Jormengand
2016-03-29, 08:26 AM
This class... is basically me being a class. As such, it's... probably not gonna be fun to read. But I'd like it if someone took a moment to do it anyway.
The Madness Disciple
"Madness isn't beautiful. Madness is a struggle to survive, to tolerate the derision of people around you. To try to act like you're normal, because if you didn't, you would be cast out. Madness isn't beautiful; it's horrible. But for me, it's reality."
LevelBABFortRefWillSpecial
1st+1+2+2+0Antipathy
2nd+2+3+3+0Delusion
3rd+3+3+3+1Detachment
4th+4+4+4+1Mirage
5th+5+4+4+1Psychopathy
6th+6/+1+5+5+2Paranoia
7th+7/+2+5+5+2Disinterest
8th+8/+3+6+6+2Hallucination
9th+9/+4+6+6+3Sociopathy
10th+10/+5+7+7+3Schizophrenia
11th+11/+6/+1+7+7+3Lethargy
12th+12/+7/+2+8+8+4Delirium
13th+13/+8/+3+8+8+4Neuropathy
14th+14/+9/+4+9+9+4Psychosis
15th+15/+10/+5+9+9+5Torpor
16th+16/+11/+6/+1+10+10+5Dementia
17th+17/+12/+7/+2+10+10+5Encephalopathy
18th+18/+13/+8/+3+11+11+6Mania
19th+19/+14/+9/+4+11+11+6Catatonia
20th+20/+15/+10/+5+12+12+6Insanity
Alignment: Chaotic neutral or true neutral. If your alignment is not one of these, you can still be a madness disciple, but your alignment immediately changes the smallest amount to match. Madness disciples can never change their alignment to another alignment or bring themselves to act in accordance with another one.
Special: Must have an intelligence score, and that score must be at least 8.
Special: Can't be an undead or construct, not even an intelligent undead or living construct.
Hit Die: 1d6
Class Skills:
The class skills of the madness disciple (and the key ability for each skill) are Autohypnosis (Int)*, Bluff (Cha), Concentration (Con), Disguise (Cha), Hide (Dex), Listen (Int)*, Move Silently (Dex), Spot (Int)* and Survival (Int)*.
Skill Points at 1st Level: (4 + Int modifier) × 4
Skill Points at Each Additional Level: 4 + Int modifier
*Skill normally wisdom-based but is intelligence-based for a madness disciple.
Weapon and Armour Proficiency
Madness disciples are proficient in all simple and martial weapons and no kind of armour and shield. They fight by rushing in with the biggest weapon they can get their hands on.
Note on save DCs
The save DC against a madness disciple's ability is 10 + 1/2 the madness disciple's level + the madness disciple's charisma modifier.
Antipathy (Ex)
I hate you! I hate everything you stand for! And I hate your uptight sense of honour!
A madness disciple is always a little bit unhinged. Whenever it attacks, it takes a will save. For each point by which it fails, it adds +1 to attack and damage rolls.
Delusion (Ex)
You're all against me...
From second level, a madness disciple is certain that someone will hurt it. Whenever attacked, it takes a will save and adds the amount by which it failed to its armour class.
Detachment (Ex)
Mm? Sorry, what did you say?
From third level, a madness disciple doesn't care about most things. It is immune to mind-affecting abilities.
Mirage (Ex)
Nice illusion. Not as realistic as the ones I make for myself, though...
From fourth level, a madness disciple automatically disbelieves illusions, even if they're not actually illusion school effects. Spells such as invisibility can't actually be disbelieved, though.
Psychopathy (Ex)
I will END you!
From fifth level, madness disciples can choose to take a penalty on will saves equal to half their class level.
Paranoia (Ex)
They're everywhere! Everywhere!
From sixth level, a madness disciple takes a will save at the start of combat, and adds half the amount by which it failed to its initiative roll.
Disinterest (Ex)
Oh, you're trying to kill me? That's nice.
From seventh level, a madness disciple, whenever it would take a will save that it benefits from passing, can opt to reverse the effects of passing and failing.
Hallucination (Ex)
None of this is really hurting me...
From eighth level, a madness disciple takes a will save when damaged and reduces the damage by half the amount failed.
Sociopathy (Ex)
You know what the fun thing about you being a monster is? It means I can kill you with no regrets!
