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Aniikinis
2018-10-01, 04:57 AM
Vape Lord

http://www.aneyeoni.com/ART/Illustrations/Magic/Lorwyn/Aleksi_Magic_FireBreathing.700_531.jpg

"Ditch the paper, man, go for vapor." -Jack "The Cloud" McKenny, Vape Lord moments before breathing out a burning cloud Asmodeus' Blend^

Class Skills
The Vape Lord's class skills (and the key ability for each skill) are Appraise (Int), Concentrate (con), Craft (any, taken individually) (Int), Decipher Script (Int),Disable Device (Dex) Heal (Wis), Knowledge ([any, taken individually])(Int), Listen (Wis), Profession (Int), Spot (Wis), Spellcraft (Int)
Skills Points at Each Level: 4 + int

Hit Dice: d6



Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Number of juices known


1st
+0
+2
+2
+0
Drugged Blood, Juices(Least), Rig
2


2nd
+1
+3
+3
+0
Poison Immunity
3


3rd
+1
+3
+3
+1
Bonus Feat



[td]4th
+2
+4
+4
+1
Bonus Feat
5


5th
+2
+4
+4
+1
Drugged Spit
5


6th
+3
+5
+5
+2
Bonus Feat, Dual Cartridge, Juices (Lesser)
6


7th
+3
+5
+5
+2
Born of Vapor
7


8th
+4
+6
+6
+2
Bonus Feat
8


9th
+4
+6
+6
+3
Bonus Feat
8


10th
+5
+7
+7
+3
Drugged Body
9


11th
+5
+7
+7
+3
Juices (Greater)
10


12th
+6
+8
+8
+4
Bonus Feat, Triple Cartridge, Acid Resistance
11


13th
+6
+8
+8
+4
Lingering Vapor
11


14th
+7
+9
+9
+4
Acid Resistance
12


15th
+7
+9
+9
+5
Bonus Feat, Drugged Mind
13


16th
+8
+10
+10
+5
Juices (Best), Acid Resistance
14


17th
+8
+10
+10
+5
Internalized Vapor
14


18th
+9
+11
+11
+6
Bonus Feat, Quadruple Cartridge, Acid Resistance
15


19th
+9
+11
+11
+6
Dual Breath, Vapor Vials
16


20th
+10
+12
+12
+6
Drugged Soul, Acid Immunity
17



Weapon and Armor Proficiencies: Vape lords are proficient with all simple weapons juices, and alchemical items. They are also proficient with light armor, but not with shields.

Because the somatic components required for vape lord juices are nearly non existent, a vape lord can use any of his juices while wearing light armor without incurring the normal arcane spell failure chance. However, like arcane spellcasters, a vape lord wearing medium or heavy armor or using a shield incurs a chance of arcane spell failure (all juices, including dragon breath, have a somatic component). A multiclass vape lord still incurs the normal arcane spell failure chance for arcane spells received from levels in other classes.

Drugged Blood: Vape lords are so infused with nicotine and various other substances that their blood is suffused with the stuff. If you take any drugs or inhaled vapor from your rig, for the next 1d4 hours any creature that drains your blood is affected by those drugs as well. While inhaling vapor does not affect you, any creature that bites you or drains your blood is sickened for 1d6 rounds

Juices: Vape lords have access to various kinds of juices for use in their rig. Most vape lords can have fairly easy access to different kinds of juices due to them being fairly easy to make. However, the number of juices and the intensity of juices that a vape lord can access the innate power of is limited by their class level.

A vape lord's juices are counted as spell-like abilities; therefore using the rig is a standard action that provokes attacks of opportunity. A juice can be disrupted, just as a spell can be ruined during casting. A vape lord is entitled to a Concentration check to successfully use a juice if he is hit by an attack while breathing, just as a spellcaster would be. A vape lord can choose to use a juice defensively, by making a successful Concentration check, to avoid provoking attacks of opportunity. A vape lord's juices are subject to spell resistance unless an juice's description specifically states otherwise. A vape lord's caster level with his juices is equal to his vape lord level. Vape lords may count themselves to be within the area of effect for any of their juices if they so wish.

The save DC for a juice (if it allows a save) is 10 + equivalent spell level + the vape lord's Charisma modifier. Since spell-like abilities are not actually spells, a vape lord cannot benefit from the Spell Focus feat. He can, however, benefit from the Ability Focus feat (see page 303 of the Monster Manual), as well as from feats that emulate metamagic effects for spell-like abilities, such as Quicken Spell-Like Ability and Empower Spell-Like Ability (see pages 303 and 304 of the Monster Manual).

The four grades of juices, in order of their relative power, are least, lesser, greater, and best. A vape lord begins with access to two juices, which must be of the lowest grade (least). As a vape lord gains levels, he can access the innate powers of new juices, as summarized on the advancement table and described below.

