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celtois
2008-04-15, 07:36 PM
The contest begins with the posting of this thread and will continue until Midnight of May 15th (GMT-7).

Soon after a poll will be opened for everyone to vote for their favorite that will last until Midnight (GMT-7) May 31st

the winner and two runners up will receive a trophy for them to display in there signature

Rules

1. No PRC

2. The entry must include name, Description of the class, Why they adventure,Alignment, Religion(if this is a divine class), Background, Role

and Game rule info: Abilities, Alignment(If restricted, HD, Skills, Class Features, table: bab, saves, Special, Spells, other(stances or other new stuff), and anything else you think it needs. Incomplete entries will be disqualified upon the deadline.(you will be warned if we see them before the deadline)

3. Entries must be 3.5 edition

4. Post all entries on this thread.

5. Entries copied from some other source (splatbook, alternate website, etc) will be disqualified and no using others work posted on this forum I don't care how much you helped make it only the original other can post it.

6.you can use and content such as feats and stances from any WOTC
source book if you class needs them. ie. you could make a new psionic class.

7. max three entries per person

So post your classes and have some fun with it!


a good source Fax_Celestis thread guide to homebrewing
link http://www.giantitp.com/forums/showthread.php?t=10313

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DracoDei
2008-04-15, 07:42 PM
I would give more time than that... classes take longer to build that creatures, and Vorpal Tribble gives 20 days each month for people to build and edit their creatures.

celtois
2008-04-15, 07:46 PM
ok I'll change it
( but I make classes in 1-3 days but fine )

some people must have lives :smallannoyed: :smallbiggrin:

it would be great if this was sticked so it doesn't get lost in the flood of homebrew thanks in advance

Lord Ike
2008-04-15, 11:41 PM
Sounds cool, I'll whip something up later.

Aleron
2008-04-15, 11:51 PM
Count me in...in time

Icewalker
2008-04-16, 12:52 AM
I may submit one of my older classes, if I find time to dig it up and fix any blatant errors found by people. I'm mainly working on my campaign...(and schoolwork and 2 AP tests) so I don't really have time to put together a new one.

Lord_Gareth
2008-04-16, 06:12 AM
I'll submit my technically-finished-but-still-needs-work base class - the Harrowed. It was originally posted on this site and the most current version is still here.


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The Harrowed
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+0|
+0|
+0|
+2|The Monster Within, Shadowmental Touch(1d6), Bonus Harrowed Feat, The Bars of the Cage

2nd|
+1|
+0|
+0|
+3|Sight of the Haunted(Detect Magic)

3rd|
+2|
+1|
+1|
+3|Shadowmental Touch(2d6)

4th|
+3|
+1|
+1|
+4|Psychometry

5th|
+3|
+1|
+1|
+4|Shadowmental Mantle, Shadowmental Touch(3d6), Bonus Harrowed Feat

6th|
+4|
+2|
+2|
+5|Shadowmental Touch(melee)

7th|
+5|
+2|
+2|
+5|Shadowmental Touch(4d6)

8th|
+6/+1|
+2|
+2|
+6|Whispers of the Past

9th|
+6/+1|
+3|
+3|
+6|Shadowmental Touch(5d6)

10th|
+7/+2|
+3|
+3|
+7|Sight of the Haunted(Darkvision 60'), Bonus Harrowed Feat

11th|
+8/+3|
+3|
+3|
+7|Shadowmental Touch(6d6)

12th|
+9/+4|
+4|
+4|
+8|Hellborn Savagery

13th|
+9/+4|
+4|
+4|
+8|Shadowmental Touch(7d6)

14th|
+10/+5|
+4|
+4|
+9|Shadowmental Touch(Unholy)

15th|
+11/+6/+1|
+5|
+5|
+9|Unleash the Monster, Shadowmental Touch(8d6), Bonus Harrowed Feat

16th|
+12/+7/+2|
+5|
+5|
+10|Shadowmental Flight, Sight of the Haunted(Magical Darkness)

17th|
+12/+7/+2|
+5|
+5|
+10|Shadowmental Touch(9d6)

18th|
+13/+8/+3|
+6|
+6|
+11|

19th|
+14/+9/+4|
+6|
+6|
+11|Shadowmental Touch(10d6)

20th|
+15/+10/+5|
+6|
+6|
+12|Shadowmental Apocalypse, Bonus Harrowed Feat[/table]

"Having the beast within you doesn't make you a monster. It's knowing when to unleash it that makes you human."
Jozan, to Aryillia, a Harrowed.

Sorcerers and bards are born with the potential of power. Clerics and druids have it granted to them from on high. Warlocks are born with eldritch might in their souls already.

For most, power is a blessing. For the Harrowed, it is a curse.

The Harrowed are souls that have been given a second chance at life - whether they petitioned for it, seek redemption, or are merely the victims of a malfunctioning Reincarnation spell, they have all come back from the land of the dead to walk the mortal planes once again. Unfortunately, there is a difference - the Harrowed are cursed to forever fight with a being trapped within them. While they gain some of these beings' powers, they are also forced to contend with it for control of their own bodies - and their sanity.

Abilities: Wisdom is most important for a Harrowed, because it increases their Will save, and therefore their effectiveness with their supernatural abilities. Charisma increases the DC to save against their powers, and Intelligence is useful for those Harrowed who want more information on their particular being - especially those seeking to ensorcel it through its Truename - as well as affecting their Knowledge skill.

Role: The Harrowed serve in a similar, yet distinctly different, fashion from a Warlock or Warmage - an "arcane caster" that serves to augument and support the group's main caster. The Harrowed also make excellent researchers and detectives, especially where the supernatural is concerned. When not attacking from range, the Harrowed can make decent melee combatants, augumented by their Shadowmental abilities.

Background: Harrowed remember nothing about their past lives - nothing at all. Most simply awaken somewhere with no idea how they got there or who they are, taking the names of objects, equipment, other people, or concepts as their own. A few are born and raised like normal children - of these, their power typically manifests as early as the age of four. Those who aren't slain for being "unholy witch children" typically start struggling with their inner beast early, fighting to gain control of the power at their beck and call. They typically leave their homes early to protect those around them from the monster - or are forced out when it slays more people than the community will tolerate.

The Harrowed enjoys a peculiar kind of immortality - whenever they would be permanently slain, they reincarnate once again, to re-start the fight with their inner demon. So far, no one has caught on to this pattern, though some very old Harrowed are beginning to remember lives that are not their own - and investigating throughly.

Organization: None. Each Harrowed is a unique case that feels no special attachment to any other Harrowed, and indeed, often doesn't recognize either themself or their enemy as a Harrowed. The Harrowed are an exception to the usual rule that a class name is what the individual is called - a Harrowed calls him or her self whatever strikes their fancy - likely nothing aside from their own personal name.

Alignment: Any. Most Harrowed tend towards nuetral or good due to an instinctive need to fight the force possessing them, but many also turn to evil - gaining their freedom by providing entertainment for the dark force that shares their soul. Harrowed slightly tend to law over chaos due to the discipline and force of will needed to control their powers.

Races: Almost every race has one or two Harrowed - not many - to boast as their own - or hide in shame. However, curiously, nonmortal races never produce them - Planetouched, Outsiders, Fey, and other immortal beings are never Harrowed, without exception. Most Harrowed are, curiously, humans, half-elves, and half-orcs, followed closely by elves. Of all the races, the elves are the closest to understanding what the Harrowed truly are - though all are still in the dark.

Religion: Most Harrowed reject the gods, seeing them as uncaring stewards, cruel tormentors, weaklings, or any other explanation they can come up with for their hate. A few turn to worship fervantly for the strength to fight the monsters within them.

Other Classes: The Harrowed typically have a deep-seated resentment to other people who recieve power or are born with it. Bards, sorcerers, warlocks, clerics, druids, favored souls and other classes with innate or divinely granted powers invariably recieve the Harrowed's jealousy and spite, even if they work with each other - on rare occasions, though, a Harrowed may open up to her companions, and friendships can occur. Such cases, however, are rare due to the rather high insanity/fatality rate of the Harrowed.

Adaptation: It's easy to envision the Harrowed as using something besides the elements. Their mysterious nature makes it easy for Dungeon Masters to alter them to fit their campaigns as well - perhaps as servants of some evil fire lord or as part of a natural, but flawed, cycle of rebirth.

Hit Die: D6
Base Attack Bonus: Average
Fortitude Save: Poor
Reflex Save: Poor
Will Save: Good

Starting Gold: 3d4 x 10 G.P.

Class Features

Class Skills: Craft (Int), Decipher Script (Int), Gather Information (Cha), Intimidate (Cha), Knowledge (All Skills, chosen individually) (Int), Profession (Wis), Sense Motive (Wis), Speak Language (N/A), Spellcraft (Int), Use Magic Device (Cha)

Skill Points at First Level (4 + Intelligence Modifier) x 4
Skill Points Per Level after First - 4 + Intelligence Modifier

Weapon and Armor Proficiency - Harrowed are proficient with all simple weapons, one martial weapon of their choice, and light armor.

The Monster Within (Su): The Harrowed shares her body and soul with an insubstantial beast that lives for its own sadistic purposes, slaughtering, torturing, or merely playing cruel jokes on a whim. No one - including the Harrowed - knows the true nature of this monster, though it seems to be intelligent, often whispering advice, secrets, or simply conversation into its host's mind. Whenever a Harrowed uses one of her activated supernatural abilities from this class, she must make a Will save (DC 10 + Class level required to use the ability) or lose control of their body to the monster for a number of rounds equal to their character level. The Harrowed may not relent on this save. If they succeed at the save, they do not need to save again for that particular ability for a number of rounds equal to their charisma modifier.

The monster within each Harrowed is invariably Chaotic Evil, though not necessarily deadly, willing to play pranks, murder, commit arson or other elemental forms of destruction (which they take particular glee in) or simply party hard as the whim strikes them. While the Harrowed is possessed, she is Chaotic Evil. If the Harrowed cannot be trusted to roleplay this alignment properly, she becomes an NPC under the control of the DM. Attempts to remove the monster invariably fail - even greater deities are stymied as their spells simply fail against it. This universal trait amongst the Harrowed is another subject of speculation among sages.

The monster does not enjoy sharing control of its host with others, bolstering the Harrowed's mental defenses - she gains a +4 bonus to Will saves vs. enchantment effects.

Shadowmental Touch - An element suffuses the monster within the Harrowed, and it's power seeps through, allowing the host - or the beast - to lash out. At first level, the Harrowed must pick one of the following elements, which is theirs forever:

Hellfire: The Harrowed's beast is of destructive, chatoic flame, seeking to reduce all it sees to ash. Burning, unholy flame suffuses the Harrowed, allowing them to lash out with it as a ranged touch attack that deals 1d6 per two Harrowed levels, half of which is fire and half of which stems directly from unholy power and is not subject to any sort of resistance, starting at level one. Hellfire can ignite objects as though it were Alchemist's fire.

Frigid Hate: The Harrowed's beast is one of ice and snow, seeking to encase all around it in a frigid grave. The Harrowed can lash out with a ranged touch attack that deals 1d6 points of damage per two Harrowed levels, half of which is cold, half of which stems directly from unholy power and is not subject to any sort of resistance, starting at level one. Frigid Hate can instead freeze five cubic feet of liquid per d6 of damage it could inflict. DMs are encouraged to use common sense - it's probably not going to freeze molten iron instantly.

Caustic Fury: The Harrowed's beast is rooted deep in the fury of the earth itself, seeking to return all to the earth from whence it came. the harrowed can lash out with a ranged touch attack that deals 1d6 points of damage per two Harrowed levels, half of which is acid, half of which stems directly from unholy power and is not subject to any kind of resistance, starting at level one. Caustic Fury clings to its victims, dealing an additional 1d2 points of damage equal to the Harrowed's Charisma modifier each round after it hits for a number of rounds equal to the Harrowed's levels in this class. Multiple uses of Caustic Fury do not increase the damage dealt, but will extend the duration of the additional damage.

Thundrous Rage: The Harrowed's beast is one of air and lightning, seeking to scourge all to dust. The Harrowed can lash out with a ranged touch attack that deals 1d6 points of damage per two Harrowed levels, half of which is electricity, half of which stems directly from unholy power and is not subject to any kind of resistance, starting at level one. This attack is accompanied by a raging thunderclap, forcing all within five feet of the victim to succeed at a Fortitude save (DC 10 + 3/4 of the Harrowed's class levels + the Harrowed's Charisma modifier) or be deafened for a number of rounds equal to the Harrowed's Charisma modifier.

Crushing Will: The Harrowed's beast has an indomitable will, allowing the Harrowed to exert it on the world around her. The Harrowed can lash out with a ranged touch attack that deals 1d4 points of damage per two Harrowed levels, half of which is force, half of which stems directly from unholy power and is not subject to any sort of resistance. The monster's indomitable will imposes a -2 penalty on saves the Harrowed makes against it (see The Monster Within).

Regardless of the path chosen, the maximum damage dealt by the Harrowed's Shadowmental Touch is 10d6 (or 10d4 for those Harrowed who choose Crushing Will) and the attack has a maximum range of 60ft.

At sixth level, the Harrowed may add her Shadowmental Touch damage to a single melee attack as a standard action, dealing it in addition to weapon damage.

At fourteenth level, the Harrowed's Shadowmental Touch deals half again as much unholy damage to Good creatures (in effect, 1.25 its total damage is applied to Good creatures).

Using her Shadowmental Touch provokes a Will save (see The Monster Within), as well as attacks of opportunity (just like any ranged attack fired in melee) unless she is channeling it through a melee attack.

Bonus Feat: At first level, the Harrowed gains a bonus feat, selected from the list of feats below. The Harrowed gains another bonus feat at levels five, ten, fifteen, and twenty.

The Bars of the Cage: The beast within detests being trapped, and becomes furious if it is pinned down further. A Harrowed may wear light armor at no penalty. A Harrowed wearing medium armor, however, takes a -6 penalty on all Will saves vs. The Monster Within as the beast becomes enraged. A Harrowed wearing Heavy armor takes a -12 penalty to all saves vs. The Monster Within.

Sight of the Haunted (Su): While the Harrowed continues to fight the monster within her, her body changes, affected by the power contained within it. Starting at second level, the Harrowed benefits from as if from a constant detect magic spell.

Starting at 10th level, the Harrowed has Darkvision with a range of 60 ft. and she automatically detects any Outsiders in her field of vision, as though with a true seeing spell, except that nonmagical forms of hiding are also ineffective - she sees their aura no matter where they hide.

At 16th level, the Harrowed sees normally in all forms of darkness, including deeper darkness spells and automatically detects all Outsiders, Elementals, or beings with the Extraplanar subtype within sixty feet of her, pinpointing their exact location and their general power level in comparison to her (pathetic, weak, slightly less powerful, even, slightly more powerful, strong, and overwhelming), as well as any alignment subtypes they possess. Nothing short of an Antimagic field prevents this detection.

After a Harrowed gains this ability, her eyes turn either a deep, blood red or a lush violet color (player's choice) and their pupils turn to catlike slits - the color of her Shadowmental abilities changes to match the color of their eyes.

Psychometry (Su): Upon reaching 4th level, the Harrowed’s connection to the land of the dead from which he returned from is deepened, allowing him to witness the passing of others in the location in which they died. By attuning his beast’s vision towards the spirit world and using its eyes, the player may roll a Concentration check (DC 20) to witness the events that had transpired within 24 hours. For every day after the event, the DC increases by +2.


Shadowmental Mantle (Su): Starting at fifth level,twice per encounter, the Shadowmental essence of the beast within the Harrowed infuses her body more deeply, allowing her to erupt in unholy elemental energy. While this ability is active, her body is wreathed in Shadowmental energy, dealing 2d6 points of damage to any creature that strikes her in melee, half of which is damage of the element chosen for her Shadowmental Touch and half of which stems directly from unholy power and is not subject to resistance of any sort. This damage increases by 1d6 every two levels after the Harrowed, maxing out at 9d6 at 19th level. She also gains DR 5/- against ranged attacks - any projectile that fails to pierce this DR is destroyed. The Shadowmental energy does not harm the Harrowed's equipment, and last a number of rounds equal to her charisma modifier.

After she gains this ability, the Harrowed's footprints leave behind Shadwomental energy that, while harmless, takes hours or days to gutter out on its own, even when she is not wreathed in flame. These prints add a +10 circumstance bonus to those attempting to track her, with some exceptions for common sense (frozen footprints in the middle of the Arctic, for example).

Using Hellfire Mantle provokes a Will save (see The Monster Within)

Whispers of the Past (Su): While the Harrowed does not truly remember her past, the whispers of her monster and flickering memories of her previous existence sometimes grant her insight, giving her an insight bonus equal to 1/2 her levels in this class on all Knowledge checks starting at level eight.

Hellborn Savagery (Su): The beast makes one last surge to change the Harrowed into its form at level twelve, causing her to grow large talons where her fingers would normally be. Treat these as claws that deal 1d6 slashing damage and an additional 2d6 damage, half of which is the energy type selected for her Shadowmental Touch, half of which stems directly from unholy power and is not subject to any resistance. A Harrowed's claws count as both magic and evil for the purposes of damage reduction.

A Harrowed may retract her claws into her hands in a very painful process as a standard action that provokes attacks of opportunity, dealing 1d4 points of damage to herself and provoking a Will save (see The Monster Within). She may extend her claws as a free action on her turn in another painful process that deals 1d4 points of damage to her (but does not provoke a save).

Unleash the Monster (Su): Once per encounter, starting at level 15, the Harrowed may unleash their monster to attack their enemies, albeit in a limited way. The Harrowed may target one enemy she can see, who must succeed at a Will save (DC 15 + the Harrowed's Cha modifier) or see a vision of a shadowy, clawed creature reaching for them. If it fails the save, it takes 25d6 negative energy damage and is shaken for the duration of the encounter. This is a mind-affecting, necromancy, fear effect, and its use provokes a Will save (see The Monster Within) and attacks of opportunity.

Shadowmental Flight (Su): Starting at level sixteen, as a move action that provokes attacks of opportunity, the Harrowed may sprout wings of Shadowmental energy that grant her a fly speed of 40ft (average manueverability). If she hovers (Using the Hover feat) over a spot, those under her within a 10ft radius take 5d6 damage, half of which is of the element chosen for her Shadowmental Touch, half of which stems directly from unholy power and is not subject to resistance, as Hellfire rains from her beating wings. Those who succeed at a Reflex save (DC 10 + 3/4 the Harrowed's class levels + the Harrowed's Cha modifier) take only half damage. These wings last for a number of rounds equal to twice the Harrowed's Charisma modifier. Using Shadowmental Flight provokes a Will save (see The Monster Within)

Shadowmental Apocalypse (Su): At twentieth level, the Harrowed gains full control over her monster's Shadowmental powers, gaining the dreaded Shadowmental Apocalypse. Once per day, as a standard action that provokes attacks of opportunity, she can unleash her wrath in a 100ft radius burst centered on her, dealing double Shadowmental Touch damage to all those but herself within and blinding them for 1d6 rounds. Creatures that succed at a Reflex save (DC 10 + 3/4 the Harrowed's levels in this class + the Harrowed's Cha modifier) take only half damage and are not blinded.

A Harrowed may exclude up to five beings of Medium or smaller size in the radius from all effects of the Hellfire Apocalypse by making a DC 30 Concentration check as a normal part of using the ability.

Multiclass Harrowed: Nothing prohibits a Harrowed from multiclassing, but those wanting to play a Harrowed -must- begin their careers as one - you are either born a Harrowed, or you never can be one.

Mage Slayer Effects - The Harrowed count as arcane casters for the effects of the Occult Slayer prestige class, the Mage Slayer feat tree, the Hammer of Witches legacy weapon, and other items, feats, and classes designed to slay arcane casters.


Feats

The following are feats that only Harrowed can take, and are denoted as Harrowed feats.

Shadowmental Sweep [Harrowed]
You are especially skilled with controlling your Shadowmental Touch, letting you sweep it into arcs and cones.
Prerequisites: Shadowmental Touch 3d6
Benefit: You may choose to change your Shadowmental Touch to 10ft arc, a 20ft cone, or a 30ft long line. Those in the area recieve Reflex saves (DC 10 + 3/4 your Harrowed levels + your Charisma modifier) for half damage. This ability does not otherwise change your Shadowmental Touch.

Burning Soul [Harrowed]
Though you haven't necessarily embraced the monster within you, you have embraced the Hellfire, and it suffuses your soul.
Prerequisites: Shadowmental Mantle, Hellfire Touch
Benefit: Whenever you succeed at a save against a mind-affecting spell or ability that targets you, the caster of that spell takes 4d6 damage, half of which is fire, half of which stems directly from unholy power and is not subject to any resistance. The victim of this ability recieves a Reflex save (DC 10 + 3/4 of your Harrowed levels + your Charisma modifier) for half damage.

Sieze Control [Harrowed]
You've learned a trick or two from your monster about controlling the minds of others - and can attack through windows they open.
Prerequisites: Harrowed Level 14th, Iron Will
Benefit: Whenever you succeed at a save vs. a mind-affecting spell or ability that targets you by a margin of ten or more, you may make an opposed Will save vs. the caster of that spell (assuming that you were aware of the spell being cast and can see the caster). If you beat the caster, you gain control of their actions as though by dominate person for a number of rounds equal to your Charisma modifier.

Shadowmental Shield [Harrowed]
As though from the black depths of Hell itself, you may raise a ring of fire around you.
Prerequisites: Shadowmental Touch 5d6, Improved Initiative
Benefit: Once per encounter, as an immediate action, you may raise a 5-foot wall of your Shadowmental around you. Those caught in the wall take Shadowmental Touch damage every round they remain within it. While within the wall, you have partial concealment (20% miss chance). The Shadowmental Shield lasts for a number of rounds equal to your Charisma modifier, and is immobile. You are immune to damage from your own Shadowmental Shield, but not from those of other Harrowed with this feat. Creatures caught within the ring when it is summoned are shunted five feet back in a movement that does not provoke attacks of opportunity, but take no damage. If an obstacle prevents them from being moved, they take damage as normal.

Feline Soul [Harrowed, Soul]
The monster within you is catlike, or so it would seem, and your body is changing to reflect it.
Prerequisites: The Monster Within, Hellborn Savagery
Benefit: You grow a catlike tail covered in gray fur, and your muscles change to become lean and agile. You lose two points of Strength permanently, and gain a +2 inherant bonus to Dexterity. The tail grants you a +2 racial bonus on Balance and Climb checks.
Special: You may only have one Soul feat.

Lupine Soul [Harrowed, Soul]
This Feat to be fixed and edited
Special: You may only have one Soul feat.

Ears of the Beast [Harrowed]
Your ears transform to resemble a cat's or wolf's, granting you acute - even supernatural - hearing.
Prerequisites: The Monster Within, Con 13+
Benefit: Your ears change to resemble those of a wolf or large cat covered in gray fur, granting you a +10 racial bonus on Listen checks.
At level 10, you gain Blindsense within ten feet. Effects that negate your hearing also negate this Blindsense.
At level 18, your Blindsense extends to thirty feet, and you have Blindsight within ten feet.

Feline Stance [Harrowed]
Your body changes to more closely resemble your inner monster, becoming catlike.
Prerequisites: Feline Soul
Benefit: You may gain a +10 racial bonus on your land speed by moving on all fours (you cannot take attacks while doing so, though you may still use the charge action and attack at the end of the charge by standing up). Your legs change to become feline and your body coves in gray, catlike fur, granting you a +4 racial bonus on Jump and Balance checks.

Fury of the Wolf [Harrowed]
You gain a measure of the wolf within's ferocity.
Prerequisites: Lupine Soul, Hell's Fangs, Improved Natural Attack (Bite), Improved Grapple
Benefit: When you bite an enemy in a grapple, you may choose to hold on and shake, ripping apart muscle and bone and causing agonizing pain. As long as you continue to hold and shake, you cannot make attacks, but you deal an automatic 1d8 points of damage and your victim takes a -2 circumstance penalty on any grapple checks to free themself from you.

Shadowmental Wings [Harrowed]
Your monster grants part of its power voluntarily to fuel your wings of fire.
Prerequisites: Shadowmental Flight
Benefit: Your Shadowmental Flight ability is always active, never requiring Will saves. You may choose to retract your wings and re-extend them later, but this provokes saves as normal.
Normal: Whenever you activate your Wings of Fire ability, you must make a Will save vs. your monster.

Shadowmental Sniper [Harrowed]
You give up your ability to channel Shadowmental energy through a touch in exchange for accuracy and potence.
Prerequisites: Harrowed level 6
Benefit: You can no longer make Shadowmental Touch attacks through melee attacks. However, the range of your ranged Shadowmental Touch attack increases to 120ft, and if it strikes a flat-footed opponent, it deals an additional 2d6 points of damage.

Throw Away [Harrowed]
The indomitible will of your beast can toss enemies aside like the worthless trash they are.
Prerequisites: Iron Will, Crushing Will 5d6
Benefit: Enemies damaged by your Hellfire Touch ability are shoved 5 feet in a straight line for every 10 points of damage inflicted. This movement provokes attacks of opportunity. If a barrier would prevent them from completing this movement, they take an additional 2d6 points of bludgeoning damage as they slam against it.

Shadow Soul [Harrowed, Soul]
The darkness of your beast within taints your powers - and gives you strength.
Prerequisites: The Monster Within, Hellfire Mantle
Benefit: Whenever you activate your Hellfire Mantle, you gain partial concealment (20% miss chance). Further, as a move action, you can snuff out any nonmagical light you can see simply by concentrating. You may snuff out magical light sources this way, but it takes a standard action, and you may only affect those with a caster level equal to or lower than your Harrowed level. You permanently lose two points of Wisdom and gain a +2 inherant bonus to Intelligence.
Taking this feat turns your hair dark black and causes light to flicker and waver in your presence.
Special: You may only have one Soul feat.

Dark Child [Harrowed]
The darkness of you beast suffuses you more deeply, granting you more power over shadow and light.
Prerequisites: Hellborn Savagery, Shadow Soul
Benefit: As a move action that provokes attacks of opportunity, you may create a 40-foot cloud of darkness centered on you. This action provokes a DC 22 Will save vs. your monster. Others cannot see through this darkness, though you can perfectly, and it lasts a number of rounds equal to your charisma modifier.
By readying an action to do so, you may snuff out any light-based spell that you can see being cast, so long as its caster level is equal to or less than your Harrowed level.

Contract with the Beast [Harrowed]
You've forged a sort of truce with your monster.
Prerequisites: The Monster Within
Benefit: You gain a +2 bonus on Will saves made vs. your monster.
Special: This feat opens up a selection of other feats.

Pact of Butchery [Harrowed]
You placate your beast through battle and murder.
Prerequisites: The Monster Within, Contract with the Beast, Nongood alignment.
Benefit: You gain a +4 bonus on Will saves made vs. your monster for one hour after you initiate combat with an initially non-hostile target. Furthermore, for every 10% your hit points go below their full normal maximum, you gain an additional 1d6 points of damage on all supernatural abilities that deal energy damage.

Pact of Trickery [Harrowed]
Your beast just wants to have fun.
Prerequisites: The Monster Within, Contract with the Beast
Benefit: Whenever you perform a prank, embarass someone publically, or otherwise perform some semi-harmless action purely for humor and fun (under DM purview), you gain a +4 bonus on all Will saves made vs. your monster for the next hour. Furthermore, you may bend your Hellfire Touch attacks around cover, ignoring anything less than total cover as the flame richochets off corners, reaches around shields, or arches over low walls.

Pact of Filth [Harrowed]
Your monster is one of filth and disease, and demands that you be the same.
Prerequisites: The Monster Within, Contract with the Beast
Benefit: As long as you keep yourself filthy, dirty, and otherwise ragged and repulsive, you gain a +6 bonus on Will saves made vs. your monster. Furthermore, you become a carrier for any disease you come across, though you are immune to its effects - you may choose to exclude people who come near you from contracting your diseases by making a DC 24 Will save.

Dark Whispers [Harrowed]
Your beast is willing to trade one truth for another.
Prerequisites: The Monster Within, Whispers of the Past, Contract with the Beast, 15 ranks in four or more Knowledge skills
Benefit: Your beast whispers to you of your past, telling you dark secrets and the occasional joyous moment. This knowledge of your identity allows you to research your past life (which would otherwise be impossible) with a DC set by the DM based on what your monster reveals and for how long you have had this agreement with your beast. Whenever you inflict damage on an enemy with a melee natural weapon attack or supernatural ability, you deal 1d4 points of Intelligence damage to your victim as your beast steals part of its thoughts and memories.
Special: Your beast tells you nothing on days that you do not drain Intelligence with this feat.

Voice of Remorse [Harrowed, Exalted]
Your influence has made your monster give up its hateful ways.
Prerequisites: The Monster Within, Whispers of the Past, Contract with the Beast, two or more Exalted feats, any good alignment
Benefit: Your beast's alignment is Chaotic Nuetral rather than Chaotic Evil. The non-energy damage dealt by your supernatural abilities is holy, rather than unholy, and your Shadowmental Touch does half-again as much damage to evil beings rather than good ones. Once per day, you may convert one Shadowmental Touch attack to purely holy energy that is not subject to any kind of resistance.

Feline Rip [Harrowed]
You know how to cut tendons and shred muscles
Prerequisites: Feline Soul, Feline Stance
Benefit: Whenever you hit a flatfooted opponent, or one that you flank, with your claws, they get a -1 cumulative penalty on melee attack rolls and Strength and Dexterity-based checks that lasts until they recieve magical healing or a successful application of the Heal skill (DC 15 + total penalty).

And more fluff -

The Harrowed's Monster: The monster within every Harrowed is an intelligent being with its own personality, and these range from mindless killers to genteel beings with a refined sense of dignity and honor. All, however, hate being trapped within the Harrowed - a prison that they cannot escape - and are greedy for any new sensation they can get while they are free. They take particular delight in arson and murder, but seemingly avoid rape - an odd pattern that has yet to be broken.

The monster is intelligent and can be negotiated with - its personality and starting reaction is determined by the DM. It particularly enjoys feeling new emotions and may be willing to offer nonviolence in exchange for being subjugated to an emotion-causing spell. The monster is, however, fiercely protective of its body, using all its powers to their fullest and most viscious extent if pressed.

