,Interposing Hand,Dismissal,Hold Monster
Weaken the mind
list:Mind Fog,Feeblemind,Waves of Fatiguel,Bestow Curse
level 6 chaos spells:
Violence
list:Disintegrate,Chain Lightning,Acid Fog,Freezing Sphere
Antimagic
list:Antimagic Field,Greater dispel magic,Spell Turning,Break Enchantment
level 7 chaos spells:
Spells put together for no reason
list:Project Image,Power Word Blind,Finger of Death,Prismatic Spray
Imprison
list:Sequester,Maze,Flesh to Stone,Forcecage
level 8 chaos spells:
Annihilate
list:Horrid Wilting,Polar Ray,Sunburst,Greater Shout
level 9 chaos spells:
Underexploit
list:Power Word Kill,Crushing Hand,Mass Hold Monster,Weird

Evil table that hates you deeply
1: You lose your level in YACM HP per round until you fall unconscious or die and there is no way to know you are losing HP because the trauma is too subtle.
2:Roll three D100 and do nothing.
3:Roll two D100 and do nothing.
4:Roll two D100 and apply the effect on the first dice (Without telling), then describe (or do not describe if it does not have to) the result of the second roll.
The wizard and everyone in a radius of 600 meters believes the second result happened(even if the first dice kills the wizard he still believes to be alive) for one round.
5: An object at less than 100 meters becomes alive (like animate object) and sentient (3d6 for each mental stat) and deeply hate the YACM for the poor life it has.
If that YACM already had an animated object hating him the animated object can choose another object and become that object which is immediately animated and have the same mental stats and soul and memory as the old one (even if it was dead).
If he manages to make an animated object stop hating him, that animated object's soul is destroyed and is replaced by another soul hating the YACM.
The maximum HD of the object hating the YACM is the level in YACM of that YACM.
6:Take your ((level/2) -1) negative levels.
7:Roll twice on this table and apply the two results.
8:The YACM stops being paranoid (not being paranoid is insanity in dnd).
9:Your spell or supernatural ability or spell-like ability you were casting have a one round duration if its duration was longer.
10:You fail at using your ability and lose the three slots of the highest level you have.
11:One random person at a range of less than 100 feet is cursed (like the curse spell), reducing his wisdom to 6.
12:The YACM is blinded and if he was already blind he is deafened and if he does not have either of those two senses, he loses a sense he have.
13:The target of your ability grows a bunch of organic-looking extra eyes looking like eyes of a random creature (for example you cast fabricate on a steel bar and it grows a bunch of behemoth eyes or if you target air with a fireball the air gains some spider eyes and so on)
14:The YACM change of tast and he knows that changed however he can not know what it is.
15:The target of you ability can choose a new target for that ability.
16:You must succeed at a DC 15 reflex save or fall on the ground and can not do anything for one round.
17:All the spells affecting you are dissipated.
18:You attract the hatred of Outsiders of one random alignment.
19:Grass spreads around the YACM and he immediately knows it is wrong.
If he does not start burning the grass it starts growing more and more dangerous.
Every five rounds it deals one more d6 per turn to everything in it (starting at 0).
However any fire spell make the grass normal again.
20:A dead magic zone appears around the YACM.
Its radius is 15 feet and it is centered on the YACM.
21:All the damage the YACM receive this turn is cancelled until his HP gets under the value of the damage he should have taken.(Being subject to an healing spell heals you)
At that moment he takes the damage.
22:The YACM does not spend the use of the ability he is using.
23:The YACM suddenly feels sick (and has the sickened condition) for one round per level of YACM.
24:The YACM take 2d6 constitution damage points.
25:If the YACM target dislikes the YACM, he feels an intense will of killing the YACM and if he tries doing so he is always shape-shifted in a mix of two form (gets all the powers and particularities and traits of the two forms) for doing so.
The two forms are chosen by the GM and must be chosen for optimally fighting the YACM.
26:All the gold in a 100 feet radius is turned into stainless steel.
27:You suddenly swap your wizard casting(if you have one) with a cleric casting and your cleric casting(if you have one) with a wizard casting simultaneously(also the chromatic components of your clothes are swapped on the gray scale).
28:100 KG of food appears in front of you under the form of a pillar of food.
The food is edible and tasty and is the equivalent of 100 rations.
29:You change of race like with reincarnation(and become a young adult)but you do not have the level loss
30:You rage like a barbarian of your level and can not cancel the rage for all its duration.
31:Your nearest loved one takes 5d6 if you do not succeed a will save of DC10.
32:The local climate(in a radius of 1 KM) change(the GM choose the new climate)
33:One of the items you carry gains a cursed item quirk.(chosen randomly)
all those 33 possibilities are all of the same probability and if the D100 falls on 100 then the GM choose any effect he wants

Jormengand
2016-02-02, 04:42 PM
The Countermage

http://i.imgur.com/ONgN9gr.png
Image that is totally better than my one by Oblivimancer.

For each attack, there is an equal and opposite counterattack

A countermage is a deflector of attacks, and a controller of opposed abilities. "Mage" is perhaps a misnomer; they do not cast any of their own spells and are as proficient with weapons as their magical prowess.

Adventures: Countermagi adventure to restore balance to the world and to fight for the underdogs in a conflict.

Characteristics: Countermagi are capable of deflecting enemy attacks and redirecting others' spells for their own ends.

Alignment: Countermagi are usually lawful neutral or true neutral, as comes from the ideal of restoring balance, but they can be any type of "Underdog alignment" - such as a lawful good goblin or an evil aasimar.

Religion: Gods of balance, war and the oppressed.

Background: Countermagi are usually taught some kind of defensive combat, as well as how to perform a counterspell. This usually means that they come from warrior cultures with some kind of focus on defending against magic, but not always.

Races: Any race can produce countermagi, given that there is nothing specifically racial about the powers they wield or the methods they use.

Other Classes: Countermagi have an odd relationship with spellcasters. Some spellcasters admire the countermage's ability to counter spells, and others revile it. This usually depends not only on the spellcaster's own proficiency and experience of counterspells, but also whether they have to put up with an enemy countermage or benefit from the magical protection of their own.

Role: Countermagi are an inherently defensive class. However, they do little to nothing to stop an enemy from simply walking around them, so they must stay close to allies if they wish to afford them protection.

Adaptation: In a setting with no magic, consider using the counterblade instead. The counterblade's abilities are written in italics under other class features that are replaced.

GAME RULE INFORMATION
Countermagi have the following game statistics.
Abilities: Strength is important to countermagi as it allows them to make more powerful attacks, while dexterity is important to them as it makes it easier for them to dodge. Countermagi (but not counterblades) can use their intelligence bonus to get extra counterspells, but it doesn't actually change their effectiveness.
Alignment: Any, usually true neutral or lawful neutral.
Hit Die: d8
Starting Age: As bard.
Starting Gold: As fighter

Class Skills
The countermage's class skills (and the key ability for each skill) are Balance (Dex), Concentration (Con), Craft (Int), Knowledge (All skills, taken individually) (Int), Perform (Dance, Weapon Drill) (Cha), Spellcraft (Int), Spot (Wis) and Tumble (Dex).

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

Countermage
LevelBABFortRefWillSpecial
Parry Bonus0lvl1st2nd3rd4th5th6th7th8th9th1st+0+2+2+2Cou nterattack, Deflect Magic
+120————————2nd+1+3+3+3Steal Spell
+131————————3rd+2+3+3+3Improved Counterattack +1
+2310———————4th+3+4+4+4Enemy of my Enemy
+2321———————5th+3+4+4+4Improved Counterattack +2
+33210——————6th+4+5+5+5Ever Ready +1
+33221——————7th+5+5+5+5Improved Counterattack +3
+433210—————8th+6/+1+6+6+6Mobile Defender
+433221—————9th+6/+1+6+6+6Improved Counterattack +4
+5333210————10th+7/+2+7+7+7Curse of Green Eyes
+5333221————11th+8/+3+7+7+7Improved Counterattack +5
+63333210———12th+9/+4+8+8+8Ever Ready +2
+63333221———13th+9/+4+8+8+8Improved Counterattack +6
+733333210——14th+10/+5+9+9+9Heart of the Underdog
+733333221——15th+11/+6/+1+9+9+9Improved Counterattack +7
+8333333210—16th+12/+7/+2+10+10+10Equality in Death
+8333333221—17th+12/+7/+2+10+10+10Improved Counterattack +8
+9333333321018th+13/+8/+3+11+11+11Ever Ready +3
+9333333322119th+14/+9/+4+11+11+11Improved Counterattack +9
+10333333332220th+15/+10/+5+12+12+12The Great Leveller
+103333333333

Weapon and Armour Proficiency
The countermage is proficient in all simple weapons, plus all double weapons (Such as the orc doubleaxe and two-bladed sword). They aren't proficient with any kind of armour or shields.

Counterblades: Counterblades are proficient in light armour. Whenever a class feature refers to a countermage being unarmoured, counterblades can wear light armour.

Counterattack
Countermagi get the Combat Reflexes feat as a bonus feat at first level. Creatures who miss with any kind of attack provoke an attack of opportunity from the countermage so long as the countermage is wielding a double weapon in two hands.

Deflect Magic
Countermagi get spells, much like a sorcerer does, but they aren't actually spells in the normal sense. The number of spells a countermage gets is written on Table: The Countermage. When the table indicates zero spells of a given level, the countermage only gets bonus spells at that level. The countermage's bonus spells are intelligence-based.

Countermagi can counter any spell by expending a spell slot of the same level, just as though the same spell had been cast back at the first creature, but to do this the countermage must first identify the spell. In effect, the countermage knows every spell in existence, but can only spend them to counter the same spell from the same list (so you can't use a sixth-level shout from the bard list to counter an eighth-level shout from the sorcerer list, or a ninth-level heightened shout, regardless of which list it came from).

Not only this, but the countermage has special countering abilities. For a start, the countermage can counter powers and spell-like and psi-like abilities. Again, the spell level is the level of the spell or power as it is for the user (So a 4th-level gate uttered by a truenamer can be countered far more easily than a 9th-level one cast by a wizard, but the truenamer can heighten it up to 10th level easily enough).

Two epic feats, Epic Spellcasting and Improved Spell Capacity, work in a special way with this. Epic spells can only be countered by epic counterspells, and other 10th-level spells from improved spell capacity can counter spells that are 10th-level for some other reason.

Whatever you counter and however you counter it, so long as you do so with slots from being a countermage, you can copy that spell as a standard action on your next turn. You choose new targets for the copy, and measure the range from you. You don't need to copy a spell if you don't want to, but if you do, you cast the spell using the caster level and key ability modifier, as well as any other effects on the spell such as from feats or class features, with which the spell would have been cast had you not countered it.

Counterblades: Counterblades don't get this class feature. Instead they treat double weapons as reach weapons much like a spiked chain as an extraordinary ability.

Parry (Ex)
Countermagi add their dexterity modifier, plus the figure given on Table: The Countermage, as a true bonus to their armour class. (True bonuses can't be negated and they always stack) so long as they're wielding a double weapon. They can even parry attacks such as caltrops by sweeping them aside or vaulting over them.

Steal Spell
From second level, countermagi can counter a spell that's already in progress, essentially dispelling it. They can cast it on their next round as a standard action.

Counterblades: Counterblades don't get this class feature. Instead, they get an extra point of Improved Counterattack at this level. See below.

Improved Counterattack (Ex)
At third level, and every second level thereafter, countermagi get a +1 bonus to attack and damage rolls on attacks of opportunity and readied attacks while wielding a double weapon in two hands. They can also make an extra attack of opportunity each round if they are.

Enemy of my Enemy (Ex)
From fourth level, countermagi grant allies within their reach half of their parry bonus.

Ever Ready (Ex)
At sixth level, and every sixth level thereafter, countermagi can ready an extra action of the same type whenever they ready an action. It needn't have the same trigger.

Mobile Defender (Ex)
From eighth level, whenever the countermage counters a spell, or makes a readied attack or an attack of opportunity while wielding a double weapon in two hands, the countermage can immediately make a totally free five-foot step.

Curse of Green Eyes (Su)
Once per day, the countermage may use the powerful curse of green eyes on a foe. If the target, who must be within 60 feet, fails a will save (DC 10 + half the countermage's level+ the countermage's intelligence modifier), the countermage may immediately swap any combination of the following with the chosen foe:
Melee, ranged or/and base attack bonus
Armour class, flat footed armour class and/or touch armour class.
Any one or more of the countermage's save bonuses
Any one or more of the countermage's physical ability scores.

Do not re-calculate any characteristic being swapped based on another being swapped - for example, don't re-calculate fortitude saves if you swap your fortitude and constitution with a foe. However, if you swap base attack bonus but not melee attack bonus, you should re-calculate your melee attack bonus from your new base attack bonus.

Characteristics are "Locked" for one minute - that is, taking off or putting on armour will neither aid you nor hinder your foe if your armour classes are swapped. After one minute, your characteristics are restored. The death of one or other creature doesn't end the effect, but it doesn't stop the effect ending either.

Counterblades: Counterblades don't get this class feature. Instead, they get another point of Improved Counterattack at this level.

Heart of the Underdog (Ex)
From 14th level, the countermage is used to being utterly surrounded. The countermage can make attacks of opportunity as though they were Whirlwind Attacks (but still only gets one free 5-foot step) while wielding a double weapon in two hands.

Equality in Death (Ex)
From 16th level, the countermage's attacks embody one simple principle: all creatures must die. All damage dealt by the countermage's double weapon attacks is true damage (True damage cannot be prevented, resisted or mitigated). Further, a creature brought to -10 hit points by a countermage's attack is Dead, even if another ability would prevent them being Dead.

The Great Leveller (Su)
From 20th level, the countermage can level the playing field once per day.

The countermage chooses any number of creatures within 400 feet. Each of those creatures takes True Damage until their hit points are equal to the hit points of the creature with the lowest hit points. Then, each of those creatures takes True Damage to each of their ability scores until that ability score is equal to the lowest value of ability scores among all of those creature (creatures lacking an ability score neither take damage to it, nor are they counted when determining the lowest value). If any creature is prone, all the others are knocked prone and can't prevent this. If not, and if there are any creatures sitting, each creature becomes sitting and can't prevent this. Each ongoing spell active on any of the creatures is removed if positive and copied to each of the others if negative.