From ninth level, the effects of the madness disciple's antipathy are multiplied by 1.5.
Schizophrenia (Ex)
My plan is flawless! The only thing that can mess it up is... you! Yes, you, right there, with the hat. Don't think I don't see you.
From 10th level, the effects of the madness disciple's delusion are doubled, and it can't be caught flat-footed.
Lethargy (Ex)
You know what? I don't really feel like showing up in that scrying spell...
From 11th level, madness disciples are unaffected by negative illusion, divination, enchantment, telepathy and clairsentience abilities.
Delirium (Ex)
I've decided that we need to go... that way! Come on, come on, try to keep up!
From 12th level, madness disciples roll a will save every time they take a skill check, and add half the amount by which they failed to the skill check result. Roll the save even if you're taking 10 or 20.
Neuropathy (Ex)
I can't even see straight any more, but I can see where you are to stab you!
From 13th level, madness disciples can finish a charge with a full attack, and don't take attacks of opportunity for any reason.
Psychosis (Ex)
Come on, try to hit me, I dare you!
From 14th level, the madness disciple gets a free attack against its aggressor whenever it is missed with an attack, or it passes a save against a hostile effect. This assumes that the madness disciple can actually make the attack, of course; if it can't, then it doesn't suddenly gain the ability to.
Torpor (Ex)
No. No. Stop.
From 15th level, the madness disciple can't be moved, prevented from moving, knocked prone, or made flat-footed.
Dementia (Ex)
Nothing is true! Everything is permitted!
From 16th level, the madness disciple is immune to hostile magic.
Encephalopathy (Ex)
Uh... hah... HAHAHAHA!
From 17th level, whenever the madness disciple makes a full attack, it makes a will save. It gets a bonus attack for every five points by which it failed.
Mania (Ex)
It doesn't hurt... not as much as I'm about to hurt you, anyway...
From 18th level, all damage the madness disciple takes is nonlethal, so very little short of knocking it out and using a coup de grace attack on it will kill it.
Catatonia (Ex)
Mmm...
From 19th level, the madness disciple is immune to all effects except direct damage and effects which would kill it outright.
Insanity (Ex)
Whee~
From 20th level, the madness disciple's will save-based abilities are twice as effective, with the exception of Encephalopathy, because that would be a bit too much.
The Madness Disciple
"Madness isn't beautiful. Madness is a struggle to survive, to tolerate the derision of people around you. To try to act like you're normal, because if you didn't, you would be cast out. Madness isn't beautiful; it's horrible. But for me, it's reality."
LevelBABFortRefWillSpecial
1st+1+2+2+0Antipathy
2nd+2+3+3+0Delusion
3rd+3+3+3+1Detachment
4th+4+4+4+1Mirage
5th+5+4+4+1Psychopathy
6th+6/+1+5+5+2Paranoia
7th+7/+2+5+5+2Disinterest
8th+8/+3+6+6+2Hallucination
9th+9/+4+6+6+3Sociopathy
10th+10/+5+7+7+3Schizophrenia
11th+11/+6/+1+7+7+3Lethargy
12th+12/+7/+2+8+8+4Delirium
13th+13/+8/+3+8+8+4Neuropathy
14th+14/+9/+4+9+9+4Psychosis
15th+15/+10/+5+9+9+5Torpor
16th+16/+11/+6/+1+10+10+5Dementia
17th+17/+12/+7/+2+10+10+5Encephalopathy
18th+18/+13/+8/+3+11+11+6Mania
19th+19/+14/+9/+4+11+11+6Catatonia
20th+20/+15/+10/+5+12+12+6Insanity
Alignment: Chaotic neutral or true neutral. If your alignment is not one of these, you can still be a madness disciple, but your alignment immediately changes the smallest amount to match. Madness disciples can never change their alignment to another alignment or bring themselves to act in accordance with another one.
Special: Must have an intelligence score, and that score must be at least 8.
Special: Can't be an undead or construct, not even an intelligent undead or living construct.
Hit Die: 1d6
Class Skills:
The class skills of the madness disciple (and the key ability for each skill) are Autohypnosis (Int)*, Bluff (Cha), Concentration (Con), Disguise (Cha), Hide (Dex), Listen (Int)*, Move Silently (Dex), Spot (Int)* and Survival (Int)*.