Every monster has a True Name, as described in the Words of Creation section of the Book of Exalted Deeds. If the Harrowed discovers its monster's True Name (the DC for all checks related to that research is 45, usually Knowledge (The Planes)), she gains a +6 bonus on all Will saves against it to maintain control of her body.

Offtopic Note: The following is one possibility for the origin of the Harrowed, and the one I will use in games I DM. You are both allowed and indeed -encouraged- to come up with your own to fit your world, game, or cosmology.



The Chaos Wars

In ancient times, in those murky depths of history where no sage, no matter how wise and learned, can say what happened first or last or in between, there were the Chaos Wars. Only the might Faeries of the Seelie Court claim to have an accurate accounting of the events, and they will not divulge - the following is an account from one Escalla Brightflower, based on, "Stuff I remember from my history lessons" (the Justicar vouches for his wife, which is the only reason an order as learned as ours is using such a dubious source).

During the course of the Chaos Wars, the multiverse was thrown into absolute turmoil. All of creation was close to being undone by the power of the magics used, the clashes of gods and mortals whose power surpassed the wildest dreams of the maddest mage today. The planes warped and bled into each other, fusing their essences and leaving huge scars - canyons, mountains, magical distortions and other horrid things. Many pure bloodlines were sundered - elves, faeries, giants, dragons, and countless others. Just when it seemed all must come undone, four beings appeared, and the fighting quelled.

These four beings named themselves Good, Evil, Law, and Chaos, and called themselves the Greater Primals. They spoke as one, for the first and only time united, to give the multiverse, "one hell of a scolding," (Chaos, or a being claiming to be, was able to be contacted for interview, but his information on this matter is subject to review for accuracy). Law reached forth and plucked the power from mortal hands. Good instilled a sense of responsibility and selflessness into the multiverse, to ensure nothing of the like would happen again. Evil cursed mortals and gods alike with the twin diseases of Selfishness and Greed, to ensure none would gain that kind of power ever again. Chaos, it is said, simply smiled, waved his hand, and formed the Great Wheel as we know it.

Mortals quaked in fear of the awesome power of these beings, who had brought them low with no more than their thoughts, and begged to be spared the consequences for their foolishness. A deal was struck - mortals would never again weild the power taken from them, but would serve as its custodians and watchers, to ensure that no other took it. The four Greater Primals took the power and bestowed upon it each one aspect - Evil granted it Yearning, the need to be free and do as it pleased. Law caged it, to give it bars to rail against. Good gave it Free Will, to choose to act as it wished and know emotion. Chaos smiled again, and waved his hand. The power found itself imprisoned inside countless mortals, in fragments, ripped through the still-forming elemental planes and tainted with them.

The other Greater Primals were furious, but not as furious as the gods. As one, they rose and imprisoned the Greater Primals within a not-void from which there could be no escape. But they could not undo what had been done, and so they let the mortals who had the power in them alone, to struggle against it as they saw fit.

Since then, the rage at its sundering and imprisonment has turned most of this power - re-formed as beasts - to fire, though some have been exposed to other elements (these cases appear to be exceedingly rare, happening only once in every thousand documented cases, further research is needed) and seem to follow those predominantly. Interestingly enough, most of these 'Harrowed' (the Faerie name for them) seem to tend towards good, out of an instinctive need to fight the beast in them - perhaps another of Chaos' effects.

Many of my fellow sages speculate what would happen should any of these power fragments be freed. I believe their reshaping has rendered them harmless on a cosmic scale, though they would still be devastating - loose beings of hate and destruction bound deeply to the elements and evil, having billions of millenia to channel their hate. As to their powers and abilities, I truly have no theories.


My best regards,
Aryillia, Throne Archon Researcher

P.S. On a personal note to go with this dissertation, it would appear that my younger sister has inadvertantly become a prison for one of these beings - it has sapped her memories in the peculiar fashion that they do, likely the work of Law. It is my humble request that you watch and protect her.

BisectedBrioche
2008-04-16, 05:47 PM
Sounds cool. I'll enter if I can think of something.

Vavaara
2008-04-16, 06:07 PM
Can I re-tailor a D20 Modern PrC I made and make it into a D&D 3.5 Base Class for this?

celtois
2008-04-16, 08:22 PM
yes you can as long as you do a fair amount of retooling so you actually
did a lot of work

guys do you mind If I enter one of my classes?

because its a vote for best

Siosilvar
2008-04-16, 08:44 PM
I've got most of a class posted somewhere else on the web, would that count against me if I finished it and reposted it here?

celtois
2008-04-16, 09:03 PM
no as long as they where indeed made by you :smallsmile:

RTGoodman
2008-04-16, 09:31 PM
So, is there a theme, or is it just a free-for-all, no-roles-barred class-creation contest?

celtois
2008-04-16, 09:49 PM
nah I was planning to go for a theme but i figured it was easier to go with no roles barred and would get more people to post.

alchemyprime
2008-04-16, 10:47 PM
Great... now I need to decide between using one of my already done classes, finishing up my classes I haven't finished, or making something whole cloth... like a new incarnum class... or an aberration thing... I'll figure it out!

Lord_Gareth
2008-04-17, 06:10 AM
Are we allowed to continue recieving assistance on fixing/balancing our class from the community? 'Cause there's some feats I need to fix or complete, and there's a class feature I'd like to replace too...

Primal Fury
2008-04-17, 09:16 AM
alright, i might have my Irraka class done by then. count me in too!:smallbiggrin:

celtois
2008-04-17, 09:18 AM
yep it is encouraged to get help for the community on your creations it will make them better and lead to a closer race for all :)


so again do you guys have a problem I post one of my base classes here?
:smallannoyed:

FireSpark
2008-04-17, 12:04 PM
Question: How many entries are allowed per person?

celtois
2008-04-17, 04:49 PM
how many entries do you want to submit?




I don't care put in as many as you want the more you enter the more you fight with yourself for votes

but a max of three is now the rule

Corncracker
2008-04-17, 04:56 PM
I suggest a limit of three, that way we don't have people putting in a buttload of Characters they just threw together in hopes of wining, in addition to causing people to need to read through mounds of mindless crap.

Well, either way, count me in.

celtois
2008-04-17, 05:05 PM
three sounds fine ok a limit of three I'll add that to the top post

celtois
2008-04-18, 04:05 PM
*bump* to keep it form getting lost

Corncracker
2008-04-18, 06:23 PM
All I have left to do is Class Skills.

And these have me completely stumped.

celtois
2008-04-18, 07:10 PM
If you post it I'll try and help you :)

Corncracker
2008-04-18, 07:25 PM
It's a competition though, so that hardly feels right to get help. :p

celtois
2008-04-18, 07:28 PM
Fair enough

*post reserved for my class*

celtois
2008-04-19, 10:22 PM
*bump* so it doesn't get lost

vivi
2008-04-20, 09:59 PM
I'll try to to make something

Vaynor
2008-04-21, 12:50 AM
Ok, seeing as we can submit up to 3 classes I'll be putting in one of my old ones, and then making a new one for this contest specifically. They're both elemental themed.

Here's the first one.

The Shaman

http://i25.photobucket.com/albums/c83/Vaynor/Amaret/shamantable.jpg

HD: d6

Abilities: A shaman's most important ability score is Wisdom. This affects their totems and their spells. A high dexterity can help improve a shaman's armor class, and a high strength is useful for helping with combat.

Class Skills
The shaman’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nature) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Spot (Wis), Survival (Wis), and Swim (Str).

Skill Points at First Level: (4 + Int Modifier) x4
Skill Points: 4 + Int Modifier

Class Features:

All of the following are class features of the shaman.

Weapon and Armor Proficiency
Shamans receive proficiency with all simple weapons, light armor and light shields.

Spellcasting: Shamans cast spells based on their wisdom score, and must have a wisdom modifier equal to 10+spell level in order to cast the spell. Shamans know all of the spells on the shaman list, and can channel the raw force of nature into these spells. A save vs. a shaman's spell is equal to 10+spell level+wisdom modifier. A shaman must prepare at least one spell of their chosen element per level of spells in order to receive spells for that day.

Elemental Heritage: Shamans are keyed to a specific element based on their homeland. If a dwarf becomes a shaman they are keyed to the water element. If a kromm becomes a shaman they are keyed to the fire element. A shaman receives +1 caster level when casting spells of their element, and this increases as the shaman goes up in power as noted on the table. If a shaman is keyed to the water element, they receive a penalty to their caster level for fire spells equal to the bonus for water. I.E. Jim the level 5 water shaman casts Water Walk at +2 caster level, so the spell lasts for 70 minutes instead of 50. Next turn, he wishes to cast Burning Hands. Normally, this spell would deal 5d4 damage (1d4/caster level) but since fire is the opposite of water, it is harder for Jim to channel fire energy and the spell does damage for a 3rd level caster and the spell deals 3d4 damage. This penalty does not affect all non-water keyed spells, just fire.

Fire is the opposite of water and air is the opposite of earth.

Totems: Shamans can summon totems that correspond with their chosen element. Totems can be summoned an amount of times per day as seen on the table above. Minor totems last for an amount of rounds equal to 2+shaman level+wisdom modifier (the base number increases by one every time the totems level increases, so an average totem lasts for a number of rounds equal to 4+shaman level+wisdom modifier). Each totem has 10 charges that can be used for special abilities, and some kind of lasting effect. Totems have different power levels that increase as the shaman gains power, and a shaman can choose to summon a lower level totem if he likes.

Totems are 2 feet tall and 1 foot wide. All totems look specific to their element. I.E. water totems are made from ice, fire totems look like living fire, earth totems are forged from rocks and plants, and air totems are swirling clouds. All retain the same basic shape, however.

You can activate a totem as a free action, though they can only use one special ability each round. Summoning a totem takes one full-round action.

Totems may be summoned anywhere within 10 feet of you as long as you are able to view the spot.

Totems affect all allies within 30+wisdom modifier feet. You may choose who it affects and who it does not.

Fire Totems:

Minor Fire Totem:
- Flame Blade (http://www.d20srd.org/srd/spells/flameBlade.htm) for the duration of the totem (CL 3)
- Burning Hands (http://www.d20srd.org/srd/spells/burningHands.htm) - 1 Charges (CL 3, originates from totem)
- Produce Flame (http://www.d20srd.org/srd/spells/produceFlame.htm) - 1 Charge (CL 3)

Lesser Fire Totem:
- Flame Arrow (http://www.d20srd.org/srd/spells/flameArrow.htm) affects all projectiles shot by allies for the duration of the totem
- Flaming Sphere (http://www.d20srd.org/srd/spells/flamingSphere.htm) - 1 Charge/Round (CL 7, originates from totem)
- Fireball (http://www.d20srd.org/srd/spells/fireball.htm) - 2 Charges (CL 7, originates from totem)

Average Fire Totem:
- You and your allies burst into flame (you are not affected by it) and your enemies take 1d4+10 damage upon striking you with non-ranged, non-reach weapons.
- Wall of Fire (http://www.d20srd.org/srd/spells/wallofFire.htm) - 3 Charges (CL 13)
- Flame Strike (http://www.d20srd.org/srd/spells/flameStrike.htm) - 2 Charges (CL 13, originates from totem)

Greater Fire Totem:
- Incendiary Cloud (http://www.d20srd.org/srd/spells/incendiaryCloud.htm) appears from the totem and moves it's normal speed which you can direct as a free action. The flames cannot harm you or your allies.
- Fire Storm (http://www.d20srd.org/srd/spells/fireStorm.htm) - 4 Charges (CL 17)
- Delayed Blast Fire Ball (http://www.d20srd.org/srd/spells/delayedBlastFireball.htm) - 3 Charges (CL 17, originates from totem)

Superior Fire Totem:
- A Greater Fire Elemental is summoned as by Summon Monster VIII (http://www.d20srd.org/srd/spells/summonMonsterVIII.htm) for the duration of the totem. It can follow simple commands.
- Meteor Swarm (http://www.d20srd.org/srd/spells/meteorSwarm.htm) - 5 Charges (CL 22, originates from totem)


Water Totems: (if these totems are cast underwater they can swim to follow you (15 feet per round), and allow you to breath underwater for their duration)

Minor Water Totem:
- While this totem is active, you and your allies gain fast healing 1.
- Create Water (http://www.d20srd.org/srd/spells/createWater.htm) - 1 Charge (CL 3)
- Lesser Restoration (http://www.d20srd.org/srd/spells/restorationLesser.htm) - 2 Charges (CL 3)

Lesser Water Totem:
- Sleet Storm (http://www.d20srd.org/srd/spells/sleetStorm.htm) is in affect as long as this totem remains active. The storm is centered on the totem. You and your allies are not affected by it's penalties. (CL 7, originates from totem)
- Wall of Ice (http://www.d20srd.org/srd/spells/wallofIce.htm) - 2 Charges (CL 7)
- Remove Disease (http://www.d20srd.org/srd/spells/removeDisease.htm) - 1 Charge (CL 7)

Average Water Totem:
- While this totem is active, a Medium Water Elemental is summoned as the spell Summon Monster V (http://www.d20srd.org/srd/spells/summonMonsterV.htm) (CL 12, appears adjacent to totem)
- Cone of Cold (http://www.d20srd.org/srd/spells/coneofCold.htm) - 2 Charges (CL 12, originates from totem)
- Restoration (http://www.d20srd.org/srd/spells/restoration.htm) - 3 Charges (CL 12)

Greater Water Totem:
- While this totem is active, you and your allies gain fast healing 4.
- Ice Storm (http://www.d20srd.org/srd/spells/iceStorm.htm) - 3 Charges (CL 17, centered around totem, you and your allies are not affected by this spell)
- Resurrection (http://www.d20srd.org/srd/spells/resurrection.htm) - 4 Charges (CL 17, only usable once per totem)

Superior Water Totem:
- While this totem is active, an Elder Water Elemental is summoned as the spell Summon Monster IX (http://www.d20srd.org/srd/spells/summonMonsterIX.htm) (CL 22, appears adjacent to the totem)
- Polar Ray (http://www.d20srd.org/srd/spells/polarRay.htm) - 5 Charges (CL 22, originates from totem)
- Mass Heal (http://www.d20srd.org/srd/spells/healMass.htm) - 5 Charges (CL 22, up to 5 total people)


Earth Totems: (earth totems are rooted to the spot and cannot move)

Minor Earth Totem:
- You and your allies are granted a +1 miscellaneous modifier to Armor Class for the duration of the totem. This number can be increased by sacrificing totem charges, to a maximum of +5 at one point per two charges.
- Entangle (http://www.d20srd.org/srd/spells/entangle.htm) - 2 Charges (CL 3, originates from totem, you and your allies are not affected)
- Shield (http://www.d20srd.org/srd/spells/shield.htm) - 1 Charge (CL 3)

Lesser Earth Totem:
- While this totem is active, a Small Earth Elemental is summoned as the spell Summon Monster III (http://www.d20srd.org/srd/spells/summonMonsterIII.htm) (CL 7, appears adjacent to the totem)
- Spike Growth (http://www.d20srd.org/srd/spells/spikeGrowth.htm) - 2 Charges (CL 7, centered on totem, does not affect you or your allies)
- Stone Shape (http://www.d20srd.org/srd/spells/stoneShape.htm) - 2 Charges (CL 7)

Average Earth Totem:
- While this totem is in effect, you and your allies gain DR 10/adamantine as the spell Stoneskin (http://www.d20srd.org/srd/spells/stoneskin.htm) (CL 12)
- Wall of Stone (http://www.d20srd.org/srd/spells/wallOfStone.htm) - 3 Charges (CL 12)
- Transmute Rock to Mud (http://www.d20srd.org/srd/spells/transmuteRocktoMud.htm) - 2 Charges (CL 12)

Greater Earth Totem:
- While this totem is active, a Huge Earth Elemental is summoned as the spell Summon Monster VII (http://www.d20srd.org/srd/spells/summonMonsterVII.htm) (CL 17, appears adjacent to the totem)
- Statue (http://www.d20srd.org/srd/spells/statue.htm) 3 Charges (+2 per additional target) (CL 17)
- Liveoak (http://www.d20srd.org/srd/spells/liveoak.htm) - 3 Charges (CL 17)

Superior Earth Totem:
- While this totem is active, an Elder Earth Elemental is summoned as the spell Summon Monster IX (http://www.d20srd.org/srd/spells/summonMonsterIX.htm) (CL 22, appears adjacent to totem)
- Earthquake (http://www.d20srd.org/srd/spells/earthquake.htm) - 5 Charges (CL 22, centered on totem)
- Iron Body (http://www.d20srd.org/srd/spells/ironBody.htm) - 5 Charges (CL 22)


Air Totems: (air totems appear in the air, and can fly at a speed of 30 feet per round)

Minor Air Totem:
- Obscuring Mist (http://www.d20srd.org/srd/spells/obscuringMist.htm) continually affects the area around the totem as long as the totem is active (CL 3, centered on totem, you and your allies are not affected by this)
- Jump (http://www.d20srd.org/srd/spells/jump.htm) - 1 Charge (CL 3)
- Feather Fall (http://www.d20srd.org/srd/spells/featherFall.htm) - 1 Charge (CL 3)
- Shocking Grasp (http://www.d20srd.org/srd/spells/shockingGrasp.htm) - 2 Charges (CL 3, ranged touch attack (15 feet), originates from totem)

Lesser Air Totem:
- While the totem is active, you and your allies are affected by either Bear's Endurance (http://www.d20srd.org/srd/spells/bearsEndurance.htm), Bull's Strength (http://www.d20srd.org/srd/spells/bullsStrength.htm), Cat's Grace (http://www.d20srd.org/srd/spells/catsGrace.htm), Eagle's Splendor (http://www.d20srd.org/srd/spells/eaglesSplendor.htm), Fox's Cunning (http://www.d20srd.org/srd/spells/foxsCunning.htm), or Owl's Wisdom (http://www.d20srd.org/srd/spells/owlsWisdom.htm) at the caster's discretion.
- Wind Wall (http://www.d20srd.org/srd/spells/windWall.htm) - 2 Charges (CL 7)
- Fly (http://www.d20srd.org/srd/spells/fly.htm) - 1 Charges (CL 7)
- Lightning Bolt (http://www.d20srd.org/srd/spells/lightningBolt.htm) - 2 Charges (CL 7, originates from totem)

Average Air Totem:
- While this totem is active, a Medium Air Elemental is summoned as the spell Summon Monster V (http://www.d20srd.org/srd/spells/summonMonsterV.htm) (CL 12, appears adjacent to the totem)
- Call Lightning Storm (http://www.d20srd.org/srd/spells/callLightningStorm.htm) - 3 Charges (CL 12)
- Air Walk (http://www.d20srd.org/srd/spells/airWalk.htm) - 1 Charge (CL 12)

Greater Air Totem:
- While this totem is active, you and your allies are affected by one of the following spells (caster's discretion)(all CL 17): Greater Bear's Endurance (http://www.d20srd.org/srd/spells/bearsEnduranceMass.htm), Greater Bull's Strength (http://www.d20srd.org/srd/spells/bullsStrengthMass.htm), Greater Cat's Grace (http://www.d20srd.org/srd/spells/catsGraceMass.htm), Greater Eagle's Splendor (http://www.d20srd.org/srd/spells/eaglesSplendorMass.htm), Greater Fox's Cunning (http://www.d20srd.org/srd/spells/foxsCunningMass.htm), or Greater Owl's Wisdom (http://www.d20srd.org/srd/spells/owlsWisdomMass.htm). These spells confer a +8 bonus instead of the normal +4.
- Chain Lightning (http://www.d20srd.org/srd/spells/chainLightning.htm) - 3 Charges (CL 17, originates from the totem)
- Wind Walk (http://www.d20srd.org/srd/spells/windWalk.htm) - 2 Charges (CL 17)

Superior Air Totem:
- While this totem is active, the area around it is affected as if by a Whirlwind (http://www.d20srd.org/srd/spells/whirlwind.htm) spell. You and your allies are not affected by this effect. (CL 22, centered on totem)
- Storm of Vengeance (http://www.d20srd.org/srd/spells/stormOfVengeance.htm) - 5 Charges (CL 22, centered on totem)
- Lightning Ring (Spell Compendium) - 5 Charges (CL 22, originates from totem)


Spell List

Level One:
Calm Animals
Charm Animals
Delay Poison
Detect Animals or Plants
Detect Poison
Detect Snares and Pits
Goodberry
Hide From Animals
Pass Without Trace
Speak With Animals
Summon Nature's Ally I

Air
Feather Fall
Jump
Longstrider
Obscuring Mist
Shocking Grasp

Earth
Endure Elements
Entangle
Magic Fang
Magic Stone
Shillelagh

Fire
Burning Hands
Faerie Fire
Produce Flame

Water
Cure Light Wounds
Create Water


Level Two:
Animal Messenger
Animal Trance
Hold Animal
Reduce Animal
Snare
Spider Climb
Speak With Plants
Summon Nature's Ally II
Summon Swarm

Air
Chill Metal
Fog Cloud
Gust of Wind
Wind Wall

Earth
Barkskin
Resist Energy
Soften Earth and Stone
Spike Growth
Treeshape
Warp Wood
Wood Shape

Fire
Fire Trap
Flame Blade
Flaming Sphere
Heat Metal

Water
Lesser Restoration
Cure Moderate Wounds



Level Three:
Diminish Plants
Dominate Animal
Plant Growth
Summon Nature's Ally III

Air
Call Lightning
Daylight
Fly
Gaseous Form

Earth
Greater Magic Fang
Meld into Stone
Protection from Energy
Stone Shape

Fire
Fireball
Flame Arrow

Water
Cure Serious Wounds
Neutralize Poison
Quench
Remove Disease
Sleet Storm
Water Breathing



Level Four:
Animal Growth
Antiplant Shell
Blight
Command Plants
Dispel Magic
Polymorph
Repel Vermin
Summon Nature's Ally IV

Air
Air Walk
Freedom of Movement

Earth
Giant Vermin
Rusting Grasp
Spike Stones
Stoneskin
Tree Stride

Fire
Fire Trap
Flame Strike
Wall of Fire

Water
Control Water
Cure Critical Wounds
Ice Storm
Reincarnate
Scrying
Wall of Ice


Level Five:
Atonement
Baleful Polymorph
Commune with Nature
Death Ward
Hallow
Insect Plague
Summon Nature's Ally V
Wall of Thorns

Air
Call Lightning Storm
Control Winds
Overland Flight

Earth
Awaken
Transmute Mud to Rock
Transmute Rock to Mud
Wall of Stone

Fire
Fire Shield

Water
Cone of Cold
Cure Light Wounds, Mass



Level Six:
Anti-life Shell
Find the Path
Repel Wood
Spellstaff
Summon Nature's Ally VI
Transport via Plants

Air
Acid Fog
Chain Lightning

Earth
Flesh to Stone
Ironwood
Move Earth
Stone Tell
Stone to Flesh
Wall of Iron

Fire
Fire Seeds

Water
Cure Moderate Wounds, Mass
Freezing Sphere



Level Seven:
Animate Plants
Changestaff
Creeping Doom
Summon Nature's Ally VII
True Seeing

Air
Control Weather
Reverse Gravity
Sunbeam
Wind Walk

Earth
Earthquake
Statue
Transmute Metal to Wood

Fire
Delayed Blast Fireball
Fire Storm

Water
Cure Serious Wounds, Mass
Heal
Regenerate
Scying, Greater



Level Eight:
Animal Shapes
Control Plants
Finger of Death
Summon Nature's Ally VIII
Word of Recall

Air
Sunburst
Whirlwind

Earth
Earthquake
Iron Body
Repel Metal or Stone

Fire
Incendiary Cloud

Water
Cure Critical Wounds, Mass
Horrid Wilting
Polar Ray



Level Nine:
Antipathy
Foresight
Shapechange
Summon Nature's Ally IX
Sympathy

Air
Elemental Swarm (air only)
Freedom
Storm of Vengeance

Earth
Elemental Swarm (earth only)
Imprisonment
Shambler

Fire
Elemental Swarm (fire only)
Meteor Swarm

Water
Elemental Swarm (water only)
Heal, Mass

Lord_Gareth
2008-04-21, 12:11 PM
I've gotta say, I'm against allowing more than one entry a person. Some of us (me) don't have the time to lock down and create more base classes, or others (like me) have other base classes that simply aren't finished yet (see the Paradigm Project). Allowing others to submit more entries is replacing quality with quanitity and unfair.

arkanis
2008-04-21, 01:16 PM
It's too bad this doesn't allow prestige classes. I have a whole mess to offer. Any chance another contest for pretige classes will come along?

celtois
2008-04-21, 04:49 PM
I understand why your against multiple entries but I don't see this being a problem because the lower quality stuff will get very little votes.



in response to the prc question I am in fact planning to run a series of contests
one will be a prestige class one one will be nation creation and one will be themed class creation I might also run some others so I you want to suggest themes feel free to PM me and If you want to make your own contest nobodies stopping you but I plan to run 1 contest every two months the next one will be in starting in june and run till the end of july then I'm goin to skip august and run a september-october contest :) wow I went on a tangent but I hope I answered your question

FireSpark
2008-04-21, 05:06 PM
Well, in the hopes that by posting the one class that I have made will encourage me to get off my rear and put together the ideas I have for my other one. So here we go:

The Summoner
The SUMMONER v1.1
The Art of Summoning involves the channeling and manipulation of powerful energies that are neither solely arcane nor divine in nature. Through proper study and training, Summoners are able to learn how to reshape the very energies around them, coalescing them into a creature that can then be used to aid them in whatever way they may need. Most summoners are born with the innate ability to wield this ‘summoning’ magic, while a few others can sometimes manage to learn.
...Adventures: Most summoners travel the world seeking to further their knowledge of the creatures they summon. With a better understanding of the creature, it is believed that a summoner can handle his summons better. Some summoners also like to simply show off their rare talent, which is often welcome among many adventuring parties.
...Characteristics: summoners can sometimes be a little aloof when it comes to their ability to summon. However, in most cases they are very down to earth individuals. They tend to have a higher understanding, and appreciation, of the strange variety of animals and beasts in the world.
...Alignment: There is no one alignment that summoners adhere to. They are as diverse as the creatures they call. Summoners will follow the alignment that suits they’re nature best, which could be anything.
...Religion: Summoners don’t often follow a particular religion, choosing instead to keep their focus on their summoning arts. But summoners have been known to follow after Ehlonna or Obad-Hai (or other nature-based deities), due to their connections with the animals they summon, also some still follow the patron deities for their particular race.
...Background: Despite common rumors, there is no singular organized Summoner society. There have been known to be small groups of summoners that associate with each other, but this usually simply due to their particular living locations. Usually, any summoner that has settled down will have an apprentice living with him. However once the apprentice’s training is sufficient, they will leave their master to seek their destiny.
...Races: Humans make up a large majority of the summoners in the world, often due simply to their high rate of reproduction and evolution, which lends itself easily to unique changes. Elves tend to be able to learn the art of summoning more often than being born with it. Half-Elves are common as summoners for both reasons. Halfling summoners though uncommon do exist, but usually stick with their nomadic communities, and become welcome additions to the community’s sparse defenses. Gnomes and Dwarves sometimes are born with the ability, but few ever choose to pursue it, and even fewer try to learn it. Half-Orc summoners are rare, since the training does require extensive training and studious focus. Those that do become summoners are often known for their prowess of using summons in battle.
...Other Classes: Summoners usually associate well with Druids, if for nothing else other than their common interest in animals. They regard Barbarians and Rangers as fellow wanderers, although sometimes summoners see their combat powers as their primary contribution. Fighters, Paladins, and Clerics may as well be the same thing to a summoner, although the healing capabilities of Divine magic is never unwelcome. Especially if it’s for one of his summons.
...Role: Without the higher hit points of most combat classes, and no spells to help other party members or hinder enemies, summoners seem to have no niche of their own. However, while they themselves are not well tuned for combat, the summons they can call often are. At lower levels, a summoner can usually hold his own with the help of support members and his few summons. By the later levels, with the stronger and much more numerous summons, summoners often become the centerpiece of many adventuring parties.


Game Rule Information
Abilities: A summoner’s Intelligence is key in determining whether or not he is able to summon forth a particular creature. Dexterity can help lower level summoner’s avoid taking damage from the many perils of adventuring, while a good Constitution will help keep the summoner on his feet longer, and directing his summoned creatures.
Alignment: Any
Hit Dice: d6


Class Skills
The summoner’s class skills (and key ability for each skill) are Climb (Str), Concentration (Con), Handle Animal (Cha), Hide (Dex), Jump (Str), Knowledge [arcana] (Int), Knowledge[nature] (Int), Knowledge[the planes] (Int), Listen (Wis), Move Silently (Dex), Ride (Dex), Spot (Wis), Survival (Wis), Swim (Str)
Skill Points at 1st Level: (6 + Int modifier) x 4
Skill Points at Each Additional Level: 6 + Int modifier


...Table xs-1: The Summoner
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+0|
+2|
+0|
+2|Art of Summoning, summon animal, wild empathy

2nd|
+1|
+3|
+0|
+3|Summoning augmentation (1st)

3rd|
+2|
+3|
+1|
+3|Summon vermin, summoner's bond (skilled synergy)

4th|
+3|
+4|
+1|
+4|Night sight

5th|
+3|
+4|
+1|
+4|------

6th|
+4|
+5|
+2|
+5|Summon elemental, summoning augmentation (2nd)

7th|
+5|
+5|
+2|
+5|Summoner's bond (empathic link), deep sight

8th|
+6|
+6|
+2|
+6|Rapid summoning 1/day

9th|
+6|
+6|
+3|
+6|------

10th|
+7|
+7|
+3|
+7|Summon magical beast, summoning augmentation (3rd)

11th|
+8|
+7|
+3|
+7|Summoner's bond (telepathic link)

12th|
+9|
+8|
+4|
+8|Physical resilience

13th|
+9|
+8|
+4|
+8|Rapid summoning 2/day

14th|
+10|
+9|
+4|
+9|Summoning augmentation (4th), summoner's bond (loyal sumons)

15th|
+11|
+9|
+5|
+9|Summon dragon, deeper sight

16th|
+12|
+10|
+5|
+10|------

17th|
+12|
+10|
+5|
+10|Mental bulwark

18th|
+13|
+11|
+6|
+11|Summoning augmentation (5th), rapid summoning 3/day

19th|
+14|
+11|
+6|
+11|------

20th|
+15|
+12|
+6|
+12|Summoned companion[/table]

Class Features
Weapon and Armor Proficiency: Summoners are proficient with all simple weapons, plus the net, and whip. Summoners are proficient with light and medium armor and with light and heavy shields, but not with tower shields.