At any level when a vape lord gains a new juice, he can also replace a juice he already knows with another juice of the same or a lower grade. At 6th level, a vape lord can replace a least juice he knows with a different least juice (in addition to learning a new juice, which could be either least or lesser). At 11th level, a vape lord can replace a least or lesser juice he knows with another juice of the same or a lower grade (in addition to learning a new juice, which could be least, lesser, or greater). At 16th level, a vape lord can replace a least, lesser, or greater juice he knows with another juice of the same or a lower grade (in addition to learning a new juice, which could be least, lesser, greater, or best).

Finally, unlike other spell-like abilities, juices are subject to arcane spell failure chance as described under Weapon and Armor Proficiency above. Vape lords can qualify for some prestige classes usually intended for spellcasters in the same way that warlocks can.

Rig: The vape lord's rig is an alchemical item that allows for the usage of juices and counts as an alchemist's lab. A rig stores all of the juices that a vape lord has access to. In order to access the power of the juices the vape lord has access to he must use the rig and breathe through it, bringing the power of the juice into his body and exhaling the effect. This is what makes up the vast majority of the somatic components required for the usage of the various juices.

Unlike other spell-like abilities, it is impossible for a vape lord to use different ones on consecutive rounds. He must remove the cartridge of juice from his rig and put another one in its place to access the different effect. This takes a move action and provokes attacks of opportunity.

When a vape lord uses his rig to activate the effects of his juices, they have an area of effect originating from the vape lord and are similar in function to breath weapons. Any creature within the area that fails their save is subject to the effect. Some juices deal a lessened effect even if the creatures within the area make their saves. These juices state this within their descriptions.

If a vape lord does not have access to his rig he cannot use his juices.

Poison Immunity: At 2nd level the vape lord is used to ingesting poisonous substances. He gains a immunity to poison.

Bonus Feat: At the indicated levels the vape lord gains a bonus feat of any that the vape lord can access.

Drugged Spit: At 5th level, the poisons and drugs within the vape lord become concentrated within their saliva. This grants the vape lord a natural ranged spit attack that deals 1d6 acid damage with a range of 20 feet. Also, any creature that deals damage to the vape lord must succeed on a Fortitude Save (DC 10+1/2 Vape lord level+Cha) or be sickened from the noxious fumes emanating from their blood. In addition, the drugged blood ability causes the creature to become nauseous instead of sickened. Weapons with exceptional reach, such as longspears, do not endanger their users in this way.

Dual Cartridges: At level 6, the vape lord reconstructs his rig and becomes able to hold two different cartridges of juice. Only one of them may be used at a time, but he is able to switch between them as a free action.

Born of Vapor: At level 7, the vape lord gains a 10 ft. fly speed with a perfect maneuverability. In addition, the vape lord adds double their charisma modifier to their juice save DCs.

Drugged Body: At level 10, any creature successfully striking a vape lord with a melee weapon or natural weapon takes 1d6 points of acid damage from the vape lord’s highly poisonous blood. Weapons with exceptional reach, such as longspears, do not endanger their users in this way. The sickened effect from drugged spit becomes nauseous and the drugged blood ability instead deals 1d2 constitution damage.

Triple Cartridges: At level 12, the vape lord reconstructs his rig and becomes able to hold three different cartridges of juice. Only one of them may be used at a time, but he is able to switch between them as a free action.

Acid Resistance: At level 12, the vape lord gains acid resistance 5.

The vape lord's acid resistance increases to 10 at level 14, 20 at level 16, 30 at level 18, and gains immunity at level 20.

Lingering Vapor: Starting at level 13, the vape lord can have his juice effects persist until the beginning of his next turn. Those already in the area suffer no additional harm, but other creatures or objects entering the area are subject to its effects. The lingering obscures vision, providing concealment (20% miss chance) beyond 5 feet and total concealment (50% miss chance) beyond 20 feet.

The vape lord's fly speed increases to 5 ft. per vape lord levels.

Drugged Mind: At level 15, any creature that attempts to interact directly with the vape lord's thoughts (such as via detect thoughts or telepathy) must succeed at a Will save or take 1d4 wisdom damage. The save DC is equal to 10 + 1/2 the vape lord's Hit Dice + the vape lord’s Charisma modifier. This is a mind-affecting effect. The nauseous effect from drugged spit becomes 1d4 wisdom damage.

Internalized Vapor: At level 17, the vape lord no longer needs to breathe and the vape lord's fly speed becomes 10 ft. per vape lord level.

Quadruple Cartridges: At level 18, the vape lord reconstructs his rig and becomes able to hold four different cartridges of juice. Only one of them may be used at a time, but he is able to switch between them as a free action.

Dual Breath: At level 19, the vape lord reconstructs his rig and becomes able to use two seperate juice effects in a single use.

Vapor Vials: At level 19, the vape lord is able to create potions with his least juices. These potions can be thrown or opened. Once used, the potion effects a 10 foot spread and all within the area are entitled a reflex save to avoid entirely.

Drugged Soul: At level 20, the vape lord's type changes to elemental and they gain the air and augmented subtypes. Also the vape lord's fly speed becomes 20 ft. per vape lord level and the vape lord adds triple their charisma modifier to their juice save DCs.