Counterblades: Counterblades don't get this class feature. Instead, they get the following class feature:

Equal Ground (Ex)
At twentieth level, whenever the counterblade hits a creature with more hit points than the counterblade, the attack is automatically a critical hit. Further, whenever the counterblade takes damage from a creature with more hit points, the damage is halved.

Zaydos
2016-02-04, 02:33 PM
BRINGER OF CHAOS
“Why protect balance? Why protect Order? I say, ‘Let… Chaos… REIGN’!” – The end of Vizron Malfean’s manifesto

Let us speak now of order and balance. In nature the lion shall slay his brother’s cubs so that they cannot grow to rival his. This is the order of nature. For any animal of the wild to live something else must die, a life for a life, this is the balance of nature. Yet the druids defend this as the highest ‘good’, they claim natural ‘law’ is absolute and any deviation from it brings disaster. Yet natural law demands a life for a life, commands uncle to kill nephew, strong to rule and slay the weak. This is natural order.

In the world of man guilds of thieves pay the courts to overlook their members, pay the constables to overlook their crimes. A man steals bread to feed his starving family and his hand is taken from him, but a king wages war upon his neighbors, causing the death of thousands, to steal the lands of their cousin and the court does nothing. This is the order of man, where those with power are immune, and those who lack it are trampled underfoot. Unlike water, gold flows uphill, the poor grow but poorer and those who hold wealth grow ever more wealthy. This is the balance of man. This is the balance of Law and Order. This is corruption! Absolute and total. There is no good to be found in this Order, no good in this balance.

And I say the order of the gods is no better. The so-called gods of ‘Good’ gave Asmodeus the Pact Primeval, and the right to corrupt and taint the souls of men to draft his armies. They do not censor this fiend, nay they turn a blind eye to Hell, even supporting its darkness. For Asmdoeus helps protect their position. This is the Order of the gods. They encourage evil, encourage the growth of dark empires across the world to fuel the armies of Hell. For they use Asmodeus as their dog against the demons. This is the balance of the gods. They do pit evil against evil while they watch, letting others suffer so that their positions are secure. This balance of evil and evil is the balance of the gods. A balance in which there is no good, merely selfishness and destructiveness pitted against each other.

Thus I say we have tried the rule of righteousness and found it corrupt. We have tried the rule of Order and found it failing. We have tried the rule of ‘balance’ and we have found it twisted. Why protect balance? Why protect Order? I say, ‘Let… Chaos… REIGN’!’

Knights and protectors of order are numerous in every race of man, guardians of natural balance exist throughout the cultures of humanoids. Even among the exemplars of alignment maintaining the cosmic balance is a dogma. Yet still Bringers of Chaos are born. These are thinking beings who have looked upon the cosmos and decided that the order of the cosmos is abhorrent, that Chaos must reign supreme, at least for a time.

To some cosmic order is something far and alien, something that only might exist and it is mere human order which must be destroyed, but somewhere in their hearts of hearts they can’t except even natural order, natural balance. These anarchists might even form complicated hierarchies and orders of their own for the purpose of destroying the current social order, but no true Bringer of Chaos would desire such an order to be maintained. Others are more conscious of the cosmic order, willingly using their powers in the knowledge that their very exercise of might disrupts reality itself.

Adventures: Bringers of Chaos are by their nature fanatics. They adventure to destroy order, whether cosmic or human. A Bringer of Chaos may adventure to help revolutionaries, only to kill their leaders at their moment of triumph. They may quest to overthrow a tyrant. A Bringer might join a party seeking an artifact that would disrupt the very nature of reality, or seek to destroy the cornerstones of the planes themselves.

Characteristics: Bringers of Chaos are born of madness, every bringer is mentally unbalanced in some way, their own mind never quite meshing with the cosmos. Perhaps they belong in a slightly different iteration of reality, perhaps they are touched by the Far Realm or the Abyss. Whatever the truth this imbalance is a part of their strength, and they draw upon it for their psychic powers coupling it with their zealous faith in Chaos. They couple this with a dedicated training of their bodies, a skill in the sword and shield born of practice and perhaps the greatest act of order in their lives. Bringers warp the world with their delusion and their presence, drive their madness into the minds of others, and fight on the front lines in the name of Chaos.

Alignment: Bringers are knights of Chaos and disorder. As such all Bringers are Chaotic. As the complete disruption of natural order is generally highly destructive to everyone around, and doing it because it feels more ‘right’ to you is an extremely selfish act, most Bringers are Chaotic Neutral or Chaotic Evil. Good aligned Bringers of Chaos tend to focus more on human Order than the cosmic, and attempt to end the most egregiously corrupt first.

Religion: Bringers of Chaos are often extremely religious, just not towards the gods. Many Bringers worship Chaos itself, those that don’t often worship Chaotic gods of destruction or destruction and creation. To some Bringers they are the agents of Cosmic Balance in that they will wipe out the current equilibrium so a true balance can be created.

Background: Bringers are not forged though they are born and on occasion made. Every Bringer’s mind is in some way unhinged. Some are simply born to be Bringers, Chaos whispering in their minds from a young age, others are born of some traumatic event which showed to them the fundamental lie of all order or the glorious potential of Chaos!

Races: Gnomish and halfling bringers are all but unheard of. Neither have an inclination towards Chaos strong enough to call them to a Bringer’s ways and neither have a society structured enough to call them to rebel. Elven bringers are rare as well, while naturally inclined towards Chaos they tend to live in harmony with the natural order of things and rarely possess orders so structured as to call rebellion. Dwarven Bringers are surprisingly common. Despite their Lawful natures the dwarves’ extreme order in their societies cause certain minds to snap and rebel, many becoming Bringers. The short life expectancy of such Bringers keeps them a rarity, however, or else drives them from a society which is by its nature hostile to their own making them far more common in human lands than dwarven ones. This brings us to humans and half-breeds which together comprise most Bringers.

Among the monstrous races Bringers are relatively common among bugbears, and goblins. These bringers are more likely to be palatable to humans than most as they are often working to undermine hobgoblin cultures. Orcish and ogre Bringers are another common source, but they do not seek to overthrow the ‘orders’ of their races, instead tending even more strongly towards the cosmic order which, to the eyes of many has placed humanity over their races.

Other Classes: Bringers are a curiosity to wizards, a source of wild effects on the nature of reality, something worthy of study. Wilders may find a kindred soul in some, while psions see them as raging and unreliable minds. To most, however, it is not their class but their idea of Chaos which will determine how a Bringer relates to them.

The exception is those who serve the gods. Most deities are opposed to an upheaval of cosmic order, even chaotic ones, and as such most clerics view Bringers poorly; the exceptions are those which serve Elder Evils and related beings that do not fit into the current order who may see Bringers as kindred spirits, and may even use Bringers as a sort of ‘paladin’ for their god. Druids, though not servants of gods, are also likely to vehemently oppose Bringers of Chaos, and even Chaotic druids often count among their most vehement foes.

Role: Bringers’ role is primarily that of a front line combatant. While their psionic powers may allow them to dabble in other roles, they lack the versatility to truly move into another role limited by their few powers. Their more chaotic energies grant them some abilities which go outside of this role but only in a limited sense.

Adaptation: For a Bringer of Chaos which specifically serves beings which do not fit into reality, or an Elder Evil, a ‘Bringer of Madness’ variant could be used. Replace Disrupting Critical with Servant of the Old Ones (http://www.giantitp.com/forums/showthread.php?447399-To-Serve-the-Ancient-Ones-%28Vile-Feats-3-5%29) as a bonus feat, and replace Disrupting Blow, Tip the Scales, Impersonal Tip the Scales with a bonus Vile feat each.

GAME RULE INFORMATION
Bringers of Chaos have the following game statistics.
Abilities: A Bringer of Chaos’s psionic powers are based off of their Charisma. At the same time they are primarily combatants and require all the standard abilities as such, making their ability requirements similar to a psychic warrior except exchanging Charisma for Wisdom.
Alignment: Any Chaotic.
Hit Die: d10
Starting Age: As paladin.
Starting Gold: 6d4x10 (100 GP).

Class Skills: Autohypnosis (Wis), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Intimidate (Cha), Jump (Str), Knowledge (arcana) (Int), Knowledge (dungeoneering) (Int), Knowledge (psionics) (Int), Knowledge (the planes) (Int), Profession (Wis), Psicraft (Int), Ride (Dex), Sense Motive (Wis), Swim (Str), Tumble (Dex), and Use Psionic Device (Cha).
Skill Points at 1st Level: (4 + Int modifier) ×4.
Skill Points at Each Additional Level: 4 + Int modifier.

Champion of Chaos


Level
BAB
Fort
Ref
Will
Special
Power Points/Day
Powers Known
Maximum Power Level Known


1st
+1
+2
+0
+2
Aura of Chaos, Twisted Powers, Unbalanced Mind, Wild Shield
0
0
-


2nd
+2
+3
+0
+3
Disrupting Critical
1
1
1st


3rd
+3
+3
+1
+3
Tip the Scales
3
1
1st


4th
+4
+4
+1
+4
Psionic Meditation
5
2
2nd


5th
+5
+4
+1
+4
Scramble Position
7
2
2nd


6th
+6/+1
+5
+2
+5
Reject Limitation
11
3
2nd


7th
+7/+2
+5
+2
+5
Invoke Madness 1/day
15
3
3rd


8th
+8/+3
+6
+2
+6
Shielding Chaos
19
4
3rd


9th
+9/+4
+6
+3
+6
Leap through Space
23
4
3rd


10th
+10/+5
+7
+3
+7
Invoke Madness 2/day, Reclaim Focus
27
5
4th


11th
+11/+6/+1
+7
+3
+7
Twisting Aether
35
5
4th


12th
+12/+7/+2
+8
+4
+8
Mind of Madness
43
6
4th


13th
+13/+8/+3
+8
+4
+8
Invoke Madness 3/day, Planar Bleed
51
6
5th


14th
+14/+9/+4
+9
+4
+9
Regenerate Focus
59
7
5th


15th
+15/+10/+5
+9
+5
+9
Disrupting Blow
67
7
5th


16th
+16/+11/+6/+1
+10
+5
+10
Invoke Madness (at-will), Rewrite Limitations
79
8
6th


17th
+17/+12/+7/+2
+10
+5
+10
Greater Shielding Chaos
91
8
6th


18th
+18/+13/+8/+3
+11
+6
+11
Mind of Chaos
103
9
6th


19th
+19/+14/+9/+4
+11
+6
+11
Invert Life
115
9
6th


20th
+20/+15/+10/+5
+12
+6
+12
Create Planar Vortex
127
10
6th



Weapons and Armor Proficiencies: Bringers of chaos are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).

Power Points/Day: A bringer of chaos’s ability to manifest powers is limited by the power points he has available. His base daily allotment of power points is given on the table above. In addition, he receives bonus power points per day if he has a high Charisma score (see Table 2–1: Ability Modifiers and Bonus Power Points). His race may also provide bonus power points per day, as may certain feats and items. A 1st-level bringer of chaos gains no power points for his class level, but he gains bonus power points (if he is entitled to any), and can manifest the single power he knows with those power points.

Powers Known: A bringer of chaos begins play knowing no psionic powers. At 2nd level and each even level thereafter they learn a psionic power of your choice, and at each odd level they may exchange a power known for another power of any level they have access to.
Choose the powers known from the bringer of chaos power list. (Exception: The feats Expanded Knowledge, and Epic Expanded Knowledge, do allow a bringer of chaos to learn powers from the lists of other classes.) A bringer of chaos can manifest any power that has a power point cost equal to or lower than his manifester level.
The total number of powers a bringer of chaos can manifest in a day is limited only by his daily power points. In other words, a 11th-level bringer of chaos (with a total of 35 power points) could manifest a power costing 1 power point 35 times in one day, a power costing 5 power points 7 times in one day, or any combination of power point costs that does not exceed 35 power points in total.
A bringer of chaos simply knows his powers; they are ingrained in his mind. He does not need to prepare them (in the way that some spellcasters prepare their spells), though he must get a good night’s sleep each day to regain all his spent power points.
The Difficulty Class for saving throws against bringer of chaos powers is 10 + the power’s level + the bringer of chaos’s Charisma modifier. For example, the saving throw against a 6th-level power has a DC of 16 + Cha modifier.

Maximum Power Level Known: A bringer of chaos begins play with the ability to learn 1st-level powers. As he attains higher levels, he may gain the ability to master more complex powers—for example, a 4th-level bringer of chaos can learn powers of 2nd level or lower, a 7th-level bringer of chaos can learn powers of 3rd level or lower, and so on.
To learn or manifest a power, a bringer of chaos must have a Charisma score of at least 10 + the power’s level. For example, a bringer of chaos with a Charisma score of 13 can manifest powers of 3rd level or lower.

Aura of Chaos: A bringer of chaos radiates an aura of chaos as a cleric with the chaos domain.

Twisted Powers (Su): The powers of a bringer of chaos are drawn from the disruption of reality, the energies released when their mind and soul push it off balance momentarily. Whenever you use a Psionic Power or certain class features you must roll on the table below to determine a random side effect. This roll is modified by the level of the power or the ability used, ranging from -10 to +15 for class features and +2 per power level of psionic powers. If the ability used had a target any effect is centered on the target’s location, if it was an area it is centered in the middle of the area, if it had targets it is centered on the location in the middle of the targets.

ResultEffect

5 or belowNo special effect

6Light within 60 ft takes on a tint of a specific color for 1 minute

7The cry of an animal or beast can be heard

8The color of all objects within 30 ft are inverted for 1 minute

9A floral aroma fills the air

10Creatures within 30 ft relive the last round (purely in their minds, they do not retake the actions)

11The area attracts mundane insects for 10 hours

12The scent of fudge clings to all creatures within 100 ft for 3 hours

13Music plays in the air

14Everything currently within 30 ft tastes like a food of the DM’s choice permanently.