Art of Summoning (Su): The Summoner’s primary focus is on the art of summoning itself, and they spend their time learning how to invoke larger and stronger creatures, and how to even make their summoned allies stronger and better in the process. The Summoner has learned the ability, whether through some arcane means or through the teachings of other summoners, to summon creatures to their location to aid them. These creatures can be used as mounts, pack animals, or more often as powerful allies in combat. A summoner’s powers increase over time, with the summoner being able to summon more creatures at one time, summoning more various types of creatures, and having the summons remain longer to name a few abilities.
... Summoning a creature (or creatures) requires a brief ritual that takes 2 uninterrupted minutes to complete. A summoner can summon a total number of creatures per day whose total HD is equal to or less than, four times his summoner level. No one summoned creature’s HD can exceed the summoner’s level. For example, a 5th-level summoner could call forth a number of creatures whose total HD total no more than 20 HD, but no single summoned creature could have more than 5 HD.
... The summoned creature can be called to a space out to a range of 10 feet plus 5 feet per summoner level. A summoned creature can only be called to an unoccupied space, in an environment that can support it. For example, an octopus could only be summoned into an aquatic environment. Each creature summoned remains with the summoner for a time equal to 1 hour per summoner level. Thus, our 5th-level summoner’s summoned creatures would remain with him for a total of 5 hours each.
... Summoned creatures cannot summon or otherwise conjure another creature or item. The act of summoning the creature binds it to the summoner in such a way so as to render these types of abilities inert. At first, the summoner is limited in what he can call to his side, but the summoner slowly gains the ability to summon various types of creatures. At 1st-level, the summoner can only summon forth creatures of the animal-type. At 3rd-level, the summoner can begin summoning forth creatures of the vermin-type. At 6th-level, he has learned to summon elemental-type creatures, at 10th-level he can begin summoning Magical Beasts, and then at 15th-level the summoner gains the ability to summon forth creatures of the Dragon-type. All creatures summoned have an attitude of helpful towards the summoner that called them, and an attitude of indifferent towards anyone else, unless instructed otherwise by the summoner.
... In order to summon a particular creature, a summoner must first be able to summon creatures of the desired type. Second, he must succeed on a related knowledge check. For animals and vermin (a wolf or giant wasp), this is a Knowledge (nature) check, for dragons and magical beasts (such as true dragons or shocker lizard) it is a Knowledge (arcana) check, and elementals require a Knowledge (the planes) check. Depending on the combination of creatures to be summoned, a summoner may need to make several knowledge checks before performing his summoning ritual. The DC for this check is equal to 20+ the HD of the creature to be summoned, each time he summons a creature of that type. The summoner receives a bonus to his knowledge checks made to summon creatures equal to one-half his class level. If a summoner obtains a sample or piece of the creature (such as trimming of hairs, a scale, feather, bones, blood, etc.), then the summoner gains a +2 circumstance bonus on all future knowledge checks made while summing that creature. Whenever a summoner summons a kind of creature that he has summoned previously, he receives a +2 insight bonus on the associated knowledge check. Therefore, if our 5th-level summoner wanted to summon a wolf, he would need to first succeed on a DC 22 Knowledge (nature) check. If the summoner possessed a clipping of wolf hair, and had summoned wolves before, he would gain a total of a +4 bonus on this check.

Wild Empathy (Ex): With his extensive time spent around and dealing with animals, summoners develop techniques and methods with dealing with all animals. A summoner can use body language, vocalizations, and demeanor to improve the attitude of an animal (such as a bear or a monitor lizard). This ability functions just like a Diplomacy check made to improve the attitude of a person. The summoner rolls 1d20 and adds his summoner level and his Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
... To use wild empathy, the summoner and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.
... A summoner can also use this ability to influence a magical beast with an Intelligence score of 1 or 2 (such as a basilisk or a girallon), but he takes a –4 penalty on the check.

Summoning Augmentation (Su): As the summoner progresses in his experience at calling forth creatures from the ether, he also begins to learn how shape the very essence of the creatures he summons, and in doing so, augment the abilities of the creatures he summons. Beginning at 2nd level, and every four levels beyond that, a summoner learns a new augmentation to apply to his summoned creatures. Each augmentation applied to a summoned creature, counts against the total HD of creatures that a summoner can call forth in a day, as well as a against the total HD for a single creature. For example, if a summoner wanted to augment a wolf with the sharp fang augmentation, the wolf would then be a 3HD summon, with regards to summoning costs. Any number of augmentations can be applied to a creature, though each augmentation can only be applied once, though the cost of each augmentation applies cumulatively.
...Table xs-2: Summoning augmentations
{table]Advanced Talents: A summoned creature is often defined by the one or two ‘special’ talents that it may possess. A boost to these talents can do nothing but help a summoner. A summoned creature with this augmentation gains a +4 bonus to the DCs of all its special attacks and spell-like abilities. This augmentation increases the summoning cost by 4 HD.
Great Resilience: A summoned creature will inevitably be in the wrong place at the wrong time, and find itself in harm’s way. This augmentation grants the summoned creature a +1 bonus to all saving throws, per six summoner levels. This augmentation increases the summoning cost by 2 HD.
Increased Durability: A summoned creature that can survive greater amounts of damage has an increased chance of surviving overall. A summoned creature with this augmentation gains a 25% increase to their total HP. This augmentation increases the summoning cost by 3 HD.
Precise Strike: A summoned ally cannot harm an enemy, if it cannot hit the enemy. This augmentation grants +1 competence bonus to attack rolls made with the creature’s natural weapons, per five summoner levels. This augmentation increases the summoning cost by 2 HD.
Sharp Fang: The more damage your summons can do in combat, the sooner the threat can be eliminated. A summoned creature with this augment gains a +2 competence bonus, per four summoner levels, to all damage rolls from attacks made with natural weapons. This augmentation increases the summoning cost by 1 HD.
Speed Boost: Staying alive sometimes means staying ahead of whatever is after you. This augmentation increases all of the summoned creature’s movement speeds (including any burrow, climb, fly, or swim speeds) by 50%. This augmentation increases the summoning cost by 1 HD.
Superior Specimen: A stronger and more intelligent summoned creature can truly outshine their run-of-the-mill kin. And sometimes, this is all it takes to sway the course of a situation. This augmentation grants the summoned creature a +2 bonus to two of its primary ability scores, chosen by the summoner at the time of calling. This augmentation increases the summoning cost by 3 HD.
Thickened Hide: The harder a summoned creature is to hit, the longer it will be around to aid you. This augmentation increases the summoned creature’s natural armor by 1 per three summoner levels. This augmentation increases the summoning cost by 1 HD.[/table]


Summoner’s Bond (Su): As the summoner continues with his frequent calling and channeling of the ether, the creatures that he summons begin to bond even further with him upon their arrival. Beginning at 3rd level, the summoner gains a +4 bonus to any Wild Empathy, Handle Animal, and Ride checks, or any other checks made in dealing with the creatures that he has summoned. Beginning at 7th level, the bond between summoner and summoned becomes mental as well as physical. The summoner now gains an empathic link with all creatures that he summons. This ability functions just like the sorcerer’s familiar ability of the same name. At 11th level, this bond expands to include a telepathic link as well. The summoner gains a telepathic link with all creatures that he summons. This link extends out to 100ft. from the summoner. Though the summoner can now mentally communicate with the creatures that he summons, those summons that have lower to animal levels of intelligence will still only be able to communicate as such. In many cases these are raw emotions and instincts, rather than civilized concepts and ideas. Finally, at 14th level, the summoner’s creatures become even more fiercely loyal to him, making it difficult for others to control or sway them. Any creature that a summoner calls forth now gains a +4 bonus to Will saves against all enchantment spells and effects.

Night Sight (Ex): Just as the creatures that a summoner calls forth benefit from their bond with the summoner, the summoner is also granted benefits from this bond. At 4th level, the summoner gains the ability to see farther in low light conditions. The summoner gains low-light vision, allowing him to see twice as far as a human in areas of low light. If the summoner already has low-light vision, then his night sight stacks with it, allowing him to see three times as far as a human in lower lighting conditions.

Deep Sight (Ex): At 7th level, the summoner’s benefits increase. He gains darkvision out to a distance of 30 feet. If the summoner already has darkvision, deep sight adds an additional 30 feet to his darkvision.

Rapid Summoning (Su): An experienced summoner knows that sometimes you don’t have two minutes to summon a creature. Sometimes you‘re in a pinch and need one right away. Practiced summoners learn how to rapidly force the summoning energies to coalesce in a much shorter amount of time. However, in doing so, he limits himself to summoning a single creature. Beginning at 8th level, once per day, the summoner may summon a single creature that still fits the HD limitations. As the summoner increases in power, he can use his rapid summoning ability additional times per day (2/day at 13th level, and 3/day at 18th level).

Physical Resilience (Ex): At 12th level, the summoner begins to take on more benefits in common with his summoned allies, as his ability to shrug off attacks upon his health with increased ease. The summoner gains a +4 bonus to saving throws made against any poison or paralysis effects.

Deeper Sight (Ex): At 15th level, the summoner vision increases once again. The summoner’s darkvision extends by another 30 feet. This ability stacks with deep sight for a total of 60 feet gained. This ability also improves any existing darkvision the summoner has.

Mental Bulwark (Ex): At 17th level, the summoner gains mental fortification from his bond with his summoned creatures. The summoner gains immunity to magical sleep effects as well as gaining immunity against being stunned.

Summoned Companion (Su): Upon attaining the peak of their skills, summoner’s gain the ability to summon forth a more permanent companion. The summoner conducts a 12 hour ritual, during which time the summoner meditates, prays or simply focuses his mind, in order to prepare both himself and the energies needed to permanently summon his companion. At the end of the 12 hour ritual, the summoner then begins the 2 minute summoning period, and must make any relevant Knowledge check, as dictated by the type of companion he intends to summon. If the summoner fails this check, he must wait 24 hours before attempt the ritual again, starting from the beginning of the 12 hour preparation ritual.
... The summoned companion may be of any creature type that the summoner can legally summon, with regards to creature type and Hit Dice limitations. If the summoner chooses to, he may apply any desired augmentations to his summoned companion upon its summoning, but the HD cost for augmentation still apply. Any augmentations applied to the summoned companion are considered permanent extraordinary abilities. The summoned companion also benefits from the Summoner’s Bond class ability, just like any other summoned creature.
... Should the summoned companion perish, or the summoner desire a different companion, he may dismiss his summoned companion. The summoner must then wait 24 hours before attempting a new ceremony, beginning with the 12 hour ritual of preparation.

Jayngfet
2008-04-21, 05:19 PM
too bad this isn't a race contest, I've got plenty of those.

expirement10K14
2008-04-21, 05:36 PM
I think I might try this out. I have been looking for an excuse to homebrew, I just need some thinking time and a bit of inspiration.

Edit: Posting crunch to see how formating looks

Dragon Rider
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+0|
+2|
+2|
+0|Totem Energy, Dragon Egg
2nd|
+1|
+3|
+3|
+0|Draconic
3rd|
+2|
+3|
+3|
+1|Hatching, Draconic Link
4th|
+3|
+4|
+4|
+1|Claws, Breath Weapon (2d6)
5th|
+3|
+4|
+4|
+1|Resistance 5
6th|
+4|
+5|
+5|
+2|Metamorphose, Breath Weapon (3d6)
7th|
+5|
+5|
+5|
+2|Tail
8th|
+6/+1|
+6|
+6|
+2|Resistance 10, Breath Weapon (4d6)
9th|
+6/+1|
+6|
+6|
+3|Metamorphose
10th|
+7/+2|
+7|
+7|
+3|Bite, Breath Weapon (5d6)
11th|
+8/+3|
+7|
+7|
+3|Resistance 15
12th|
+9/+4|
+8|
+8|
+4|Metamorphose, Breath Weapon (6d6)
13th|
+9/+4|
+8|
+8|
+4|
14th|
+10/+5|
+9|
+9|
+4|Immunity, Breath Weapon (7d6)
15th|
+11/+6/+1|
+9|
+9|
+5|Metamorphose
16th|
+12/_7/+2|
+10|
+10|
+5|Breath Weapon (8d6)
17th|
+12/+7/+2|
+10|
+10|
+5|Wings
18th|
+13/+8/+3|
+11|
+11|
+6|Metamorphose, Breath Weapon (9d6)
19th|
+14/+9/+4|
+11|
+11|
+6|
20th|
+15/+10/+5|
+12|
+12|
+6|Breath Weapon (10d6)[/table]

Totem Energy: Dragon Rider's select one energy as their totem element. This energy determines their resisance's, immunities, and breath weapon specifications, along with the abilities of their dragon compainion. There are four choices for specialization: acid, cold, electricity and fire.

Dragon Egg: Each Dragon Rider, at the end of their training, recieves a dragon egg that materializes in their lap during a meditation exercise. This egg is resistant to all atempts to puncture it and can not be broken before the dragon is ready to hatch. The egg weighs about 5 lbs and has a diameter of 10 inches at it's longest point. It has a color corresponding to the Dragon Rider's totem energy: acid has a green egg, cold has a white color, electricity has a blue color, and fire has a red color.

Draconic (Ex): At level two the Dragon Rider gains the extrordinary ability to read, speak, and write draconic. You also become immune to a dragons frightful presence, and you may chose who is affected by your dragon's frightful presence.

Hatching: At level three the Dragon Rider's egg hatches, revealing a small dragon the color of it's egg. The dragon has the statistics of a Wyrmling White Dragon except where noted under the Dragon Rider's Dragon section below.

Draconic Link (Su): The Dragon Rider has a supernatural ability to speak with it's dragon compainion. Starting at level 3 the Dragon Rider can speak telepathicly with it's dragon even if they do not share a language.

Claws: At level four a Dragon Rider grows claws from it's hands. The claws are a natural weapon that deal damage based on size (see Natural Weapons below).

Breath Weapon (Su): At fourth level the Dragon Rider gain a breath weapon corresponding to the Dragon Rider's totem energy. The Dragon Rider may chose it to be a 15 foot cone or a 30 foot line. At fourth level it deals 2d6 damage, and increases by 1d6 every even numbered level after that point. A reflex save for half damage applies to this attack. The DC for the save is 10 + one half the Dragon Rider's class level + the Dragon Rider's Con modifier. The attack deals damage that is corresponds to the Dragon Rider's totem energy.

Resistance (Ex): At level five the Dragon Rider gains a resistance to his totem energy. This resistance is 5 at fifth level, but increases to 10 at eighth level, and 15 at eleventh level.

Metamorphose: At sixth level and every three levels there after the Dragon Rider's dragon goes through a transformation into its next stage of life. The stat changes are outlined in the Dragon Rider's Dragon section below.

Tail: At level seven a Dragon Rider grows a tail. The tail is a natural weapon that deals damage based on size (see Natural Weapons below).

Bite: At level ten a Dragon Rider grows fangs in its mouth granting it a bite attack. The bite is a natural weapon that deals damage based on size (see Natural Weapons below).

Immunity (Ex): At level fourteen the Dragon Rider gains immunity to its chosen energy type.

Wings (Ex): At level 17 the Dragon Rider grows a pair of scaly wings the same color as their dragon. The wings grant the Dragon Rider a fly speed of 60 feet (good manueverability).

The Dragon Rider's Dragon
The dragon is the most important aspect of the Dragon Rider, they share a bond together. The Dragon has stats that rise as it goes up in metamorphosis. The base age category for your dragon are-
Class Level|Dragon Age
3|Wyrmling
6|Very Young
9|Young
12|Juvenile
15|Young Adult
18|Adult
The Dragon is equivalent to a white dragon of it's level except for the following changes:

*Breath weapon is a cone of the Dragon Rider's totem energy

*No Ice Walking Ability

*No Spell-Like Abilities

*The Immunity is to your totem energy and the vulnerability is to it's energy on the table below.

Totem Energy|
Vulnerability
Acid|
Electricity
Electricity|
Acid
Cold|
Fire
Fire|
Cold

StoryKeeper
2008-04-21, 08:44 PM
Er... this is a bit embarrassing, but I don't know how to do the little show/hide things, and I don't wish to crowd the page with my submission. Can someone please tell me how to use the "show" things?

vivi
2008-04-21, 08:55 PM
I think this is how[spoiler][/spoiler}(exept replace } with ])

Bandededed
2008-04-21, 09:03 PM
Ok, here we go. I can't get much feedback on him, so I'm not terribly confidant, but I think I'll try anyway.

The Brood Warrior:
Fluff
Brood Warriors are trainees. Usually, they are found at an early age by a far older and more powerful Brood Warrior (not that there are many of these people), and trained to use the gifts that the older draconic warrior senses within them. After the basics have been taught (which can take up to a decade), the unexperienced trainee's are pushed away to forge their own path, and expected to eventually return much more powerful than when they left.

Adventures: Each Brood Warrior goes adventuring for his or her own reason, but each reason stems from the same place. However their master found them, however they were trained (by rod and lash or with gentle rebukes) they desire to return to their master far more powerful than they left. Some do this wishing to destroy the tormentor of their earlier years, some simply to feel the pride the old warrior will feel when they reveal how far they've come.

Characteristics: The Brood Warrior is heavy artillery. The ability to transform himself into a draconic creature using only his will (represented by mana points) is a strong source of pride for each of them, and gives them strength where a lesser mortal might become stymied. With his might, any field command is instantly greatly fortified, and even on his own he is more than a force to be reckoned with.

Alignment: A Brood Warrior can be of any alignment, usually tending towards the alignment of their Master.

Religion: Most Brood Warriors ignore religion almost completely. The Hereafter doesn't concern them nearly as much as their constant struggle to attain a greater power than they had before. Some however, are drawn to worship gods of power and might, hoping to appeal to them to strengthen themselves.

Background: Brood Warriors come from many walks of life, but they are nearly always (99.9%) taken and trained by a master. The rest depends highly on the master's individual tempermant and teaching style. Those rare individuals who manifest their latent draconic powers without the normal teaching are always swooped upon by a master within the period of three days after their powers manifest.

Races: All races are equally likely to be chosen for training. A character's race, gender, or other physical traits matter to the master; only the special power that allows them to awaken the dragon within

Other classes: A Brood Warriors relationship with other classes is truly dependent on the character of the other class, as well as himself. Usually, though, a Brood Warrior is driven to improve himself. He cares little for being still and quiet, liking instead to be moving, always searching, trying to find the next adventure to bring him closer to his goal. He usually gets on well with the barbarian, rogue, and ranger. He can have some interesting conversations with a wild-shaping druid, but he likely detests their desire for peace. He has no special feeling about other classes.
Crunch
Hit die : d10
Base attack bonus: Full
Good saves : All
Weapon and Armor Proficiencies: All simple and martial weapons, Light and medium armor, Light and heavy shields
Skills : Bluff, Climb, Craft, Diplomacy, Disguise, Intimidate, Jump, Sense Motive, Spot, Use Magic Device
Skill Points: 4 + int mod per level (x4 at first level)
{table]Lvl|BAB| Saves|Special abilities|Mana Pool
1st | +1 | +2 |Ascension(whelp) | 5
2nd |+2 | +3 | | 10
3rd |+3 | +3 |Mettle | 15
4th |+4 |+4 |Ascension(Frost, Fire, Lightning)| 20
5th |+5 |+4 |Ascended Resistance | 25
6th |+6/+1 |+5 | |30
7th |+7/+2 |+5 |Evasion | 35
8th |+8/+3 |+6 |Ascension(Mutant, Adult) |40
9th |+9/+4 |+6 |Bonebreak 1/day |45
10th| +10/+5 |+7| Ascension(Radiance, Shadow) |50
11th| +11/+6/+1 |+7 |Improved Ascended Resistance |55
12th| +12/+7/+2 |+8 | Ascension(Warrior, Behemoth) | 60
13th| +13/+8/+3 |+8 | |65
14th| +14/+9/+4 |+9 |Bonebreak 3/day | 70
15th| +15/+10/+5 | +9 |Ascension(Kaiser) |75
16th| +16/+11/+6/+1 |+10 |Greater Ascended Resistance |80
17th| +17/+12/+7/+2 |+10| |85
18th| +18/+13/+8/+3 |+11 | Ascension(Failure) |90
19th| +19/+14/+9/+4 |+11 | | 95
20th| +20/+15/+10/+5 |+12 | Bonebreak 5/day | 100[/table]

Mana Pool: A Brood Warrior's ability to Ascend is limited by the Mana he has available in his mana pool. His maximum allotment of Mana is given on Table: Brood Warrior. In addition, he receives bonus Mana per day if he has a high Wisdom score. This bonus is equal to his Brood Warrior level times the modifier for his Wisdom score. This Mana comes back after a full night's sleep (8 hours of rest).

Ascension: This is the signature ability of the Brood Warrior. As a full-round, Attack of Opportunity prevoking action, it allows the warrior to take on several different draconic forms. To ascend, a Brood Warrior selects one form gene he can apply to his ascensions and up to any two elemental or miscellaneous genes he can apply. He than pays the total mana cost of all selected genes, and becomes different draconic creature based on his Form choice. For all forms other than Warrior or Kaiser, the Brood Warrior loses all worn equipment*, but gains a natural armor bonus = 1/2 his armor bonus before Ascending.** At the end of each turn after his ascension, the Brood Warrior pays half of that ascension cost again. If at any time he cannot or refuses to pay the full cost, he reverts to his original form as an immediate action. He will also revert if the form he is in drops to 0 HP or lower, though this leaves the Brood Warrior stunned for the next round.
Upon Ascending, the Form always has the Brood Warrior's maximum HP plus any new HP gained from the form's stat enhancements. After reverting, the Brood Warrior has the same HP total as he had before Ascending.
* If a Brood Warrior is wearing a Wisdom enhancing item, that effect alone is never lost. Thus, his mana pool will not decrease if he Ascends.
* For the Behemoth form, the Brood Warrior gains a nat. armor bonus = 10 + his armor bonus before ascending

Mettle: Whenever a Brood Warrior is the subject of a spell or ability with a will or fort partial save, his draconic toughness can allow him to ignore that effect. He instead treats that spell or ability as a will or fort negates.

Evasion: Whenever a Brood Warrior is the subject of a spell or ability with a reflex partial save, his draconic reflexes can allow him to ignore that effect. He instead treats that spell or ability as a Reflex negates.

Ascended Resistance: The Brood Warrior gains resistance 5 to all elemental damage when ascended. At level 11, this ability improves; the Brood Warrior instead gains resistance 15 to all elemental damage.

Bonebreak: This ability must be declared before the attack roll to be used (so a miss ruins the attempt). The bonebreak attack deals automatic critical damage on a successful hit, and if the attack roll indicates and confirms critical damage, it does damage as if the critical modifier were one step up (2x would be 3x, 3x 4x, etc)

Genes:
Form: Whelp, Adult, Warrior, Behemoth, Kaiser
Elemental: Fire, Frost, Lightning, Radiance, Shadow
Miscellaneous: Failure

{table]Gene name| Mana cost|Gene name|Mana cost|Gene name|Mana cost|Gene name|Mana cost
Fire | 8 | Whelp | 2 | Behemoth| 24 | Mutant| 16
Frost | 8 | Adult | 16| Kaiser| 40|Radiance| 20
Lightning| 8| Warrior | 24| Failure| 10|Shadow| 20[/table]

Form Genes allow access to the following special abilities:
Form Breath Attack: X ft cone of Force Damage (depends on type). It does xd4 (determined by the form) and decreases with the Form's health. It tapers at the following percents: 75, 50, 25. It only does that percentage damage, rounded down. Cost: dependant on form.
*The Warrior and Behemoth forms do not gain this ability

Form natural weapons: Each form grants different natural weapons - some none at all - but these natural weapons are treated as having the same magical enhancements as any one weapon the Brood Warrior posses when he Ascends.

Elemental Genes allow access to the following special abilities:
Elemental Breath Attack: As Form Breath Attack, except it deals xd6 damage, deals elemental damage, and costs twice as much mana. Only one element can be used at a time (frost breath or fire breath, not frostfire breath).
*Kaiser cannot gain this ability

Elemental Claw: Despite the name, an Ascended Brood Warrior can take a standard action to attack with any natural or held weapon to deal an extra 1d8 elemental damage for every 5 points of damage the attack would otherwise do. This drains mana equal to 5 * the number of d8's. Only one element can be used at a time (lightning claw or radiance claw, not radiantlight claw).
*Kaiser cannot gain this ability

Whelp: Small size. +2 to all physical scores.
Breath attacks: 15 ft cones. Do 1d4 / 6 per Brood Warrior level. Cost is 1 or 2 for elemental.
Nat. Weapons: (primary) claw attack (1d3) (secondary) bite attack (1d4)
Special: Fly speed (20 ft, poor)

Adult: Large (tall) size. +4 to all physical ability scores.
Breath attacks: 30 ft cones. Do 2d4 / 6 per Brood Warrior level. Cost is 8 or 16 for elemntal.
Nat. Weapons: (primary) claw attack (1d6) (secondary) bite attack (1d8)
Special: Fly speed (30 ft, average)

Mutant: No size change. No stat change.
Breath attacks: As adult.
Retains all worn equipment
Special: Looks as if nothing had happened. Good for sneaking.

Warrior: Medium size. +6 to all physical ability scores.
Breath attacks: Only elemental. As adult.
Retains all worn equipment.
Special: Always hasted. Fly speed (40, good)

Behemoth: Huge size (15/15), reach 10 ft. +10 str and con.
Breath attacks: Only elemental. As adult.
Nat. Weapons: (primary) bite (with imp. nat. atk(bite)) (4d6), a trample attack (2d6 + 1.5x str mod, Ref save DC = 10 + .5 BW lvl + str mod), and a (secondary) gore attack (2d6)
Special: Base land speed decreases by 10 (min 5). Gains DR 15/- Nonstandard Armor bonus, see above.

Kaiser: No size change. All physical ability scores +10
Breath attacks: -Special- Only Kaiser breath (force damage). 60 ft cone, 4d6 damage / Brood Warrior level. Costs 20 mana.
Retains all worn equipment
Special: 1 bonus Bonebreak attack that doens't count against the daily limit per transformation. Is always hasted. Gains DR 15/-. Base land speed increases to 90 ft.
Berserk Fury: There is a 25% chance at the end of each round that the Kaiser goes berserk, attacking the nearest living thing until it is slain, reverts due to mana loss, or regains sanity. Once the Kaiser goes berserk, there is a 25% chance at the end of each round that her regains sanity. The Kaiser cannot use any special attacks while berserk.

Failure:Special: can only be chosen along with the Kaiser gene upon ascension. This gene negates the Kaiser's Berserk Fury special ability, leaving him fully in control of his power for it's duration.

Form descriptions (no description for mutant):
Whelp: A small creature stands before you, with a dragon's muzzle and scaled skin. It has wings and a tail, and it's back legs are shaped like a humans, but it stands on only those two legs, it's front ones instead supporting large claws...

Adult: A large creature stands before you, with a dragon's muzzle and scaled skin. It has wings and a tail, and it's back legs are shaped like a humans, but it stands on only those two legs, it's front ones instead supporting large claws...

Warrior: The creature that floats before you looks like a half-dragon. It's forearms and lower legs are covered in scales, and it has enourmous wings. A tail curls around from behind it, lashing the ground.

Behemoth: The creature you see looks like a giagantic turtle with a spiked shell, except that it's face and head seem to be part of the shell instead of extending beyond it. It has massive teeth, and looks as though it could trample you easily.

Kaiser: You don't understand. A moment ago your enemy had hair as black as the night, but now it gleams golden in the lightof the setting sun. (note: whatever color your character's hair was, it turns into a shiny gold)

Note (multiclassing): A Brood Warrior can multi-class normally without penalties. However, to gain the first level in Brood Warrior when multiclassing from another class is extremely difficult. First, the prospect must find a master who is even willing to consider the idea, and then they must posses the distinctive qualities that are needed to become a Brood Warrior. If those conditions are met, then the training can begin. Up to a year can be spent in solitude with the master before the trainee can call upon his draconic powers at will. After, they may multi-class freely.

(Expect this post to be edited a bunch, I never can get formatting right on the first - seventy-second try)

StoryKeeper
2008-04-21, 10:48 PM
Here it is! I hope this turned out ok. Oh, and if it's allowed, I'd love to hear some feedback on this.

The Taken:

He had been a normal infant, a normal child. It wasn’t until he was a teen, until he was taken, that he had become anything but ordinary. He didn’t recall being abducted or even who had abducted him. He had a cloudy memory of being restrained on a table, of unspeakable pain, and this of welcomed darkness again. When he had been returned to his bed, all he had as proof of his encounter was the blue, scaled arm that seemed to have replaced his own. He had tried to hide it, tried to ignore it, but it had started acting on its own, ignoring his instructions. And it was getting stronger and smarter. He had nearly killed a child who had startled him. It was then that he had decided to discover who, or what, had done this to him. If he could discover that, maybe he could fix it, get his own arm back, or failing that, get revenge on those ******s that had taken his normal life away.

There origins are as mysterious to themselves as to others. The Taken, as they are called for lack of a better name, were abducted by unknown beings and returned. Are they being tested, played with, built for an army for a later date? If only they knew.

Adventures:
Some of The Taken adventure in search of those who changed them. Others seek to benefit themselves or others with their newfound abilities.

Characteristics:
The Taken tend to be withdrawn if they have a chance of keeping their strange nature hidden. If they are in the company of those who know of and accept their mysterious pasts, they tend to open up. Even the more open individuals tend to keep others at arm’s length (in some cases, literally) for their own safety.

Alignment:
The Taken do not share any moral view with each other. They are as diverse as the strange appendages they’ve been cursed with.

Religion:
The Taken are not necessarily swayed to or from religion. Some may seek a religion to explain or accept the changes to their bodies. Others begin questioning their faith if they feel they are suffering because of the changes. A rare few others might even begin worshipping the mysterious beings that gave them their new “gifts.”

Background:
The Taken come from all walks of life, with only a slight lean toward the common man that is probably due to the sheer numbers of commoners and peasants compared to nobles or those with magical or martial training.