Aniikinis
2018-10-01, 05:12 AM
Juices


Least

Slip Dew:
Conjuration (Creation)
Juice level: Least ; 1st
Range: See text.
Saving Throw: Reflex

This juice tastes oily and when used covers every square within the area of effect in a slick film of grease. Any creature in the area when the juiced is used must make a successful Reflex save or fall. This save is repeated on your turn each round that the creature remains within the area. A creature can walk within or through the area of grease at half normal speed with a DC 10 Balance check. Failure means it can’t move that round (and must then make a Reflex save or fall), while failure by 5 or more means it falls (see the Balance skill for details).

When you select this juice you must choose either 10 ft. Cone or 20 ft. Line. This juice gains that range. You may select this juice again to obtain the other range.

Water Smoke:
Conjuration (Creation)
Juice level: Least ; 1st
Range: See Text.
Saving Throw: Reflex (and Fort or Will)

This juice tastes like fresh spring air and when used covers every square within the area of effect in a misty vapor. It is stationary once created and lasts for 1d4 rounds. The vapor obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target).

A moderate wind (11+ mph), such as from a gust of wind spell, disperses the fog in 2 rounds. A strong wind (21+ mph) disperses the fog in 1 round. A fireball, flame strike, or similar spell burns away the fog in the explosive or fiery spell’s area. A wall of fire burns away the fog in the area into which it deals damage.

This juice cannot be used in conjunction with another juice if you have the dual breath class feature.

When you select this juice you must choose either 15 ft. Cone or 30 ft. Line. This juice gains that range. You may select this juice again to obtain the other range.
Cotton Candy:
Enchantment (Compulsion) [Mind-affecting]
Juice level: Least ; 1st
Range: 30 ft. Cone
Saving Throw: Reflex and Will

This juice tastes like its' namesake and smells so purely like it that others wish to locate the source of it, causing them to stop and stare blankly at you. In addition, you can use their rapt attention to make your suggestions and requests seem more plausible. Roll 2d4 to see how many total Hit Dice of creatures you affect. Creatures with fewer HD are affected before creatures with more HD. Only creatures that can smell your vapor are affected.

If you use this spell in combat, each target gains a +2 bonus on its saving throw. If the spell affects only a single creature not in combat at the time, the saving throw has a penalty of -2. In addition, creatures below the age of adult have a -2 penalty on saving throws against this spell and all creatures have a bonus on this save equal to their special size modifier (small -4, medium +0, large +4, etc.)

While the subject is fascinated by this spell, it reacts as though it were two steps more friendly in attitude. This allows you to make a single request of the affected creature (provided you can communicate with it). The request must be brief and reasonable. Even after the spell ends, the creature retains its new attitude toward you, but only with respect to that particular request.

A creature that fails its saving throw does not remember that you enspelled it.

Brittle Berry:
Evocation [Sonic]
Juice level: least ; 2nd
Range: 10 ft. Line or concentrated breath
Saving Throw: Reflex (and Fort, see text)

Brittle Berry tastes similar to blueberries and when the vapor is exhaled it creates a loud, ringing noise that breaks brittle, nonmagical objects, sunders a single solid, non magical object, and/or damages a crystalline creature.

Used as an area attack, shatter destroys non magical objects of crystal, glass, ceramic, or porcelain. All such objects within the area of effect are smashed into dozens of pieces by the juice. Objects weighing more than 1 pound per your level are not affected, but all other objects of the appropriate composition are shattered.

Alternatively, you can create a small bubble of vapor to breathe against a single solid object, regardless of composition, weighing up to 10 pounds per caster level within 15 feet. Targeted against a crystalline creature (of any weight), brittle berry deals 1d6 points of sonic damage per caster level (maximum 10d6), with a Fortitude save for half damage.

Inkless Air:
Transmutation
Juice level: least ; 1
Range: 5 ft. Line
Saving Throw: Reflex

This juice tastes almost like someone has turned your taste buds off. When you exhale, this juice removes writings of either magical or mundane nature from a scroll or from one or two pages of paper, parchment, or similar surfaces. With this juice, you can remove explosive runes, a glyph of warding, a sepia snake sigil, or an arcane mark, but not illusory script or a symbol spell. Non Magical writing is automatically erased if you touch it and no one else is holding it. Otherwise, the chance of erasing non magical writing is 90%.

Magic writing must be touched to be erased upon exhalation, and you also must succeed on a caster level check (1d20 + caster level) against DC 15. (A natural 1 or 2 is always a failure on this check.) If you fail to erase explosive runes, a glyph of warding, or a sepia snake sigil, you accidentally activate that writing instead.

Slumber Berry:
Enchantment (Compulsion) [Mind-Affecting]
Juice level: Least ; 1
Range: 10 ft. Line
Saving Throw: Reflex and Will

This juice tastes like a good night's sleep. This juice causes a magical slumber to come upon 1 Hit Dice/3 caster level of creatures within the area of effect. Creatures with the fewest HD are affected first.

Among creatures with equal HD, those who are closest to the juice's point of origin are affected first. Hit Dice that are not sufficient to affect a creature are wasted.

Sleeping creatures are helpless. Slapping or wounding awakens an affected creature, but normal noise does not. Awakening a creature is a standard action (an application of the aid another action).