15Cryptic words sound forth (language of DM’s choice)

16Wind speed within 300 ft increases by 10 miles per hour for 1 minute

17Within 120 ft night becomes day and day becomes night for 1 minute

18 Objects within 10 ft age 2 years.

19Creatures within 30 ft regain their psionic focus

20A cloud of phantasmal butterflies billow forth filling a 30 ft radius, thes butterflies provide total concealment if a full square of butterflies separate you and concealment if you are on the edge of butterflies or adjacent within them.

21Creatures within 30 ft suffer a -4 penalty to Spot checks for 1 minute

22Energy damage dealt within 30 ft is reduced by 5 for 1 round

23Translucent blobs of color float about the area for 10 minutes

24Musical instruments within 300 ft play themselves for 1 round.

25The durations of all non-instantaneous effects within 60 ft are extended by 1 round

26Creatures within 600 ft have a momentary glimpse of a possible future

27The durations of all non-instantaneous effects within 60 ft are reduced by 10 rounds

28You teleport 1d12 x 5 ft away from the ‘effect’ rolling 1d8 to determine direction.

29Damage dealt to or by creatures or objects within 30 ft is reduced by 5 for 1 round.

30Unattended objects within 120 ft animate for 1 round, moving about frantically.

31Weather within 5 miles becomes unseasonal for 1d4+1 hours (summer temperatures in winter, snow in summer, etc)

32Time within 5 miles is frozen for 1d4+1 hours (nothing happens within this area for 1d4+1 hours and durations do not pass)

33Night becomes day or day becomes nigh

34Make a DC 20 Will save or cease to exist.

35Time freezes for everyone but you for 1d4+1 rounds (as if you cast Time Stop)

Unbalanced Mind (Su): A bringer of chaos’s mind is touched by the energies they channel, or perhaps it channels those energies because they are supernaturally touched in their mind. As such they suffer a -1 penalty to Wisdom ability and skill checks and Will saves. However a bringer of chaos may expend their psionic focus as an immediate action to focus their madness into a strange and alien insight, or to force reality to align with their delusion, and use Cha instead of Wis for Wisdom ability and skill checks and Will saves for 1 round and gain a bonus equal to 1/3 bringer of chaos levels. At the DM’s discretion expending your focus for this ability causes you to roll for Twisted Power with a -10 modifier (it is advised a DM only calls for this roll when stealth is important or it can spice up a game).

Wild Shield (Su): A bringer of chaos is able to warp reality to protect themselves, focusing this imbalance into a protective shield. As an immediate action, you may expend your Psionic Focus to gain a luck bonus to AC of 1d8-3 (average +1.5) against 1 attack. If this is a negative number it is a penalty instead. This bonus increases by 1 per 5 bringer of chaos levels so at 15th level it is 1d8, and at 20th it is 1d8+1. At the DM’s discretion expending your focus for this ability causes you to roll for Twisted Power with a -10 modifier (it is advised a DM only calls for this roll when stealth is important or it can spice up a game).

Disrupting Critical (Su): A bringer of chaos can send a madness deep into the mind of a foe that they strike in a weak spot. Beginning at 2nd level when you score a critical hit on a creature you can expend your Psionic Focus as a swift action to confuse the target for 1 round as the Confusion spell. They are allowed a Will save (DC 10 + ½ your Bringer of Chaos level + your Charisma modifier) negates this effect. At the DM’s discretion expending your focus for this ability causes you to roll for Twisted Power with a -10 modifier (it is advised a DM only calls for this roll when stealth is important or it can spice up a game).

Tip the Scales (Su): Order is to be overthrown, and torn asunder. The weak will overcome the strong and the gullible will see through the liar’s words. Beginning at 3rd level when you are aware you are making an opposed roll you may expend your psionic focus and 2 Power Points as an immediate action to create a localized reversal of nature. You use what would be your opponent’s modifier on the roll, and they use what would have been yours. If your single roll is opposed by multiple rolls you must select one creature you (assume) is opposing you. You use its modifier against it, but against all other creatures you use your normal modifier. You may only use Tip the Scales against any given creature once per day, but can use the ability itself as often as you’d lie. At the DM’s discretion expending your focus for this ability causes you to roll for Twisted Power with a -5 modifier (it is advised a DM only calls for this roll when stealth is important or it can spice up a game).

Psionic Meditation (Ex): A bringer of chaos must learn to focus their mind against the madness which grows within it. At 4th level they gain Psionic Meditation as a bonus feat even they don’t meet its prerequisites.

Scramble Position (Su): Space is bent by your mind, your power destabilizing local reality. Beginning at 5th level you may, as a standard action, expend psionic focus and 2 Power Points to randomly teleport every creature within 30 ft of you to a position within 1d6 x 10 ft of you (direction determined by 1d8). If they would appear in an occupied space they appear in the closest free space. At the DM’s discretion expending your focus for this ability causes you to roll for Twisted Power with a -10 modifier (it is advised a DM only calls for this roll when stealth is important or it can spice up a game).

Reject Limitation (Su): What is strength? What is agility? You can measure these factors, but if one breaks the laws that govern them? Beginning at 6th level a bringer of chaos may, as a swift action, expend their psionic focus and 3 PP to alter these rules for a moment. When you use this ability select an ability score, until the beginning of your next round you treat that ability score as if it was equal to your Charisma score; if you select Constitution do not recalculate hp. When you expend your psionic focus to use this ability roll on the Twisted Power table at +0.

Invoke Madness (Sp): The mind is a highly ordered and perfectly balanced thing, disrupt it only slightly and actions become erratic. Beginning at 7th level a bringer of chaos learns to push the minds of others into total disorder. As a standard action you may expend your psionic focus to use Confusion as a spell-like ability. This functions like the spell (CL = Bringer of Chaos level) except the save DC is increased by 1 per 2 Bringer of Chaos levels beyond 7th you possess. You may use this ability 1/day at 7th level, 2/day at 10th level, 3/day at 13th level, and at-will at 16th level. When you expend your psionic focus to use this ability, roll on the Twisted Power table at +0.

Shielding Chaos (Su): A bringer’s mind gathers chaos to shield their form, disrupting the attacks of others. Beginning at 8th level as long as you are psionically focused attacks against you suffer a 10% miss chance. If your psionic focus for your Wild Shield you maintain the benefits of this ability until the start of your next turn.

Leap through Space (Su): A bringer of chaos is able to tear themselves, and other willing creatures up to +1 per level with the standard special size modifier as with teleport (1 large = 2 medium, 1 huge = 2 large, and so forth), from the very fabric of reality to deposit them elsewhere on the same plane. Beginning at 9th level they may, as a standard action, pay 5 PP and expend your psionic focus to teleport 10d% miles in a random direction (determined by a d8) as rolled by the DM. When you expend your psionic focus to use this ability, roll on the Twisted Power table at +5.

Reclaim Focus (Ex): A bringer of chaos’s mind is accustomed to quickly finding a new psionic equilibrium after expending its power. Beginning at 10th level they may regain their psionic focus as a swift action.

Twisting Aethers (Su): A bringer of chaos disrupts reality with their very presence, their mind’s power when readied bleeding forth to twist the pattern of reality in their favor, or against other beings. Beginning at 11th level when you are psionically focused creatures within 10 ft suffer a -2 penalty to AC, CL, Saves, Skill and Ability checks, and Attacks. You may not suppress this ability, although it ends if you expend your psionic focus.

Mind of Madness (Ex): A bringer’s mind is a chaotic mess, thoughts and psionic energies mixing haphazardly, mad whispers of other realities sounding across it. This makes it hard for compulsions to constrain it. Beginning at 12th level if a bringer of chaos fails a Will save against a mind-affecting effect that is not a fear effect they may attempt it again 1 round later at the same DC. They only get this one extra chance to succeed on her saving throw.

Planar Bleed (Psi): As their powers bloom and swell a bringer of chaos is able to wreak true chaos on the balance of reality. Beginning at 13th level they may expend their psionic focus to cause an area to gain their choice of a random Elemental/Energy trait, a random alignment trait, a random gravity trait, a random morphic trait (see table below). When they use this ability they must pay a certain amount of PP up to their class level for each of area and duration (it is possible to pay your Class level to each) as shown on the table below, this area is always centered on your location when you use this ability, but does not move with you. This is the equivalent of an 8th level psionic power. The bringer of chaos instinctively knows what trait is applied even if it would be non-obvious. If you lack the Manual of the Planes replace this with a bonus psionic feat. When you use this ability, an every 24 hours it remains in effect roll for your Twisted Powers with a +10 to the roll.
Roll
Morphic
Gravity
Elemental/Energy
Alignment
1Alterable Morphic (Prime)Normal GravityNoneMildly Neutral
2Divinely MorphicLight GravityAir DominantStrongly Neutral
3Highly MorphicHeavy GravityEarth DominantMildly Evil
4StaticNo GravityFire DominantStrongly Evil
5SentientObjective Directional GravityWater DominantMildly Good
6Re-rollSubjective Directional GravityMildly Positive DominantStrongly Good
7--Strongly Positive DominantMildly Chaotic
8--Mildly Negative DominantStrongly Chaotic
9--Strongly Negative DominantMildly Lawful
10--Roll until you get two non-opposedStrongly Lawful
Special Notes:
Highly Morphic: Becomes alterable via Wisdom checks like Limbo.
Static: Creatures must make a DC 12 Fort save to act each round, and a DC 12 Strength check to move anything they are not already holding/wearing.
Sentient: Plane becomes sentient in the area, for non-aligned or mildly neutral planes this means nothing, for aligned planes they can sense the alignment of creatures and terrain features can move at a rate of 10 ft per round to hinder them; only a single terrain feature can be moved each round.
Air-Dominant: 50% of the ground vanishes within the area.
Earth-Dominant: 50% of empty squares in the air become filled with stone.
Fire-Dominant: Fire everywhere (as described in manual of the planes).
Water-Dominant: Water fills the area wherever possible.

Cost
Area
Duration
[tr]110 ft radius1 round
330 ft radius1 round/bringer level
6100 ft radius1 minute/bringer level
9300 ft radius10 minutes/bringer level
121000 ft radius1 hour/bringer level
151 mile radius1 day/bringer level
185 mile radiusPermanent (may only be dispelled by a higher level caster)[/table]


Regenerate Focus (Ex): A bringer’s mind begins to focus without their conscious will, new equilibriums of their chaotic power forming only so they can break them moments later. Beginning at 14th level at the start of your turn you regain your psionic focus if you lack it.

Disrupting Blow (Su): A bringer’s skill at driving their disruptive energies into another creature along with their blow. Beginning at 15th level they may expend their psionic focus as a swift action to charge their next melee attack made before the end of turn with energy causing the target to be confused for 1 round if they hit. This is a mind-affecting effect and a successful Will save negates this effect. When you expend your psionic focus for this ability roll on the Twisted Powers table.

Rewrite Limitations (Su): It is not only a bringer’s limits which are subject to will. With an expenditure of mental will they may attempt to change the limitations of another creature to reflect either the creature’s or their own force of personality and presence. Beginning at 16th level a Bringer of Chaos may expend their psionic focus, as a swift action, to force a target to use (the bringer’s choice) either the Bringer’s Charisma score or the target’s Charisma score in place of any 1 other ability score for 1 round (do not recalculate hp). The target is allowed a Will save (DC 10 + ½ Bringer level + Cha modifier) to resist, and whether they succeed or fail a Bringer of Chaos is only allowed to use this ability on a single creature 1/day. When you expend your psionic focus for this ability roll on the Twisted Powers table at +5.

Greater Shielding Chaos (Su): A bringer of chaos is wrapped in a warping of reality and probability. Beginning at 17th level your Shielding Chaos improves. While Shielding Chaos is active attacks have a 20% miss chance instead of 10%. This applies to targeted spells and powers as well as attacks forcing the caster to roll this miss chance to affect you with them.

Mind of Chaos (Su): A bringer of chaos’s mind is one in which whispers from other realities flit through, psionic energy tuning them in and out of reality as they focus their will. Beginning at 18th level while Psionically Focused a Bringer of Immunity no longer suffers penalties from Unbalanced Mind, gains immunity to mind-affecting effects, and may use their Charisma modifier instead of their Wisdom modifier for all purposes.

Invert Life (Su): A bringer of chaos has long since learned to reverse the balance of reality, to turn strength into weakness, and unbind things from reality to couple them with will alone. Beginning at 19th level a bringer of chaos learns to take this a step further reversing wounds themselves. 1/day a bringer of chaos may expend psionic focus as a standard action to cause the hit points of each creature within 30 ft to become the difference between their current hp and their maximum hp (if this would increase their hp to greater than maximum the gain the excess as temporary hp which last one hour). For example a creature that was at 12 hp out of 164 would now be at 152 hp (difference between 12 and 164), and a creature that was at maximum hp would now be at 0. Each creature may make a Will save (DC 10 + ½ bringer of chaos level + Cha modifier) to avoid this effect. When you expend your psionic focus for this ability roll on the Twisted Powers table at +15.

Create Planar Vortex (Su): At their pinnacle of power a bringer of chaos finally learns how to punch through the walls of reality, breaking the boundaries between realities. Beginning at 20th level a Bringer of Chaos may, as a standard action, expend their psionic focus and 10 PP to create a swirling vortex between two planes which lasts 1 round/caster. This is a free standing portal between the two, through which inanimate matter may pass, and which has a natural pull out of one plane into the other your choice of into or out of your current plane, this flow causes strong winds in or out of the portal, potentially pulling through creatures and objects, or an equally strong current. You may spend 1000 XP to make the vortex permanent (this XP is spent before knowing where it leads to), a permanent vortex can be destroyed with a Miracle or Wish spell as well as by a [insert new inevitable dedicated to keeping the planes where they belong] and potentially an artifact. The plane this vortex opens to is randomly determined. In the standard cosmology you can use the table below, for custom cosmologies other methods would be necessary. When you expend your psionic focus for this ability roll on the Twisted Powers table at +15.

d%
Destination*[/th]
[td]01–04Heroic Domains of Ysgard
05–08 Ever-Changing Chaos of Limbo
09–12Windswept Depths of Pandemonium
13–16Infinite Layers of the Abyss
17–20Tarterian Depths of Carceri
21–24Gray Waste of Hades
25–28Bleak Eternity of Gehenna
29–32Nine Hells of Baator
33–36Infernal Battlefield of Acheron
37–40Clockwork Nirvana of Mechanus
41–44Peaceable Kingdoms of Arcadia
45–48Seven Mounting Heavens of Celestia
49–52Twin Paradises of Bytopia
53–56Blessed Fields of Elysium
57–60Wilderness of the Beastlands
61–64Olympian Glades of Arborea
65–72Concordant Domain of the Outlands
73-78Astral Plane
79-80Ethereal Plane
81-84Plane of Shadow
85–87Elemental Plane of Fire
88–90Elemental Plane of Earth
91–93Elemental Plane of Air
94–96Elemental Plane of Water
97-98Positive Energy Plane
99-100Negative Energy Plane
*If you would arrive on your current plane the vortex opens to the Prime instead.