Races:
The more numerous of races (especially humans) tend to be taken, but this is probably due purely to numbers.
Other Classes:
The Taken appreciate a diversity of talents and of knowledge in a group. They hope that martial classes might hold the secret to controlling their bodies (and by extension, their survival instincts). They hope that wizards and clerics might know of the strange beings that abducted them (though they almost never do). Only those who hate aberrations with intense passion tend to hold anything against The Taken, but those who do rarely count them as allies. Rogues and other stealthy characters are indifferent toward The Taken.

Role:
The Taken seem to be engineered for front-lines combat. Their bodies are built for melee fighting, and their modified flesh can put the iron of a traditional fighter to shame.

GAME INFORMATION:
Abilities: constitution is probably the most important ability for a Taken because it strengthens their Cellular Corruptions. Strength and Dexterity are close seconds.
Alignment: Any
Hit Die: D10
Class Skills: Balance, Climb, Disguise, Health, Hide, Intimidate, Jump, Profession, Search, Sense motive, Spot, Survival, Swim, Tumble
Skill Points at 1st Level: 2+Int modifier X 4
Skill Points at every additional level: 2+ Int modifier.

{table=head]Level|Base Attack Bonus|Fort Save|Reflex Save|Will Save|Special|
1st|1|2|0|0| Natural Weapon 1d6, Natural Armor +1, Survival Instinct
2nd|2|3|0|0|
3rd|3|3|1|1|Cellular Corruption
4th|4|4|1|1|Physical Enhancement
5th|5|4|1|1|Natural Weapon 1d8, Natural Armor +2
6th|6/1|5|2|2|Cellular Corruption
7th|7/2|5|2|2|
8th|8/3|6|2|2| Physical Enhancement
9th|9/4|6|3|3|Cellular Corruption, Defensive Transformation
10th|10/5|7|3|3| Natural Weapon 1d10, Natural Armor +3
11th|11/6/1|7|3|3|
12th|12/7/2|8|4|4|Cellular Corruption, Physical Enhancement
13th|13/8/3|8|4|4|
14th|14/9/4|9|4|4|
15th|15/10/5|9|5|5|Natural Weapon 1d12, Cellular Corruption, natural Armor +4
16th|16/11/6/1|10|5|5|Physical enhancement
17th|17/12/7/2|10|5|5|
18th|18/13/8/3|11|6|6| Cellular Corruption
19th|19/14/9/4|11|6|6|
20th|20/15/10/5|12|7|7|Natural Armor +5, Physical Enhancement[/table]

Weapon and Armor Proficiencies: The Taken are proficient with all simple weapons and their own Natural Weapon. They are proficient with light and medium armor, and with all shields except tower shields.

Natural Weapon: The defining characteristic of The Taken is the strange appendage they are left with after being abducted. These are always unique, and may take the form of a clawed hand, spiked leg, stinging tail, or any number of other strange things. If the natural weapon is not the arm or hand, the Taken may not wield more than two weapons. In other words, a Taken with a tail for a weapon may not also wield a sword in either hand. She may, however, wield a single sword and her tail as weapons.
The natural weapon does 1d6 damage at first level, and increases in damage over time (as indicated above.)
The natural weapon continues to grow and mutate resulting in the other benefits of the class.

Natural Armor: The Taken grows scales, plates, or some similar protection resulting in a natural armor bonus to AC. This benefit increases over time.

Survival Instinct: The Natural Weapon seems to have a mind of its own, and will attempt to protect itself by utterly destroying all threats. Whenever you defeat an enemy or group of enemies (by dropping the enemy or the entire group of enemies to less than one hit point or otherwise render them helpless) your Natural Weapon will automatically attempt to coup de grace the enemy. You may resist this by succeeding on a DC 15 Will Save. This ability does not require that you attempt to coup de grace a single enemy in the middle of combat, but it does compel you to coup de grace all enemies near you once all of the threats have been eliminated.

Cellular Corruption(Ex): Your body begins changing on a cellular level. This change may result in any number of benefits (chosen by the player) that improve the Taken's body. You may choose one Corruption from the list below each time you receive this benefit.

*Black Eyes: You gain darkvision out to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and the Taken can function just fine with no light at all. If you already had darkvision, the range increases by 60 ft.
*Healing Factor: You gain Fast Healing equal to your constitution modifier.
*Energy Resistance: You gain resistance to either fire, cold, acid, or electricity damage (your choice) equal to your class level+ your constitution modifier.
*Blending Body: Your skin and organs take on the color of your surrounding granting you a +10 bonus on hide checks. This may be used for a total of one minute/class level each day.
*Pheromones: You begin to produce an appealing odor. You gain a circumstance bonus equal to 2+ your constitution modifier on all CHA based skill checks. this increases to 4+ your constitution modifier if you are dealing with the opposite sex.
*Scent: Your olfactory senses are sharpened granting you the scent ability.
*Improved Hearing: Your hearing becomes sharper. You gain a bonus on all listen checks equal to 5+ your constitution modifier.
Face Change: Your body can undergo a limited physical change for a short period of time. You gain the ability to use Disguise Self as a supernatural ability for up to one+ constitution modifier hours each day.

Physical Enhancement: As your body changes further, your physical make-up is altered to improve your abilities. At every fourth level, you gain an additional point to increase your ability scores with. This point may be used to increase any ability score desired.

Defensive Transformation: The Taken's body can change drastically to improve it's ability to withstand certain dangers. You may exchange one base save for another as a full round action. In game, this takes the form of heightened reflexes, immune system, or senses.

ideasmith
2008-04-22, 08:28 PM
Unfledged

The Unfledged


Sometimes, a group of adventurers included a character who seems to have no business being on an adventure. Such characters from fiction include Bilbo Baggins (The Hobbit) and Garian (Pawn of Prophecy). Such character’s often develop abilities they didn’t know they had.

On a more rule-oriented note, sometimes one may have trouble deciding what class to play. This class is a way of delaying the decision without delaying the game.


Adventures: There are several ways an unfledged may find herself adventuring: She might be dragged along by someone who suspects her potential. She might be rescued by a party which is unable to take her to safety. She might be so excited by dreams of adventuring as to be unaware of her (apparent) lack of skill.

Characteristics: An unfledged’s main strength is her potential. She is an asset not for what she is, but for what she will be. It is the nature of an unfledged to realize her potential, thereby ceasing to be an unfledged.

Alignment: The combination of high potential and lack of ability to apply said potential is not limited to any alignment.

Religion: Most ‘homebody’ unfledgeds worship deities of home, family, or daily routine. More adventuresome unfledgeds prefer deities of adventure, excitement, or luck.

Background: Unfledgeds rarely receive much training, and those who were trained didn’t learn much.

Races: Adventuring unfledgeds usually come from one of the shorter-lived races (such as humans or halflings), since longer-lived unfledgeds tend to realize their potential while still in childhood, before they start adventuring.

Role: This class is not effective in combat. Or out of combat either. This is essential to the concept. If having useful class abilities is important to you, play another class. Note that the Tagalong and Instant Metamorphosis class features make this less of a drag than it might otherwise be. Tagalong keeps the encounters and XP awards appropriate to your actual abilities. Instant Metamorphosis lets you abandon this class (permanently) when being nigh-useless gets old.

Game Rule Information

Alignment: Any
Hit Die: d4

Class Skills
The unfledged class skills (and the key ability for each skill) are; None: the unfledged has no class skills
See Chapter 4 in the Core Rulebook 1 for skill descriptions.
Skill Points at 1st Level: 2+ Int modifier x 4
Skill Points at each additional Level: 2 + Int modifier


The Unfledged
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+0|
+0|
+0|
+0|Metamorphosis, Illiteracy

2nd|
+1|
+0|
+0|
+0|Tagalong –1, Instant Metamorphosis

3rd|
+1|
+1|
+1|
+1|

4th|
+2|
+1|
+1|
+1|Tagalong -2

5th|
+2|
+1|
+1|
+1|Improved Metamorphosis

6th|
+3|
+2|
+2|
+2|Tagalong -3

7th|
+3|
+2|
+2|
+2|True Metamorphosis

8th|
+4|
+2|
+2|
+2|Tagalong -4

9th|
+4|
+3|
+3|
+3|Contingent Metamorphosis

10th|
+5|
+3|
+3|
+3|Tagalong -5

11th|
+5|
+3|
+3|
+3|Impressive Metamorphosis (3 spell levels)

12th|
+6/+1|
+4|
+4|
+4|Tagalong -6

13th|
+6/+1|
+4|
+4|
+4|Impressive Metamorphosis (4 spell levels)

14th|
+7/+2|
+4|
+4|
+4|Tagalong -7

15th|
+7/+2|
+5|
+5|
+5|Impressive Metamorphosis (5 spell levels)

16th|
+8/+3|
+5|
+5|
+5|Tagalong -8

17th|
+8/+3|
+5|
+5|
+5|Impressive Metamorphosis (6 spell levels)

18th|
+9/+4|
+6|
+6|
+6|Tagalong -9

19th|
+9/+4|
+6|
+6|
+6|Impressive Metamorphosis (7 spell levels)

20th|
+10/+5|
+6|
+6|
+7|Tagalong -10[/table]


Class Features

All of the following are class features of the unfledged

Weapon and Armour Proficiency: An unfledged is proficient with one simple weapon, and with no armor or shields.
Note that wearing armor heavier than leather imposes a penalty to the ranger skills Climb, Hide, Jump, and Move Silently. Swim checks also suffer a –1 penalty for every 5 lbs. of armor or equipment carried.

Metamorphosis: At 1st Level the unfledged gains the ability Metamorphosis. Upon gaining a level, an unfledged may cease being an unfledged, turning all levels thereof into levels in some other class. This has the following effects:
First she loses all her levels in the class, including the associated hit dice. The unfledged base attack bonus, base saving throw bonuses, and special class abilities are now reduced to the new, lower level. Likewise, the unfledged loses any ability score gain, skill ranks, and any feat associated with the levels (if applicable). If the exact ability score or skill ranks increased from a level now lost is unknown (or the player has forgotten), lose 1 point from the highest ability score or ranks from the highest-ranked skills. if a familiar or companion creature has abilities tied to an unfledged who is ceasing to be an unfledged, the creature’s abilities are adjusted to fit the
character’s new level. Only levels in unfledged are lost, levels in other classes and racial hit dice are unaffected.

The unfledged experience point total is immediately set to the midpoint of the previous level.

Then she regains the experience points one level at a time, at each level gaining the normal benefits (and penalties, including multiclass penalties) except as stated below. This continues until the character’s experience point total is back where is was before, less any penalties (such as multiclass penalties). None of the new levels may be in unfledged.

The loss of unfledged levels, and gain of replacement levels, are not reversible short of a wish.

Note that a number of class features described below are improvements on Metamorphosis. As many of these improvements as desired may be applied to the same use of Metamorphosis.

Illiteracy: Unfledged do not automatically know how to read and write. An unfledged may spend 2 skill points to gain the ability to read and write all languages e is able to speak.
An already literate character who gains a level in unfledged retains literacy. A barbarian who gains a level in unfledged does not therefore become literate.

Tagalong: At 2nd Level the unfledged gains the ability Tagalong. The unfledged counts as one level lower for purposes of determining appropriate opposition and party experience. The unfledged counts as an additional level lower for these purposes for each additional two class levels gained.


Instant Metamorphosis: At 2nd Level the unfledged gains the ability Instant Metamorphosis. This differs from Metamorphosis as follows:
Instant Metamorphosis is a free action.
Instant Metamorphosis has a 10% failure chance. If the Metamorphosis fails, the unfledged may try again next turn.
Such objects as spellbooks do not appear, even if starting with such an item is a class feature.
If the new class has one or more abilities which require preparation (such as spellcasting), the former unfledged is treated as having taken up to one hour of preparation.

Improved Metamorphosis: At 5th Level the unfledged gains the ability Improved Metamorphosis. On a successful use of Metamorphosis, the unfledged may rearrange her ability scores (Str, Dex, Con, Int, Wis, and Cha). Any racial adjustments thereof are subtracted before rearranging, and added again after doing so. This change is not reversible short of a wish.

True Metamorphosis: At 7th Level the unfledged gains the ability True Metamorphosis. On a successful use of Metamorphosis, the unfledged may change her race. All ECL adjustments are applied before any experience is regained, and the experience needed to gain a level is adjusted appropriately. This change is reversible short of a wish.

Contingent Metamorphosis: At 9th Level the unfledged gains the ability Contingent Metamorphosis. The unfledged may set Instant Metamorphosis to go off under certain conditions, as if it were a spell cast with the contingency spell. Changing or dropping the contingency is a free action.

Impressive Metamorphosis: At 11th Level the unfledged gains the ability Impressive Metamorphosis. One or more spell effects will go off on a successful use of Metamorphosis. The total spell levels in effect may not exceed the amount specified. (0th level spells count as ˝ level each.) Only spells from the cleric, druid, and/or sorcerer lists will go off. No spell with an XP cost will go off. The spells must effect a target, targets, or area. If a spell affects a target or targets, the unfledged must be a selected target. If a spell affects an area, it is centered on the unfledged. The spell effects are selected by the player (not the character) within the above restrictions.

Multi-Class Unfledged
A character with one or more levels in unfledged may not take levels in any other class. Note that an unfledged using Metamorphosis is considered to lose all her levels in unfledged before gaining levels in any other class(es).

Ex-Unfledged
A character who has used Metamorphosis is no longer an unfledged, but may multi-class into unfledged normally.



By the way, how - and by whom - will this contest be judged?

celtois
2008-04-22, 11:43 PM
as stated in the first post there will be a vote anyone on the boards can vote once for there fave the top 3 will get sig trophies :smallbiggrin:

ideasmith
2008-04-23, 12:53 AM
as stated in the first post there will be a vote anyone on the boards can vote once for there fave the top 3 will get sig trophies :smallbiggrin:

Oops. Thank you.

celtois
2008-04-23, 06:29 PM
no problem

Xeios
2008-04-24, 02:22 PM
An unfinished Base Class, but I'm hoping for some input, as well as an entrance into the contest.

The Jade Swordmaster. (http://www.giantitp.com/forums/showthread.php?t=78767)

Well, let's see how this goes then, shall we?

Behold_the_Void
2008-04-26, 12:14 AM
Why not?

Mountain Crusher (http://www.giantitp.com/forums/showthread.php?p=4245569)

celtois
2008-04-28, 03:12 PM
*bump* darn losing the thread

CTG
2008-04-28, 10:59 PM
RAZOR DWARF

This is my entry into the Class Creation Contest.

I hope I got the formatting correct, if not I will fix it later.



Adventures: Razor dwarfs adventure for many reasons, the biggest often times being to learn the ways of the world in which they may one day serve as an ambassador from their home kingdoms. Many razor dwarfs that came from lower clans and families adventure as a way to prove that they do deserve their new rank in society. Others travel for wealth or recognition, others on orders from kings and nobles. Razor dwarf adventure for almost any reason

Characteristics: Razor dwarfs show great skills on the field of battle, but also show great social graces and a good knowledge of the world around them.

Alignment:Given their roles as leaders, they are often times found to be lawful, however as the rules in war often times change at a moment’s notice, they also are found to be chaotic depending on the particular razor dwarfs role. They are found to be both good and evil.

Religion: Being dwarves, most razor dwarfs tend to worship Moradin, although razor dwarves who follow valor or strength may worship Heironeous or Kord. Evil razor dwarfs often times worship Hextor or Nerull.

Background: A razor dwarf is chosen at birth by their clerics and may come from any background. If of a smaller or lesser clan or family, that clan or family is elevated to a minor noble status, although it does not grant them any economic benefits, they are elevated in the eyes of their society. Being a razor dwarf or the parents of one is considered a gret honor.

Races: A razor dwarf must be a dwarven male, usually from the higher class of dwarf, although lower types of dwarfs are found among the ranks.

Other Classes: A razor dwarf is trained to evaluate those in their platoon, or group in case of adventures. They prefer to work with those that most devote themselves to their chosen profession, such as monks, paladins, clerics, wizards and most fighters rather than those who show a talent for it like sorcerers, rogues and bards, although the razor dwarf does recognize the benefits of these classes and how to best use them.

Role: In an adventuring group razor dwarves often times serve as leaders and generals, making sure that others strengths are used to the best of their capabilities and their weaknesses are downplayed to minimize damage. They will also serve as diplomats and negoaters, making sure they are well treated where they go, and are properly compensated for their efforts if it is deemed necessary, although they realize sometimes a just cause being served is compensation enough.

Multi-classing: As a razor dwarf is chosen at birth with their very soul being placed into the steel used to create its signature armor, you may only select the razor dwarf class at the 1st level.

Like a member of any other class, a razor dwarf may be a multi-class character; however multi-class razor dwarfs face a special restriction. A razor dwarf who gains a new class may never again raise his razor dwarf level, although he regains all of his razor dwarf abilities. This is because as a razor dwarfs that stop seeking to perfect their relationship with their armor, they lose a part of the connection with their soul that may never be regained.

Game Information
Razor Dwarfs have the following game statistics.

Prerequisites: Male Dwarf.

Abilities: A high strength allows the Razor Dwarf to be more effective in combat. A high Wisdom score make use of many of the abilities
of a Razor Dwarf, while a high Constitution keeps them in the fight longer.

Alignment: Any

Hit Dice: d10

Weapon and Armor Proficiencies: A razor dwarf is only proficient with their razor armor as a weapon. Due to the fact the razor armor is heavy armor, razor dwarves are proficient with all armors.


Class Skills
The Razor Dwarf’s class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge: Geography (Int), Knowledge: History (Int), Knowledge: Nobility and Royalty (Int), Knowledge: Religion (Int), Listen (Wis), Sense Motive (Wis), Spot (Wis). See chapter 4: Skills of the Player’s Handbook for skill description.

Skills points at 1st Level: (4 + Int modifier) x 4

Skills Points at Each Additional Level: 4 + Int modifier

Class Features
{table=head]Class Level|Base Attack|Fort Save|Ref Save|Will Save|Special|Armor AC Bonus|Armor Check Penalty|Damage|Additional Grapple Damage
1st|+1|+2|+0|+2|Bonus Feat, Geas/Quest, Sleep in Armor, Soul Armor|+8|-5|1d6|+1d4
2nd|+2|+3|+0|+3|-----|+8|-5|1d6|+1d4
3rd|+3|+3|+1|+3|Bonus Feat|+8|-5|1d8|+1d4
4th|+4|+4|+1|+4|-----|+8|-5|1d8|+1d4
5th|+5|+4|+1|+4|-----|+9|-4|1d8|+1d4
6th|+6/+1|+5|+2|+5|Bonus Feat, Inspire Courage 1/day|+9|-4|1d10|+2d4
7th|+7/+2|+5|+2|+5|-----|+9|-4|1d10|+2d4
8th|+8/+3|+6|+2|+6|-----|+9|-4|1d10|+2d4
9th|+9/+4|+6|+3|+6|Bonus Feat|+9|-4|1d12|+2d4
10th|+10/+5|+7|+3|+7|Retract Spikes|+10|-3|1d12|+2d4
11th|+11/+6/+1|+7|+3|+7|Inspire Courage 2/day|+10|-3|1d12|+3d4
12th|+12/+7/+2|+8|+4|+8|Bonus Feat|+10|-3|2d6|+3d4
13th|+13/+8/+3|+8|+4|+8|-----|+10|-3|2d6|+3d4
14th|+14/+9/+4|+9|+4|+9|-----|+10|-3|2d6|+3d4
15th|+15/+10/+5|+9|+5|+9|Bonus Feat, Spike Explosion 1/day|+11|-2|2d8|+3d4
16th|+16/+11/+6/+1|+10|+5|+10|Inspire Courage 3/day|+11|-2|2d8|+4d4
17th|+17/+12/+7/+2|+10|+5|+10|-----|+11|-2|2d8|+4d4
18th|+18/+13/+8/+3|+11|+6|+11|Bonus Feat|+11|-2|2d10|+4d4
19th|+19/+14/+9/+4|+11|+6|+11|-----|+11|-2|2d10|+4d4
20th|+20/+15/+10/+5|+12|+6|+12|Spike Explosion 2/day|+12|-1|2d10|+4d4[/table]

THE FOLLOWING ARE PROPERTIES OF THE RAZOR DWARF’S ARMOR

Armor AC Bonus: As the razor dwarfs begins to bond with his armor and reconnect with his soul, its protection becomes greater. At the 1st level the AC Bonus provided by the armor is that of a standard suit of masterwork full-plate mail, and starting at the 5th level and every five levels thereafter (10th, 15th and 20th) the Armor AC Bonus of the armor increases by +1. This is the armor’s defense and may be enchanted magically as normal armor. Should the armor lose any magical defense that is placed upon it, it will retain the AC Bonus as defined by the column, depending on the razor dwarf's level.

Armor Check Penalty: As the razor dwarf become as one with the armor, their proficiency with the armor, it will begin to hinder them less. Starting at the first level, the armor has the standard check penalty of a
standard set of masterwork full-plate mail, and starting at the 5th level and every five levels thereafter (10th, 15th and 20th) the Check Penalty of the armor is reduced by 1. The armor check penaly on the razor armor can never be reduced to less than 0 my any means.

Damage: This is the damage dealt by standard attacks made with the razor armor’s 12” spikes. An enchantment bonus to the suit of razor armor does not improve the spikes’ effectiveness, but the spikes can be made into magical weapons in their own right. The critical damage on it is x3.

While making attacks with the spiked armor, a razor dwarf does not provoke any attacks of opportunity for attacking unarmed.

Additional Grapple Damage: This is the additional damage dealt to an opponent after a successful grapple check.

THE FOLLOWING ARE SPECIAL SKILLS OF THE RAZOR DWARF CLASS

Bonus Feat: At 1st level, a razor dwarf may select a bonus feat from the following list:


Alertness, Combat Expertise, Die Hard, Endurance, Improved Disarm, Improved Initiative, Improved Critical (Razor Armor), Leadership, Negotiator, Power Attack, Run, Weapon Focus (Razor Armor), Weapon Specialization (Razor Armor), Greater Weapon Focus (Razor Armor) and Greater Weapon Specialization (Razor Armor).


NOTE: All prerequisites must be met before taking any of the above feats. If a feat requires the fighter class to be of a certain level, you may take the feat if you are of the same level of razor dwarf as the required fighter level.


The razor dwarf gains an additional bonus feat at the 3rd level and every three levels thereafter (6th, 9th, 12th, 15th, 18th). These bonus feats are in additional to the feats that a character of any class gets every three levels. A razor dwarf is not limited to the list of razor dwarf bonus feats when choosing these feats.

Geas/Quest: As their souls are forged directly into their armors, all Razor Dwarves are under the affect of a Geas/Quest to protect their armor at all times. Should any piece of the armor be lost, the Razor Dwarf will do everything they can to recover the piece as quickly as possible, sacrificing all wealth and relationships to recover this peace.

When lost, the Razor Dwarf will cease aging until the armor, and thus their soul, is complete again, at which time the dwarf will age to its true age, and die if their natural life span is exceeded. The effects of the Geas/Quest prevent the razor dwarf from willingly losing a part of their armor to acheive immortality.

Should the razor dwarf be killed, they will rise in 1d10 rounds as a free-willing undead (exact type at DM decision), with the same goal, and once they recover the armor they will then turn and walk back to their place of death, through bodies of water and inhospitable climate, then lay down, finally at rest.

No spell or effect may remove this Geas/Quest from the Razor Dwarf, although additional Geas/Quests may be removed from the razor dwarf normally.

Sleep in Armor: A razor dwarf may sleep in their armor without becoming fatigued the next day.

Soul Armor: The damage from a razor dwarf’s armor is considered magical for purposes of overcoming damage reduction.

Inspire Courage: Starting at the 6th level, a razor dwarf can use a few words of encouragement or a battle-cry to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affect, an ally must be able to hear the razor dwarfs cry of encouragement. The affect lasts for 5 rounds. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 morale bonus on attack and weapon damage roles. A razor dwarf may use this ability once per day starting at the 6th level, and an additional time per day upon reaching each the 11th and 16th levels.

Retract Spikes: At the 10th level, the razor dwarf has enough control over their armor to retract the spikes within the armor. This is a standard action and when completed the armor loses all damage capabilities and will only do a standard 1d3 bashing damage of a normal gauntlet, although it does retail its Soul Armor feature, but such attacks made will be subject to normal attacks of opportunity for unarmed attacks. The armor now appears as a suit of masterwork plate-mail armor with the armor’s AC Bonus and Check Penalty as granted by the razor dwarf's level. The razor dwarf may reveal the spikes as a free action.

Spike Explosion: At the 15th level, the razor dwarf may launch the spikes on his armor out in a 30’ radius, dealing 10d6 piercing damage (Reflex Save DC 25 for half) to all within this radius (except the razor dwarf) as a standard action. The spikes are attached to magical chains that connect to the armor, these chains cannot be sundered or dispelled. If a barrier is between the person and the razor dwarf, the spikes are embedded into the wall. At the end of the round the spikes return to the armor. The spikes may not explode form the armor if they are concealed via the Retract Spikes ability. A razor dwarf may use this ability once per day at the 15th level, and a second time per day at the 20th level.

Veedrix
2008-04-29, 12:56 PM
OOOOO Pretty....




RAZOR DWARF

This is my entry into the Class Creation Contest.

I hope I got the formatting correct, if not I will fix it later.



Adventures: Razor dwarfs adventure for many reasons, the biggest often times being to learn the ways of the world in which they may one day serve as an ambassador from their home kingdoms. Many razor dwarfs that came from lower clans and families adventure as a way to prove that they do deserve their new rank in society. Others travel for wealth or recognition, others on orders from kings and nobles. Razor dwarf adventure for almost any reason

Characteristics: Razor dwarfs show great skills on the field of battle, but also show great social graces and a good knowledge of the world around them.

Alignment:Given their roles as leaders, they are often times found to be lawful, however as the rules in war often times change at a moment’s notice, they also are found to be chaotic depending on the particular razor dwarfs role. They are found to be both good and evil.

Religion: Being dwarves, most razor dwarfs tend to worship Moradin, although razor dwarves who follow valor or strength may worship Heironeous or Kord. Evil razor dwarfs often times worship Hextor or Nerull.

Background: A razor dwarf is chosen at birth by their clerics and may come from any background. If of a smaller or lesser clan or family, that clan or family is elevated to a minor noble status, although it does not grant them any economic benefits, they are elevated in the eyes of their society. Being a razor dwarf or the parents of one is considered a gret honor.

Races: A razor dwarf must be a dwarven male, usually from the higher class of dwarf, although lower types of dwarfs are found among the ranks.

Other Classes: A razor dwarf is trained to evaluate those in their platoon, or group in case of adventures. They prefer to work with those that most devote themselves to their chosen profession, such as monks, paladins, clerics, wizards and most fighters rather than those who show a talent for it like sorcerers, rogues and bards, although the razor dwarf does recognize the benefits of these classes and how to best use them.

Role: In an adventuring group razor dwarves often times serve as leaders and generals, making sure that others strengths are used to the best of their capabilities and their weaknesses are downplayed to minimize damage. They will also serve as diplomats and negoaters, making sure they are well treated where they go, and are properly compensated for their efforts if it is deemed necessary, although they realize sometimes a just cause being served is compensation enough.

Multi-classing: As a razor dwarf is chosen at birth with their very soul being placed into the steel used to create its signature armor, you may only select the razor dwarf class at the 1st level.

Like a member of any other class, a razor dwarf may be a multi-class character; however multi-class razor dwarfs face a special restriction. A razor dwarf who gains a new class may never again raise his razor dwarf level, although he regains all of his razor dwarf abilities. This is because as a razor dwarfs that stop seeking to perfect their relationship with their armor, they lose a part of the connection with their soul that may never be regained.

Game Information
Razor Dwarfs have the following game statistics.

Prerequisites: Male Dwarf.

Abilities: A high strength allows the Razor Dwarf to be more effective in combat. A high Charisma benefits the leadership capabilities of the Razor Dwarf. A high Wisdom score make use of many of the abilities
of a Razor Dwarf, while a high Constitution keeps them in the fight longer.

Alignment: Any

Hit Dice: d10

Class Skills
The Razor Dwarf’s class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge: Geography (Int), Knowledge: History (Int), Knowledge: Nobility and Royalty (Int), Knowledge: Religion (Int), Listen (Wis), Sense Motive (Wis), Spot (Wis). See chapter 4: Skills of the Player’s Handbook for skill description.

Skills points at 1st Level: (4 + Int modifier) x 4

Skills Points at Each Additional Level: 4 + Int modifier

Class Features
{table=head]Class Level|Base Attack|Fort Save|Ref Save|Will Save|Special|Armor AC Bonus|Armor Check Penalty|Damage|Additional Grapple Damage
1st|+1|+2|+0|+2|Bonus Feat, Geas/Quest, Sleep in Armor, Soul Armor|+8|-5|1d6|+1d4
2nd|+2|+3|+0|+3|-----|+8|-5|1d6|+1d4
3rd|+3|+3|+1|+3|Bonus Feat|+8|-5|1d8|+1d4
4th|+4|+4|+1|+4|-----|+8|-5|1d8|+1d4
5th|+5|+4|+1|+4|-----|+9|-4|1d8|+1d4
6th|+6/+1|+5|+2|+5|Bonus Feat, Inspire Courage 1/day|+9|-4|1d10|+2d4
7th|+7/+2|+5|+2|+5|-----|+9|-4|1d10|+2d4
8th|+8/+3|+6|+2|+6|-----|+9|-4|1d10|+2d4
9th|+9/+4|+6|+3|+6|Bonus Feat|+9|-4|1d12|+2d4
10th|+10/+5|+7|+3|+7|Retract Spikes|+10|-3|1d12|+2d4
11th|+11/+6/+1|+7|+3|+7|Inspire Courage 2/day|+10|-3|1d12|+3d4
12th|+12/+7/+2|+8|+4|+8|Bonus Feat|+10|-3|2d6|+3d4
13th|+13/+8/+3|+8|+4|+8|-----|+10|-3|2d6|+3d4
14th|+14/+9/+4|+9|+4|+9|-----|+10|-3|2d6|+3d4
15th|+15/+10/+5|+9|+5|+9|Bonus Feat, Spike Explosion 1/day|+11|-2|2d8|+3d4
16th|+16/+11/+6/+1|+10|+5|+10|Inspire Courage 3/day|+11|-2|2d8|+4d4
17th|+17/+12/+7/+2|+10|+5|+10|-----|+11|-2|2d8|+4d4
18th|+18/+13/+8/+3|+11|+6|+11|Bonus Feat|+11|-2|2d10|+4d4
19th|+19/+14/+9/+4|+11|+6|+11|-----|+11|-2|2d10|+4d4
20th|+20/+15/+10/+5|+12|+6|+12|Spike Explosion 2/day|+12|-1|2d10|+4d4[/table]

THE FOLLOWING ARE PROPERTIES OF THE RAZOR DWARF’S ARMOR

Armor AC Bonus: As the razor dwarfs begins to bond with his armor and reconnect with his soul, its protection becomes greater. At the 1st level the AC Bonus provided by the armor is that of a standard suit of masterwork full-plate mail, and starting at the 5th level and every five levels thereafter (10th, 15th and 20th) the Armor AC Bonus of the armor increases by +1. This is the armor’s defense and may be enchanted magically as normal armor. Should the armor lose any magical defense that is placed upon it, it will retain the AC Bonus as defined by the column, depending on the razor dwarf's level.