This juice does not target unconscious creatures, constructs, or undead creatures.

Vibrant Vapor:
Illusion (Pattern) [Mind-Affecting]
Juice level: least ; 1
Range: 15 ft. Cone
Saving Throw: Reflex and Will

This juice tastes like the best parts of a circus in a small breath. When you exhale, a vivid cone of clashing colors springs forth from your mouth, causing creatures to become stunned, perhaps also blinded, and possibly knocking them unconscious.

Each creature within the cone is affected according to its Hit Dice.

1 HD or less
The creature is unconscious, blinded, and stunned for 2d4 rounds, then blinded and stunned for 1d4 rounds, and then stunned for 1 round. (Only living creatures are knocked unconscious.)

2 HD
The creature is blinded and stunned for 1d4 rounds, then stunned for 1 round.

3 or more HD
The creature is stunned for 1 round.

Sightless creatures are not affected by by this juice.

Windy Gusts:
Evocation [Air]
Juice level: least ; 2
Range: 30 ft. Cone
Saving Throw: Reflex (and Fort negates)

This juice has very little taste at all, and feels as though you're sucking in far more air than you should be able to. When exhaled, this juice creates a severe blast of air (approximately 50 mph) that originates from you, affecting all creatures in its path unless they succeed on a fortitude save to keep their ground.

A Tiny or smaller creature on the ground is knocked down and rolled 1d4×10 feet, taking 1d4 points of nonlethal damage per 10 feet. If flying, a Tiny or smaller creature is blown back 2d6×10 feet and takes 2d6 points of nonlethal damage due to battering and buffeting.

Small creatures are knocked prone by the force of the wind, or if flying are blown back 1d6×10 feet.

Medium creatures are unable to move forward against the force of the wind, or if flying are blown back 1d6×5 feet.

Large or larger creatures may move normally within a gust of wind effect.

Windy gusts can’t move a creature beyond the limit of its range.

Any creature, regardless of size, takes a -4 penalty on ranged attacks and Listen checks in the area of a gust of wind.

The force of the gust automatically extinguishes candles, torches, and similar unprotected flames. It causes protected flames, such as those of lanterns, to dance wildly and has a 50% chance to extinguish those lights.

In addition to the effects noted, windy gusts can do anything that a sudden blast of wind would be expected to do. It can create a stinging spray of sand or dust, fan a large fire, overturn delicate awnings or hangings, heel over a small boat, and blow gases or vapors to the edge of its range.

Spider Berry:
Conjuration (Creation)
Juice level: least ; 2
Range: 15 ft. Cone or 30 ft. Line
Saving Throw: Reflex

This juice has very little taste, but feels as though a thousand spiders are spinning webs in your lunge. When exhaled, spider berry creates a many-layered mass of strong, sticky strands. These strands trap those caught in them. The strands are similar to spider webs but far larger and tougher. These masses must be anchored to two or more solid and diametrically opposed points (typically the ground) or else the web collapses upon itself and disappears. Creatures caught within a web become entangled among the gluey fibers. Attacking a creature in a web won’t cause you to become entangled.

Anyone in the effect’s area when the juice is exhaled must make a Reflex save. If this save succeeds, the creature is entangled, but not prevented from moving, though moving is more difficult than normal for being entangled (see below). If the save fails, the creature is entangled and can’t move from its space, but can break loose by spending 1 round and making a DC 20 Strength check or a DC 25 Escape Artist check. Once loose (either by making the initial Reflex save or a later Strength check or Escape Artist check), a creature remains entangled, but may move through the web very slowly. Each round devoted to moving allows the creature to make a new Strength check or Escape Artist check. The creature moves 5 feet for each full 5 points by which the check result exceeds 10.

If you have at least 5 feet of web between you and an opponent, it provides cover. If you have at least 20 feet of web between you, it provides total cover.

The strands created by this juice are flammable. A magic flaming sword can slash them away as easily as a hand brushes away cobwebs. Any fire can set the webs alight and burn away 5 square feet in 1 round. All creatures within flaming webs take 2d4 points of fire damage from the flames.

The effects of this juice last 1 full round and when you gain the lingering vapor class ability, it lasts for an additional round.

Changing Candy:
Illusion (Glamer)
Juice level: least ; 1
Range: A single object held and exhaled upon
Saving Throw: Reflex (technically none)
This juice tastes like both golden apples and rusted copper. When exhaled upon a held item, you alter the item’s aura so that it registers to detect spells (and spells with similar capabilities) as though it were nonmagical, or a magic item of a kind you specify, or the subject of a spell you specify.

If the object bearing magic aura has identify cast on it or is similarly examined, the examiner recognizes that the aura is false and detects the object’s actual qualities if he succeeds on a Will save. Otherwise, he believes the aura and no amount of testing reveals what the true magic is.

If the targeted item’s own aura is exceptionally powerful (if it is an artifact, for instance), this juice doesn’t work.

Note: A magic weapon, shield, or suit of armor must be a masterwork item, so a sword of average make, for example, looks suspicious if it has a magical aura.