Ex-Bringers of Chaos: A Bringer of Chaos who ceases to be Chaotic cannot gain levels in Bringer of Chaos until they are once more Chaotic. They retain their Weapon and Armor Proficiencies, as well as Psionic Meditation, Reclaim Focus, and the -1 penalty from Unbalanced Mind. They are still able to manifest psionic powers but suffer a -2 penalty to Manifester Level and retain Twisted Power. All other class features are lost.

Zaydos
2016-02-04, 02:35 PM
BRINGER OF CHAOS POWER LIST

A Bringer of Chaos's Power List includes all Psychic Warrior powers as well as the following:

1ST-LEVEL BRINGER OF CHAOS POWERS

Destiny Dissonance
Matter Agitation
Mind Thrust



2ND-LEVEL BRINGER OF CHAOS POWERS

Brain Lock
Ego Whip
Evade AttackCPsi
Id Insinuation
Inflict Pain
Psychic ScimitarCPsi
Stygian RayCPsi



3RD-LEVEL BRINGER OF CHAOS POWERS

Astral Caravan
Crisis of Breath
Dispel Psionics
Escape Detection
Mind Trap
Share Pain, Forced
Telekinetic Force
Telekinetic Thrust
Time Hop



4TH-LEVEL BRINGER OF CHAOS POWERS

Death Urge
Dimension Door, Psionic
Mindwipe
Personality Parasite
Power Leech
Telekinetic Maneuver
Trace Teleport



5TH-LEVEL BRINGER OF CHAOS POWERS

Adapt Body
Baleful Teleport
Catapsi
Plane Shift, Psionic
Psychic Crush
Second Chance
Teleport, Psionic
Teleport Trigger
Temporal ReiterationCPsi
True Seeing, Psionic



6TH-LEVEL BRINGER OF CHAOS POWERS

Cloud Mind, Mass
Crisis of Life
Disintegrate, Psionic
Divert Teleport
Fate of One
Fuse Flesh
Insanity
Null Psionics Field

sengmeng
2016-02-04, 08:31 PM
Dude Who Does Tai Chi

http://i65.tinypic.com/2ihv7f7.png
I drew it. If his skin color seems off, please note I am color-blind.

Balance is all. Balance is life.

The Dude Who Does Tai Chi strives for physical and mental wellness, with a focus on balancing his energies.

Adventures: Most Dudes Who Do Tai Chi do not adventure; their triumphs and failures are mostly of the mind. However, some tire of living a mostly internal lifestyle and seek to connect their spiritual and physical development to the outside world.

Characteristics: Dudes Who Do Tai Chi are capable of many amazing feats, but they mostly find that melee combat suits their skills.

Alignment: Dudes Who Do Tai Chi believe strongly that a definite position exists for all things in the universe, and they rarely deviate from what they believe to be the most perfect expression of that place for themselves. They may oppose chaos or evil as a matter of developing or protecting themselves, and they prefer good neighbors over evil ones, but they rarely go out of their way to help others, unless it is to teach them the way of the Dude Who Does Tai Chi. They see suffering and death, even for the innocent, as a natural consequence of internal imperfections. As such, all Dudes Who Do Tai Chi are lawful neutral. They cannot advance as a Dude Who Does Tai Chi if their alignment becomes other than lawful neutral, but they do not lose any class features, and can return to the path to enlightenment if they regain that alignment.

Religion: Dudes Who Do Tai Chi see the gods more as forces of universal laws than conscious beings. They tend not to pray, but merely to contemplate deities and perhaps learn from them. They revere gods of balance and harmony, and sometimes nature, if they show any allegiance to one god over the others. They are just as likely to dismiss the minor gods and only focus on the most powerful and aloof god in a given campaign setting.

Background: Dudes Who Do Tai Chi are trained similar to how a normal monk is, with a different martial art style and monastic traditions.

Races: Humans and elves most often see Tai Chi as a way of life. Elves are often too chaotic, however, and humans too impatient. All other races can and have produced Dudes Who Do Tai Chi, but they typically have some priority in their lives which prevents taking the "middle path" as the Dudes Who Do Tai Chi themselves put it.

Other Classes: Dudes Who Do Tai Chi, despite being lawful neutral, do not concern themselves with petty squabbles, nor greed, nor sensual excess. They do not often find themselves at odds with others and do not care what strange paths others may take towards enlightenment. On the other hand, they may not demonstrate excessive loyalty to their comrades or passion for the task at hand. Chaotic characters find them aloof and not much fun; strongly good and evil characters have trouble understanding their motivations.

Role: Dudes Who Do Tai Chi are front-line melee combatants, with some stealth and utility abilities.

Adaptation: There is very little that would need to be adapted for a given campaign if that campaign includes regular monks. If not, the Dude Who Does Tai Chi may be a student of an obscure martial arts tradition who discovered and develops a new martial art, or trains under a single enlightened hermit.

GAME RULE INFORMATION
Dudes Who Do Tai Chi have the following game statistics.
Abilities: Wisdom and dexterity are very important to a Dude Who Does Tai Chi. Other abilities do not matter as much, but they do make concentration checks for some of their abilities, so constitution matters as well. However, they can benefit in some way from any high ability score with the right feat selection.
Alignment: Lawful Neutral
Hit Die: d8
Starting Age: As monk
Starting Gold: As monk

Class Skills
A Dude Who Does Tai Chi's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Handle Animal (Cha), Hide (Dex), Jump (Str), Knowledge (The Planes)(Int), Knowledge (Religion)(Int), Knowledge (Nature)(Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex).

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


DUDE WHO DOES TAI CHI


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st

+0

+2

+2

+2
Unarmed Strike, Quan Focus, Chi Focus


2nd

+1

+3

+3

+3
Bonus Feat


3rd

+2

+3

+3

+3



4th

+3

+4

+4

+4
Bonus Feat


5th

+3

+4

+4

+4



6th

+4

+5

+5

+5
Bonus Feat


7th

+5

+5

+5

+5



8th

+6

+6

+6

+6
Bonus Feat


9th

+6

+6

+6

+6



10th

+7

+7

+7

+7
Bonus Feat


11th

+8

+7

+7

+7



12th

+9

+8

+8

+8
Bonus Feat


13th

+9

+8

+8

+8



14th

+10

+9

+9

+9
Bonus Feat


15th

+11

+9

+9

+9



16th

+12

+10

+10

+10
Bonus Feat


17th

+12

+10

+10

+10



18th

+13

+11

+11

+11
Bonus Feat


19th

+14

+11

+11

+11



20th

+15

+12

+12

+12
Bonus Feat



Class Features
All of the following are class features of the Dude Who Does Tai Chi.

Weapon and Armor Proficiencies: Dudes Who Do Tai Chi do not gain proficiency with any weapons or armor. They are proficient with their unarmed strike.

Unarmed Strike: Dudes Who Do Tai Chi gain improved unarmed strike as a bonus feat at first level. They may strike with either hand interchangeably, or even elbows, knees, feet or their head. There is no such thing as an offhand attack for a Dude Who Does Tai Chi, and they add their full strength bonus to all unarmed attacks. They deal damage as if they were one size category larger and can deal lethal or nonlethal damage at their option. Their unarmed strike counts as a natural weapon or a manufactured weapon for all purposes, whichever would be more advantageous to the Dude Who Does Tai Chi at the time. This counts as having a natural weapon for the purposes of prerequisites.

Chi Focus: Chi is the internal energy that Dudes Who Do Tai Chi seek to harmonize and develop within themselves. Focusing their chi is similar to gaining psionic focus for a psionic character, and requires a move action and a DC 20 concentration check. Outside of combat, a Dude Who Does Tai Chi can always focus his Chi. Many of a Dude Who Does Tai Chi's abilities function either only when their Chi is focused, or better when their Chi is focused, and some require them to expend their Chi focus.

Quan Focus: Quan is physical balance. Quan focus is also similar to psionic focus, but it is automatically lost while moving, including non-voluntary movement such as from a bull-rush, but not magical movement such as a Teleport spell. It is gained as a move action with a DC 20 Balance check. A Dude Who Does Tai Chi is assumed to have Quan focus if he is not in combat and is not physically moving. Attacking does not cause loss of Quan focus.

Bonus Feat: Wherever it says Bonus Feat on the Dude Who Does Tai Chi's class progression table, he may choose a Chi feat, a Quan feat, a Harmonious feat, or a Fighter bonus feat. He may not choose fighter bonus feats only available to fighters unless he also has enough fighter levels, although the Martial Ascetic feat can change that.

Chi Strike [Chi]
Prerequisite: Chi Focus class ability
Benefit: The Dude Who Does Tai Chi adds his Wisdom bonus to damage with his unarmed strikes while he has Chi focus. This extra damage is divine damage, brought on by the perfection within the Dude Who Does Tai Chi's Chi. It cannot be reduced or resisted in any way. It functions against all types of enemies, as it is a disruption of the animating force. The damage bonus increases by +1 for every two Chi feats the Dude Who Does Tai Chi has.

Chi Fist [Chi]
Prerequisite: Chi Focus class ability
Benefit: When he has Chi focus, the Dude Who Does Tai Chi picks one type of damage reduction other than Chaos. His unarmed strikes overcome that type of damage reduction. He can change what type of damage reduction he overcomes once per round as a free action. By expending his Chi focus, he can pick two types of damage reduction and his unarmed strikes gain the Ghost Touch or Bane special quality against an enemy of his choice for one round.

Chi Power [Chi]
Prerequisite: Chi Focus class ability, Chi Fist feat, Any other Chi feat
Benefit: By expending his Chi focus and making a single unarmed strike as a full-round action, the Dude Who Does Tai Chi gains bonus damage equal to 1d6 per Chi feat he has. This extra damage is divine damage, as with Chi Strike. If he has the Chi Strike ability, he adds his that bonus as well. He must declare he is using this ability before making the attack roll, and it is wasted if it misses.

Negative Chi Master [Chi]
Prerequisite: Chi Focus class ability, Chi Power feat, Chi Fist feat
Benefit: By expending his Chi focus and making a single unarmed strike as a full-round action, the Dude Who Does Tai Chi gains positive energy damage equal to 1d8 per Chi feat he has. This extra damage can only harm undead, but cannot heal other creatures, as it is his own positive energy that is being channeled disruptively, then returning to his body. He must declare he is using this ability before making the attack roll, and it is wasted if it misses or if it is mistakenly used on creatures that are not undead.

Breaking Master [Chi]
Prerequisites: Chi Focus ability
Benefits: When he has Chi focus, the Dude Who Does Tai Chi deals extra damage equal to 1d4 per Chi feat he has to objects with his unarmed strike, including constructs. He can expend his Chi focus to change the bonus damage to 1d8 per Chi feat.

Chi Endurance [Chi]
Prerequisite: Chi Focus class ability
Benefit: The harmonious monk gains DR/Chaos equal to his Wisdom bonus +1 per two Chi feats while he has Chi focus.

Chi Fortification [Chi]
Prerequisite: Chi Focus class ability
Benefit: The Dude Who Does Tai Chi can expend his Chi focus as an immediate action to negate the extra damage from a confirmed critical.

Chi Health [Chi]
Prerequisite: Chi Focus class ability, 3rd level Dude Who Does Tai Chi
Benefit: While he has Chi focus, the Dude Who Does Tai Chi gains a bonus to saving throws versus poison and disease equal to +1 per Chi feat he has.

Chi Resistance [Chi]
Prerequisite: Chi Focus class ability, Any other Chi feat
Benefit: By expending his Chi focus as an immediate action, the Dude Who Does Tai Chi may make a Concentration check in place of any saving throw.

Chi Mastery [Chi]
Prerequisite: Chi Focus class ability, Any two Chi feats
Benefit: The Dude Who Does Tai Chi gains a single power point and can now take Psionic feats and fuel them with Chi focus. He does not gain the ability to become psionically focused or manifest powers from this, and if he has the ability to gain psionic focus from another class, he cannot fuel Dude Who Does Tai Chi abilities with psionic focus.

Chi Disruption [Chi]
Prerequisite: Chi Focus class ability, any other Chi feat
Benefit: By expending his Chi focus, the Dude Who Does Tai Chi adds ability damage to one unarmed strike. He damages one mental ability of his choice on a successfully struck target by an amount equal to his Wisdom bonus, +1 per two Chi feats he has. He must declare he is using this ability before making the attack roll, and it is wasted if it misses.

Chi Healing [Chi]
Prerequisite: Chi Focus class ability, any two Chi feats
Benefit: By expending his Chi focus, the Dude Who Does Tai Chi heals himself or a touched ally. Healing himself is a free action, and healing an ally is a standard action. The healing is equal to his Wisdom bonus +1 per Chi feat he has. Any excess healing is lost.
Quan Strike [Quan]
Prerequisites: Quan Focus ability
Benefit: While the Dude Who Does Tai Chi has Quan focus, he adds his Dexterity bonus to his unarmed strikes damage as precision damage, +1 per two Quan feats he has.

Quan Evasion [Quan]
Prerequisites: Quan Focus ability, Any other Quan feat
Benefit: The Dude Who Does Tai Chi gains Evasion while he has Quan focus. If he has the Quan Dodge ability, it gives him Improved Evasion against a single attack.

Quan Strength [Quan]
Prerequisites: Quan Focus ability, Any other Quan feat
Benefit: Whenever the Dude Who Does Tai Chi uses his unarmed strike on an opponent that he struck and damaged in the previous round with an unarmed strike, and he has maintained Quan focus through both rounds, he gains +2 to attack and damage rolls for each round he has maintained his Quan focus and successfully damaged the same opponent, but the bonus cannot exceed twice the number of Quan feats he has.