Armor Check Penalty: As the razor dwarf become as one with the armor, their proficiency with the armor, it will begin to hinder them less. Starting at the first level, the armor has the standard check penalty of a
standard set of masterwork full-plate mail, and starting at the 5th level and every five levels thereafter (10th, 15th and 20th) the Check Penalty of the armor is reduced by 1. The armor check penaly on the razor armor can never be reduced to less than 0 my any means.

Damage: This is the damage dealt by standard attacks made with the razor armor’s 12” spikes. An enchantment bonus to the suit of razor armor does not improve the spikes’ effectiveness, but the spikes can be made into magical weapons in their own right. The critical damage on it is x3.

While making attacks with the spiked armor, a razor dwarf does not provoke any attacks of opportunity for attacking unarmed.

Additional Grapple Damage: This is the additional damage dealt to an opponent after a successful grapple check.

THE FOLLOWING ARE SPECIAL SKILLS OF THE RAZOR DWARF CLASS

Bonus Feat: At 1st level, a razor dwarf may select a bonus feat from the following list:


Alertness, Combat Expertise, Die Hard, Endurance, Improved Disarm, Improved Initiative, Improved Critical (Razor Armor), Leadership, Negotiator, Power Attack, Run, Weapon Focus (Razor Armor), Weapon Specialization (Razor Armor), Greater Weapon Focus (Razor Armor) and Greater Weapon Specialization (Razor Armor).


NOTE: All prerequisites must be met before taking any of the above feats. If a feat requires the fighter class to be of a certain level, you may take the feat if you are of the same level of razor dwarf as the required fighter level.


The razor dwarf gains an additional bonus feat at the 3rd level and every three levels thereafter (6th, 9th, 12th, 15th, 18th). These bonus feats are in additional to the feats that a character of any class gets every three levels. A razor dwarf is not limited to the list of razor dwarf bonus feats when choosing these feats.

Geas/Quest: As their souls are forged directly into their armors, all Razor Dwarves are under the affect of a Geas/Quest to protect their armor at all times. Should any piece of the armor be lost, the Razor Dwarf will do everything they can to recover the piece as quickly as possible, sacrificing all wealth and relationships to recover this peace.

When lost, the Razor Dwarf will cease aging until the armor, and thus their soul, is complete again, at which time the dwarf will age to its true age, and die if their natural life span is exceeded. The effects of the Geas/Quest prevent the razor dwarf from willingly losing a part of their armor to acheive immortality.

Should the razor dwarf be killed, they will rise in 1d10 rounds as a free-willing undead (exact type at DM decision), with the same goal, and once they recover the armor they will then turn and walk back to their place of death, through bodies of water and inhospitable climate, then lay down, finally at rest.

No spell or effect may remove this Geas/Quest from the Razor Dwarf, although additional Geas/Quests may be removed from the razor dwarf normally.

Sleep in Armor: A razor dwarf may sleep in their armor without becoming fatigued the next day.

Soul Armor: The damage from a razor dwarf’s armor is considered magical for purposes of overcoming damage reduction.

Inspire Courage: Starting at the 6th level, a razor dwarf can use a few words of encouragement or a battle-cry to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affect, an ally must be able to hear the razor dwarfs cry of encouragement. The affect lasts for 5 rounds. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 morale bonus on attack and weapon damage roles. A razor dwarf may use this ability once per day starting at the 6th level, and an additional time per day upon reaching each the 11th and 16th levels.

Retract Spikes: At the 10th level, the razor dwarf has enough control over their armor to retract the spikes within the armor. This is a standard action and when completed the armor loses all damage capabilities
level however it loses the damage capabilities and will only do a standard 1d3 bashing damage of a normal gauntlet, although it does retail its Soul Armor feature, but such attacks made will be subject to normal attacks of opportunity for unarmed attacks. The armor now appears as a suit of masterwork plate-mail armor with the armor’s AC Bonus and Check Penalty as granted by the razor dwarf's level. The razor dwarf may reveal the spikes as a free action.

Spike Explosion: At the 15th level, the razor dwarf may launch the spikes on his armor out in a 30’ radius, dealing 10d6 piercing damage (Reflex Save DC 25 for half) to all within this radius (except the razor dwarf) as a standard action. The spikes are attached to magical chains that connect to the armor, these chains cannot be sundered or dispelled. If a barrier is between the person and the razor dwarf, the spikes are embedded into the wall. At the end of the round the spikes return to the armor. The spikes may not explode form the armor if they are concealed via the Retract Spikes ability. A razor dwarf may use this ability once per day at the 15th level, and a second time per day at the 20th level.

Reptilius
2008-04-30, 07:08 PM
Neat. I'm working on my class as we speak. It's turning out difficult to balance, but I'm still working out the kinks.

Realms of Chaos
2008-04-30, 11:48 PM
I figure that I'll just make a bum rush with this, submit all three in one go. Here goes nothing. :smallsmile:

Submission 1: The Regressor
The Regressor
“Endings are always enigmas, unanswerable mysteries. There is only stability in the beginning.”
Frued Greran, a Regressor

Many creatures seem to evolve outwards, psychologically if not physically. They seek to grow, to accumulate power and knowledge, to become something more. Only a Regressor knows the futility of their quests. The further that any creature “evolves”, the further they are evading their roots. In the almost unimaginably distant past, everything from the greatest of overdeities to the smallest of bacteria all rose from a single cosmic force. By tracing their evolution backwards, a Regressor seeks to find this link to all other things and control it. Although the process that a Regressor goes through isn’t exactly a reversed evolution (a human does not become a monkey, for instance), they become less and less distinct as the individual that they once were, becoming a medium of everything.
Adventures: The Regressor seek to travel only go gain in strength. Personal strength allows the Regressor to tap themselves further into the Cosmic Force, allowing them to regress further. In addition, even though they can serve as natural diplomats, their unique and sometimes disturbing appearance often limits how long they are welcome in any one place. Although a town is unlikely to kick out a Regressor for no particular reason, they may at some point ask politely for them to move on or send them on frequent quests to other places.
Characteristics: The Regressor slowly revert back to an almost primal form as they gain levels, gaining benefits along the way. In addition, they gain a collection of other abilities gained through their transformation.
Alignment: A Regressor’s journey at first glance may seem lawful, as they seek to reach a parallel of a predetermined past. On the other hand, the Cosmic Force from which a Regressor draws their power is very chaotic in nature. A Regressor can be either good or evil in philosophy, either exploiting their power or using it to help others.
Religion: A Regressor, as a rule, does not worship a deity in the traditional sense. They aspire to, in some way, become related to such beings. Although they respect the power of a deity, they simply do not respect them enough to worship them (although exceptions to this rule such as with multiclassing clerics and with racial deities may occur). The only thing that a Regressor could truly be said to worship is the Cosmic Force from which they draw their power. Although it is not alive in any way, it is a power beyond anything else in all of existence.
Background: A Regressor is not taught their art and does not learn it. Indeed, very few if any of them know what exactly is happening to their body. To be a Regressor is to have a calling that is present in the mind since birth at some level. This calling is not hereditary and it could appear in any population of any race in any quantity. Even this call alone is not enough to start a Regressor along their path. Indeed, several potential Regressor go throughout their entire lives without answering this call. To become a Regressor, one must embrace this call, submitting themselves to a ritual that they know will take away their identity, piece by piece. The ritual’s processes are burnt into the back of a potential Regressor’s mind, allowing them to answer the call whenever they please.
Races: Although all species receive calls to become Regressors in about equal amounts, few races actually take up the mantle. Humans, with their natural curiosity, are prone to taking the path almost impulsively, just to discover from where everything came from. Half-elves and Half-orcs are likely to embrace the call so that they can better immerse themselves in both of their heritages equally. Regressor of other races are few in number.
Other Classes: Due to their strangely alien nature, few classes know what to think of a Regressor. Wizards occasionally take great lengths to study them, noting every change involved in their transformation. The idea that deities and cockroaches could both be spawned from a single source is a dangerous one, even if the special powers of a Regressor lends credence to it. As such, many clerics and paladins try to keep Regressors out of their sacred sites, something that many Regressors don’t mind. Druids find themselves in a pickle. The Regressor slowly become twisted aberrations but do so through an apparently natural process. Held in place by their beliefs, many Druids watch a Regressor carefully and act upon their behavior. Monks view Regressor as an opposite of themselves, for where Monks strive to perfect themselves further, the Regressor fall back into a previous state.
Role: Aside from the obvious role of the diplomat, a Regressor can eventually take almost any role that they choose, with the exception of spellcasting. Depending on their auras and transformations, they can regress themselves into almost any role.



The Regressor Hit Dice: d6
Level B.A.B. Fort Ref Will Special
1 +0 +2 +0 +2 The Ritual, Regressive Aura, Grand Regression
2 +1 +3 +0 +3 Touch of Dissolution, Advantageous Reversion
3 +2 +3 +1 +3 Master Diplomat
4 +3 +4 +1 +4 Touch of Rejuvenation
5 +3 +4 +1 +4 Cosmic Connection
6 +4 +5 +2 +5 Touch of Dissolution
7 +5 +5 +2 +5 Regressive Aura
8 +6/+1 +6 +2 +6 Advantageous Reversion
9 +6/+1 +6 +3 +6 Primal Tongue
10 +7/+2 +7 +3 +7 Cosmic Connection
11 +8/+3 +7 +3 +7 Touch of Rejuvenation
12 +9/+4 +8 +4 +8 Touch of Dissolution
13 +9/+4 +8 +4 +8 Regressive Aura
14 +10/+5 +9 +4 +9 Advantageous Reversion
15 +11/+6/+1 +9 +5 +9 Cosmic Connection
16 +12/+7/+2 +10 +5 +10 Absence of Self
17 +12/+7/+2 +11 +5 +11 Eternal Body
18 +13/+8/+3 +11 +6 +11 Touch of Dissolution
19 +14/+9/+4 +12 +6 +12 Regressive Aura
20 +15/+10/+5 +12 +6 +12 Advantageous Reversion, Cosmic Connection

Class Skills (6+ Int Modifier per level, x4 at 1st level): Bluff, Decipher Script, Diplomacy, Disguise, Escape Artist, Gather Information, Handle Animal, Heal, Hide, Intimidate, Knowledge (each skill taken individually), Listen, Move Silently, Speak Language, Spot, Survival, Swim, Use Magic Device


Armor and Weapon Proficiency: A Regressor gains proficiency with all simple weapons but with no armor or shields.

The Ritual (Ex): A Regressor slowly melds themselves away, peeling away their distinction layer by layer to eventually join a conglomeration of everything, which Regressors call the Cosmic Force. In order to peel away at your identity, you must perform a ritual. This ritual is painful, reducing the Regressor’s constitution by 2. The Ritual costs 100 gp in ingredients and takes 24 consecutive hours to complete. Until a Regressor performs this ritual, they do not gain any other class benefits.

The Grand Regression (Ex): As the Name suggests, Regressors move themselves backwards towards their origin, peeling off each layer of distinction. At each level, the transformation moves forward, manifesting itself in an additional way. Inherent bonuses granted by this ability stack.
At 1st level, the changes are not easily visible. The Regressor may reduce any of their ability scores by 2 to add a +1 inherent bonus to another ability score.
At 2nd level, small changes become visible as small details such as hair or eye color begin to shift, completely at random. These cosmetic changes grant a +2 bonus on Diplomacy and Intimidate checks and may not be concealed through mundane means.
At 3rd level, the Regressor’s hair and skin begin reacting to the world around them. The Regressor is treated as if under the effect of a endure elements spell. Furthermore, a Regressor gains a +4 bonus on all disguise and hide checks.
At 4th level, the Regressor’s ability to compensate for damage is greatly increased. You are automatically stabilized when reduced to –1 or less hit points. Furthermore, the Regressor heals one hit point per hour in addition to natural healing.
At 5th level, the Regressor gives up a larger piece of their identity, their subrace. A drow or high-elf, for instance becomes a plain elf. The Regressor gains all benefits of the base race while losing all benefits gained from their subrace. If they possess no subrace, their transformation takes a small halt instead. In addition, at this level, the Regressor may reduce any of their ability scores by 2 to add a +1 inherent bonus to another ability score.
At 6th level, internal generalization starts taking place. At this point, they lose their alignment. For the purposes of ethics, they are treated as being true neutral characters. For the purposes of spells and items, they are treated as having no alignment. For the purpose of outer planes, the Regressor is treated as having that plane’s alignment.
At 7th level, the Regressor loses their former voice as they gain precise control over their own pitch and tone. As a result, the Regressor may imitate another voice, making a bluff check against an opponent’s listen check. If that voice is used to deliver a bluff, roll a separate check. A Regressor gains a +10 bonus on bluff checks made to imitate the sound of their previous voice.
At 8th level, the very size of a Regressor becomes variable. The Regressor makes hide checks and fit through small areas as if they were 1 size category smaller than they really are but make bulrush, overrun, and grapple attempts as if they were 1 size category larger. Once per hour, a Regressor can enlarge or reduce themselves by 1 size category for 10 minutes. Initiating this size in change takes 1 full-round action and it cannot be dismissed early.
At 9th level, the Regressor sheds some of the more common afflictions that it is sure to encounter, gaining immunity to nonmagical poisons and mundane diseases.
At 10th level, A Regressor ascends the barrier of their race. A male elf simply becomes a male humanoid. As such, such an ascended Regressor can mate with any creature of the same type and produce fertile, if strange, children. The Regressor loses all racial traits other than favored class, creature type, speed, and ability score adjustments. All magic items, prestige classes, feats, and spells that require that they be of a certain race or only effect someone of a certain race cease to work for or against them, possibly meaning that they lose the benefits of such feats or prestige classes. In addition, they may reduce any of their ability scores by 2 to add a +1 inherent bonus to another ability score
At 11th level, a Regressor loses their gender, although their appearance does not appear to change as a result. They cannot qualify for feats or prestige classes that require a gender. In addition, the Regressor becomes completely infertile.
At 12th level, no aspect of the Regressor’s appearance remains constant. The Regressor may effectively use disguise self at will, although the resulting change is not illusory.
At 13th level, a Regressor loses all sense of a personality. They can no longer receive morale bonuses or penalties. Furthermore, they are immune to all fear and other emotion-based effects.
At 14th level, the fundamental design of the Regressor’s body changes significantly. The Regressor becomes immune to paralysis, stunning, and critical hits. In addition, they take only half of the normal amount of damage that they would normally take from falling.
At 15th level, a Regressor completely loses their creature type, in effect becoming an aberration. However, the Regressor does not qualify for any feats or prestige classes requiring them to be an aberration and spells and abilities that can specifically effect aberrations to not effect the Regressor. The Regressor may reduce any of their ability scores by 2 to add a +1 inherent bonus to another ability score.
At 16th level, a Regressor no longer has a native plane of existence. The Regressor is always considered extraplanar. On the other hand, dismissal, banishment, and similar spells do not work on the Regressor. In addition, the Regressor is always under the effects of an Avoid planar effects spell.
At 17th level, the exact location of the Regressor is almost impossible to keep track of. A Regressor cannot be scried by any spell or effect and their location cannot be magically discerned via locate person, discern location, or any similar ability. Furthermore, scent, blindsense, and tremorsense cannot pinpoint a Regressor's location.
At 18th level, the thoughts of the Regressor become intertwined with those of the Cosmic Force. As a result of surrendering their consciousness to the cosmic force, they are protected at all times as if by a Mind Blank spell.
At 19th level, the very corporeality or lack-thereof of the Regressor comes into question. All attacks and spells other than ghost touch weapons and force effects have a 20% chance of not effecting the Regressor. Once per hour, for 10 minutes, the Regressor can become wholly incorporeal as is through a Ghostwalk spell. Initiating this ability takes a full-round action and cannot be dismissed early.
At 20th level, a Regressor’s very existence is uncertain. Having almost completely unraveled themselves into their base elements to join the Cosmic Force, they can retreat bodily into this force. As a full-round action, a Regressor can bodily enter the cosmic force for any amount of time (determined when the Regressor leaves). To all others, it appears that the Regressor has simply ceased to exist. At the end of this time, the Regressor returns into the exact same spot that they left. If that spot is occupied, they are harmlessly shunted to the nearest open space that can fit them. Time spent in the cosmic force does not count towards the Regressor’s life span. In addition, the Regressor may reduce any of their ability scores by 2 to add a +1 inherent bonus to another ability score.

Regressive Aura (Ex): At 1st level and every 6 levels afterwards, a Regressor gains a special aura that they radiate outwards as its degrading body loses the ability to hold in all of the Regressor’s power, to a maximum of 4 at 19th level. Once chosen, the choice is final. A Regressor radiates all of its auras simultaneously and is in fact unable to suppress them, although an antimagic field or a dead magic zone can. Having overlapping auras of the same variety does not lead to cumulative effect.


Aura of Unease: Even at the beginning of their supernatural journey, something seems off about the appearance of the Regressor. All creatures within 10 feet of the Regressor take a –2 penalty to their dexterity score, lowering their dexterity to a minimum of 1. In addition, all animals in the area become one step closer to hostile towards them. The Regressor is immune to their own Disturbing Aura

Aura of Improbability: Their strong connection to the cosmic force allows a Regressor to create an aura that defies probability that extends in a 30-foot radius. Anyone in the radius can at any time choose to roll 2 D20s and take the better result when making an attack roll or saving throw. The next time that they make such a check within the aura, they roll 2 D20s and take the worse result. Everyone within the aura instinctively knows how to use its power.

Aura of Coolness: The Regressor’s natural diplomatic nature seems to seep out of them. All Creatures within 30 feet of them take a –2 penalty on all attack rolls and damage rolls. In addition, anyone in this aura can understand the Regressor’s speech, regardless of what language they speak in. This comprehension effect only works one way, however.

Disturbing Aura: Something about the Regressor just makes others feel sickened to their stomachs. Whenever someone comes within a 20-foot radius of them, they must make a fortitude save (DC 10+1/2 of the Regressor’s class level+ The Regressor’s Wisdom Modifier) or become sickened for as long as they remain in the aura and for 1d4 rounds afterwards. Furthermore, anyone within the aura who witnesses the Regressor receive a critical hit must make an additional saving throw as if they had just entered the aura. The Regressor is immune to their own Disturbing Aura.

Aura of Awareness: The very presence of the Regressor seems to awaken the senses of those aware of you. Whenever they come within 10 feet of another sentient creature, the Regressor becomes aware of that fact and may immediately send them an empathic message, alerting them to the Regressor’s presence. In addition, anyone given this mental message gains the benefits of the alertness feat as long as they remain within 10 feet of the Regressor.

Aura of Dissolution: Anything too close to the Regressor slowly turns into its base elements, almost imitating the journey of the Regressor themselves. At the beginning of the Regressor’s round, all creatures within 5 feet of the Regressor take 1 damage. Any form of damage reduction blocks this damage. In addition, for every hour spent within 5 feet of a nonmagical item, the Regressor deals 1 damage to that item. This time need not be consecutive.

Seething Aura: The Regressor begins displaying the primal fears and hatreds of all creatures that view them. Any hostile creature that approaches within 20 feet of a Regressor must make a Will Save (DC 10 + of the 1/2 Regressor’s Class level + The Regressor’s Wisdom Modifier) or take hostile action towards the Regressor to the exclusion of all other targets for as long as they remain in the aura. Whenever the target deals damage to the Regressor, they may attempt a new saving throw.

Soothing Aura: The Regressor leaks forth the very essence of life, bolstering those around them. All other creatures knocked to –1 health or less while within 20 feet of the Regressor are automatically stabilitzed. Furthermore, all creatures in the area may take a swift action to capture some of this energy for themselves, gaining fast healing 1 for a number of rounds equal to your wisdom modifier. One creature can only catch this energy once in a 24 hour period. All creatures in the area automatically learn how to take advantage of this aura.


Advantageous Reversion (Ex): at 2nd level and every 6 levels afterwards, a Regressor gains a special ability as their bodies reform. At these points, the Regressor can add their own special touches to their body as it evolves backwards. Once these choices are made, it can not be changed.


Alien Metabolism: the Regressor gets a +4 bonus on fortitude saves and constitution-based skill checks. If they have a second reversion, they do not need to sleep. If they have a third reversion, they do not need to eat or drink. If they have a fourth reversion, they do not need to breathe.

Incredible Sight: the Regressor’s maximum range of sight is doubled. If they have a second Reversion, they can see invisible creatures as if they were under the effects of a see invisibility spell. If they have a third reversion, they can see in the dark as easily as they can in daylight. If they have a fourth reversion, they instead act as if they were under the effects of a true seeing spell.

Quick Healer: By taking a full-round action, the Regressor can heal themselves an amount of lethal damage equal to the amount of Reversions they possess and deal themselves twice as much nonlethal damage.

Thickened Skin: the Regressor gain Dr 2/magic. If they have a second reversion, this value increases to Dr 4/magic. If they have a third reversion, it increases to DR 6/magic. If they have a fourth reversion, it increases to DR 10/magic.

Telepathy: the Regressor can communicate telepathically with anyone within 20 feet. If they have a second reversion, this distance increases to 40 feet. If they have a third reversion, this distance increases to 60 feet. If they have a four reversions, this distance increases to 100 feet.

Energy Resistance: for each reversion the Regressor possesses, you gain resistance against one form of energy (chosen whenever you gain a reversion) each equal to the number of reversions they possess x 5.

Spell Resistance: the Regressors gain spell resistance equal to their Regressor Level. This total increases by 5 for each other reversion they possess.

Armored Skin: the Regressor’s natural armor bonus increases by +(1 + 1 for each reversion they possess).

Improved Vitality: for each hit dice the Regressor possesses, they gain a number of bonus hit points equal to the number of reversions they possess squared.

Amorphous Form: the Regressor gains a +5 bonus on escape artist checks for each reversion you possess. Furthermore, If they possess two reversions, they can fit through areas half as small as normal without difficulties. If they possess three reversions, they benefit from a constant freedom of movement effect. If they possess four reversions, they may fit through openings as small as one inch thick by taking a full-round action to do so.


Touch of Dissolution (Su): Starting at 2nd level, by taking a full-round action and making a successful touch attack, you can dissolve your opponent into their base elements. A successful touch deals 1d6 damage/2 class levels. This damage comes from the melding of the creature’s skin and interior rather than from any real source so it overcomes any form of damage reduction. This ability can only be used on creatures with a set anatomy and any creature immune to transmutation effects if also immune to this ability.
Starting at 6th level, any creature hit by a successful Touch of Dissolution must make a fortitude save (dc 10+1/2 of the Regressor’s level+ the Regressor’s wisdom modifier) or become sickened for 1d4 rounds.
Starting at 12th level, any creature hit by a successful Touch of Dissolution who fails on their fortitude save becomes fatigued (if they are already fatigued, they do not become exhausted).
Starting at 18th level, any creature hit by a successful Touch of Dissolution who fails on their fortitude save also takes 1d4 constitution damage.

Master Diplomat (Ex): As they slowly turn into simpler and less distinct forms, they become better able to understand all points of view. Starting at 3rd level, a Regressor can make a rushed diplomacy check without the normal –10 penalty. Furthermore, a Regressor may take 10 on Diplomacy checks, even when rushed or under pressure.

Touch of Rejuvenation (Su): Starting at 4th level a Regressor can shed the wounds of any creature they touch, melting them away in the same way that you melt yourself away. Each day, they can heal a total number of hit points equal to their class level x their wisdom modifier. The Regressor uses these points on a point-by-point basis. Strictly speaking, this touch utilizes no positive energy, allowing a Regressor to heal nonliving creatures with a bit of extra work. For every two points of healing spent, an undead or construct is healed 1 hit point. A single creature may not benefit from more than one Touch of Rejuvenation within a single hour.
Starting at 11th level, a Regressor’s talent at healing allows them to fortify allies against further harm. For every two points of healing that a creature receives, they gain one temporary hit point, which lasts until lost or one hour later, whichever comes first. So long as an effected creature possesses any temporary hit points from this ability, the creature gains a +1 resistance bonus on all saving throws. Unlike other temporary hit points, these do not stack with temporary hit points from other sources.

Cosmic connection (Su): As a Regressor progresses in their mystical path, they gain a mystical connection to the cosmic force from which they draw power.
Starting at 5th level, the cosmic force alerts them to danger, allowing a Regressor to retain their Dexterity bonus to AC (if any) under all circumstances so long as they are conscious and mobile.
Starting at 10th level, a Regressor may meditate for 8 hours in order to imitate the effects of a commune with nature spell with a caster level equal to their class level. This effect may be used at will.
Starting at 15th level, the cosmic force allows the Regressor to adapt to any number of foes. As such, a Regressor may not be flanked.
Starting at 20th level, they may use commune at will with a caster level equal to their class level, as long as they pay 500 xp for each use in a 24 hour period past the first.

Primal Tongue (Ex): Starting at 9th level, a Regressor can tap into the most primal undercurrents of language, allowing them to understand it all. A Regressor can read and understand all languages, including secret languages or languages conveyed only partially through sound.

Absence of Self (Ex): Starting at 16th level, a Regressor has mastered their newfound formlessness. They gain the Shapeshifter Subtype. Furthermore, whenever they are subjected to an effect that would alter their form (such as flesh to stone or baleful polymorph), the Regressor may return to their previous state as a free action.

Eternal Body (Ex): Starting at 17th level, a Regressor no longer takes penalties to ability scores for aging and cannot be magically aged. Any such penalties already taken are retroactively removed. Bonuses still accrue, and the Regressor still dies of old age then their time is up.

Regressors and Multiclassing: Regressors are very dedicated individuals that rely on the inertia of their regression in order to keep them sustained. Therefore, it is possible to multiclass into Regressor but it is not possible to multiclass out of Regressor after taking your first level.

Note from Author: I know that this class seems stacked, offering an incredible multitude of abilities. However, I do not believe that this fact overpowers the class. When you stop to consider it, most of the abilities are mere utility. At the end of the day, this thing can barely outdamage anything, dealing less damage than any fighter, barbarian, wizard, cleric, druid, sorcerer, warmage, or warlock (although eldritch blast deals equal damage, it only takes a standard action and is a ranged touch attack). In fact, the damage output on this thing is roughly equivalent to the monk, which should say something.

Realms of Chaos
2008-04-30, 11:57 PM
Submission 2: the Ashen Necromancer
Ashen Necromancer

“No matter how much those practitioners of necromancy claim their specialty an art, they always end up looking more like generals than artists.”
Alfred Himdul, Archmage

Since the discovery of necromantic magic, the threat of undead hordes have lorded over many sentient species. The thought of an army capable of replenishing itself from your fallen troops is enough to inspire fear in even the most stalwart tacticians. Luckily, necromancy is a much deeper and complex art than most give it credit, requiring much study or supplication before the secrets to undead creation are revealed. In most cases, necromancers can be weeded out before they become a problem. To every rule, unfortunately, there is an exception. Ashen Necromancers focus their energies exclusively on the creation and enhancement of undead, getting considerable talent with undead creation at an alarming rate. Although they cast no spells, they are an undeniable threat.
Ashen Necromancers adventure for a rather simple reason, for the acquisition of power and allies, whom many ashen necromancers feel can be won over with a few augmentations. However, there is always the tale of ashen necromancers getting captured and maliciously used by the very beings they hoped to parlay with, a parabel in many churches showing the dangers of dealing with evil and an all-to-real risk for Ashen Necromancers. With enough power, an Ashen Necromancer can ply their craft without limitation, free to hand-pick future "servants" and otherwise lead their legions to victory.
No particular race has any propensity for ashen necromancy but shorter-lived races are more likely to see the potential benefits of necromancy. Orcs, half-orcs, and humans produce the largest numbers by far, with other short-lived savage races producing more.
The practice of dredging up dead bodies and reanimating them for the soul purpose of battling with others is irrideemably evil. The amount of dark rituals and dread knowledge needed to become an ashen necromancer simply keeps away any applicants with good intentions. The few neutral ashen necromancers, when they appear, are neutral more out of exceptional detachment than out of some half-hearted desire to do right.
Religion is a very touchy topic for many Ashen Necromancers. The problem isn't that they don't revere the gods of death and undeath. The problem is that there are simply too many of them. Choosing one god as a favorite over all others has the potential to alienate them from groups and individuals that would otherwise be willing to aid or deal with them. Some individuals, for what it is worth, do choose a patron deity (although whether they let on to this fact is another matter). On the other hand, there are a few ashen necromancers who not only care nothing for gods but dispise them intensely.
When dealing with those of other classes, an Ashen Necromancer is conflicted. Unlike many of weak build, the Ashen Necromancer need not rely upon the power of a fighter or barbarian. The ashen necromancer, however, values the stealth of rogues. The ashen necromancer gets along incredibly well with evil clerics and specialist wizards and may form lifelong partnerships with dread necromancers. Of course, they cannot abide by the pressence of a good cleric or paladin, a feeling that is mutual.