Lesser
[B]Dispeling Diesel:
Abjuration
Juice level: lesser ; 3
Range: 20 ft. Cone
Saving Throw: Reflex

This juice tastes like a strong whiskey. You can use this juice to end ongoing spells (or at least their effects) within an area. A dispelled spell ends as if its duration had expired. Some spells, as detailed in their descriptions, can’t be defeated by dispel magic. Dispel magic can dispel (but not counter) spell-like effects just as it does spells.

Note: The effect of a spell with an instantaneous duration can’t be dispelled, because the magical effect is already over before the dispel magic can take effect.

Unlike Dispel magic, you can only use this effect on an area.

When dispelling diesel is used, it affects everything within a 20-foot cone.

For each creature within the area that is the subject of one or more spells, you make a dispel check against the spell with the highest caster level. If that check fails, you make dispel checks against progressively weaker spells until you dispel one spell (which discharges the dispel magic spell so far as that target is concerned) or until you fail all your checks. The creature’s magic items are not affected.

For each object within the area that is the target of one or more spells, you make dispel checks as with creatures. Magic items are not affected by an area dispel.

For each ongoing area or effect spell whose point of origin is within the area of the dispel magic spell, you can make a dispel check to dispel the spell.

For each ongoing spell whose area overlaps that of the dispel magic spell, you can make a dispel check to end the effect, but only within the overlapping area.

If an object or creature that is the effect of an ongoing spell (such as a monster summoned by monster summoning) is in the area, you can make a dispel check to end the spell that conjured that object or creature (returning it whence it came) in addition to attempting to dispel spells targeting the creature or object.

You may choose to automatically succeed on dispel checks against any spell that you have cast.

Dank Raspberry:
Conjuration (Creation)
Juice level: Lesser ; 2
Range: 20 ft. Cone or 40 ft. Line
Saving Throw: Fortitude

This juice tastes heady and deep, as though there was an entire orchard of putrid raspberry bushes, within moments it's almost unbearable and the rotting vapor springs forth to cover the area in a thick sickly fog.

Dank Raspberry creates a thin cloud of mist like that created by fog cloud, except that the vapors are nauseating and does not obscure normal vision or grant concealment. Living creatures in the cloud become nauseated. This condition lasts as long as the creature is in the cloud and for 1d4+1 rounds after it leaves. (Roll separately for each nauseated character.) Any creature that succeeds on its save but remains in the cloud must continue to save each round on your turn.

When you select this juice you must choose either 20 ft. cone or 40 ft. line, this juice gains that range. You may select this juice to gain the other range.

The effects of this juice last 1 full round and when you gain the lingering vapor class ability, it lasts for an additional round.

Repti Rocker:
Evocation
Juice level: Lesser ; 3
Range: See Description
Saving Throw: See Description

This juice tastes cold and ragged, but you can feel the power of a dragon welling from deep within you.

You gain the ability to breathe a gout of energy as a standard action that mimics a dragon's breath.

When you choose dragon breath as a juice, you choose one true dragon whose breath you're emulating. If you choose a chromatic dragon, then the juice gains the evil descriptor. If you choose a metallic dragon, then it gains the good descriptor. Particulars for the breath weapons of each of the true dragons are provided below.

[B]Chromatic Dragons

Black: 30-ft. line of acid, 1d8/2 caster levels (maximum 10d8); Reflex half.
Blue: 30-ft. line of electricity, 1d8/2 caster levels (maximum 10d8); Reflex half.
Green: 15-ft. cone of acid, 1d8/2 caster levels (maximum 10d8); Reflex half.
Red: 15-ft. cone of fire, 1d8/2 caster levels (maximum 10d8); Reflex half.
White: 15-ft. cone of cold, 1d8/2 caster levels (maximum 10d8); Reflex half.



Metallic Dragons

Brass: 15-ft. cone of sleep, lasts 1d6 rounds; Will negates.
Bronze: 30-ft. line of electricity, 1d8/2 caster levels (maximum 10d8); Reflex half.
Copper: 15-ft. cone of slow, lasts 1d6 rounds; Will negates.
Gold: 15-ft. cone of fire, 1d8/2 caster levels (maximum 10d8); Reflex half.
Silver: 15-ft. cone of paralysis, lasts 1d6 rounds; Fort negates.



You may select this juice multiple times, each time selecting a dragon that you have not chosen.

Conan's Cry:
Enchantment (Compulsion) [Mind-Affecting]
Juice level: Lesser ; 3
Range: 10 ft. Cone or 20 ft. Line
Saving Throw: Will

This juice tastes like cinnamon vodka and mead, with a bite like a northern berserker roaring in your skull

Each affected creature gains a +2 morale bonus to Strength and Constitution, a +1 morale bonus on Will saves, and a -2 penalty to AC. The effect is otherwise identical with a barbarian’s rage except that the subjects aren’t fatigued at the end of the rage. This juice lasts for 3 rounds and lasts for an additional round if you have the ligering vapours class ability.

Arthur's Wind:
Enchantment (Compulsion) [Mind-Affecting]
Juice level: lesser ; 3
Range: 10 ft. Cone
Saving Throw: Will (Harmless)

This juice tastes like a very light, very filling beer.