Quan Stability [Quan]
Prerequisites: Quan Focus ability, Any two Quan feats
Benefit: While the Dude Who Does Tai Chi has Quan focus, he gains the Powerful Build quality.

Quan Step [Quan]
Prerequisites: Quan Focus ability, Any other Quan feat
Benefit: By expending his Quan focus, the Dude Who Does Tai Chi may move up to 5 feet per Quan feat he has as a swift action. This movement never provokes attacks of opportunity and he can move through squares occupied by enemies.

Quan Reaction [Quan]
Prerequisites: Quan Focus ability, Quan Step feat, Any two other Quan feats
Benefit: By expending his Quan focus as an immediate action, the Dude Who Does Tai Chi may move up to his base land speed. If a creature declares it is using a standard or full-round action to attack the Dude Who Does Tai Chi, and that attack is no longer possible because the Dude Who Does Tai Chi is no longer in reach, that action is not lost and the creature may decide to do something else, including moving to the Dude Who Does Tai Chi's new position and attacking him.

Perfect Quan [Quan]
Prerequisites: Quan Focus ability, Quan Step feat, Any three other Quan feats
Benefit: If the Dude Who Does Tai Chi makes more than one attack in a round and successfully hits and damages an opponent with each of those attacks, he immediately gains an extra move action that round.

Quan Health [Quan]
Prerequisites: Quan Focus ability, Any two Quan feats
Benefit: While he has Quan focus, the Dude Who Does Tai Chi is immune to ability damage to his physical abilities.

Quan Dodge [Quan]
Prerequisites: Quan Focus ability
Benefit: The Dude Who Does Tai Chi can expend his Quan focus as an immediate action to gain Evasion against a single attack or effect that allows a Reflex save.

Quan Defense
Prerequisites: Quan focus ability
Benefits: When the Dude Who Does Tai Chi loses his Quan focus due to movement, he gains a +1 bonus to his AC for each five feet he moves, until the beginning of his next turn. This bonus is doubled versus attacks of opportunity. Expending his Quan focus and moving is not the same as losing his Quan focus.

Quan Power [Quan]
Prerequisites: Quan Focus ability, Any other Quan feat
Benefit: By expending his Quan focus, the Dude Who Does Tai Chi may declare his next attack an automatic critical. If he also has Quan Strike, he adds his Dexterity bonus to damage as well. He must declare he is using this ability before making the attack roll, and it is wasted if it misses.

Quan Cripple [Quan]
Prerequisites: Quan Focus ability, Any two Quan feats
Benefit: By expending his Quan focus, the Dude Who Does Tai Chi adds ability damage to one physical ability of his choice to an unarmed strike. The damage is equal to his Dexterity bonus, +1 per three Quan feats he has. He must declare he is using this ability before making the attack roll, and it is wasted if it misses.

Quan Touch [Quan]
Prerequisites: Quan Focus ability, Any other Quan feat
Benefit: By expending his Quan focus, the Dude Who Does Tai Chi may resolve his next attack as a touch attack.
Harmonious Skill [Harmonious]
Prerequisites: Chi Focus ability, Quan Focus ability
Benefits: Whenever a Dude Who Does Tai Chi starts a round with both Chi focus and Quan focus, he gains a +2 to Balance, Concentration, Spot, Listen, Move Silently, Hide, Jump, Tumble, and Sense Motive Checks, +1 per four ranks of Balance and Concentration that he has.

Harmonious Reactions [Harmonious]
Prerequisites: Chi Focus ability, Quan Focus ability, Any two Harmonious feats
Benefits: If he has both Quan focus and Chi focus, the Dude Who Does Tai Chi cannot be caught flat-footed, and he adds his Wisdom bonus to Reflex saves and initiative rolls, +1 per two Harmonious feats he has.

Harmonious Endurance [Harmonious]
Prerequisites: Chi Focus ability, Quan Focus ability, Any three Chi feats, Any three Quan feats
Benefits: When the Dude Who Does Tai Chi has both Chi and Quan focus, he can expend his Chi focus as an immediate action to gain the Mettle ability for the rest of the round.

Harmonious Maneuver [Harmonious]
Prerequisites: Chi Focus ability, Quan Focus ability, Any Chi feat, Any Quan feat, Any Harmonious feat
Benefits: While he has both Chi and Quan focus, the Dude Who Does Tai Chi may act as though he has the Improved Trip, Improved Sunder, Improved Bull Rush, and Improved Disarm feats, even if he does not meet the prerequisites. He adds his Wisdom bonus +1 per two Harmonious feats he has to any opposed rolls for tripping, disarming, or bull-rushing an opponent, and to damage when sundering. He cannot use this ability to move with an opponent he bull-rushes, however he can still move them more than five feet with a high enough check.

Harmonious Strike [Harmonious]
Prerequisites: Chi Focus ability, Quan Focus ability, Any two Chi feats, Any two Quan feats
Benefits: By expending both his Chi and Quan focus, the Dude Who Does Tai Chi strikes a terrifying blow. As a full-round action, he makes a single unarmed attack. This attack combines any two abilities that the Dude Who Does Tai Chi has that enhance a single strike by expending focus. They can be both Quan abilities or both Chi abilities. He cannot otherwise fuel abilities with the alternative type of focus.

Harmonious Fist [Harmonious]
Prerequisites: Chi Focus ability, Quan Focus ability, Any two Harmonious feats
Benefits: While he has both Chi and Quan focus, the Dude Who Does Tai Chi's unarmed strikes are considered lawful aligned and axiomatic.

Harmonious Step [Harmonious]
Prerequisites: Chi Focus ability, Quan Focus ability, Any Chi feat, Any Quan feat, Any Fighter Bonus feat
Benefits: If the Dude Who Does Tai Chi has both Chi and Quan focus at the beginning of a round, but loses his Quan focus due to movement, he gains up to 1d6 damage per Harmonious feat he has to any unarmed strike (including attacks of opportunity) until the beginning of his next turn, but the damage is capped at 1d6 per five feet he moves. This extra damage is of the same type as his unarmed strike damage. Note: he does not gain this bonus if he expends his Quan focus for any reason, including using the Quan step ability. Losing his focus and expending it are two different things.

Harmonious Reach [Harmonious]
Prerequisites: Chi Focus ability, Quan Focus ability, Any Chi feat, Any Quan feat
Benefits: The Dude Who Does Tai Chi adds 5 feet to his reach with his unarmed strikes while he has Chi focus and Quan focus.

Harmonious Attunement [Harmonious]
Prerequisites: Chi Focus ability, Quan Focus ability, One other Harmonious feat
Benefits: The Dude Who Does Tai Chi can make a Sense Motive check as a free action once per round to gain combat bonuses against a specific opponent he can see or otherwise pinpoint the location of within 30 feet of him. It is opposed by the target creature's Will save. If the Dude Who Does Tai Chi's skill check is higher than the target's Will save, he gains +2 to attack and damage rolls, +2 AC, and +2 to saves against special attacks, spells, spell-like abilities, and supernatural abilities from that creature, and a +2 to opposed rolls for special combat maneuvers and skills against that opponent. The Dude Who Does Tai Chi can only be attuned to one enemy at a time, but can change to a new enemy once per round. The bonuses increase by +1 for each three Harmonious feats he has.

Impervious Body [Harmonious]
Prerequisites: Chi Focus ability, Quan Focus ability
Benefits: The Dude Who Does Tai Chi is immune to poison, disease and ability damage while he has both Quan and Chi focus.

Impervious Health [Harmonious]
Prerequisites: Chi Focus ability, Quan Focus ability, Any two Chi feats, Any two Quan feats, Impervious Body feat
Benefits: The Dude Who Does Tai Chi gains immunity to poison and disease.

Adamant Body [Harmonious]
Prerequisites: Chi Focus ability, Quan Focus ability, Any two Chi feats, Any two Quan feats, Impervious Body feat, Impervious Health feat, Any three other Harmonious feats
Benefits: The Dude Who Does Tai Chi gains immunity to ability damage, level drain, and death effects.

Focused Strike [Harmonious]
Prerequisites: Chi Focus ability, Quan Focus ability
Benefits: Any time he makes only a single unarmed strike in a round, the Dude Who Does Tai Chi adds his Wisdom bonus to his attack roll, +1 per two Harmonious feats he has. If he has both Chi and Quan focus at the beginning of the round, he adds 1.5x his Wisdom bonus.

Rooted Defense [Harmonious]
Prerequisites: Chi Focus ability, Quan Focus ability, Any Chi feat, Any Quan feat
Benefits: The Dude Who Does Tai Chi gains a +2 dodge bonus to armor class if he maintained his Chi focus and Quan focus in combat the previous round, and another +2 for each round he maintains his focuses thereafter, but no higher than the number of Harmonious feats he has.

Chi Manipulation [Harmonious]
Prerequisites: Chi Focus ability, Quan Focus ability, Any two Chi feats, Any two Quan feats, Any two Harmonious feats
Benefits: By expending his Chi and Quan focuses, the Dude Who Does Tai Chi can disrupt an opponent's Chi with an unarmed strike. This effect is similar to a negative level, but can affect any creature type. Each time this ability is used, the opponent takes a -2 penalty to all saves, attack and damage rolls, skill checks, armor class, and ability checks. However, the penalties associated with Chi Manipulation fade within one hour with no chance of permanent level loss, and Chi Manipulation cannot kill or destroy an opponent; if the penalty equals twice their hit dice, they are unconscious until the penalties fade. Creatures who cannot be rendered unconscious, such as undead or constructs, are unable to take any actions, but still aware of their surroundings.

Enlightened Action [Harmonious]
Prerequisites: Chi Focus ability, Quan Focus ability, Any three Chi feats, Any three Quan feats, Any three Harmonious feats
Benefits: The Dude Who Does Tai Chi may expend his Quan focus to gain an extra move action, or his Chi Focus to gain an extra standard action, or both to gain an extra full-round action.

Enlightened Initiative [Harmonious]
Prerequisites: Chi Focus ability, Quan Focus ability, Any Chi feat, Any Quan feat
Benefits: By expending both his Quan and Chi focus as a swift action, the Dude Who Does Tai Chi moves his place in the initiative order by +1 per Harmonious feat he has. This does not affect his turn order until the following round, and if the bonus doesn't make his original roll higher than any other creature in the combat, his turn order does not change. This ability can be used more than once in the same combat.

Enlightened Reflexes [Harmonious]
Prerequisites: Chi Focus ability, Quan Focus ability, Any two Chi feats, Any two Quan feats, Enlightened Initiative feat
Benefits: By expending his Chi and Quan focuses, the Dude Who Does Tai Chi may take a full-round action in a surprise round.

Harmonious Dodge [Harmonious]
Prerequisites: Chi Focus ability, Quan Focus ability, Any Chi feat, Any Quan feat
Benefits[/I: By expending both his Chi focus and his Quan focus as an immediate action, the Dude Who Does Tai Chi can almost flawlessly avoid a single attack. In place of his Armor Class, he makes a Concentration check and a Balance check, and the attack roll must be higher than each to hit him. If his results are both lower than his normal AC, this ability has no effect.

Enlightened Defense [Harmonious]
Prerequisites: Chi Focus ability, Quan Focus ability, Any two Chi feats, Any two Quan feats, Harmonious Dodge feat
Benefits: While he has both Chi and Quan focus, a Dude Who Does Tai Chi may designate one single attack against him as an automatic miss as an immediate action. He must declare he is using this ability before he knows the result of the dice roll, and it applies to anything that requires an attack roll, including touch spells and rays.

Enlightened Strike [Harmonious]
Prerequisites:Chi Focus ability, Quan Focus ability, Any two Chi feats, Any two Quan feats
Benefits: Any time the Dude Who Does Tai Chi starts a round with both Chi and Quan focus and expends one or both of them in that round, he treats all creature types as vulnerable to precision damage, nonlethal damage, and critical hits.

Martial Ascetic [Harmonious]
Prerequisites: Chi Focus ability, Quan Focus ability, Any Fighter Bonus feat
Benefits: You gain a +1 to your base attack bonus for every fighter bonus feat you have, but your base attack bonus cannot exceed your character level, and you may take fighter specific feats as if you were a fighter of a level equal to the number of fighter bonus feats you have, plus any actual fighter levels you have.

Pressure Point Expert [Harmonious]
Prerequisites: Chi Focus ability, Quan Focus ability, Any Chi feat, Any Quan feat
Benefits: The Dude Who Does Tai Chi gains additional critical multipliers for his unarmed strike, equal to his Wisdom bonus, but no greater than half the number of Harmonious feats he has.

Timeless Body [Harmonious]
Prerequisites:Chi Focus ability, Quan Focus ability, Any two Chi feats, Any two Quan feats, Any three Harmonious feats
Benefits: The Dude Who Does Tai Chi doesn't take penalties for aging, you know the drill, dies when his time is up, bonuses still accrue, yada yada.

Impervious Soul [Harmonious]
Prerequisites: Chi Focus ability, Quan Focus ability, Any two Chi feats, Any two Quan feats
Benefits: The Dude Who Does Tai Chi gains SR equal to 10 + his Wisdom bonus, +1 per Harmonious feat he has. If he has Chi and Quan focus, his SR is 15 + his Wisdom bonus.

Perfect Focus [Harmonious][Tactical]
Prerequisites: Chi Focus ability, Quan Focus ability, Psionic Focus ability, Any three Chi feats, Any three Quan feats, Any four Harmonious feats
Benefits: The Perfect Focus feat confers the ability to perform three combat maneuvers.

[I]Chi Whirlwind: By expending your Chi focus, Quan focus, and Psionic focus, you can perform one unarmed strike at your highest base attack bonus against each opponent within reach. Each of these attacks can be enhanced by up to three abilities that enhance an unarmed strike by expending any type of focus.
Enlightened Meditation: While you have Chi focus, Quan focus, and Psionic focus, you benefit from the effects of a Mind Blank spell.
Transcendence: While you have Chi focus, Quan focus, and Psionic focus, you can expend any one of them to remove any and all status effects you are currently affected by.