Hit Dice: d6

Class Skills:
An Ashen Necromancer’s class skills are Bluff, Concentration, Craft, Diplomacy, Disguise, Heal, Intimidate, Knowledge (arcana), Knowledge (religion), Spellcraft, Use Magic Device
Skill Points at 1st Level: (2 + Int modifier) x 4
Skill Points at Each Additional Level: 2 + Int modifier


Base Fort Ref Will
Level Attack Bonus Save Save Save Special
1 +0 +2 +0 +2 Undead Augmentation, Soul Gem
2 +1 +3 +0 +3 Channel Undeath, Bone Armor (+2)
3 +1 +3 +1 +3 Undead Augmentation
4 +2 +4 +1 +4 Craft Dead
5 +2 +4 +1 +4 Undead Augmentation
6 +3 +5 +2 +5 Bone Armor (+3)
7 +3 +5 +2 +5 Undead Augmentation
8 +4 +6 +2 +6 Horde Specialization
9 +4 +6 +3 +6 Undead Augmentation
10 +5 +7 +3 +7 Bone Armor (+4)
11 +5 +7 +3 +7 Undead Augmentation
12 +6/+1 +8 +4 +8 Horde Specialization
13 +6/+1 +8 +4 +8 Undead Augmentation
14 +7/+2 +9 +4 +9 Bone Armor (+5)
15 +7/+2 +9 +5 +9 Undead Augmentation
16 +8/+3 +10 +5 +10 Horde Specialization
17 +8/+3 +10 +5 +10 Undead Augmentation
18 +9/+4 +11 +6 +11 Bone Armor (+6)
19 +9/+4 +11 +6 +11 Undead Augmentation
20 +10/+5 +12 +6 +12 Horde Specialization,
Ashen Apotheosis


Class Features:
The Following are class features of the Ashen Necromancer.

Weapon and Armor Proficiency: You gain proficiency with simple weapons and with light armor, but not with shields.

Undead Augmentation (Ex): Stating at 1st level, you gain the ability to augment undead. At 1st level, you gain a single first tier augmentation. At every odd level afterwards, you gain access to an additional augmentation and you may increase a previously known augmentation to the next tier. You may only gain access to a new tier of augmentations when you possess at least two augmentations of at least that tier.
It is possible to add augmentations to preexisting undead, whether or not they are under your control. Doing so takes 24 hours per tier of the augmentation and costs 500 gp of materials per tier of the augmentation. In addition, the capturing of the proper energies needed takes a spellcraft check (DC 15+ [5 x tier]). A failure on this check results in wasted time and resources.
You gain a +2 bonus on all charisma-based checks made against Intelligent creatures outfitted with your undead augmentations for each of your undead augmentations on its person. An unintelligent undead outfitted with your undead augmentations may not take hostile actions against you, even if commanded to do so by its creator. A single undead creature may bear no more than one undead augmentation for every two hit dice they possess (minimum 1). In addition, the added tiers of all undead augmentations created for undead (and soul gems) under your direct control (including those gained through the undead leadership feat, but not intelligent undead won over as allies) may not exceed 4/class level. A single undead augmentation may not be applied to a single creature more than once unless they specifically state otherwise.

Soul Gem (Su): Starting at 1st level, you learn the secret to temporary undead animation. By placing an onyx gem worth at least 25 gp/hit dice onto a corpse, the corpse is consumed in black flames as the gem obtains the body’s spiritual imprint. At any later point, you may crush the onyx gem as a full round action to temporarily animate the body imprinted upon the gem as a skeleton or zombie (depending on the state of the corpse at the time of imprinting). This undead creature serves you for 1 minute/level before crumbling into dust. You may not animate an undead with more than twice your level in hit dice (although you may freely imprint them) and a single gem can not bear more than one imprint. Other creatures may shatter an imprinted gem to animate the undead within but the undead is under your control (unless controlled by some outside source) and attacks anyone else who cracks the gem unless you are close enough to order them not to. Undead animated in this way do not count towards your limit of undead controlled.
Undead augmentations may be applied to soul gems. These augmentations count towards your maximum and do not take effect until the undead is animated. The augmentation process is simplified when applying it to a soul gem, however, lowering the time needed to 24 hours, regardless of its tier.
This ability counts as a spell of the necromancy school for the purposes of feats like corpsecrafter

Bone Armor (Ex): Starting at 2nd level, you learn how to form yourself a suit of armor from bone to enhance your connection to the dead. The armor grants a +2 armor bonus, a –1 armor check penalty, and a maximum +8 dexterity bonus. In addition, you gain darkvision out to 60 feet while wearing this armor.
Starting at 6th level, you can craft yourself a new suit of bone armor. The armor grants a +3 armor bonus, a –2 armor check penalty, and a maximum +7 dexterity bonus. In addition to darkvision, you no longer need to eat or drink while wearing this armor.
Starting at 10th level, you can craft a vastly improved suit of bone armor. This armor grants a +4 armor bonus, a –3 armor check penalty, and a maximum +6 dexterity bonus. In addition to all previous abilities, you are immune to all poisons and diseases while wearing this armor.
Starting at 14th level, you can craft a superior suit of bone armor. This armor grants a +5 armor bonus, a –4 armor check penalty, and a maximum +5 dexterity bonus. In addition to all previous abilities, you no longer need to sleep and gain immunity to fatigue and exhaustion while wearing this armor.
Starting at 18th level, you can craft the most protective suit of bone armor possible. This armor grants a +6 armor bonus, a –5 armor check penalty, and a maximum +4 dexterity bonus. In addition to all previous abilities, you gain immunity to mind-affecting effects, ability damage, ability drain, and energy drain while wearing this armor.
The construction of this armor takes 24 hours of work and a skeleton of your type and size category. For all purposes, Bone Armor is considered to be light armor. No other creature can benefit from bone armor other than a Necromancer of a sufficient level to create such as suit of armor. In addition, one this armor is donned (a process that takes one minute, with or without help), it is destroyed the moment that it is removed (a full-round action) or that its wearer loses contact with the ground. Therefore, running, charging, jumping, climbing, swimming, flying, falling, teleporting, and levitating all destroy this armor.

Channel Undeath (Su): Starting at 2nd level, you learn how to channel negative energy through you. You gain a pool of points equal to your class level x your charisma modifier (minimum x 1) that refresh themselves each day at midnight. As a standard action, you may touch yourself or an undead target to heal them on a point-for-point basis. As this healing comes from negative energy, you may also use this ability to harm the living, although they may make a will save (DC 10 + 1/2 class level + Cha modifier) to take half damage.
In addition, so long as you possess at least one point per level, you are healed by negative energy (and positive energy) and unintelligent undead treat you as if you were an undead.

Craft Dead (Su): At 4th level, you gain the ability to craft all forms of corporeal undead. Doing so requires 1 corpse of the proper size (larger specimens may not make advanced versions of the intended undead). The Crafting process takes 1 hour per HD of the undead (including turn resistance) and costs 500 gp per HD (also including turn resistance). Furthermore, the process requires a successful Knowledge (religion) check (DC 10 + [2 x Undead’s hit dice, including turn resistance]). When crafting unintelligent undead, you gain a +5 bonus on this check.
Undead created in this way are under your control and count towards your maximum HD of undead controlled. Whenever an intelligent undead created in this way is destroyed, however, some of the life force you invested in it is taken directly from you, requiring your to make a Fortitude save (DC 10 + [HD x 2]) or lose 200 xp per hit dice of that creature.
If an augmentation is applied while using craft dead, the time needed overlaps and the augmentation costs only 200 gp per tier. However, the Knowledge (religion) DC is raised by +2 for each tier of undead augmentations applied in this way.
You may only craft undead with a CR equal to or less than 1/2 your class level (minimum CR 1). Also, this ability may not be used to apply templates to creatures.
Lastly, whenever you summon a skeleton or zombie via your soul gem ability, you may have it last indefinitely by counting it towards your hit dice of undead controlled.
This ability is counted as a necromancy spell for the purposes of feats like corpsecrafter

Horde Specialization (Ex): At 8th level, you gain the ability to focus your undead in one of two ways. Either you can grant all undead you control 6 extra hit points or you can gain an undead champion. You can declare an undead creature you control to serve as your undead champion through a 1-hour ritual. At the end of the ritual, that undead creature’s natural weapons are considered evil for the purposes of bypassing damage reduction and gains 2 hit points/class level you possess. In addition, an undead champion can bear four more tiers of augmentations than is normally allowed.
At 12th, 16th, and 20th level, you gain this ability additional times, each time either empowering all of their undead further or gaining another undead champion. An undead champion cannot go through the process used to create an undead champion.
Lastly, whenever you gain this ability, you may control an addtional number of HD in undead equal to your class level. Whenever you gain a class level, you may control one additional HD of undead for each time you have acquired this ability.

Ashen Apotheosis (Ex): At 20th level, you achieve the ultimate aim of all necromancers, to conquer death itself. Although you do not gain the undead type, you no longer age and do not die when your time is up. Furthermore, you may bestow yourself with undead augmentations as if you were an undead creature. Augmentations placed on yourself do not count towards your maximum (although your hit dice still limits the number of augmentations you may possess)

Realms of Chaos
2008-04-30, 11:59 PM
I hate to do this, but as it is not prevented by the rules (and there is too much stuff to fit into the previous post), here is the support material for my previous submission.

Augmentations:
Spread Perceptions:
Tier 1: If you possess at least one undead within 10 feet of you, you may hear objects out to 20 feet away without a penalty on your listen checks. For every undead close enough to you to be heard without receiving a penalty for distance, you can hear 10 feet further without penalty.
Tier 2: As a free action, you can choose to see through the eyes of an undead you have bestowed with this ability for 1 round. If that undead can see another undead you have bestowed with this ability, you instead see through that undead’s eyes as another free action. You may change your perspective any number of times in one round using this method.
Tier 3: Whenever an undead you have bestowed with this ability is damaged or destroyed, you instantly learn that fact and learn how they were injured. The explanation is always simple and refers to what was actually dealing the damage (so an undead damaged by a dwarf wielding an axe would inform you that it was damaged by an axe, not a dwarf).

Persistant Dead:
Tier 1: Undead you bestow with this augmentation heal 1 hit point every 24 hours spent resting. Furthermore, they can stand up from the prone postion as a free action that doesn't provoke attacks of opportunity.
Tier 2: Whenever an undead you bestow with this augmentation is damaged, it gains DR 1/-. Every time it is injured, the value of this damage reduction is increased by 1. At the end of one minute, however, this damage reduction is lost,
Tier 3: Whenever an undead you bestow with this augmentation is slain, it is revived 24 hours later with 1 hit point unless you wish otherwise. The undead gains only a single opportunity to revive each time they are slain.

Toughened Dead:
Tier 1: undead you bestow with this augmentation are granted cold resistance 5 and fire resistance 5, if they do not already possess better values (or immunity) against these elements.
Tier 2: undead you bestow with this augmentation gain supernatural toughness. They gain a number of extra hit points equal to their Charisma modifier X their HD.
Tier 3: undead you bestow with this augmentation gain damage reduction 5/good.

Eldritch Dead:
Tier 1: undead you bestow with this augmentation gain a +4 bonus on knowledge (arcane) checks and can make such checks untrained.
In addition, the undead can make a ranged touch attack that deals 1d6 damage. This attack is treated as a spell-like ability that is usable at will, and is therefore subject to spell-resistance. This ability cannot deliver a critical hit.
Tier 2: undead you bestow with this augmentation gain a +4 bonus on concentration checks and spellcraft checks, which they may make untrained. In addition, they may counter an opponent’s spell with pure force of will. If they succeed on the spellcraft check made to identify a spell as it is being cast, they may make a concentration check against a DC of 10 + opponent’s spell level + opponent’s caster level. An undead can only counter spells with a spell level equal to or less than 1/2 of their hit dice.
In addition, the ranged touch attack of the undead now deals 2d6 damage.
Tier 3: undead you bestow with this augmentation gain a +4 bonus on use magic device checks, can make such checks untrained, and may take 10 on such checks, even when rushed or under pressure.
In addition, the undead gains access to a single least invocation, chosen from the warlock list (not the dragonfire adept list).
Lastly, the ranged touch attack of the undead now deals 3d6 damage.

Honor Guard:
Tier 1: undead you bestow with this augmentation automatically grant you cover so long as they are within 5 feet from yourself.
Tier 2: whenever an undead you bestow with this augmentation hits an opponent with a natural attack, you may channel points from your channel undeath ability to damage or heal your foe by an equal amount, as the channel undeath ability.
Tier 3: As long a an undead you bestow with this augmentation is within 30 feet of you when you take damage, you may redirect half of the damage to the undead. This takes no action but you can’t share damage with more than one undead.

Increased Perceptions:
Tier 1: undead you bestow with this augmentation can see invisible creatures
Tier 2: undead you bestow with this augmentation see through the effects of all figments and glamors. The undead may still be the target of such effects, however.
Tier 3: undead you bestow with this augmentation can see ethereal creatures.

Increased Speed:
Tier 1: undead you bestow with this augmentation have their speed increased by 10 feet and gain a +1 bonus on Reflex saves.
Tier 2: undead you bestow with this augmentation have their speed increased by 20 feet and gain a +2 bonus on Reflex saves.
Tier 3: undead you bestow with this augmentation have their speed increased by 30 feet and gain a +3 bonus on Reflex saves.

Increased Priority
Tier 1: A damaged undead you bestow with this augmentation transmits its wounds to all other undead creatures without this ability within a 10-foot radius at a rate of one hit point per round per eligible “donor”.
Tier 2: Undead you bestow with this augmentation cannot be turned or rebuked as long as another undead with fewer HD within a 30-foot radius of it has not been turned or rebuked and has a line of effect with the turner.
Tier 3: As a full-round action, an undead you bestow with this augmentation can destroy any other undead you have created to heal hit points equal to the number of hit dice of the destroyed creature.

Rotting Dead
Tier 1: Undead you bestow with this augmentation learn how to supplement their decomposing form with the flesh of their foes. Whenever an undead delivers a successful coup de grace or delivers a critcal hit, they may take a swift action to remove a chunk of flesh from their target and add it to themselves, healing 1d6 damage.
Tier 2: Undead you bestow with this augmentation are surrounded by a terrible stench. Creatures within a 10-foot radius must make a fortitude save (DC 10 + 1/2 undead’s HD + your charisma modifier) or become sickened for as long as they remain in range and 1 round afterwards. A target who successfully saves on this saving throw is immune to that undead’s stench for 24 hours. You are immune to the stench of undead to which you grant this augmentation
Tier 3: Undead you bestow with this augmentation are not particularly stable. Whenever such an undead takes damage greater than twice their hit dice from one attack, their form seems to rot further in a rather disturbing manner. Skin may slough off of a zombie, for instance, or ribs may fall off of a skeleton to dangle in the ribcage. Whenever this occurs, all who can see the undead must make a successful fortitude save (DC 10 + 1/2 undead’s HD + your charisma modifier) or become nauseated for 1 round. You are immune to this effect from undead which you have granted this augmentation.

Desecrated Dead
Tier 1: All holy water to pass within 10 feet of an undead you bestow with this augmentation loses its holy properties, becoming mundane water (no saving throw).
Tier 2: Whenever a turn attempt is made against an undead you bestow with this augmentation, the turner’s holy symbol (if they possess one) is reduced to ashes (or slag) after the attempt, regardless of whether it succeeds or not. The holy symbol may make a fortitude save (DC 10 + 1/2 undead's HD + your charisma modifier) to only take a single point of damage (ignoring whatever hardness it may possess).
Tier 3: Whenever an undead you bestow with this ability makes a critical hit, all damage that they deal is treated as vile damage.

Fearsome Dead
Tier 1: Undead you create gain a +4 bonus on intimidate checks and may attempt to demoralize a foe as a swift action.
Tier 2: Undead you bestow with this augmentation emanate an aura of unease around them. Animals will not willingly go within 100 feet of them and becoming frightened for as long as they are forces within such proximity. Other creatures feel unease within a 30-foot radius of the undead, taking a –2 penalty to their Dexterity score (to a minimum of 1) for as long as they remain so close by. Creatures immune to fear effects are immune to this penalty. Multiple undead do not result in a stacking penalty.
Tier 3: Once per encounter, an undead you bestow with this augmentation can instill great fear in all targets within a 30-foot radius. All targets must make a will save (DC 10 + 1/2 undead’s HD + your charisma modifier) or become frightened for 1 round. Targets adjacent to the undead instead cower in fear for 1 round if they fail their saving throw.

Resilient Dead:
Tier 1: Undead you bestow with this augmentation gain fast healing 1 and a +1 bonus on Fortitude saves.
Tier 2: Undead you bestow with this augmentation gain fast healing 2 and a +2 bonus on Fortitude saves.
Tier 3: Undead you bestow with this augmentation gain fast healing 3 and a +3 bonus on Fortitude saves.

Herald:
Tier 1: undead you bestow with this augmentation can imitate your voice to a great degree. All listening to their voice must make a DC 20 listen check to differentiate it from your own. If you bestow this augmentation upon an undead creature that is unintelligent or that cannot otherwise speak, you may grant one or more preset messages, so long as they add up to no more than 2 words/level. These messages are either called upon when needed (in the case of intelligent undead) or are released in response to certain stimuli (in the case of unintelligent undead), chosen when the messages are set. Messages are set when the undead is bestowed with this augmentation and can be changed with 1 hour of work (spent with the undead).
Tier 2: As a swift action, you can destroy an Undead you bestow with this augmentation to deal 1d6 negative energy damage/2 HD to all living creatures within a 30-foot radius. Creatures under your control do not receive a saving throw to resist this ability but undead not under you control may make a Will save (DC 10 + 1/2 class level + Charisma modifier) to resist. Creatures caught in the area of the blast may make a Will save (DC 10 + 1/2 undead’s HD + your charisma modifier) to take half damage. As with all negative energy effects, undead within radius are healed instead of harmed.
Tier 3: Undead you bestow with this augmentation gain the ability to control undead you create as if they were you. An undead with this augmentation can control a number of HD of undead up to its HD + its Charisma modifier (if positive). Undead controlled by undead with this augmentation do not count towards your limit of undead controlled.

Loyal Dead:
Tier 1: Undead you bestow with this augmentation gain turn resistance +2 and a +1 bonus on will saves.
Tier 2: Undead you bestow with this augmentation gain turn resistance +4 and a +2 bonus on will saves.
Tier 3: Undead you bestow with this augmentation gain turn resistance +6 and a +3 bonus on will saves.

Infiltrator
Tier 1: Undead you bestow with this augmentation do not appear to be undead. The undead is not detected by the detect undead spell and is detected as living or inanimate (undead’s choice) by a deathwatch spell.
Tier 2: As an immediate action, undead you bestow with this augmentation can assume the disguise of deanimation, becoming a mere pile of parts on the floor. It takes a DC 20 spot check to recognize something strange about the arrangement of the undead’s parts. If this ability is used in response to taking damage, a DC 20 sense motive check allows someone to realize that the undead was not truly destroyed. Pulling itself back together is a full-round action that provokes attacks of opportunity.
Tier 3: Undead you bestow with this augmentation can assume the perfect disguise of life. As a swift action, they can grant themselves immunity to holy water, turning and rebuking. Furthermore, while in this state, the undead is healed by positive energy and is harmed by negative energy, just like a living creature. Finally, the undead gains a +10 bonus on disguise checks. This state can be maintained indefinitely and requires a swift action to end.

Shadow:
Tier 1: attacks made against undead you bestow with this augmentation have a 20% miss chance unless they are made in an area of bright light.
Tier 2: undead you bestow with this augmentation deal 1d4 strength or dexterity damage (chosen at the time of augmentation) with each natural attack.
Tier 3: undead you bestow with this augmentation exude an area of utter desecration. The area within 20-foot radius of themselves functions as a desecration spell.

Warrior:
Tier 1: undead you bestow with this augmentation gain proficiency with martial weapons, light and medium armor, and shields (but not tower shields). Even unintelligent undead can gain these proficiencies.
Tier 2: undead you bestow with this augmentation gain a bonus fighter feat of your choice. The undead possesses no effective fighter level for the purposes of feats such as weapon specialization.
Tier 3: undead you bestow with this augmentation gain an insight bonus to attack rolls equal to 1/4 of the undead’s hit dice.

Savage:
Tier 1: undead you bestow with this augmentation gain two claw attacks and a bite attack if they do not already possess them, dealing damage appropriate for their size. If they already possess either of these attacks, it now deals damage as if it was one size category larger.
Tier 2: undead you bestow with this augmentation gain the scent ability and a +2 bonus to their natural armor.
Tier 3: undead you bestow with this ability can fly into a unique rage once per encounter. In the rage, the undead gains a +4 bonus to their Strength and Dexterity scores, a +2 bonus on damage rolls, a +4 bonus on strength-based skill checks and ability checks, and a –2 penalty to AC. As this “rage” is an exhilaration of body and not the mind, no restrictions on spellcasting or skills is placed. The rage can be started as a free action and lasts 3 rounds.

Madness:
Tier 1: undead you bestow with this augmentation gain the ability to sow madness among their foes. Once per encounter, the undead can cause everyone to make a will save (DC 10 + 1/2 undead’s HD + your charisma modifier) or become confused for 1 round, as the lesser confusion spell.
Tier 2: undead you bestow with this augmentation deal an extra 1d4 Wisdom damage with each of their natural attacks.
Tier 3: undead you bestow with this augmentation constantly mutter to themselves, creating a hypnotic effect. Anyone within 30 feet of them must make a will save (DC 10 + 1/2 undead’s HD + your charisma modifier) or become dazed for 1d4 rounds by the hypnotic muttering. A creature who successfully save against the muttering is immune to that undead’s mutturing for 24 hours.

Hexer:
Tier 1: undead you bestow with this augmentation can curse those who hit them. Whenever a creature hits such an undead with a natural or melee attack, they must make a will save (DC 10 + 1/2 undead’s HD + your charisma modifier) or take a –2 penalty to their AC for the remainder of the encounter. Whether they succeed or fail their saving throw, the target is immune to the curse from that undead for 24 hours.
Tier 2: undead you bestow with this augmentation can curse those nearby with misfortune. All living creatures within a 10-foot radius of the undead take a penalty on their saving throws equal to your charisma modifier. The effects of multiple undead do not stack.
Tier 3: undead you bestow possess the ability to bestow a dying curse. When such an undead is slain, one adjacent living creature other than you is chosen for the curse. If the undead’s killer is adjacent to it, the killer is the target. Otherwise, the target is chosen randomly from all potential targets. The target must make a will save (DC 10 + 1/2 undead’s HD + your charisma modifier) or be cursed as the bestow curse spell (the exact effects of the curse are chosen at the time of augmentation. No creature may obtain more than one dying curse in this way. If they receive a second, the first is negated.

Specter:
Tier 1: undead you bestow with this augmentation are immune to the effects of difficult terrain and can’t be the target of attacks of opportunity.
Tier 2: undead you bestow with this augmentation can become invisible to for one round as a standard action. Unintelligent undead can only use this ability if ordered to do so (although they can be ordered to use it every round until intruders arrive).
Tier 3: undead you bestow with this augmentation can become incorporeal for 1 minute as a swift action, gaining all benefits and drawbacks of the subtype. While incorporeal, they gain a touch attack that deals damage equal to their most damaging natural attack. This ability may be used no more than once every 5 minutes.

Nature’s Necromancy
Tier 1: animals, magical beasts, and fey all start out friendly towards undead you bestow with this augmentation. This includes familiars, animal companions, and special mounts. In addition, they gain a +2 bonus on saving throws made to resist the magic of druids.
Tier 2: undead you bestow with this augmentation can alter themselves into plants as swift actions. With this change, their type changes from undead to plant, although all other augmentations on them remain active and you still maintain any control you had over them. In addition, while in this form, the undead heals 1 hit point every minute that they spend exposed to the sun.
Tier 3: undead you bestow with this augmentation are infested with small animals. Once per encounter, the undead can spew forth a swarm with a CR no higher than 1/2 of the undead’s CR. into any two adjacent squares within a 30-foot radius of itself as a full-round action. If an undead takes 20 or more damage from a single attack, if this use for the encounter is not used, the undead may use it as an immediate action.

Infector:
Tier 1: undead you bestow with this augmentation pass on a single mundane disease with their natural weapons. They may transmute any disease allowed via the contagion spell, chosen when the augmentation is added, although it is delivered by the undead creature’s natural attack.
In addition, all inanimate plants that come into contact with the undead are instantly slain and all plant creatures take an extra 1d6 damage from the undead’s natural attacks.
Tier 2: undead you bestow with this augmentation infect their surroundings. Any potable liquid or edible substance that passes within 30 feet of the undead are instantly rendered poisoned and inedible to all but you. Magical foods (such as those conjured by heroes feast) and potions receive saving throws to resist this effect (DC 10 + 1/2 undead’s HD + your charisma modifier). Any such food or drink consumed requires its owner to succeed on a Fortitude save (DC 15 + your charisma modifier) or take 1d4 Constitution damage. One minute later, if they failed their original Fortitude save, they must make another at the same DC or take another 1d4 Constitution damage.
Tier 3: undead you bestow with this augmentation spread the curse of undeath far and wide. Any creature to be slain by the undead or by their disease or poison is reanimated a zombie (or skeleton) 1d4 days later unless a bless spell is cast upon the corpse. This reanimation occurs even if the undead you bestowed with this augmentation is slain. These zombies and skeletons are under your control but count towards your limit of controlled undead.

Necromancer:
Tier 1: You can scribe spells upon undead that you bestow with this augmentation, turning them into miniature spellbooks. Any undead creature can only possess a number of spell levels of spells equal to 1/2 their HD (minimum 1 spell level). In addition, the undead can only cast the spells by themselves if they possess a charisma score of at least 10 + spell’s spell level. The spell’s DC is determined by your charisma score. The undead gains two 0 level spell slots and one 1st level spell slot, gaining bonus spell slots for having a high charisma score. Only sorcerer/wizard spells from the necromancy school can be learned in this way. As long as the undead is within 30 feet of you, you can force a spell to be cast, even if the undead’s charisma score isn’t high enough to cast the spell, so long as your charisma score is. Casting a spell with a casting time of 1 standard action or less in this way takes 1 full-round action and all other spells have their casting time doubled.
Undead given spells in this way do not need to prepare spells, casting spontaneously as a sorcerer or bard. In addition, the undead don’t need to rest to regain their spell slots. Instead, so long as you gain 8 hours of rest each night and then reflect on the nature of death for one hour, all undead bearing this augmentation have their spell slots refreshed. Undead may use metamagic feats to alter spells learned in this way, although they must be taken as usual.
Tier 2: Undead you bestow with this augmentation gain an extra 0-level, 1st-level, and 2nd level spell slot.
Tier 3: Undead you bestow with this augmentation gain an extra 0-level, 1st-level, 2nd-level, and 3rd-level spell slot. In addition, the undead gains 0 4th-level spell slots, allowing them to cast 4th level spells if their charisma score is high enough.
NOTE: This augmentation can be applied to an undead creature more than once, granting them more spell slots each time.

Shadow Magic:
Tier 1: You grant an undead that you bestow with this augmentation the ability to cast mysteries. The undead can only cast the mysteries by themselves if they possess an intelligence score of at least 10 + spell level. The spell’s DC is determined by your charisma score. The undead learns 2 fundamentals, each of which it can use 3 times per day as a supernatural ability. In addition, they learn one 1st-level apprentice mystery, which they can cast 1/day as a arcane spell. A long a the undead is within 30 feet of you, you can force a mystery to be cast, even if the undead’s intelligence score isn’t high enough to cat the mystery, so long as your intelligence score it. Casting a mystery in this way takes 1 full-round action.
Undead do not need to rest to regain their daily uses of mysteries and fundamentals. Instead, so long as you get 8 hours of rest and then spend 30 minutes in quiet meditation, all undead bearing this augmentation have their daily use refrehed. Undead may use metashadow feats to alter mysteries learned in this way, although they must be taken as usual.
Tier 2: Undead you bestow with this augmentation gain the 2nd-level apprentice mystery of the path that the 1st-level mystery originated from, usable once per day as an arcane spell.
Tier 3: Undead you bestow with this augmentation gain the 3rd-level apprentice mystery of the path that the 1st- and 2nd-level mysteries originated from. In addition, all mysteries from that path may now be cast twice per day as spell-like abilities.
NOTE: This augmentation can be applied to an undead creature more than once, granting them new fundamentals and mysteries each time. A single path may not be learned twice.

Incarnum:
Tier 1: Undead you bestow with this augmentation gain a limited ability to shape soulmelds. They may form up to 2 soulmelds at any given time, selected from the incarnate soulmeld list. The DC of a saving throws against a soulmeld is 10 + number of points of essential invested in soulmeld + undead’s wisdom modifier. Their meldshaper level is equal to their hit dice. The maximum number of soulmelds that the undead can have shaped simultaneously is equal to their wisdom score –10, or two, whichever is less. In addition, the undead gains a number of points of essential equal to your Wisdom modifier. As a swift action, they may allocate their essential investments in their soulmelds each round. If an undead’s wisdom score is to low for them to form any of their soulmelds, you may spend one hour working with them to force a single soulmeld into existence, so long as your wisdom score is at least 11.
Undead do not study or prepare their soulmelds in advance. Instead, you must get 8 hours of sleep and spend 1 hour focusing on your undead, which allows all undead you have betowed with this augmentation to shape their soulmelds for the day.
The undead may not shape soulmelds with the good descriptor.
Tier 2: Undead you bestow with this augmentation can form up to 3 soulmelds, gain an additional point of essentia, and can bind soulmelds to their crown chakra.
Tier 3: Undead you bestow with this augmentation can form up to 4 soulmelds, gain another additional point of essential (making two extra), and can bind soulmelds to their feet and hand chakras.

Martial:
Tier 1: Undead you bestow with this augmentation gain a limited ability to unleash martial maneuvers. The disciplines available to them are shadow hand, setting sun, tiger claw, and white raven. They start with knowledge of 2 martial maneuvers, which are extraordinary abilities unless otherwise noted in their description. In addition, all maneuver that they know are readied at the beginning of each encounter.
The undead begin an encounter with all of their maneuvers unexpended. When they initiate a maneuver, they expend it for the current encounter, of each is used once per encounter. The undead’s initiator level is equal to their hit dice but they may not obtain any maneuver or stance of 5th level or higher.
The undead can recover an expended maneuver by ripping at their physical form as a full-round action, dealing them 5 damage. When this occurs, they choose one expended maneuver to refresh. Unintelligent undead are granted the knowledge of how to do this.
Tier 2: Undead you bestow with this augmentation now gain 3 martial maneuvers.
Tier 3: Undead you bestow with this augmentation now gain 4 martial maneuvers and one stance.