This juice imbues those creatures caught within it with great bravery and morale in battle. The creatures gain a +2 morale bonus on attack rolls, saves, and skill checks.

The effects of this juice last 1 full round and when you gain the lingering vapor class ability, it lasts for an additional round.

Speedy Breeze:
Transmutation
Juice level: lesser ; 5
Range: 30 ft. Cone
Saving Throw: Fortitude

Upon breathing in the sweet vapours of this juice, your pulse and body begin to quicken before it bursts forth.

This juice produces a haste effect upon all creatures within the area of effect.

The effects of this juice last 1 full round and when you gain the lingering vapor class ability, it lasts for an additional round.

Lazy Bones:
Transmutation
Juice level: lesser; 5
Range: 30t. Cone
Saving Throw: Reflex (and Fort or Will)

The juice almost tastes slothful itself and your pulse seems almost sluggish as you breathe in, before allowing the soft, tingling feeling to affect others.

This juice produces a slow effect upon all creatures within the area of effect.

The effects of this juice last 1 full round and when you gain the lingering vapor class ability, it lasts for an additional round.

Weird Spot:
Illusion (Glamer)
Juice level: lesser ; 4
Range: 40 ft./level Area
Saving Throw: Will disbelieves

This juice has either no taste or all of the tastes, you can't quite seem to figure it out.

The vapour breathed by this juice rapidly expands into a massive 40 ft. cloud that takes upon the look, scent, and sound of a type of natural terrain. Structures, equipment, and creatures within the area are not hidden or changed in appearance.

The effects of this juice last 1 full round and when you gain the lingering vapor class ability, it lasts for an additional round.

Bad Trip:
Necromancy
Juice level:lesser ; 5
Range: 40 ft. Cone
Saving Throw: Reflex

This juice tastes sour and almost horrifically bad, but somehow also makes you feel more... powerful somehow.

Negative energy spreads out in a cone from the vape lord, dealing 1d8 points of damage +1 point per caster level (maximum +25) to nearby living enemies.

This juice cures undead in its area rather than damaging them.

Dark Thoughts:
Necromancy [Fear, Mind-Affecting]
Juice level: lesser ; 4
Range: 45 ft. Cone
Saving Throw: Will

This juice's vapour feels oil and slimy even as the flavourful ephermal tentacles of belladonna twines around your tongue before you breathe out.

An invisible cone of terror causes each living creature in the area to become panicked unless it succeeds on a Will save. If cornered, a panicked creature begins cowering. If the Will save succeeds, the creature is shaken for 1 round.

Greater
Desert Drought:
Necromancy
Juice level: Greater ; 5
Range: 30 ft. Cone
Saving Throw: Fortitude half; see text

This juice dries out your mouth upon inhaling, and tastes like the backside of a cactus.

This juice withers plants of any size caught within it's area. An affected plant creature takes 1d6 points of damage per level (maximum 15d6) and may attempt a Fortitude saving throw for half damage. A plant that isn’t a creature doesn’t receive a save and immediately withers and dies.

All-Nighter:
Necromancy
Juice level: Greater ; 5
Range: 30 ft. Cone
Saving Throw: Fortitude

If there was something that could taste the opposite of coffee, it would be this juice.

Waves of negative energy render all living creatures in the juice’s area fatigued. This juice has no effect on a creature that is already fatigued.

Caustic Clash:
Conjuration (Creation) [Acid]
Juice level: Greater ; 6
Range: 20 ft. Cone or 40 ft. Line
Saving Throw: Reflex (and Fort or Will)

This juice tastes like bleach and coca-cola mixed together.

Caustic Clash creates a billowing mass of misty vapors similar to that produced by a solid fog spell. In addition to slowing creatures down and obscuring sight, this spell’s vapors are highly acidic. Each round on your turn, starting when you breathe the juice, the fog deals 2d6 points of acid damage to each creature and object within it.

The effects of this juice last 1 full round and when you gain the lingering vapor class ability, it lasts for an additional round.

When you select this juice you must choose either 30 ft. Cone or 40 ft. Line. This juice gains that range. You may select this juice again to obtain the other range

Flirtatious Whispers:
Enchantment (Compulsion) [Language-Dependent, Mind-Affecting]
Juice level:Greater ; 6
Range: 45 ft. Cone
Saving Throw: Will

This juice is sweet and billowy, with hints of cotton candy and cinnamon.

This juice functions like suggestion, except that it can affect more creatures. The same suggestion applies to all the creatures caught within the area.

Bolster Berry:
Transmutation
Juice level: Greater ; 6
Range: 30 ft. Cone
Saving Throw: Will (Harmless)

This juice fills your lungs with a deep power and tastes somewhat earthy and airy at the same time.

Upon selecting this juice, you must choose one of the following:

Bear's Endurance
Bull's Strength
Cat's Grace
Eagle's Splendor
Fox's Cunning
Owl's Wisdom



This juice then takes on that effect and, when breathed, applies it to all within the area.