Tai Chi Quan Mastery [Chi][Quan][Harmonious]
Prerequisites: Chi Focus ability, Quan Focus ability, Any Chi feat, Any Quan feat, Any Harmonious feat
Benefits: You gain a +1 untyped bonus to Balance and Concentration checks
Special: You may select this feat multiple times. Its effects stack, and each time counts as having an additional [Chi], [Quan], and [Harmonious] feat

Tai Chi Quan Genius [Harmonious]
Prerequisites: Chi Focus ability, Quan Focus ability
Special: Must be taken at first level, cannot also take Tai Chi Quan Prodigy or Tai Chi Quan Intuition.
Benefits: The Dude Who Does Tai Chi may substitute his Intelligence score for all Wisdom-related Dude Who Does Tai Chi abilities.

Tai Chi Quan Prodigy [Harmonious]
Prerequisites: Chi Focus ability, Quan Focus ability
Special: Must be taken at first level, cannot also take Tai Chi Quan Genius or Tai Chi Quan Intuition
Benefits: The Dude Who Does Tai Chi may substitute his Charisma score for all Wisdom-related Dude Who Does Tai Chi abilities, and adds his Charisma bonus to all saves as a perfection bonus.

Tai Chi Quan Intuition [Harmonious]
Prerequisites: Chi Focus ability, Quan Focus ability
Special: Must be taken at first level, cannot also take Tai Chi Quan Prodigy or Tai Chi Quan Genius
Benefits: The Dude Who Does Tai Chi may substitute his Wisdom score for his Intelligence for all skill checks and Intelligence checks, and may substitute his Wisdom score for his Charisma score for all Charisma-based skill checks.

Beelzebub1111
2016-02-13, 03:37 PM
Sentinel of the Pillars

"."
-Kain, The Last Guardian of Balance

<Decription>

Adventures:

Characteristics:

Alignment:

Religion:

Background:

Races:

Other Classes:

Role:

Adaptation:

GAME RULE INFORMATION
Pillar Guardian have the following game statistics.
Abilities:
Alignment:
Hit Die: d8
Starting Age: As Cleric
Starting Gold: As Cleric

Class Skills
Sentinel of the Pillars class skills are

Skill Points at First Level: (2 + Int modifier) x 4
Skill Points at Each Additional Level: 2 + Int modifier



Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st

+0

+2

+0

+2
Gift of the Pillar


2nd

+1

+3

+0

+3



3rd

+2

+3

+1

+3



4th

+3

+4

+1

+4
Gift of the Pillar


5th

+3

+4

+1

+4
Aura of the Pillars


6th

+4

+5

+2

+5
Greater Pillar Gift


7th

+5

+5

+2

+5



8th

+6/+1

+6

+2

+6
Gift of the Pillar


9th

+6/+1

+6

+3

+6
Aura of the Pillars


10th

+7/+2

+7

+3

+7
Greater Pillar Gift


11th

+8/+3

+7

+3

+7



12th

+9/+4

+8

+4

+8
Gift of the Pillar


13th

+9/+4

+8

+4

+8
Aura of the Pillars


14th

+10/+5

+9

+4

+9
Greater Pillar Gift


15th

+11/+6/+1

+9

+5

+9



16th

+12/+7/+2

+10

+5

+10
Gift of the Pillar


17th

+12/+7/+2

+10

+5

+10
Greater Pillar Gift, Aura of the Pillars


18th

+13/+8/+3

+11

+6

+11



19th

+14/+9/+4

+11

+6

+11



20th

+15/+10/+5

+12

+6

+12
Gift of the Pillar



Class Features
All of the following are class features of the Sentinel of the Pillars

Weapon and Armor Proficiencies: A Sentinel of the Pillars is proficient with all simple and weapons, With Light and Medium armor and with Shields (except Tower Shields).

Gift of the Pillar(Su or Ex): The Sentinel of the Pillars begins with a bond of one of the nine pillars that stabilize the fabric of reality. This grants them one of the following abilities. At fourth level and every four levels they may
Balance (Ex): When the Sentinel of the Pillars makes a melee weapon attack against a target, they gain a +1 bonus to damage for each step out of neutral that the subject's alignment is. This bonus increases by 1 for every 5 levels that they Sentinel of the Pillars possesses.
Conflict (Ex): The Sentinel of the Pillars' base attack bonus becomes equal to their class level, and they gain proficiency with a martial weapon of their choice.
Death (Su):
Dimension (Su):
Energy (Su): As a standard action, the Sentinel may make a melee touch attack that deals 1d4+Cha electricity damage. This damage increses by 1d4 for every three class levels. They may also add this damage to attacks with metal weapons or natural weapons when making a single attack as a standard action.
Mind (Su):
Nature(Ex): The Sentinel of the Pillars gains an animal companion as a druid of half his class level (minimum 1)
States (Su):
Time (Su):

Aura of the Pillars (Su):
Balance:
Conflict:
Death:
Dimension:
Energy:
Mind:
Nature:
States:
Time:

Greater Pillar Gift (Su or Sp): As the Sentinel's bond with the pillars increase, so to do their granted powers. At 6th level and every four levels after that they choose one of the pillars that they already have a gift in. They gain an additional ability based on that gift that can be used once per day at 6th level, twice per day at 11th, and three times per day at 18th
Balance:
Conflict:
Death:
Dimension:
Energy:
Mind:
Nature:
States:
Time:

---

Derjuin
2016-02-16, 05:13 AM
Paradoxist

http://i.imgur.com/GCsyz2k.png

The wheel of time is yours to spin. The fabric of space is yours to weave.

A Paradoxist wields the cosmos in his hands, the power to shape and remake reality - through spacetime - at his beck and call. Spacetime manipulation is, however, prone to producing unpredictable, dangerous results.

Adventures: A heroic sense of altruism, a dastardly ego, or a responsibility to uphold balance throughout the spacetime continuum.

Characteristics: Paradoxists manipulate space and time, making them excellent controllers. They also have a knack for inflicting damage or healing it, through time manipulation.

Alignment: Any - though most Paradoxists are drawn to the class seeking power, it is up to the individual what they do with the reins that are handed to them. Evil Paradoxists, however, are frequently hunted down before they can cause too much trouble.

Religion: Religion is not particularly homogenous among Paradoxists, though most will say prayers to deities of luck or time to preserve them.

Background: Most Paradoxists are taught by a lone mentor, becoming an apprentice to one and becoming a master in their own right when they have learned all their own master can impart. A few others peruse tomes of knowledge, though this method is incredibly unconventional for them.

Races: Any, though more barbaric or tribal races might look down upon Paradoxist teachings as heretical or too dangerous.

Other Classes: Most classes that do not wield magic regard the Paradoxist as "just another mage", but spellcasters and their ilk know that Paradoxists tamper with powers that might not be the wisest to tamper with. As such, everyone tends to be careful around them.

Role: Paradoxists are primarily controllers, though they are capable of doing some damage and healing wounds and afflictions. Their greatest power, however, lies in their ability to manipulate reality.

Adaptation: Paradoxists might be cult-like wizards seeking "the ultimate power" or those worshipping a god(dess) who grants control of spacetime to their followers.

GAME RULE INFORMATION
Paradoxists have the following game statistics.
Abilities: Wisdom is paramount to the Paradoxist. Their ability to comprehend the damage they've done to the timeline helps them make sure they don't overdo it, and also affects their ability DCs. Constitution and Dexterity also help keep the Paradoxist alive.
Alignment: Any, though usually lawful.
Hit Die: d6
Starting Age: As cleric.
Starting Gold: As cleric.

Class Skills
The Paradoxist's class skills (and the key ability for each skill) are Bluff (cha), Concentration (con), Decipher Script (int), Diplomacy (cha), Gather Information (cha), Knowledge (arcana) (int), Knowledge (history) (int), Knowledge (religion) (int), Search (wis), Sense Motive (wis), Spot (wis), and Use Magic Device (cha).

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

PARADOXIST


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Reality Folding
Chronomancy
Paradox Magic


1st

+0

+0

+0

+2
Paradox, Spacetime Manipulation, Minor Reality Folding

2

-

-


2nd

+1

+0

+0

+3


3

-

-


3rd

+1

+1

+1

+3
Precognition

3

-

-


4th

+2

+1

+1

+4


4

-

-


5th

+2

+1

+1

+4
Temporal Flux

4

-

-


6th

+3

+2

+2

+5
Minor Chronomancy

4

1

-


7th

+3

+2

+2

+5
Major Reality Folding

5

1

-


8th

+4

+2

+2

+6
Flux Reversal

5

1

-


9th

+4

+3

+3

+6


5

2

-


10th

+5

+3

+3

+7


6

2

-


11th

+5

+3

+3

+7
Attenuation

6

2

-


12th

+6/+1

+4

+4

+8
Major Chronomancy, Minor Paradox Magic

6

3

1


13th

+6/+1

+4

+4

+8
Greater Reality Folding

7

3

1


14th

+7/+2

+4

+4

+9
Invoke Anomaly

7

3

1


15th

+7/+2

+5

+5

+9


7

4

2


16th

+8/+3

+5

+5

+10


8

4

2


17th

+8/+3

+5

+5

+10
Foresight

8

4

2


18th

+9/+4

+6

+6

+11
Major Paradox Magic

8

5

3


19th

+9/+4

+6

+6

+11


9

5

3


20th

+10/+5

+6

+6

+12
Echoes of the Past

9

5

4



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

Weapon and Armor Proficiencies: Paradoxists are proficient with simple weapons and light armor. Although armor doesn't affect their special brand of magic, most simply disdain heavier armor due to its weight.

Paradox: Paradox is simultaneously a resource used by Paradoxists to fuel their mighty spacetime magicks, and also a threshold that they must be careful not to cross too far. Whenever a Paradoxist uses an ability - whether it is an inborn ability of the Paradoxist or one of their Reality Folding, Chronomancy, or Paradox Magic spells - they must keep in mind their Paradox level, as it can have drastic results as either a boost to the ability or the creation of a paradox anomaly (see below).

All Paradoxists start at Paradox 0. This indicates that they have not manipulated the timeline at all, or that the timeline has been rethreaded and is no longer unstable. Each time the Paradoxist uses an ability, this score either increases or decreases. Whenever he uses an ability that increases his Paradox score, he must make a Paradox check by rolling a d100 and adding his Paradoxist level and Wisdom Score to the result. If it equals or surpasses his Paradox score, the ability works without causing a paradox anomaly. If his result is below his Paradox score, the ability usually resolves and causes a paradox anomaly. If the result of this check is 100 or greater, the ability resolves without causing an anomaly regardless of his Paradox score. Certain abilities might modify this check, and many of the Paradoxist's abilities gain a bonus from having high Paradox.

Anomaly: A paradox anomaly occurs when a Paradoxist attempts to use an ability that increases his Paradox and fails to overcome his Paradox score with the check. Anomalies can range from useful to dangerous, but typically always bring an element of chaos to wherever and whenever the Paradoxist is.

When an anomaly occurs, roll a d100 and check the following chart to see what happens.




Result
Anomaly


01-03
Your body is set to a state in the future; you take 1 point of damage per hit dice you have and are fatigued.


04-07
The timeline ripples and forcefully fixes itself; your Paradox becomes 0.


08-09
Indestructible, temporary ectoplasm erupts all over you and all creatures within 30 feet of you, entangling all affected for 5 rounds.


10-12
A wormhole forcefully teleports you to a random space exactly 100 feet away; if that space is occupied, you are shunted to the nearest open spot and are stunned for 1 round.


13-15
A rift in space-time opens and throws you 1d3 rounds into the future (you can't affect or be affected by anyone during those turns).


16-18
A copy of a random creature within 30 feet appears from another timeline adjacent to you; it is confused for 5 rounds, after which it disappears.


19-21
You and another random creature within 60 feet of each other switch places; both of you are dazed for 1 round.


22-23
A violent tear in spacetime throws a single nearby enemy into an alienated timeline for 1d3+1 rounds, after which they reappear in the same space and state as before.


24-26
All creatures within 60 feet of you are hasted for 5 rounds.


27-29
The timeline splinters in your favor; you and each ally within 60 feet gains the ability to roll twice on a single roll and take their preferred result within the next 5 rounds.


30-31
You and all allies within 60 feet begin blinking, as the spell Blink, for 5 rounds.


32-34
A void terror phases in and out from the same space you occupy; all other creatures within 60 feet must make a Will save (DC = 5 / your current Paradox) or become panicked for 5 rounds.


35-37
Gravity intensifies at your location, instantly dragging all creatures within 60 feet of it 10 feet closer to that spot.


38-40
An incorporeal copy of yourself appears and works in concert with you to reduce your effect on spacetime; your Paradox is halved, and all Paradox you generate is halved for 5 rounds.


41-42
All creatures within 60 feet of you are rapidly torn from the timeline and returned, each sickened and nauseated for 5 rounds.


43-45
The timeline collapses around you and thrusts you into a nearly identical one, reducing Paradox to 0 and bestowing 1 negative level for every 20 Paradox you have for 23 hours, after which it automatically is cured.


46-48
All attacks made by creatures within 60 feet of you have a 50% chance of missing for 5 rounds as the basic elements of spacetime rearrange themselves at random.


49-51
Creatures within 60 feet of you violently fluctuate in size; roll 1d6-3 each to determine how many size categories they increase or decrease. Each size change causes a -2 penalty to Strength and Dexterity, -1 to AC, and -1 to all attacks. This change lasts 5 rounds.


52-54
Time stops outside of a 60 foot radius sphere, centered on your initial location, in which time continues as normal; creatures can't leave the sphere, and can't affect anything outside of it. This effect lasts 5 rounds.


55
You and all allies are forcefully ripped away from your current plane and posited in a random place on the Astral Plane.


56-58
An explosion occurs at your location, after which the timeline fixes itself; all creatures within 60 feet of you take 1d6 damage for every 10 points of Paradox you have. Your Paradox becomes 0.


59-61
An alternate-timeline copy of yourself appears; treat this creature as an Aleax of you. It does not grant any XP or treasure on death.


62-64
Spatial changes ripple outward; for 5 rounds, all damage dealt and all healing affect all creatures within 60 feet of their intended target.


65-67
Your body becomes stuck in time, preventing you from taking any damage (ability or hit point) or receiving any healing for 5 rounds.