Skill Points at 1st Level: (4 + Int modifier) × 4
Skill Points at Each Additional Level: 4 + Int modifier
*Skill normally wisdom-based but is intelligence-based for a madness disciple.
Weapon and Armour Proficiency
Madness disciples are proficient in all simple and martial weapons and no kind of armour and shield. They fight by rushing in with the biggest weapon they can get their hands on.
Note on save DCs
The save DC against a madness disciple's ability is 10 + 1/2 the madness disciple's level + the madness disciple's charisma modifier.
Antipathy (Ex)
I hate you! I hate everything you stand for! And I hate your uptight sense of honour!
A madness disciple is always a little bit unhinged. Whenever it attacks, it takes a will save. For each point by which it fails, it adds +1 to attack and damage rolls.
Delusion (Ex)
You're all against me...
From second level, a madness disciple is certain that someone will hurt it. Whenever attacked, it takes a will save and adds the amount by which it failed to its armour class.
Detachment (Ex)
Mm? Sorry, what did you say?
From third level, a madness disciple doesn't care about most things. It is immune to mind-affecting abilities.
Mirage (Ex)
Nice illusion. Not as realistic as the ones I make for myself, though...
From fourth level, a madness disciple automatically disbelieves illusions, even if they're not actually illusion school effects. Spells such as invisibility can't actually be disbelieved, though.
Psychopathy (Ex)
I will END you!
From fifth level, madness disciples can choose to take a penalty on will saves equal to half their class level.
Paranoia (Ex)
They're everywhere! Everywhere!
From sixth level, a madness disciple takes a will save at the start of combat, and adds half the amount by which it failed to its initiative roll.
Disinterest (Ex)
Oh, you're trying to kill me? That's nice.
From seventh level, a madness disciple, whenever it would take a will save that it benefits from passing, can opt to reverse the effects of passing and failing.
Hallucination (Ex)
None of this is really hurting me...
From eighth level, a madness disciple takes a will save when damaged and reduces the damage by half the amount failed.
Sociopathy (Ex)
You know what the fun thing about you being a monster is? It means I can kill you with no regrets!
From ninth level, the effects of the madness disciple's antipathy are multiplied by 1.5.
Schizophrenia (Ex)
My plan is flawless! The only thing that can mess it up is... you! Yes, you, right there, with the hat. Don't think I don't see you.
From 10th level, the effects of the madness disciple's delusion are doubled, and it can't be caught flat-footed.
Lethargy (Ex)
You know what? I don't really feel like showing up in that scrying spell...
From 11th level, madness disciples are unaffected by negative illusion, divination, enchantment, telepathy and clairsentience abilities.
Delirium (Ex)
I've decided that we need to go... that way! Come on, come on, try to keep up!
From 12th level, madness disciples roll a will save every time they take a skill check, and add half the amount by which they failed to the skill check result. Roll the save even if you're taking 10 or 20.
Neuropathy (Ex)
I can't even see straight any more, but I can see where you are to stab you!
From 13th level, madness disciples can finish a charge with a full attack, and don't take attacks of opportunity for any reason.
Psychosis (Ex)
Come on, try to hit me, I dare you!
From 14th level, the madness disciple gets a free attack against its aggressor whenever it is missed with an attack, or it passes a save against a hostile effect. This assumes that the madness disciple can actually make the attack, of course; if it can't, then it doesn't suddenly gain the ability to.
Torpor (Ex)
No. No. Stop.
From 15th level, the madness disciple can't be moved, prevented from moving, knocked prone, or made flat-footed.
Dementia (Ex)
Nothing is true! Everything is permitted!
From 16th level, the madness disciple is immune to hostile magic.
Encephalopathy (Ex)
Uh... hah... HAHAHAHA!
From 17th level, whenever the madness disciple makes a full attack, it makes a will save. It gets a bonus attack for every five points by which it failed.
Mania (Ex)
It doesn't hurt... not as much as I'm about to hurt you, anyway...
From 18th level, all damage the madness disciple takes is nonlethal, so very little short of knocking it out and using a coup de grace attack on it will kill it.
Catatonia (Ex)
Mmm...
From 19th level, the madness disciple is immune to all effects except direct damage and effects which would kill it outright.
Insanity (Ex)
Whee~
From 20th level, the madness disciple's will save-based abilities are twice as effective, with the exception of Encephalopathy, because that would be a bit too much.