The effects of this juice last 1 full round and when you gain the lingering vapor class ability, it lasts for an additional round.

You may select this juice multiple times, each time selecting an effect that you have not chosen.

Harmony Heaven:
Conjuration (Healing)
Juice level: Greater ; 7
Range: 45 ft. Cone
Saving Throw: Will or Will (Harmless)

Light and breathy, this juice tastes like how a lantern archon would taste.

This juice functions like mass cure light wounds, except that it cures 2d8 points of damage +1 point per caster level (maximum +30) to all within the area.

Eye Pain:
Necromancy
Juice level: Greater ; 7
Range: 25 ft. Cone
Saving Throw: Fortitude

This dark tasting juice blurs your vision as you breathe in and seeks out the eyes of others as you breathe out.

You call upon the powers of unlife to render all within the area blinded .

Energy Blast:
Evocation [See Text]
Juice level: level ; 6
Range: 60 ft. Cone or 120 ft. Line; See text
Saving Throw: Reflex half

This juice tastes exactly as you'd expect the energy to taste, filling your lungs and amplifying before shooting forth.

Upon selecting this juice, you must choose one of the following:

Cone of Cold
Cone of Fire
Cone of Acid
Line of Acid
Line of Electricity
Cone of Sonic
Cone of Positive
Line of Positive
Cone of Negative
Line of Negative



Upon selecting the range type and element, this juice gains that range and that elemental tag.

This juice creates an area of intense elemental energy, originating at your hand and extending outward as described based on your choice. It deals 1d6 points of damage per caster level (maximum 15d6).

Boxed Up:
Enchantment (Compulsion) [Mind-Affecting]
Juice level: Greater ; 7
Range: 30 ft. Cone
Saving Throw: Reflex and Will

This juice tastes like claustrophobia in a berry.

This juice functions like mass hold monster, except as noted above.

Best
Lovely Breath:
Enchantment (Charm) [Mind-Affecting]
Juice level: Greater ; 8
Range: 45 ft. Cone
Saving Throw: Will

If you could explain how the whispers and caress of a lover felt, this is what that tastes like.

This juice functions like mass charm monster save that it affects every creature in it's range until it hits a creature with too many HD starting with the closest to the vape lord and then continuing outwards.

Desiccating Draught:
Necromancy
Juice level: Best ; 9
Range: 80 ft. Cone
Saving Throw: Fortitude

This juice tastes like the noon day sun in death valley: hot, dry, and parching.

This juice evaporates moisture from the body of each living creature within it's area, dealing 1d6 points of desiccation damage per caster level (maximum 20d6). This spell is especially devastating to water elementals and plant creatures, which instead take 1d8 points of desiccation damage per caster level (maximum 20d8).

Pattern Berry:
Illusion (Pattern) [Mind-Affecting]
Juice level: Greater ; 8
Range: 40 ft. Cone
Saving Throw: Reflex

This juice functions exactly like Scintillating Pattern except that its effects only lasts for 1 round.

Gro-Shroom:
Conjuration (Healing)
Juice level: Best ; 9
Range: 60 ft. Cone
Saving Throw: Will (Harmless)

The taste of a bone knitting together combined with your favorite cookies and underdark mushrooms. Yum?

This juice functions as Greater Restoration except that it affects all within the juice's area.

Bodacious blessing:
Conjuration (Healing)
Juice level: Best ; 9
Range: 60 ft. Cone
Saving Throw: Will or Will (Harmless)

Bright and heady, this juice tastes like a bite out of the positive energy plane.

This juice functions like Mass Heal, but also grants 5 temporary hit points per caster level (max 125) and grants a +10 bonus to all saving throws. Unlike other juices, this juice's effects do not end at the end of your turn, the temporary hit points and bonus to saving throws disappear after an hour.

Smoke Forge:
Evocation [Force]
Juice level: level ; 8
Range: 50 ft. Cone
Saving Throw: Reflex (and Fort or Will)

Tasting like a whiskey that has been left on the side of a blacksmith's furnace for too long, this juice' vapour is strangely dark in colour.

This juice functions as Spiritual Weapon except that it effects all within its area according to their alignment. Each creature within the area is granted a spiritual weapon that deals 3d8 force damage (+1 per 2 caster levels, max +10 at level 20).

Vapor Hurricane:
Evocation [Air]
Juice level: Best ; 9
Range: 200 ft. Cone
Saving Throw: Reflex half

Deep and dense, this juice's vapour begins to spin and amplify upon entering your lungs before bursting forth in a powerful cyclone.

This juice functions like Cyclonic Blast except the max damage dealt is 25d6 and the bull rush attempt is made with a +20. The round after this juice is used the entire area covered by it is covered in an Obscuring mist effect for 2 rounds.

The obscuring mist effect lasts for an additional round if you have the lingering vapour class ability.

Black Plague:
Necromancy [Evil]
Juice level: Best ; 9
Range: 130 ft. Cone/Line
Saving Throw: Fort

This juice tastes like a hospital ward and a mortuary mixed in one, the vapour is ephemeral and has a strange green colur.