68-70
All creatures within 60 feet suffer massive temporal fatigue, reducing all ability scores by 10 and speed to 5 feet per round for 5 rounds.


71-74
Space contorts and warps all creatures within 60 feet of you, dealing damage to each of them equal to the damage they have taken this round. Your Paradox becomes 0.


75-77
The laws of magic violate themselves; for 5 rounds, creatures within 60 feet of your initial position can't cast spells and all magic within that area is temporarily suppressed (as if by anti-magic field).


78-79
You are randomly shifted to safe locations on 5 different planes over 5 rounds.


80
Your body is shunted to the Astral Plane, and you form an astral body on your previous plane; treat this as the spell Astral Projection, only it cannot be dismissed. Killing the physical body/severing the cord merely ends the effect instead of resulting in death.


81-83
Gravity reverses and all creatures not already airborne are thrown 100 feet into the air, after which they slowly descend at a rate of 20 feet per round.


84-87
Recent events are deleted from creatures' pasts within 60 feet; all creatures in the area are bestowed 1 negative level. 1st level/1 HD creatures are instead exhausted. Both effects last 5 rounds.


88-91
Time folds in on itself; all creatures within 60 feet of you can make an additional swift or standard action on their next turn.


92-95
Space distorts and shortens or lengthens itself at random; each round for 5 rounds, initiative is taken backwards, with creatures lower in initiative acting first.


96-99
Spacetime extends infinitely around you, eventually collapsing in on you. You take nonlethal damage equal to your maximum hit points, and your Paradox becomes 0.


100
Roll twice, and double your Paradox.




Spacetime Manipulation (Su): At 1st level, the Paradoxist learns two things: how to manage his influence on the spacetime continuum, and how to invoke spells to manipulate it.

The Paradoxist may evoke cosmic power for 1 minute to manage his Paradox. Doing so sets his Paradox at a certain number from 0 to 100 of his choosing. While in a place where he cannot spend 1 minute concentrating on his evocation, the Paradoxist may instead spend a swift action to gain or lose an amount of Paradox equal to his Wisdom modifier.

The Paradoxist may also cast spells from three special schools of spacetime manipulation: Reality Folding, Chronomancy, and Paradox Magic. Reality Folding involves the manipulation of space and matter, in addition to the forces exerted by things that exist. Chronomancy involves the manipulation of time, either speeding it up, slowing it down, or rearranging it entirely. Paradox Magic is a very dangerous school of magic that involves the raw destruction or reparation of the spacetime continuum.

Precognition (Su): By folding time around you, you receive glimpses of the one true future that aid you in achieving that desired timeline. Beginning at 3rd level, you may elect to enter a precognitive trance as a swift action. Doing so grants you a +1 insight bonus to Reflex saves for every 10 Paradox you have, up to your Paradoxist level. Entering the precognitive trance increases your Paradox by 10, and while in the trance, your Paradox cannot be set or decreased below 10. This effect is additive with other abilities that give you a minimum Paradox score; if an anomaly forces your Paradox to be reduced to 0, this ability is dismissed in addition to that effect.

Temporal Flux (Su): You may "borrow" time, either from the future, past, or another timeline altogether, to manipulate the current timeline you experience. Beginning at 5th level, you may, at the beginning of a round, roll 1d20. At any time during that same round, you may replace a single d20 roll you make. Using this ability doesn't take an action, and increases your Paradox by 5.

Flux Reversal (Su): Similar in function to a Temporal Flux, a Flux Reversal manipulates others' timelines. Beginning at 8th level, the Paradoxist may instead replace a single d20 roll another creature makes that you can see within 60 feet of you with your Temporal Flux roll. Using this ability doesn't take an action, and increases your Paradox by 15.

Attenuation (Ex): Manipulating spacetime comes so easy to you that you are able to control it even when your Paradox is high. Beginning at 11th level, you add twice your Wisdom score to Paradox checks, and when using your Spacetime Manipulation ability, you gain or lose an amount of Paradox equal to twice your Wisdom score instead.

Invoke Anomaly (Su): At 14th level, a Paradoxist can forcibly warp the timeline to such a degree that he causes a certain anomaly to occur. As a full round action, you may expend all of your Paradox to create a specific anomaly, based on the amount of Paradox you expend. Instead of rolling on the Anomaly Chart to determine the anomaly, choose a single anomaly (other than result 100) whose Result roll is lower than the amount of Paradox expended with this ability.

Regardless of the effects of the anomaly, after using this ability, your Paradox becomes 0.

Foresight (Su): At 17th level, the Paradoxist's precognitive powers are enhanced to the point where his glimpses of the future are no longer vague, and no longer damage the timeline. While under the effects of your Precognition ability, you also gain a +1 insight bonus to AC for every 10 Paradox you have, up to your Paradoxist level, cannot be surprised or caught flat-footed, and your Paradox is not increased while Precognition is active.

In addition, you may receive warnings about other creatures; you may dismiss your precognitive trance to grant another creature the same insight bonus to AC and Reflex saves for 1 round. Using this ability in this way increases your Paradox by 30.

Echoes of the Past (Su): At 20th level, the Paradoxist has learned how to work in concert with his past and future selves, often setting up time loops in the past to be completed in the future. Using this ability allows you to perform all the actions you took on a previous turn, in addition to the actions you are able to take on your current turn. When you use Echoes of the Past, you set an "anchor point" in a turn and can act on that anchor point later, or dismiss it; setting an anchor point is a standard action, while dismissing or using the ability to take additional actions are both immediate actions.

When you use this ability to take additional actions, you immediately increase your Paradox by 20 per turn that has elapsed since you set the anchor point (including the one on which you use this ability), then may immediately take a swift or immediate action and a move and standard action, or full round action you took in that turn. These actions do not increase or decrease your Paradox, regardless of their original effect on your Paradox, and cannot include actions that were taken in previous uses of Echoes of the Past. Spells and abilities used in previous turns use your current Paradox to determine their DCs and other variables (such as damage) that rely on Paradox.

Spells

A Paradoxist's repertoire of spells are different from most magician's, in that they do not involve the typical arcane or divine components, nor do they come from personal mental fortitude as a psion's powers do. Instead, they involve raw manipulation of the universe's basic components - Space, Time, and ultimately, Reality itself. Almost all spells a Paradoxist casts damage the timeline, and so almost all of them increase his Paradox score. A spell takes into account the Paradoxist's Paradox score before adding its own Paradox Increase to his score.

Reality Folding

Reality folding spells focus on the physical, things that exist in the material realm and how they interact with each other. From spanning gaps via wormholes to causing creatures to leave the physical, these are all powers of the school of Reality Folding magic. The DC for a spell of the Reality Folding school is 10 + 1/2 your Paradoxist level + 1 for every 10 Paradox you have.

Fold Weapon
Minor Reality Folding
Cast time: Standard.
Paradox: 10 (see below).
Targets: Up to one manufactured weapon per 2 Paradoxist levels (max. 10) no more than 30 feet apart
Range: 60 feet.
Duration: 5 rounds plus 1 round for every 10 Paradox.
Save: Will negates (magic item only).
When cast upon a weapon, this spell folds it through multiple dimensions, either causing it to occasionally miss its intended target, or find its way to agile opponents much more easily. For each weapon affected, choose one of two effects:

Fold Into Flesh: The weapon moves through dimensions and reaches around its target, allowing the wielder to deny their opponents their dexterity bonus to AC for the duration.

Fold Into Nothing: The weapon occasionally strays errant from the material realm; each attack made with the weapon has a 20% chance to miss.

If you choose both options for a group of affected weapons, the Paradox increase from this spell becomes 30 instead of 10.

Manipulation
Minor Reality Folding
Cast time: Standard.
Paradox: 7.
Paradox Floor: 10.
Target: Self.
Range: 40 feet plus 20 feet per 10 Paradox.
Duration: Maintenance.
When you cast this spell, you thread yourself into your surroundings, allowing you to act on objects as if you were adjacent to them, using your Wisdom score in place of your Strength or Dexterity scores. You can use skills, wield weapons and make checks through Manipulation, such as Open Lock or a strength check (using your Wisdom score instead) to open a locked door. When you wield a weapon with Manipulation, use your Wisdom score in place of Strength or Dexterity scores to determine to-hit and damage bonuses. You can only interact with objects and such if you are aware of them. Maintaining Manipulation does not take an action, nor does it generate Paradox from being maintained; each round in which you interact with an object using it, however, you generate 7 Paradox.

When you first cast Manipulation, your Paradox is increased by 10, and your Paradox cannot be set or decreased below 10. This effect is additive with other abilities that give you a minimum Paradox score; if an anomaly forces your Paradox to be reduced to 0, this ability is dismissed in addition to that effect.

Reality Reparations
Minor Reality Folding
Cast time: Standard.
Paradox: -12.
Target: Any one creature.
Range: 60 feet.
Duration: Instantaneous.
Save: Fortitude negates.
Creatures frequently take damage, whether that damage is from physical combat or some other form scarcely matters to one educated in Paradoxist magicks. By mending the fabric of space itself surrounding a creature, the Paradoxist can heal a creature anchored to the material realm or damage an incorporeal being. A corporeal creature is healed for 1d6 plus an additional 1d6 for every 5 Paradox the Paradoxist has, while an incorporeal being takes half that as damage. In addition, this spell threads the spacetime continuum back together, reducing his Paradox instead of increasing it.

Distortion Bolt
Cast time: Standard.
Paradox: 8.
Target: Up to 1 creature per 3 Paradoxist levels (max. 5 at 15th)
Range: 60 feet.
Duration: Instantaneous.
Save: No.
You cast a powerful distortion bolt, twisting and disrupting the bodies of creatures struck. Each bolt cast must target a different creature, and each requires a ranged touch attack to hit. Creatures hit by Distortion Bolt take 1d6 damage per 2 Paradoxist levels you have. If your Paradox is 50 or higher, each creature struck also suffers a 1d6-3 penalty to Strength and Dexterity for 5 rounds (treat a negative penalty as a bonus - i.e. rolling a 1 (resulting in -2) would result in a +2 bonus).

Repel
Cast time: Standard.
Paradox: 5.
Target: One creature.
Range: 60 feet.
Duration: Instantaneous.
Save: Fortitude partial; see below.
You warp gravity around a creature, repelling it away from you several feet. The creature is pushed 30 feet away from you in a straight line plus 5 feet for every 10 Paradox you have. If the creature impacts a solid surface, such as a wall or building, it stops and takes 1d6 points of damage for every 10 feet it traveled.

Chronomancy

Paradox Magic

Salasay
2016-03-07, 12:04 AM
Verrück Balancer

They thought me Mad. They thought me Insane. I have now removed that possibility. It has changed Nothing and Everything. It has made me Pure and Vile. It has made me Me. -Ludwig Nkrizo, the first Grey Monk, from his book De Obscuram et Lucium

NOTE: The abilities of the Verrück Balancer are demonic or celestial. They are not good or evil. They may be dark or light, but they should only be referred to as demonic or celestial

The Verrück who learn to harness the magic of both parents become Balancers, or Grey Monks. These Balancers learn to use powerful celestial and demonic abilities. However, if the Grey Monk favors one side too much, his very blood fights him, enfeebling him while he leans to one side or the other.

Adventures: Often the Grey Monks travel to seek self knowledge, learning to control themselves better. Some travel to seek sanctuary. Adventure, however, is most commonly found in those who joined the order to make a change, not simply to improve themselves or the order. They adventure to bring their focus and discipline to the world.

Characteristics: Verrücken have a tendency to go insane later in life. This is due to the literal war that their blood wages on itself. A Balancer learns to prevent that. While not all sane Verrücken are Balancers, all have at least cursory training in meditation techniques. Most Grey Monks are educated Verrücken who realize early on that they will become mad later in life.

Alignment: Chaotic Neutral, Lawul Neutral, or True Neutral. Only Neutrality of alignment and morality can conduce neutrality of Spirit.

Religion: The Grey Monks tend to follow the Three of Paramyth, particularly Santulana.

Background: The Grey Monks require intense and dedicated study and devotion to controlling themselves in order to properly harness their abilities.

Races: The Grey Monks are an exclusively Verrück: (http://www.giantitp.com/forums/showthread.php?393868-Planetouched-Verr%FCck-PEACH-%28Yet-Another-Aasimar-Tiefling-Hybrid%29)class, as no other race has the mixed blood required for such magics.

Other Classes: They are mostly considered to be the same as regular monks, though they do suffer some prejudice because they are Verrück.

Role: Grey Monks tend to fulfill the role of a supporting spellcaster. They do not do well at being the primary spellcaster, and are more adept at providing tactical combat assistance than direct damage spells (fireball, lightning bolt) or role-playing spells (Knock, Scry). However, a Balancer can dish out his share of spellfyre when needed, but are better at protection and de/buffing. Most of his damage will come from his swords and bolts. Balancers tend to fight near the front-lines, but not so much in the middle. While a properly balanced Grey Monk has the health and AC to take being attacked repeatedly, he prefers not to be in that situation.

Adaptation: The flavor of the Verrück is an integral part of the class, so any campaign into which the Balancers is transplanted must also import the Verrück themselves, a much more challenging proposition. The class could be overhauled to allow for human entrants, but doing so would require DM approved balancing (power-wise, not flavor-wise) adjustments.
GAME RULE INFORMATION
Grey Monks's have the following game statistics.
Abilities: Wisdom and Constitution are both important for the abilities of the Grey Monk, as well as Dexterity to aid in evasion and Strength to aid in damage.
Alignment: Chaotic Neutral, Lawul Neutral, or True Neutral.
Hit Die: d8
Starting Age: As Monk
Starting Gold: As Monk

Class Skills
The Grey Monk’s class skills (and the key ability for each skill) are...
Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Escape Artist (Dex), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (arcana) (Int), Knowledge (religion) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Tumble (Dex).