Binding:
Tier 1: You can bind a single vestige to all undead you bestow with this augmentation. You must select a 1st-level vestige. To do so, you must first draw its unique symbol upon a surface, making the image at least 5 feet across. This takes 1 minute of concentration and provokes attacks of opportunity. The seal must be used within one minute of its completion and you must meet all of the vestige’s special requirements (if any) to summon it.
Afterwards, you must call out the vestige’s name and title as you touch the seal. This is a full-round action. Unless some effect prevents you from being heard, a manifestation of the vestige appears in the seal. This manifestation is merely a figment that is recognizable as such by any who interact or study it. If you fail to address the manifestation within 1 round, it disappears. The vestige speaks in whatever language you called it in.
To make a pact with it, you must make a binding check (1d20 + your charisma modifier). The process takes 1 minute. You cannot make a rushed binding check.
Whether you succeed or fail, all undead you bestow with this augmentation are granted the powers granted by the vestige for 24 hours. During that time, the vestige cannot be expelled from any of them. If you fail the binding check, the vestige exerts its influence over all intelligent creature you have bestowed with this augmentation and yourself.
As long as they are bound, each undead you have bestowed with this augmentation shows the vestige’s sign. If you have failed the binding check, you also show the sign.
Vestiges cannot be targeted or expelled through any means although they are suppressed within the area of an Antimagic Field.
The Save DC for any supernatural power granted by a vestige is 10+ 1/2 the undead’s HD + your charisma modifier. In addition, each bestowed creature’s effective binder level is either 1/2 the undead’s HD or the minimum level needed to bind to that vestige, whichever is greater.
Tier 2: You can bind vestiges up to 2nd level to all undead you bestow with this augmentation and get a +2 bonus on binding checks. In addition, if you succeed on a binding check, you may suppress the sign of the vestige. Once suppressed, it cannot be displayed by any means.
Tier 3: You can bind vestiges up to 3rd level to all undead you bestow with this augmentation and get a +4 bonus on binding checks. In addition, you may bind to 2 vestiges.

True speech
Tier 1: undead you bestow with this augmentation gain the ability to change the world around them through utterances, powerful combinations of truenames. They know one 1st –level utterance from the Lexicon of the Evolving Mind. This utterance is treated as a supernatural ability. Its save DC is 10 + 1/2 undead’s HD + your charisma modifier. In addition, any undead you bestow with this augmentation gains a number of ranks in truespeech equal to half of their hit dice. If they already possess skill points in this skill, their ranks are increased to half of their hit dice or are unaffected if they already possess more. In order for an unintelligent undead to use utterances, they must be within 30 feet of you and you must spiritually force it out of them, a process that takes a full-round action..
Tier 2: undead you bestow with this augmentation gain an extra 1st-level utterance and a bonus 2nd-level utterance from the Lexicon of the Evolving Mind
Tier 3: undead you bestow with this augmentation gain an extra 1st-, 2nd-, and 3rd-level utterances from the Lexicon of the Evolving Mind.

Psionics:
Tier 1: Undead you bestow with this augmentation gain the ability to manipulate their surroundings with their mind through psionics. The undead gains two 1st-level psionic powers from the psion/wilder list and 5 power points. The undead’s effective manifester level is 1/2 their hit dice (minimum 1). The save DC against psionic powers is 10 + power’s level + your intelligence modifier. Unintelligent undead you bestow with augmentation can only use psionic powers if they are within 30 feet of you and you must spiritually force it out of them, a process that takes a full-round action.
Undead you bestow with this augmentation do not need to renew their own power points. Instead, so long as you get 8 hours of rest and spend one hour engaged in mental exercise each day, all undead you have bestowed with this augmentation have their power points renewed.
Tier 2: undead you bestow with this augmentation receive 15 power points and gain access to an additional 1st- and 2nd-level power.
Tier 3: undead you bestow with this augmentation receive 25 power points and gain access to an additional 1st-, 2nd-, and 3rd-level power.

Vessels of Blaspheme:
Tier 1: undead you bestow with this ability gain the ability to cast a small amount of divine magic. The undead gains 2 0-level spells slots and 1 1st-level spell slot, gaining bonus spell slots for having a high wisdom score. The undead can only cast the spells by themselves if they possess a wisdom score of at least 10 + spell’s spell level. The spell’s DC is determined by your wisdom score. Only cleric spells of the necromancy school or possessing the evil descriptor can be prepared.
Undead you have bestowed with this augmentation do not need to rest or pray. Instead, you must rest for at least 8 hours and spend 10 minutes of prayer for each undead to have their spells for the day refreshed. This time must be spent in the presence of the undead you have bestowed this augmentation. At the end of this time, the spells for the day have been prepared (according to the undead’s whims if they possess an intelligence score and according to yours if they do not). As long as the undead is within 30 feet of you, you can force a spell to be cast, even if the undead’s wisdom score isn’t high enough to cast the spell, so long a your wisdom score is. Casting a spell with a casting time of 1 standard action or less in this way takes 1-full-round action and all other spells have their cating time doubled. Undead may use metamagic feats to alter spells learned in this way, although they must be taken as usual.
Tier 2: undead you bestow with this augmentation gain a bonus 0-, 1st-. and 2nd-level spell slot.
Tier 3: undead you bestow with this augmentation gain a bonus 0-, 1st-, 2nd-, and 3rd-level spell slot. In addition, the undead gains 0 4th-level spell slots, allowing them to cast 4th level spells if their wisdom score is high enough.
NOTE: This augmentation can be applied to an undead creature more than once, granting them more spell slots each time.

Ashen Necromancer Feats:
Soul Gem Mastery
You are more adept at utilizing soul gems
Prerequisites: Soul Gem class feature
Benefits: As a full-round action, you may utilize two soul gems instead of merely one.
Special: This feat may be taken multiple times. Each time, you may use one additional soul gem in a round.

Greater Augmentations
You may an undead an additional augmentation.
Prerequisites: Undead Augmentation class feature
Benefits: You may bestow an additional augmentation upon any given undead.

Reserve Augmentation
You can grant an undead a last-ditch augmentation for dire straights.
Prerequisites: Greater Augmentations, Undead Augmentation class feature.
Benefits: You may craft another additional augmentation into an undead. However, this augmentation is not always active. If the undead is unintelligent, either you or its creator may activate this augmentation. If the undead is intelligent, only it may choose to activate it. Either way, activation is a swift action.
The power of the reserve augmentation is harmful to the undead as they channel more energy than it was created to accept. Every round, a creature with an active reserve augmentation takes 3 damage/tier of the augmentation. An intelligent undead may make a fortitude save (DC 10 + 1/2 class level + tier of augmentation) each round to negate the damage. Once an intelligent undead has succeeded on three consecutive saving throws, they may deactivate their reserve augmentation. Unintelligent undead may not make saving throws to resist damage and may not deactivate their reserve augmentations, instead becoming doomed from the moment their reserve augmentation is activated.

Flesh of the Dead
You are better at resisting attacks against your vitals.
Prerequisites: Channel Undead class feature
Benefits: While you have at least one point remaining in your pool, you may add your constitution modifier as a bonus to your AC against critical conformation rolls and subtract your constitution modifier from any nonlethal damage taken (to a minimum of 0 damage).

Animation Mastery
You can create and control abominations of the grave.
Prerequisites: Craft Dead class creature.
Benefits: If no undead created by your Craft Dead class feature possess a CR greater than 1/4 of your character level, the DC to craft undead is reduced to 10 + [HD+Turn Resistance].
Special: This feat may be used to craft undead with a CR higher than 1/4 of your character level but if you do so, the benefit of this feat is lost upon other undead you create as long as you control that creature.

Ephemeral Guardian
You can craft an incorporeal undead to guard you.
Prerequisites: Craft Dead class feature
Benefits: You may create a single incorporeal creature to act as your guardian. The creation process functions as normal for Craft Dead with the following exceptions. First of all, the process requires only one body, regardless of the desired creature's size. Next, the process takes exactly one week, during which you must work 8 hours every day and otherwise engage in only light activity. Furthermore, the cost in materials is doubled. Lastly, the HD of the incorporeal guardian may be up to your class level - 4.
Furthermore, the incorporeal guardian functions differently from your other undead. First of all, it does not count towards your limit of undead controlled. Next, it cannot be turned or rebuked. Furthermore, you may not bestow any augmentations upon it, either during creation or afterward. Lastly, if destroyed, it does not drain XP from you and rejuvenates 1d4+1 weeks later if you are still alive and have not crafted a new ephemeral guardian.
Lastly, while your incorporeal guardian is within 30 feet of you, you gain a +2 bonus to your AC

Guardian Sage
Your ephemeral guardian is especially wise and intelligent.
Prerequisites: Ephemeral Guardian
Benefits: Your ephemeral guardian gains a +4 bonus to their intelligence and wisdom scores and may make knowledge checks untrained. Furthermore, they may communicate with you telepathically at a range of up to 100 feet, even if they do not possess a language.

Watchful Guardian
Your ephemeral guardian watches to make sure you are not caught off guard.
Prerequisites: Ephemeral Guardian
Benefits: While within 30 feet of your ephemeral guardian, you gain a +4 bonus on initiatvie rolls and cannot be caught flanked. Lastly, once per day, as an immediate action, an ephemeral guardian can warn you of an attack, causing an attack that would otherwise hit you to miss, so long as you are within 30 feet of it.

Dark Crafter Feats:
The feats below allow you to create undead by applying templates to preexisting corporeal creatures. When doing so, the creature's effective hit dice are treated as if being higher than they really are for all purposes other than turning and rebuking, as noted in each feat.

The Life After [Dark Crafter]
You can revive creatures into a state of undeath.
Prerequisites: Craft Dead class feature
Benefits: you can craft an undead with the necropolitan template from any corporeal humanoid or monstrous humanoid. When crafting such an undead, their effective hit dice is increased by one.

Wrapped Horror [Dark Crafter]
You can mummify nearly any creature.
Prerequisites: Craft Dead class feature
Benefits: You can craft an undead with the mummified template from any corporeal giant, humanoid, or monstrous humanoid. When crafting such an undead, its effective hit dice are increased by four.

Gourmand of Flesh [Dark Crafter]
You can craft ghouls from other creatures.
Prerequisites: Craft Dead class feature
Benefits: You can craft a gravetouched ghoul from any corporeal aberration, fey, giant, humanoid, or monstrous humanoid. When crafting such an undead, its effective hit dice are increased by two.

Crafter of Malevolence [Dark Crafter]
You can create wights by flooding others with vast quantities of negative energy.
Prerequisites: Craft Dead class feature
Benefits: You can craft a wight from any corporeal humanoid. When crafting such an undead, its effective hit dice are increased by four.

Bloodthirst Weaver [Dark Crafter]
You have uncovered the dark art of creating vampires from scratch.
Prerequisites: Craft Dead class feature
Benefits: you can craft a vampire from any corporeal humanoid or monstrous humanoid. When crafting such an undead, its effective hit dice are increased by eight.

Ageless Intellect [Dark Crafter]
You can give arcane practitioners the gift of unlife.
Prerequisites: Craft Dead class feature, Craft Wondrous Item
Benefits: you can craft a lich from any corporeal humanoid. Doing so takes one week, during which time you transform its heart into its phylactery. When crafting such an undead, its effective hit dice are increased by four.
Special: although the lich's phylactery is located within their body, the preparation of the lich for ascenscion into undeath protects the heart from any misplaced blows. The lich is not slain unless their bodies are destroyed or other extraordinary precautions are taken. Furthermore, the lich does not gain any special vulnerability to critical hits or sneak attacks.

Realms of Chaos
2008-05-01, 12:11 AM
Submission 3: Blasphemous Preacher
Blasphemous Preacher

“They have watched us for as long as we have watched them. I work only towards unity. Is that really so wrong?”
-Tereck Sivnil, Blasphemous Preacher

At the edge of existence rests a place of absolute madness and flux. This place, remarked only by those of dubious and scholarly intention, has been named, quite aptly, the far realm. Throughout the ages, those in our world have sought to pierce into the far realm and those in the far realm have sought to consume our world. A few rare individuals have seen method in madness, seeing the far realms as the eventual fate of our multiverse, which is itself an anomaly within the far realm. The far realms will eventually reclaim us. When that happens, somebody has to be ready. In come the Blasphemous Preachers, obtainers of forbidden and blasphemous secrets and rites, doomsayers to our entire multiverse. Although their intentions may not be ill, these preachers welcome madness into our world, speeding the consumption of all things sane.
Adventures: There are plenty of Reasons for a Blasphemous Preacher to adventure. Many adventure to discover lost lore referring to the far realms so that they may learn more about that enigmatic realm. Whether they wish to speed or slow the consumption of our world, they actively adventure for means by which to do so. Other Blasphemous Preachers use their strength to obtain power, adventuring to gain more of that commodity. Others still adventure to spread their warnings, viewing themselves as an actual preacher of sorts. Of course, as the Blasphemous Preacher rarely brings anything other than chaos with them, many “adventures” may be as simple as running for ones life from angry mob after angry mob.
Characteristics: Unlike the preachers that they may claim to be, Blasphemous Preachers have nothing to do with the divine. As they become more powerful, they work to ascend towards a form more compatible with the far realms (either by accident or by design). For power, they manifest spell-like abilities by causing minor rifts into the far realm. Furthermore, they can reveal terrible secrets or call creatures from beyond the plane to aid them. When they become sufficiently strong, Blasphemous Preachers can call upon beings completely beyond the realms of existence as we know it, vestiges.
Alignment: Although one might assume that all Blasphemous Preachers must be evil. Although that is unfortunately a good rule of thumb, this need not be so. In fact, there are no restrictions on alignment. Evil Blasphemous Preachers do what they do either to obtain more power or to speed the destruction of a world they care nothing for. Good Blasphemous Preachers, on the other hand, may try to stave off the consumption of the multiverse for as long as possible (even though it is going to happen eventually) or warn others of the impending danger so that they might prepare themselves (or at least let them think they can prepare themselves to give them peace of mind). Lawful Blasphemous Preachers believe that the consumption of the multiverse is a natural phenomenon, acting accordingly to this belief. Meanwhile, Chaotic Blasphemous Preachers rage against this precept, committing great deeds (or great atrocities) in the process.
Religion: Blasphemous Preachers have an interesting relationship with established religion. For one thing, they are universally hated by just about every religion out there (with the exceptions being particularly nihilistic cults such as that of Thurzidun). Blasphemous Preachers, however, realize that many good sources of lore and secrets may be found in temple libraries. Furthermore, neutral and good Blasphemous Preachers generally accept that having a higher power upon which to rely is a generally good thing. Keeping in mind that those higher powers will be consumed as well, however, Blasphemous Preachers are, almost without exception, atheists.
Background: The path of a Blasphemous Preacher begins the moment that they learn of the far realm. When a potential preacher realizes that its consumption of the multiverse is inevitable, they may begin their path in earnest. They begin to horde as many pieces of lore about the far realm as they can and begin to apply this knowledge, using essence from the far realm to protect themselves or harm others.
There are tales of a few individuals who were simply born with the potential to become Blasphemous Preachers, whether from dubious ancestry or planar phenomenon. In these cases, the knowledge that many Blasphemous Preachers seek is within them when they are born. Their learning of the far realm simply activates their latent powers. Further experience in the world merely unlocks more of their dormant strength and ancestral knowledge.
Races: Among races, no particular race produces more Blasphemous Preachers. Any civilized race with repositories of forbidden lore may come across the path completely by accident while savage races have greater frequency of those simply born with the gift. A Blasphemous Preacher can come from almost anywhere.
Other Classes: A Blasphemous Preacher has a hard time working with divine casters, who (all but) universally hate their doctrine. Furthermore, Blasphemous Preachers have a hard time working with others who have weak will saves, knowing that their blasphemous secrets are just as likely to take out a friend as a foe. Blasphemous Preachers generally get along best with monks and barbarians, who are less likely to judge them and stand a chance at escaping the detrimental effects of their blasphemous secrets. When a Blasphemous Preacher makes a true friend in such a hostile world, they tend to be loyal allies, regardless of their alignment.
Role: A Blasphemous Preacher does not readily fit into most roles. Their most noticeable feature is their spellcasting, coupled with their ability to cripple the minds of those around them. Through a combination of their spellcasting, mental destruction, and summoning capabilities, they often make fine battlefield controller. However, depending on their choice in spell-like abilities, a blasphemous preacher could just as easily become an expert healer.

Game Rule Information
Blasphemous Preachers have the following game statistics
Abilities: Wisdom increases the potency of a Blasphemous Preacher’s blasphemous secrets and increases the degree to which the far realm protects them from harm. However, charisma makes your spell-like abilities more virulent and aids you in your summoning of vestiges. Without proficiency in armor, Dexterity and Constitution are also important.
Alignment: Any
Hit Die: d6


Level BAB Fort Ref Will Special Maximum Vestige level Maximum Spell level
1 +0 +2 +2 +2 Invoke Breach, Unnatural Air, Blasphemous Secrets (Whisper Blasphemy) - 1st
2 +1 +3 +3 +3 Clarity In Madness, Call From Beyond - 1st
3 +1 +3 +3 +3 Abberation of Flesh, +1 Natural Armor - 1st
4 +2 +4 +4 +4 Soul Binding (1 vestige) 1st 1st
5 +2 +4 +4 +4 Blasphemous Secrets (Mutter Blasphemy) 1st 2nd
6 +3 +5 +5 +5 Beyond Mortal Ken 1st 2nd
7 +3 +5 +5 +5 Abberant Sight (darkvision) 2nd 3rd
8 +4 +6 +6 +6 Pact Augmentation (1 ability) 2nd 3rd
9 +4 +6 +6 +6 Blasphemous Secrets (Assert Blasphemy) 2nd 4th
10 +5 +7 +7 +7 Beyond Mortal Ken 3rd 4th
11 +5 +7 +7 +7 +2 Natural Armor 3rd 5th
12 +6/+1 +8 +8 +8 Suppress Sign 3rd 5th
13 +6/+1 +8 +8 +8 Blasphemous Secrets (Declare Blasphemy) 4th 6th
14 +7/+2 +9 +9 +9 Beyond Mortal Ken 4th 6th
15 +7/+2 +9 +9 +9 Abberant Sight (blindsight) 4th 7th
16 +8/+3 +10 +10 +10 Pact Augmentation (2 abilities) 5th 7th
17 +8/+3 +10 +10 +10 Blasphemous Secrets (Bellow Blasphemy) 5th 8th
18 +9/+4 +11 +11 +11 Beyond Mortal Ken 5th 8th
19 +9/+4 +11 +11 +11 Impossibility Realized, +3 natural armor 6th 9th
20 +10/+5 +12 +12 +12 Ascendance, Soul Binding (2 vestiges) 6th 9th


Class Skills
The Blasphemous Preacher’s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Knowledge (all skills, taken individually), Listen (Wis), Move Silently (Dex), Perform (Cha), Search (Int), Sense Motive (Wis), Speak Language, Spellcraft (Int), Spot (Wis), Use Magic Device (Cha)
Skill Points at 1st level: (6 + Int modifier) x 4
Skill Points at Each Additional Level: 6 + Int modifier

Class Features:
All of the following are class features of the Blasphemous Preacher.

Weapon and Armor Proficiency: Blasphemous Preachers are proficient with all simple weapons but with no armor or shields.

Invoke Breach (Sp): Instead of casting spells in the traditional sense, a Blasphemous Preacher opens minor breaches into the Far Realms, shaping the flow of chaotic energies into the desired effect. A Blasphemous Preacher begins play with access to one 1st-level spell and three 0-level spells. These spells may be chosen from both the cleric spell list and the sorcerer/wizard spell list. You may also select any cerebrotic spell as if you possessed the Cerebrosis feat (Dragon #330). If one spell appears on both spell lists under different spell levels, use the lower spell level.
With each additional level, you gain knowledge of an additional spell of a spell level up to the maximum listed on the table above. Each spell known may be cast once per day as a spell-like ability. A single spell may be selected multiple times, granting you two additional daily uses each time.
Due to the unique way in which you manifest your magic, it behaves slightly differently from normal. First of all, your spell-like abilities may not be dispelled. Secondly, unless you are within the Far Realms or a Cerebral Blot (see below), you may not use your spell-like abilities in any circumstance in which you would be unable to utilize extradimensional travel. Lastly, all spell-like abilities have their casting time increased to 1 full-round action unless it was originally longer.
Each day, in order to reclaim your allotment of spell-like abilities, you must spend 1 hour in meditation. Like other spellcasters, you must also have 8 hours of rest ahead of time.
The save DC for your spell-like abilities equals 10 + spell level + charisma modifier. Although you do not “cast spells” in a traditional sense, your caster level is equal to your class level.

Unnatural Air (Ex): A Blasphemous Preacher offers a distinct sense of wrongness to all who are around them. All creatures within 30 feet of one are rendered apprehensive and uneasy. Furthermore, if a Blasphemous Preacher is either in the area of or becomes the target of a divination spell, the caster must make a will save (DC 10 + class level) or become shaken for 1 round.
Furthermore, although the Blasphemous Preacher may never seem to move, attacks against them seem doomed to failure. While the Blasphemous Preacher is conscious, they add their Wisdom bonus (if any) as a bonus to their AC.

Blasphemous Secrets (Su): There are some secrets that we are simply not meant to know. Blasphemous Preachers may pronounce these secrets to the world around them as a full-round action, wrecking the minds of all who hear within 30 feet.
The Blasphemous Preacher may perform this ability safely a number of times each day equal to 3 + Wisdom modifier. The Blasphemous Preacher may use this ability beyond that limit but each use beyond the limit deals 2 points of wisdom damage to the Blasphemous Preacher. If you are somehow immune to wisdom damage, you may not use this ability beyond its normal limit.
The saving throw DC to resist a blasphemous secret is 10 + 1/2 class level + Wisdom modifier. However, the secrets that a Blasphemous Preacher pronounces are insidious, able to wear down even the most indomitable will. For each use beyond the first within a single encounter, the Save DC is increased by +1.
Blasphemous Preachers are not exempt from making a saving throw to resist the effect of their own blasphemous secret, but receive a +4 bonus on all saving throws made to resist the effects of any blasphemous secret, regardless of whether it was them using it. Even depriving themselves of their sense of hearing does not exempt them from the saving throw when using their blasphemous secrets, although doing so grants an additional +2 bonus to their saving throw and protects them completely from the blasphemous secrets of others.
All blasphemous secrets are language-dependant, mind-affecting abilities.
Whisper Blasphemy: Starting at 1st level, a Blasphemous Preacher may utter a minor secret. All creatures within range must make a will save or be dazed for a number of rounds equal to your Wisdom modifier + 1 (minimum 1 round). Dazed creatures may make new saving throws each round to end the effect prematurely, with a cumulative +1 bonus each round.
Mutter Blasphemy: Starting at 5th level, a Blasphemous Preacher may utter a lesser secret. All creatures within range must make a will save or fly into a bloodthirsty rage for a number of rounds equal to your Wisdom modifier + 1 (minimum 1 round). While in such a state, creatures gain a +2 bonus to their Strength and Constitution stores and a –2 penalty to their AC and must attack the closest living creature each round. Enraged creatures may make new saving throws each round to end the effect prematurely, with a cumulative +1 bonus each round.
Assert Blasphemy: Starting at 9th level, a Blasphemous Preacher may utter a truly blasphemous secret. All creatures within range must make a will save or become panicked for a number of rounds equal to your Wisdom modifier + 1 (minimum 1 round). Panicked creatures may make new saving throws each round to end the effect prematurely, with a cumulative +1 bonus each round.
Declare Blasphemy: Starting at 13th level, a Blasphemous Preacher may utter a greater secret. All creatures within range must make a will save or become confused (as the spell) for a number of rounds equal to your Wisdom modifier +1 (minimum 1 round). Confused creatures may make new saving throws each round to end the effect prematurely, with a cumulative +1 bonus each round.
Bellow Blasphemy: Starting at 17th level, you may utter a dark secret. All creatures within range must make a will save or fall comatose for a number of rounds equal to your Wisdom Modifier + 1 (minimum 1 round) comatose creatures may make new saving throws each round to end the effect prematurely, with a cumulative +1 bonus each round.

Clarity In Madness (Ex): Starting at 2nd level, the madness a Blasphemous Preacher pursues begins to wear away at their mind. They take a penalty equal to half of their class level to all wisdom-based skill checks and will saves.
However, with this madness comes true clarity. Once per minute, as an immediate action, the Preacher may instead gain a bonus of equal size to all wisdom-based skill checks, will saves, and to their AC for 1 round.

Call from Beyond (Su): Starting at 2nd level, a Blasphemous Preacher can call creatures directly from the Far Realm. Once per day per two class levels, a Blasphemous Preacher may call any number of creatures, as long as neither their summed HD nor their summed CR exceeds half of your class level. All creatures called gain the pseudonatural template (see next post) and last for up to one hour or until they are slain or dismissed. All creatures summoned are under the mental control of the Blasphemous Preacher. If the Blasphemous Preacher uses this ability while creatures from a previous call from beyond are still present, all creatures from the previous call from beyond are dismissed. Symbionts may not be called in this way. Using this ability takes a full-round action that provokes an attack of opportunity. This is treated as a conjuration effect of the summoning subschool.
All beings within 100 feet who witness the summoning of a pseudonatural creature in this way through their sense of sight are shaken for 1 round. If at least one of the called the pseudonatural creatures' CRs exceeds that of a witness, the witness must make a will save (DC 10 + 1/2 level + the Blasphemous Speaker's Cha modifier) or be paralyzed with fear for 1 round. Creatures summoned in this way do not act on the turn they are summoned but act directly after the Blasphemous Speaker on subsequent rounds.

Natural Armor (Ex): Starting at 3rd level, a Blasphemous Preacher’s skin begins to harden and calcify. They gain a +1 bonus to their natural armor. At 11th level, this bonus increases to +2. At 19th level, the bonus increases to +3.

Abberation of Flesh (Ex): At 3rd level, A Blasphemous Preacher may create create a polyp of far realms energy within themselves, which manifests as an individual but symbiotic creature. The creation process requires a ritual that takes 24 hours and costs 100 gp in materials. The polyp may manifest itself in a variety of ways, each imitating the effect of a symbiont found in our world. The type of symbiont available to them is dependant upon their level. All choices from lower levels, however, are available to a higher-level Blasphemous Preacher.
At any time, the Blasphemous Preacher may create a new symbiont by destroying the old one and repeating the ritual. If their symbiont is unwillingly destroyed, the Blasphemous Preacher must wait 30 days before repeating the ritual.
So long as a Blasphemous Preacher possesses an Abberation of Flesh, they gain a -2 penalty on diplomacy, gather information, and perform checks checks, a +2 bonus on intimidate checks, and a +2 bonus on saving throws made against cerebrotic spells or against the spells and abilities of creatures native to the far realm.


Level Symbionts
3 Breed Leech(MoE), Crawling Gauntlet(MoE), Throwing Scarab(MoE)
5 Storm Stalk(MoE), Winter Cyst(MoE), Gutworm(FF)
10 Shadow Sibling(MoE), Tentacle Whip(ECS), Psionic Sinew(FF)
15 Tongue worm(ECS), Cerebral Hood(FF)
20 Living Breastplate*(ECS), Mind Leech(FF)

*A Blasphemous Preacher gains proficiency with any living breastplate that they form.
MoE= Magic of Ebberon
ECS= Ebberon Campaign Setting
FF= Fiend Folio

Bind Vestige (Su): Through special methods normally reserved for binders, a Blasphemous Preacher can contact a vestige and make a pact with it. At 4th level, a Blasphemous Preacher can make a pact with one vestige at a time. At 20th level, a Blasphemous Preacher can maintain two pacts simultaneously. They must complete the summoning and binding process with each separately, so each has its normal chance to influence the Blasphemous Preacher. The Blasphemous Preacher displays the physical sign of binding for each one. The Blasphemous Preacher’s effective binder level, or EBL, determines the maximum level of vestige they can summon, as well as all other functions related to binding vestiges. This value equals the Blasphemous Preacher’s class level. If the vestige they are trying to contact is of a higher level than their indicated maximum, they cannot summon it.
To contact a vestige, a Blasphemous Preacher must draw its unique seal visibly on a surface, making the image at least 5 feet across. Drawing a seal requires the ability to mark a surface and 1 minute of concentration, and provokes attacks of opportunity. A seal not used within 1 minute of its drawing loses all potency. A vestige might also have other requirements for contact.
Once the seal is drawn, the Blasphemous Preacher may perform a ritual requiring a full-round action to summon the corresponding vestige. During this time, they must touch the seal and call out to the vestige using both its name and its title. The ritual fails if the Blasphemous Preacher cannot be heard. Otherwise, a manifestation of the vestige appears in the seal’s space as soon as they finish the ritual. Unlike with binders, who merely call forth a figment, your skill at piercing the fabric of reality allows you to call forth a small bit of its essence (which manifests in the normal manner). Although the essence may not harm others, all who can see it must make a will save (DC= 10 + 1/2 EBL + Blasphemous Preacher’s Cha modifier) or become shaken for as long as they remain in sight. The summoned essence ignores everyone but the Blasphemous Preacher. If they fail to address it within 1 round, it disappears. The vestige speaks in whatever language they used to call it.
To make a pact with their summoned vestige, the Blasphemous Preacher may make a binding check (1d20 + EBL + Blasphemous Preacher’s Cha modifier). If they are shaken by their summoned vestige, they take a –2 penalty on this roll. This process requires 1 minute and they may not make a rushed check. As a bit of the summoned vestige’s essence is summoned, this process can be interrupted if the essence is damaged too badly. The essence is treated as having hit points equal to 5 x EBL, an AC equal to 10 + EBL, and the incorporeal subtype. If it is “slain” during the minute that it takes to form the pact, the attempt is ruined and must be repeated from scratch. The Blasphemous Preacher must make your pact alone; others cannot aid them in any way.
Whether the binding check succeeds or fails, the Blasphemous Preacher gain the power granted by the vestige for 24 hours. During that time, they cannot rid yourself of the vestige unless they possess the expel vestige feat. Success or failure does, however, determine other aspects of the pact. If they fail their binding check, the vestige influences their personality and your actions, and the Blasphemous Preacher is said to have made a bad pact If their binding check is successful, the vestige has no control over their actions and does not influence their personality. In this case, the Blasphemous Preacher is said to have made a good pact.
When under the influence of a vestige, a Blasphemous Preacher must adhere to its requirements to the best of their ability. If they are conscious and free-willed, and they encounter a situation in which they cannot or will not refrain from a prohibited action or perform a required one, they take a –1 penalty on attack rolls, saving throws, and checks until that vestige leaves them. If the Blasphemous Preacher is influenced by more than one vestige, they must act according to all influences. If they fail to fulfill the requirements of multiple vestiges or disobey a single vestige multiple times, the penalties stack.
As long as the Blasphemous Preacher is bound to a vestige, they manifest a specific physical sign of its presence. This sign is real, not an illusory or shapechanging effect, and someone using True seeing perceives it just as it is. The Blasphemous Preacher can hide a sign by mundane or magical means without penalty, or prevent it from appearing at all if they possess the suppress sign ability.
Vestiges are bound to the Blasphemous Preacher’s soul by the pact. They cannot be targeted or expelled by any means except the expel vestige feat, nor can they be suppressed except by an antimagic field or similar effect.
The Difficulty Class for a saving throw against any supernatural power granted by a vestige is 10 + 1/2 EBL + Blasphemous Preacher’s Cha modifier.