This juice functions like Mass Contagion, save that you can also select magical diseases (ex. Mummy Rot, Devil Chills, etc.)

Asmodeus' Blend:
Evocation [Evil, Sonic]
Juice level: Best ; 9
Range: 80 ft. Cone

The flavour of this juice is powerful, hot, and deeply sadistic (whatever that tastes like).

Thus juice functions exactly like Blasphemy save that the effects other than banishment last for only a single round.

Glory Horn:
Evocation [Good, Sonic]
Juice level: Best ; 9
Range: 80 ft. Cone

The flavour of this juice is powerful, bright, and deeply merciful (whatever that tastes like).

Thus juice functions exactly like Holy Word save that the effects other than banishment last for only a single round.

Gear Grease:
Evocation [Law, Sonic]
Juice level: Best ; 9
Range: 80 ft. Cone

The flavour of this juice is meticulous, stiff, and deeply mechanical.

Thus juice functions exactly like Dictum save that the effects other than banishment last for only a single round.

Rainbow Frog
Evocation [Chaos, Sonic]
Juice level: Best ; 9
Range: 80 ft. Cone

The flavour of this juice is erratic, changing, and deeply marvelous.

Thus juice functions exactly like Word of Chaos save that the effects other than banishment last for only a single round.

Aniikinis
2018-10-01, 05:14 AM
Please give your criticisms, it's probably not too balanced.

Raki
2018-10-01, 07:02 AM
Its me ale-wan i is here now

Aniikinis
2018-10-01, 07:33 AM
Its me ale-wan i is here now

Good to know, any suggestions?

rferries
2018-10-01, 12:38 PM
This was great fun to read! Some suggestions/comments:

0) Drugged Blood - expand to general bite attacks as well, few creatures have Blood Drain (weasels, stirges, vampires, and...?). Incorporate into Drugged Body too somehow, perhaps? e.g. your blood is volatile and evaporates easily off of your enemies' swords, and they can inhale it...

1) Poison Resistance -grant immunity directly instead of a scaling resistance bonus, a la druids/monks.

2) Drugged Spit/Body - the flavour is suggestive of a poison effect (Con damage? hallucinogenic Wis damage?), though I understand the appeal of using acid damage instead.

3) Born of Vapour - great flavour, but would perhaps be better emulating gaseous form to start (10' speed, perfect maneuverability), improving to wind walk levels of speed at higher levels.

4) Acid Resistance - could be granted earlier and with a better progression (5, 10, 20, 30, immunity, or even faster).

5) Quadruple Cartridges - says "triple" in the text.

The juices are all cleverly adapted. I'd say at-will mass heal is broken but the class is generally modest otherwise.

Another winning creation! :)

Aniikinis
2018-10-01, 09:24 PM
This was great fun to read! Some suggestions/comments:

Let's hear them.


0) Drugged Blood - expand to general bite attacks as well, few creatures have Blood Drain (weasels, stirges, vampires, and...?). Incorporate into Drugged Body too somehow, perhaps? e.g. your blood is volatile and evaporates easily off of your enemies' swords, and they can inhale it...

Hmm, that sounds good, I'll put that in.


1) Poison Resistance -grant immunity directly instead of a scaling resistance bonus, a la druids/monks.

Yeah, good point. I was thinking the class was a little too powerful but I can't remember why I figured that was a good idea.


2) Drugged Spit/Body - the flavour is suggestive of a poison effect (Con damage? hallucinogenic Wis damage?), though I understand the appeal of using acid damage instead.

I'll add in the nausea from evaporated blood to spit, and once they get mind it becomes a wis damaging hallucinogen for 1d2 wisdom damage (Fort DC 10+1/2 vape lord class level+Cha to negate).


3) Born of Vapour - great flavour, but would perhaps be better emulating gaseous form to start (10' speed, perfect maneuverability), improving to wind walk levels of speed at higher levels.

Good idea, I was thinking starting with walking speed and bad control but that makes more sense from a mechanical perspective.


4) Acid Resistance - could be granted earlier and with a better progression (5, 10, 20, 30, immunity, or even faster).

Duly noted, will modify.


5) Quadruple Cartridges - says "triple" in the text.

Crap, thought I'd gotten all of those.


The juices are all cleverly adapted. I'd say at-will mass heal is broken but the class is generally modest otherwise.

True, but by that time all sense has been thrown out the window and balance is a fading memory from all of the rocket tag shenanigans.


Another winning creation! :)

Danke schoen!

DracoDei
2018-10-04, 03:49 PM
Search for the word "alchemist" and replace with "vape lord". This might only happen once.

Aniikinis
2018-10-04, 11:42 PM
I don't know how I missed that, thank you.

Allnightmask
2018-10-08, 10:58 PM
I'm conflicted because Hatred of vaping but then you have actual fun mechanics I would use. I don't see anything too unbalanced off hand, good work blowing my mind.

Aniikinis
2018-10-08, 11:01 PM
I'm conflicted because Hatred of vaping but then you have actual fun mechanics I would use. I don't see anything too unbalanced off hand, good work blowing my mind.

Danke! Also I hate puns but that was good.