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

BALANCER


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
0
1
2
3
4
5
6


1st

+0

+0

+2

+2
Balanced Blood, Grey Meditation, Yin-Yang Sword and Bolt

2

-

-

-

-

-

-


2nd

+1

+0

+3

+3
-

3

0

-

-

-

-

-


3rd

+2

+1

+3

+3
Yin-Yang Bolt 2d6

3

1

-

-

-

-

-


4th

+3

+1

+4

+4
Yin-Yang Sword +2, Heal/Harm

3

2

0

-

-

-

-


5th

+3

+1

+4

+4
Insightful Balance

3

3

1

-

-

-

-


6th

+4

+2

+5

+5
Yin-Yang Bolt 3d6, Shield/Curse

3

3

2

-

-

-

-


7th

+5

+2

+5

+5
Yin-Yang Sword +3

3

3

2

0

-

-

-


8th

+6

+2

+6

+6
Improved Heal/Harm

3

3

3

1

-

-

-


9th

+6

+3

+6

+6
Yin-Yang Bolt 4d6

3

3

3

2

-

-

-


10th

+7

+3

+7

+7
Yin-Yang Sword +4, Root/Cripple

3

3

3

2

0

-

-


11th

+8

+3

+7

+7
-

3

3

3

3

1

-

-


12th

+9

+4

+8

+8
Yin-Yang Bolt 5d6, Greater Heal/Harm

3

3

3

3

2

-

-


13th

+9

+4

+8

+8
Yin-Yang Sword +5, Improved Shield/Curse

3

3

3

3

2

0

-


14th

+10

+4

+9

+9
-

4

3

3

3

2

1

-


15th

+11

+5

+9

+9
Yin-Yang Bolt 6d6

4

4

3

3

3

2

-


16th

+12

+5

+10

+10
Yin-Yang Sword +6, Elite Heal/Harm

4

4

4

3

3

2

0


17th

+12

+5

+10

+10
-

4

4

4

4

3

3

1


18th

+13

+6

+11

+11
Yin-Yang Bolt 7d6

4

4

4

4

4

3

2


19th

+14

+6

+11

+11
Yin-Yang Sword +7

4

4

4

4

4

4

3


20th

+15

+6

+12

+12
Improved Root/Cripple, Equilibrium Frenzy

4

4

4

4

4

4

4



Balance is needed to sustain sanity. Sanity is needed to sustain balance. Thinking along such lines is the path to losing both. -De Obscuram et Lucium


Class Features
All of the following are class features of the Grey Monk.

Weapon and Armor Proficiencies: Grey Monks are proficient with club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shuriken, siangham, and sling.

Grey Monks are not proficient with any armor or shields.

While wearing armor or bearing a shield, the Grey Monk may not use any class abilities nor gain any benefit from Balanced Blood (the penalties are not negated, however).

Spells: To cast a particular spell, you must have an Wisdom score of at least 10 + the spell's level. Your bonus spells are based on your Wisdom. Saves to avoid the effects of your spells have a DC of 10 + the spell's level + your Wis bonus (if any).

You cast spells as a Sorcerer does. Grey Monks know all spells on the following lists, and are only limited by the number of spells per day they have. An epic Ausgleich’s number of spells per day does not increase after 10th level.

Celestial Spells:
0—Cure Minor Wounds, Daze, Light
1st—Cure Light Wounds, Divine Favor, Shield of Faith, Shield, Burning Hands
2nd—Daylight, Cure Moderate Wounds, Shield Other, Flaming Sphere, Scorching Ray, Blur
3rd—Cure Serious Wounds, Remove Disease, Remove Curse, Fireball, Displacement, Slow
4th—Cure Critical Wounds, Confusion, Stoneskin, Fire shield, Wall of Fire
5th—Cure Light Wounds (Mass), Heal, Flame Strike, Hold Monster, Interposing Hand
6th—Cure Moderate Wounds (Mass), Irresistible Dance, Forceful Hand, Chain Lighting, Stone to Flesh

Demonic Spells:
0—Inflict Minor Wounds, Touch of Fatigue, Ray of Frost
1st—Bane, Inflict Light Wounds, Command, Chill Touch, Ray of Enfeeblement
2nd—Darkness, Inflict Moderate Wounds, Hold Person, Scare, False Life, Touch of Idiocy
3rd—Inflict Serious Wounds, Contagion, Curse, Vampiric Touch, Suggestion, Ray of Exhaustion
4th—Inflict Critical Wounds, Enervation, Ice Storm, Fear, Crushing Despair
5th—Inflict Light Wounds (Mass), Harm, Cone of Cold, Dominate, Mass Suggestion
6th—Inflict Moderate Wounds (Mass), Eyebite, Disintegrate, Freezing Sphere, Flesh To Stone

Neutral Spells:
0—Resistance, Virtue, Prestidigitation, Dancing Lights
1st—Endure Elements, Obscuring Mist, Faerie Fire, Magic Missile, Expeditious Retreat
2nd—Resist Energy, Owl's Wisdom, Hypnotic Pattern
3rd—Telepathic Bond, Lesser, Fly, Haste
4th—Air Walk, Divine Power, Rainbow Pattern, Greater Invisibility, Dimension Door
5th—Plane Shift, Righteous Might, Telepathic Bond, Waves of Fatigue, Wall of Force
6th—Owl’s Wisdom (Mass), Mislead, Repulsion, Shadow Walk, Contingency, True Seeing


Balanced Blood: A Verrück Balancer must maintain a balance of his demonic and celestial sides. Whenever he uses a spell with the Celestial or (C) modifier, he gains one "Celestial" point, and Dual Abilities give two points to their aligned side. Whenever he uses an ability with the Demonic or (D) modifier, he gains one "Demonic" point. If he has Demonic points and uses a Celestial ability (or vise versa), he instead looses a Demonic point. Thus one Balance Point pool will be at 0 at all times. Consult the following Table to determine benefits and penalties imbalance.

BALANCED BLOOD


Points
Name
Effect

11-10 (C)

Overly Celestial

-8 Con, +6 Str, +4 caster level for (C), -4 caster level for (D), -2 caster level for all.


9-8 (C)

Fully Celestial

-6 Con, +4 Str, +3 caster level for (C), -3 caster level for (D), -1 caster level for all.


7-6 (C)

Celestially Aligned

-4 Con, +2 Str, +2 caster level for (C), -2 caster level for (D)


5-4 (C)

Celestially Leaning

-2 Con, +1 caster level for (C), -1 caster level for (D)


3-2 (C)

Neutral

None


1(C) - 1(D)

Fully Neutral

+2 Con, +1 caster level


2-3 (D)

Neutral

None


4-5 (D)

Demonically Leaning

-2 Con, +1 caster level for (D), -1 caster level for (C)


6-7 (D)

Demonically Aligned

-4 Con, +2 Str, +2 caster level for (D), -2 caster level for (C)


8-9 (D)

Fully Demonic

-6 Con, +4 Str, +3 caster level for (D), -3 caster level for (C), -1 caster level for all.


10-11 (D)

Overly Demonic

-8 Con, +6 Str, +4 caster level for (D), -4 caster level for (C), -2 caster level for all.




After 11 Balance Points, every 2 levels gives an additional -2 Con, +2 Str, +1 caster level for aligned abilities and spells, -1 caster level for un-abilities and spells, and -1 caster level for all abilities and spells. Balance Points can stack up until the Grey Monk dies from the Constitution penalties. However, he may only get Bonuses from imbalanced points of up to his Base Attack Bonus, and cannot get any bonuses from Imbalanced Blood if he has no constitution score at all.

Grey Meditation: A Grey Monk gains Fast Movement, Flurry of Blows, and Unarmed Strike as a Monk of half his class level +2 (But no more than his character level). If he already has levels in Monk, every two levels of Verrück Balancer counts as one additional level of Monk to determine Fast Movement, Unarmed Strike, and Flurry of Blows. The Balancer may multi-class with monk freely. Additionally, if the Grey Monk has a ranger animal, he may count his levels in Balancer as additional levels in ranger for determining his effective druid level.

Yin-Yang Swords/Bolt (Su): As a swift action, a Balancer can create two semisolid blades composed of celestial and demonic energy distilled from his own blood (the demonic one is black, the celestial one is white). The blade which is in your main hand is chosen upon summoning, and may be switched at will. The blades are identical in all ways (except visually) to shortswords of a size appropriate for their wielder, except that the celestial sword deals +1 fire damage and the demonic sword deals +1 cold damage (bonus damage increases at higher levels). Balancers who are smaller or larger than Medium create Yin-Yang blades identical to short swords appropriate for their size, with a corresponding change to the blade’s damage. The wielder of a Yin-Yang blade gains the usual benefits to his attack roll and damage roll from a high Strength bonus, as well as adding the bonus elemental damage (to a maximum of his wisdom mod) to attack rolls.

The blades cannot be broken - any time they should be broken (such as if the Balancer were to use one as a crowbar), it becomes immaterial for an instant. The moment he relinquishes his grip on his blade, it dissipates. Yin-Yang blades are considered magic weapons for the purpose of overcoming damage reduction.

A Grey Monk can use feats such as Power Attack or Combat Expertise in conjunction with the Yin-Yang blades just as if they were normal weapons. He can also choose Yin-Yang blades for feats requiring a specific weapon choice, such as Weapon Specialization. Powers or spells that upgrade weapons can be used on Yin-Yang blades.

Even in places where magic effects do not normally function, Yin-Yang blades function normally. A Grey Monk may treat his Yin-Yang blades as monk weapons.

Bolt

A Balancer may also, as a swift action, fire the energy which makes up one of his blades at an opponent (this action can only be made if he has not yet attacked with that blade). Like magic missile, this bolt strikes its target perfectly. It deals 1d6+1 damage of the same type as the sword it came from (fire for celestial, cold for demonic). The damage for this bolt increases by 1d6 at 3rd, 6th, and every third level after. After this bolt has been fired, he may not re-summon the blade until the next turn, and cannot convert that blade into another bolt for 2d2 rounds. Using this bolt ability gives him one Balance Point in the appropriate pool.

Heal/Harm (Sp): : A fourth level Grey Monk gains his first dual ability. This ability may be used in either form, but not both at the same time. After using a specific form, he my not use that form again for 2d2 rounds. However, he may use the other form during the cool-down time; the second form then would not be able to be used for 2d2 rounds.


Heal (C) (Sp): As cure light wounds, using his caster level without Balanced Blood effects.
Harm (D) (Sp): As inflict light wounds, using his caster level without Balanced Blood effects.


Insightful Balance (Ex): Verrück grow up with constant distractions and such from the competing impulses in their blood. The art of maintaining balance allows the Verrück Balancer to cut out those distractions and, because he is used to them and has adapted to dealing with them, the Verrück Balancer can pay much more attention to his surroundings than a normal person when his blood is balanced. While he is Fully Neutral, he may add his wisdom bonus to his AC and initiative rolls, and his Concentration modifiers. While he is either Neutral or Fully Neutral, he may add a quarter of his level (round up) to AC and initiative rolls.

Shield/Curse (Sp): This ability may be used in either form, but not both at the same time. After using a specific form, he my not use that form again for 2d4+1 rounds. However, he may use the other form during the cool-down time; the second form then would not be able to be used for 2d4+1 rounds. This ability is touch range, and requires a standard action.


Shield (C) (Sp): Subject gains a +3 deflection bonus to AC. Every bonus caster level he gains from Balance Points adds an additional +1 (to a maximum of +5) and every negative caster level he gains from Balance Points reduces the bonus by 1 (to a minimumn of +1). This ability lasts for 1 minute per caster level.
Curse (D) (Sp): Target must make a Will save (DC 15 + Wis bonus ± bonus caster levels) or get a -3 penalty penalty on attack rolls, saves, ability checks, and skill checks permanently. Every bonus caster level he gains from Balance Points adds an additional -1 (to a maximum of -5) and every negative caster level he gains from Balance Points reduces the bonus by 1 (to a minimumn of -1) The curse bestowed by this ability cannot be dispelled, but it can be removed with a break enchantment, limited wish, miracle, remove curse, or wish spell


Improved Heal/Harm (Sp): The cure and inflict spells from Heal/Harm increase to Moderate wounds.
Root/Cripple (Sp): This ability may be used in either form, but not both at the same time. After using a specific form, he my not use that form again for 1d6+1 rounds. However, he may use the other form during the cool-down time; the second form then would not be able to be used for 1d6+1 rounds. This ability has a range of 20ft, and requires a standard action.


Root (C) (Sp): Your target is rooted in place, preventing them from moving. They cannot move from the square that they were in unless moved by teleportation or similar effect, cast by another character (the subject cannot teleport on his own). Once he reaches the destination of the teleportation, he becomes rooted to the spot at which he comes out. While rooted, the subject takes a –2 penalty on attack rolls, AC, and Reflex saves. This ability lasts for 1 minute per caster level.
Cripple (D) (Sp): Your target is crippled and is now slowed, fatigued, and sickened. Fortitude save (DC 17 + Wis bonus ± bonus caster levels) negates the fatigue, and sickness. This ability lasts for 1 minute per caster level (except for the fatigue, which lasts until the target gets 8 hours of complete rest).


Greater Heal/Harm (Sp): The cure and inflict spells from Heal/Harm increase to Serious wounds.

Improved Shield/Curse (Sp): The effects in the Shield/Curse Spell increase to +/- 4, and the maximums increase to +/- 8

Elite Heal/Harm (Sp): The cure and inflict spells from Heal/Harm increase to Critical wounds.

Improved Root/Cripple (Sp): Root/Cripple now affects a 15ft radius circle on the ground and has a range of 30ft.

Equilibrium Frenzy(Ex): Once per day while Balanced at Fully Neutral, the Grey Monk may enter a trance to excite both halves of his blood, taking a full round to complete (this does not provoke attacks of opportunity). For 1 minute afterwards, the Grey Monk gains +8 Strength, +6 caster level for both (D) and (C) abilities and spells, and adds +3 fire and +3 cold damage to his Yin Yang Blades and Bolts. However, once the minute has concluded, the Grey Monk’s blood rebels with vengance. The Grey Monk gets –8 Constitution and –7 to his caster level for both (D) and (C) abilities and spells, looses all bonus damage to for his Yin-Yang Sword, and gains no benefit from being aligned at Fully Neutral. This condition lasts for another minute. During the entire two-minute affair, the Balancer may use abilities and spells without moving his Balanced Blood alignment away from Fully Neutral.

NOTE: this is a Base class adaption specifically for this contest of a PRC that I had made already. If that is still not admissible, I appologize