Beyond Mortal Ken (Ex): Starting at 6th level, the Blasphemous Preacher begins the long process of ascension. Sustained by power best left to the imagination, the Blasphemous Preacher no longer needs to sleep or eat.
At 10th level, the Blasphemous Preacher’s skin becomes all but impenetrable for mundane weapons, gaining magic damage reduction equal to half of their class level.
At 14th level, the Blasphemous Preacher’s flesh allows spells to slide off, granting them Spell Resistance equal to their class level + 10.
At 18th level, the Blasphemous Preacher’s body seems to stop aging. They no longer take ability penalties for aging and cannot be magically aged. Ability score bonuses from aging still accrue, and any penalties the Blasphemous Preacher might have already taken remain in place. A Blasphemous Preacher is stolen away by horrible entitites when their time is up, and they are never seen again.

Abberant Sight (Ex): Starting at 7th level, the Blasphemous Preacher’s senses extend in unnatural ways. They gain darkvision out to 60 feet, or the range of their preexisting darkvision is extended by another 60 feet.
At 15th level, the Blasphemous Preacher gains blindsight out to 60 feet. If they already possessed blindsight or gain it later on, use the higher of the two values.

Pact Augmentation (Su): Beginning at 8th level, the Blasphemous Preacher can draw additional power from the vestiges they bind. As long as they are bound to at least one vestige, they can choose one ability from the following list. Each time you rebind a vestige, you also reselect your pact augmentation ability. At 16th level, you can make a second selection. You may choose the same ability multiple times, and their effects stack.

Pact Augmentation Abilities:
+1 hit point/class level
Energy Resistance 10 (acid, cold, electricity, fire, or sonic)
+2 insight bonus on saving throws
+2 insight bonus to Armor Class
+2 enhancement to one ability score
You form an additional symbiont that you are capable of making, except that it takes no time or money to create and that it lasts for 24 hours.
You gain two tentacle attacks, which may be used to deliver primary or secondary attacks. Each deals damage and possesses reach as indicated by its size*.


*tentacle damage and reach by size

Size Tentacle Damage Reach with Tentacles
Fine 1 0 ft.
Diminutive 1 0 ft.
Tiny 1d2 0 ft.
Small 1d3 5 ft.
Medium 1d4 5 ft.
Large 1d6 10 ft.
Huge 1d8 15 ft.
Gargantuan 2d6 20 ft.
Colossal 3d6 30 ft.

Suppress Sign (Ex): At 12th level and higher, when a Blasphemous Preacher makes a good pact, they can choose not to exhibit the physical sign that normally accompanies a pact with a vestige. They can suppress or reveal the sign at will as a swift action. With a poor pact, the Blasphemous Preacher gains the powers of the vestige, but they cannot suppress its sign. They must show it for the duration of the pact and are influenced by it as normal.

Impossibility Realized (Sp): Starting at 19th level, a Blasphemous Preacher can cause a tear between their world of defined probability and the far realms of infinite possibilities, allowing anything to happen. This ability imitates the miracle spell, except that each use costs 10,000 XP, the request is never refused, and no material component is ever required. This ability may be used at will.

Alien Transcendance: At 20th level, a Blasphemous Preacher’s goal has been realized as they transform into a creature from beyond the stars. The Blasphemous Preacher gains the Half-Farspawn template. They do not, however, gain the spell-like abilities or natural armor usually granted by that template.
Furthermore, you may tear open holes into the far realms, altering the surrounding terrain through the creation of a cerebrotic blot (Dragon #330). In order to do so, you must spend 8 hours each day for one week working to create a cerebrotic core, during which time you may only engage in light activity. After completing this task, the cerebrotic periphery and cerebrotic marrow form over the next week and are populated over the week after. Such a cerebrotic blot forms over a 1-mile radius and possesses four foci.

Cerebrotic Blots, simplified:
Cerebrotic Blot: where far realm touches the world and stains reality
Cerebrotic Periphery: periphery of cerebrotic blot. Geometry and landscape are warped over time. Boundary can be identified by spot check. Feeling of wrongness recognized with Wisdom check. Corrupted dreams deal wisdom damage. Creatures encountered are maddened.
Cerebrotic Marrow: “center” of cerebrotic blot. The material plane reacts to cerebrotic blot by pulling the most corrupted area “inwards”. Walking across a cerebrotic blot, you will normally only see the cerebrotic periphery. You can only reach this place by passing through cerebrotic foci that act as “chokepoints”. In the area, tremors occur once per day, viscous amoebic rain provides penalties. Rage can break out spontaneously and magical healing can cause corruption of form.
Cerebrotic Core: the point where the far realm touches the world.
Cerebrosis: Far realms magic. It can normally only be learned if you gain the cerebrosis feat, which you can only gain access to through a special rite called the ritual of the blot (or something like that). Practitioners of this magic are called cerebrants. Each spell in this category can be escalated for greater effect but doing so runs the risk of the spell backfiring against you.

My version of the Pseudonatural template
Creating a Pseudonatural Creature:
"Pseudonatural" is an acquired template that can be added to any living creature.
A pseudonatural creature uses all the base creature's statistics and abilities except as noted here. Even though the creature's type changes, do not recalculate Hit Dice, base attack bonus, or skill points
Size and Type: The creature's type changes to outsider. Size is unchanged.
Special Attacks: A pseudonatural creature retains all the special attacks of the base creature and also gains the following attacks.
Abberant Assault (Su): As a full-round, a pseudonatural creature may use their alien essence to warp the universe to their advantage. This ability imitates the effect of any 1st level spell from the cleric list or wizard/sorcerer list with a casting time of one standard action or less. For all purposes, the caster level equals the pseudonatural creature's HD. In addition, the use of this ability momentarily reveals a form more fitting to the pseudonatural creature's alien nature. Upon using this ability, other creatures receive a -2 morale penalty on their attack rolls against the pseudonatural creature for 1 round. This ability may only be used once per encounter and only while in an encounter. If a pseudonatural creature possesses fewer than 1 HD, it imitates a 0 level spell instead.
Unnatural attack: As a full-round action, a pseudonatural creature may make a melee touch attack or automatically target a foe within 20 feet. The target of the mystery either takes 1 point of ability damage/4 levels to an ability score of the pseudonatural creature's choice, is knocked prone, is renderered sickened or shaken for 1d4 rounds, or is confused (as the spell) for 1 round. If the pseudonatural creature did not make an attack against its foe, the target may attempt a fortitude save (DC 10 + 1/2 HD) to negate the effect. Different uses of this ability may be used with each attempt. Once a creature has been hit by this ability or fails their saving throw, they are immune to this ability for 24 hours.
Special Qualities: A pseudonatural creature retains all the special qualities of the base creature and also gains thte following special qualities.
Alien Nature: Pseudonatural creatures defy most forms of classification, even if they resemble familiar creatures. For effects that target creatures of a specific race, type, or subtype, there is a 50% chance that it fails to affect the pseudonatural creature.
Impossible Geometry: Although pseudonatural creatures can exist in the cosmology, they do so through geometry that makes little or no sense. All attacks made against a pseudonatural creature have a 20% miss chance. Furthermore, pseudonatural creatures cannot be flanked and have a 50% chance to negate extra damage from sneak attack or critical hits.
Material Vulnerability: pseudonatural creatures and the material plane around them are in constant struggle with each other. The pseudonatural creature is fatigued for as long as they remain and suffer the penalties of starvation even if they eat.
Abilities: Same as base creature, but Intelligence is at least 3
Environment: Any land or underground.
CR: +1

Blasphemous Preacher Feats
Enlarge Blaspheme
You can subject more people to the effects of your blasphemous secrets.
Prerequisites: Blasphemous secrets class feature
Benefits: Whenever you use your blasphemous secrets class feature, you may extend its range to 60 feet. Doing so reduces the save DC by 2, however.

Extra Calling
You can call creatures forth from beyond the stars with great frequency.
Prerequisites: Call from Beyond class feature
Benefits: You may use your call from beyond class feature one additional time each day.
Special: You may take this feat multiple times. Its effects stack.

Sensory Deprivation
To protect yourself, it is sometimes necessary to restrict your senses.
Benefits: As an immediate action, you may blind or deafen yourself. Each round, you may continue this condition by spending a swift action to do so.

Vestigial Castigation
Vestiges you call can protect themselves from those who attack them.
Prerequisites: Soul Binding class feature.
Benefits: Whenever a creature takes an offensive action against a vestige you are binding to, that creature takes 1 damage/binder level.

Wow. If Zeta Kai submits his dweomer master/keeper (i forgot which :smallfrown:) and biomage, combined with the harrowed already submitted, this fight could really heat up. :smallsmile:

celtois
2008-05-04, 01:05 PM
good grief could some of your guys *bump* this occasinally? :smallmad:

celtois
2008-05-04, 03:43 PM
Dagger Master

Fluff:

Overall Dagger Masters seem to have very little in common with each other
being of wide spread of alignments and ideals but truly they are all united by there love of daggers and there many uses

Adventures Dagger Masters adventure for many reasons but most adventure to Improve their skills and for material gain

Alignment: Dagger Masters Come from all backgrounds
and thus can be found of all alignments

Religion: dagger masters usually are known to be better known for the piety to their daggers then to any deities

Background: a large portion of dagger masters are trained be secret sects
but others are just naturally talented of taught themselves

Races: dagger masters are thought to originate from halflings and thus most of them are halflings but some elves humans and half-elves become dagger masters

other classes: dagger masters work incredibly well with other classes tending to stay at the back and throw daggers at offenders and deal with strays who come to close with more daggers. but a suprising number of dagger masters
work alone just so they are able to do more of the sneaking around that they love

roles: a good ranged supporter and front line fighter with decent trapfinding abilities they are a handy addition to any party



Game Rule Info

Abilities: Dexterity provides damage the ability to hit and armour for Dagger Masters a high Int and Wis Are important for some of the dagger masters skills
Strength is the least important attribute for the Dagger Master because he/she uses dexterity for damage

Alignment: any

HD: D6


Skills :
The Dagger Masters class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).

Skill Points at 1st Level
(6+ Int Mod)*4
Skill Points at Additional levels
6+ Int Mod

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Maneuvers Known|Maneuvers Readied|Stances Known

1st|
+0|
+0|
+2|
+0|Dagger Holding, Daggers +1 1d6, Precise-Daggers, Trapfinding|
3|
3|
1

2nd|
+1|
+0|
+3|
+0|Evasion, Evasive-Dodge|
4|
3|
1

3rd|
+2|
+1|
+3|
+1|Daggers +2 1d8|
5|
3|
1

4th|
+3|
+1|
+4|
+1|Bonus Feat|
5|
4|
2

5th|
+3|
+1|
+4|
+1|-|
6|
4|
2

6th|
+4|
+2|
+5|
+2|Daggers +3 1d10|
6|
4|
2

7th|
+5|
+2|
+5|
+2|Bonus feat|
7|
4|
2

8th|
+6/1|
+2|
+6|
+2|-|
8|
5|
2

9th|
+6/1|
+3|
+6|
+3|Daggers +4 1d12|
8|
5|
2

10th|
+7/2|
+3|
+7|
+3|-|
9|
5|
3

11th|
+8/3|
+3|
+7|
+3|Bonus feat|
9|
5|
3

12th|
+9/4|
+4|
+8|
+4|Daggers +5 2d6|
10|
6|
3

13th|
+9/4|
+4|
+8|
+4|-|
11|
6|
3

14th|
+10/5|
+4|
+9|
+4|Bonus Feat|
11|
6|
3

15th|
+11/6/1|
+5|
+9|
+5|Daggers +6 2d8|
12|
6|
3

16th|
+12/7/2|
+5|
+10|
+5|-|
12|
7|
4

17th|
+12/7/2|
+5|
+10|
+5|Imp Evasion|
13|
7|
4

18th|
+13/8/3|
+6|
+11|
+6|Daggers +7 2d10|
14|
7|
4

19th|
+14/9/4|
+6|
+11|
+6|Bonus feat|
14|
7|
4

20th|
+15/10/5|
+6|
+12|
+6|-|
15|
8|
4[/table]


Class Features:

Weapons and Armour Proficiency:
Dagger Masters are Proficient with Daggers, Punching Daggers and Light Armour


Maneuvers:

You begin your career with knowledge of three maneuvers from the three
schools you know (White Raven, Shadow Hand and Desert Wind) Once you know a maneuver you must ready it before you can use it (see readied maneuvers below) Your maneuvers are extrodinary ablities except when
otherwise noted ignore spell resistance and Don't provoke AOO's. you learn
new maneuvers as show on the above chart the level of the maneuvers you can learn are detailed on page 39 (TOB)

Maneuvers Readied: You ready your maneuvers by practicing with your daggers for 5 minutes. The maneuvers you chose remain readied until you decide to practice again and change them. You do not need to sleep or rest for any long period of time to ready your maneuvers.
You begin every encounter with all your readied maneuvers unexpended, regardless of how much you may have used them since you chose them. When you initiate a maneuver you expend it for the current encounter.
You can recover all expended maneuvers by spending a swift action and then
spending a standard action to do a harmless trick with your dagger(s).

Stances Known: You begin play with knowledge of one 1st level stance from any discipline open to a Dagger Master. At 4th level, and ever 6 levels thereafter (10th and 16th), you can chose additional stances. Unlike maneuvers, stances are not expended, and you do not have to ready them. All the stances you know are available to you at all times, and you can change the stance you are currently using as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description.
Unlike with maneuvers, you cannot learn a new stances at higher levels in place of one you already know.

Trapfinding:
Dagger Masters can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it. Dagger Masters can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it. A rDagger Master who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with his/her party) without disarming it.

Precise Daggers:
when a dagger master is wielding daggers he/she uses his/her dex Mod
instead of his/her str mod to hit and for damage

Dagger Holding
a Dagger master can never run out of daggers to throw or fight with
(this is a super natural ability)

Dagger Mastery +1 1d6
when wielding daggers a dagger master gets +1 to hit and deals 1d6 damage (instead of the normal 1d4)

Evasion (Ex)
At 2nd level and higher, a Dagger Master can avoid even magical and unusual attacks with great agility. If he/she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he/she instead takes no damage. Evasion can be used only if the Dagger Master is wearing light armor or no armor. A helpless Dagger Master does not gain the benefit of evasion.

Evasive Dodge: A Dagger Master who is not flat footed can make a reflex save against an attack per round this increases by one attack per round every two levels (instead of the attack being against ac)

Dagger Mastery +2 1d8
when wielding daggers a dagger master gets +2 to hit and deals 1d8 damage (instead of the normal 1d4)

Bonus Feat:
You Can Gain a feat from the following list
*Point Blank Shot
* Far Shot
* Precise Shot
* Rapid Shot
* Manyshot
* Shot On The Run
* Improved Precise Shot



Dagger Mastery +3 1d10
when wielding daggers a dagger master gets +3 to hit and deals 1d10 damage (instead of the normal 1d4)

Dagger Mastery +4 1d12
when wielding daggers a dagger master gets +4 to hit and deals 1d12 damage (instead of the normal 1d4)

Dagger Mastery +5 2d6
when wielding daggers a dagger master gets +5 to hit and deals 2d6 damage (instead of the normal 1d4)

Dagger Mastery +6 2d8
when wielding daggers a dagger master gets +6 to hit and deals 2d8 damage (instead of the normal 1d4)

Improved Evasion (Ex)
This ability works like evasion, except that while the Dagger Master still takes no damage on a successful Reflex saving throw against attacks henceforth she takes only half damage on a failed save. A helpless Dagger Master does not gain the benefit of improved evasion.


Dagger Mastery +7 2d10
when wielding daggers a dagger master gets +7 to hit and deals 2d10 damage (instead of the normal 1d4)

Zeta Kai
2008-05-04, 04:46 PM
Do we need to post the class here, or can we merely post a link to one of our classes? Not that I would be against re-posting; it just seems like redundant work, & I have a couple of classes that I would like to submit.

Also, I will ask for this thread to be stickied.

celtois
2008-05-04, 05:41 PM
just throw a link up no point in cluttering the thread up

P.s. thanks :smallsmile:

celtois
2008-05-04, 06:01 PM
Ya ya I know double post but this is important

Classes so far and either if they meet the requirments (complete and accepted) or don't info
on what they need will be beside them :smallbiggrin:

Harrowed : /complete and accepted/
Shaman: /Needs Fluff/
Summoner: /Complete and accepted/
Dragon Rider: /Needs Fluff/
Brood warrior: /complete and accepted/
but Could use a bit of formatting to make for easier reading
The Taken: /Complete and accepted/
Unfledged: /Complete and accepted/
Razor Dwarf: /Complete and accepted/
Jade Swordmaster: /could use more fluff but I'll accept it like that if I have to (it got enough fluff to live with but could do with some more)/
Mountain Crusher: /needs more fluff/ but nice story :)
Regressor: /Complete and accepted/
Ashen Necromancer: /Needs More fluff/
Blasphemous Preacher: /Complete and accepted/
Dagger Master: /Complete and accepted/

keep in mind the contest closes may 15 then voting opens
all non-complete classes will not be counted in the voting

Zeta Kai
2008-05-04, 09:22 PM
Well then, here's 2 submissions:

1) The Bio-Mage (http://www.giantitp.com/forums/showthread.php?t=42355).

2) The Dweomer Master (http://www.giantitp.com/forums/showthread.php?t=77416).

BTW celtois, I'm waiting for a reply to my request. Here's hoping for a favorable response.

celtois
2008-05-05, 05:56 PM
ok hope it favorable

anyways zeta

bio mage /complete and accepted/
dweomer master /complete and accepted/
:smallsmile:

dman11235
2008-05-05, 06:19 PM
Would it be fine if I entered a class that's part of a set of three (but not all three)? The mechanics are completely separate, the fluff is just intertwined a bit.

celtois
2008-05-05, 06:42 PM
yep no problem It doesn't matter so long as it's your work :smallsmile:

dman11235
2008-05-05, 06:45 PM
Oh it is my work. I did it...yesterday. It's just not ready yet. Stupid play testing. And meaningless fluff (not the meaningful fluff).

Realms of Chaos
2008-05-05, 06:54 PM
I just added to the fluff of the ashen necromancer (hopefully its enough).

Woot. Zeta Kai is in the house. Now its a party!

celtois
2008-05-05, 07:39 PM
Ashen Necro: will pass now :)

a banner for the contest :)

http://i141.photobucket.com/albums/r50/celtois/banner.png

not perfect but It'll work
I'm adding it to the first post too :)

and another banner :smallbiggrin:

http://i141.photobucket.com/albums/r50/celtois/banner2.png

dman11235
2008-05-05, 09:53 PM
Shifter

http://i181.photobucket.com/albums/x252/hopeasusi84/wolfie.jpg

I am the true master of forms! -Calek Reglenus, shifter

Through the bloodlines of the ancient beasts of origin, the Genoliths, shifters have come to wield their power of creation as a morphing ability for the cause of nature. They use their great shape changing powers to assume the state of an avatar of nature’s fury, defenders of the forests, and keepers of the ancient creation methods.

MAKING A SHIFTER
Due to the boosts in strength and constitution they get, shifters can be used as a very good melee combatant. They tend to utilize the great strength granted by this class to make their presence known on the battlefield, an avatar of nature’s fury.
Abilities: Strength is the primary attribute shifters will need, to aid them in their combat. Dexterity and constitution are also necessary for AC and hit points, as is wisdom for will saves, AC, and skills such as spot and listen.
Races: Any races can take on the path of a shifter, but they are more common with the more savage races and nature oriented races. Orcs in particular feel a calling to the path of shifter. Dwarves tend to shy from this class, as do gnomes.
Alignment: Most shifters tend towards true neutral, but they can be any alignment.
Starting Gold: 2d4x10 (50 gp)
Starting Age: as druid.

Class Skills
The shifter's class skills (and the key ability for each skill) are balance (dex), climb (str), craft (int), handle animal (cha), heal (wis), hide (dex), jump (str), knowledge (nature) (int), listen (wis), move silently (dex), profession (wis), spot (wis), survival (wis), swim (str), and tumble (dex)
Skill Points at 1st Level : (4 + int)x4
Skill Points at Each Additional Level : 4 + int

Hit Dice: d8

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+1|
+2|
+2|
+0|Shape Shifting, Shifting (animal)
2nd|
+2|
+3|
+3|
+0|Shifting Armor
3rd|
+3|
+3|
+3|
+1|Shifting (predator), Shifter’s Size (-1)
4th|
+4|
+4|
+4|
+1|Shifter’s Weapons +1
5th|
+5|
+4|
+4|
+1|Shifting (aerial)
6th|
+6|
+5|
+5|
+2|Shifter’s Speech, Shifter’s Size (+1)
7th|
+7|
+5|
+5|
+2|Quick Shifting (move action)
8th|
+8|
+6|
+6|
+2|Shifter’s Weapons +2, Shifting Weapons (alignment)
9th|
+9|
+6|
+6|
+3|Shifting (slayer), Shifter’s Size (-2)
10th|
+10|
+7|
+7|
+3|Scent
11th|
+11|
+7|
+7|
+3|Shifting Weapons (material), A Thousand Faces
12th|
+12|
+8|
+8|
+4|Shifter’s Weapons+3, Shifter’s Size (+2)
13th|
+13|
+8|
+8|
+4|Shifting (Avenger)
14th|
+14|
+9|
+9|
+4|Quick Shifting (swift action), Blind Sense 30 ft
15th|
+15|
+9|
+9|
+5|Shifting Weapons (alignment), Shifter’s Size (-3)
16th|
+16|
+10|
+10|
+5|Shifter’s Weapons +4
17th|
+17|
+10|
+10|
+5|Shifting (Fury)
18th|
+18|
+11|
+11|
+6|Shifting Weapons (material), Shifter’s Size (+3)
19th|
+19|
+11|
+11|
+6|Blind Sight 15 ft.
20th|
+20|
+12|
+12|
+6|Shifter Apotheosis, Shifter’s Weapons +5[/table]

Weapon Proficiencies: A shifter is proficient with its natural only, and no armor or shields.

Shape Shifting (su): A shifter may shift forms at will as a standard action. Each time you shift you may choose the exact form that you shift into, but you lack the detail to copy specific people or creature. You may, for instance, take the form of an elf, but you may not take the form of the Duke of Ellington Court. You retain your original hit points, hit dice, base attack bonus, base saves, skill points, etc, but gain a bonus to either strength or dexterity and your natural armor. You keep all extraordinary, supernatural, and spell like abilities of your original form, except those that require use of a body part that your new form does not have. You cannot speak in shape shifted form, and all worn gear melds into your body, becoming useless. Unless otherwise noted, you retain your size and space, and you always retain your type and subtype. You do not gain any special attacks or qualities of the form assumed. You look like the creature you have shifted into, nothing more. Much like lycanthropy, only the change is supernatural, and affected by an Anti-Magic Field. Once changed, a shifter remains in that form until he chooses to change back or into another form.

Shifting: These are the actual forms you can shift into. The first form you learn to adapt is that of a typical animal, a horse, cow, pony, etc. While in this form you gain a +2 enhancement bonus to strength and a +2 bonus to natural armor. You also gain a natural attack, either a hoof, single claw, or slam that deals 1d4 damage for medium shifters. You have the reach of a long creature of your size. At level 6 and every 6 levels afterwards the bonus to strength increases by two. At level 7 you gain the run feat while in this form. At level 3 and every 4 levels afterwards your speed increases by 10 feet.

At level 3 you gain the ability to take the form of a predator, a wolf, panther, or other hunting creature. You gain a +4 enhancement bonus to dexterity or strength (chosen at the time of shifting) in this form, as well as a +4 bonus to natural armor. You also gain a bite attack that deals 1d6 damage for a medium creature, with reach for a long creature of your size. You also gain a +10 foot bonus to your base land speed. At level 6 you gain the mobility feat while in this form, whether or not you qualify for it. At level 8 you gain an additional +2 enhancement bonus to dexterity or strength (chosen at the time of shifting) and this bonus increases by two every 5 levels afterwards. At level 6 you also gain the scent ability while in this form, and the track feat as a bonus feat. At level 9 and every 2 levels afterwards you gain a +2 bonus on survival checks made to track with scent while in this form.

At level 5 you gain the ability to take an aerial form, an eagle, hawk, or similar. While in this form you gain a +4 enhancement bonus to dexterity, and two talons that deal 1d4 damage each for medium creatures with the reach of a long creature of your size. You also gain a 40 foot fly speed, with good maneuverability, and the Weapon Finesse feat while in this form. At level 15 this becomes perfect maneuverability, and every 4 levels past level 5 you gain a 10 foot bonus to this fly speed. Every three levels past level 5 you gain an additional +2 enhancement bonus to dexterity.

At level 9 you gain the ability to shift into a slayer form, a dire animal. While in this form you gain a +6 enhancement bonus to strength and a +2 enhancement bonus to constitution. Your natural armor bonus increases by 6. You also gain a bite attack that deals 1d6 damage for medium creatures and two claw attacks that deal 1d4 damage for medium creatures, with reach for a long creature of your size. At level 14 you gain the improved natural attack feat for both claws and bite. At level 19 you gain the augmented critical ability for your bite, granting it a threat range of 18-20 and a critical multiplier of x3, and the improved critical feat for your claws. At level 10 and every 4 levels afterwards the bonus to strength increases by 2.

At level 13 you gain the ability to take the form of an avenger, a treant, shambling mound, or other plant creature. You gain a +6 enhancement bonus to strength and a +4 enhancement bonus to constitution. Your natural armor increases by 8. You also gain damage reduction 6/slashing while in this form. In addition, you gain two slam attacks that each deal 1d6 damage for medium creatures with reach of a tall creature of your size. Your speed reduces by 10 feet while in this form. Every level past 13 your damage reduction increases by 2. At level 16 and every three levels afterwards the bonus to constitution increases by 2, and the bonus to natural armor increases by 1. At level 16 you gain the light fortification ability, and this improves to heavy fortification at level 19. At level 18 the bonus to strength increases by 2.

At level 17 you gain the most powerful of the forms, that of the Fury, an elemental. While in this form you gain a +14 enhancement bonus to strength, a +6 enhancement bonus to constitution, and a +10 bonus to natural armor. You gain immunity to critical hits and two slams that each deal 1d8 for medium creatures, with reach of a tall creature of your size. You also gain immunity to an energy type of your choice (acid, electricity, fire, or cold) and the blind sight ability out to 30 feet. At level 19 you gain the great cleave feat, even if you don’t normally meet the prerequisites while in this form. At level 20 you also gain the energy burst ability on your natural attacks corresponding to the energy you chose to be immune to, and the blind sight ability increases to 60 feet.

Shifting Armor: At level two your senses have become so tuned to the nature of shifting that you gain a bonus to your armor class equal to your wisdom modifier while shifted. This does not stack with similar abilities, like that of a monk or ninja.

Shifter’s Size: At level 3 a shifter may take a form of one size category smaller than the original shifter’s form. Every six levels afterwards, the number of size categories increases by one, but can go no smaller than fine.

At level 6, a shifter may take a form of one size category larger. Every six levels thereafter the number of size categories increases by one, but the shifter may not grow larger than colossal.

This ability can be used at the same time (in fact, must be used at the same time) as the shape shift ability. You gain all the benefits and all the drawbacks of your increased or decreased size, as per the table in the Monster Manual, or here. (http://www.d20srd.org/srd/improvingMonsters.htm#sizeIncreases) Your reach changes accordingly.

Shifter’s Weapons: At level four a shifter gains a +1 enhancement bonus on attack and damage rolls with his natural weapons. This bonus increases by one every four levels, as indicated on the table. In addition, a shifter’s natural weapons now count as magic for the purposes of DR and striking incorporeal opponents.

Shifter’s Speech: At level 6 a shifter retains the ability to speak while shifted.

Quick Shifting: At level 7 a shifter may start shifting as a move action rather than a standard action. At level 14 this further reduces to a swift action.

Shifting Weapons: At level 8 a shifter’s natural weapons take one of the alignments of the shifter for the purposes of overcoming damage reduction. If the shifter is true neutral, he may choose one alignment. At level 15 the shifter gets their other alignment, and if the shifter’s other alignment axis is neutral, gets to choose one more alignment for his natural weapons to count as.

At level 11 the shifter gets to choose one special material for his natural weapons to count as for the purposes of damage reduction, and gets to choose another one at level 18.

Scent: At level 10 a shifter gains the scent ability out to 30 feat.

A Thousand Faces (Su): At 11th level, a shifter gains the ability to change his appearance at will, as if using the disguise self spell, but only while in his normal form. This affects the shifter’s body but not his possessions. It is not an illusory effect, but a minor physical alteration of the shifter’s appearance, within the limits described for the spell.

Blindsense: At level 14 a shifter gain blindsense out to 30 ft.

Blindsight: At level 19 a shifter gains blind sight out to 15 feet.

Shifting Apotheosis: At level 20 a shifter gains the shapechanger subtype, and is no longer subject to transmutation effects unless he is willing to accept it. You also gain light fortification while shifted.

PLAYING A SHIFTER
Due to the fact that they are not proficient with any weapons and cannot hold any weapons anyways, shifters are almost always melee combatants. They use their shifting to gain tremendous strength and agility to help them in dealing damage while remaining alive.
Religion: Shifters tend to worship Obad-Hai if anything, or other deities of nature. Some may worship other deities, but they are not common
Other Classes: Shifters work well with other nature revering classes such as druids and rangers, but can work well with most any other class. They tend to hold a small amount of contempt for arcanists, much like the Originist and Genomancer.
Combat: Typical combat for a shifter involves shifting into the appropriate form and focusing on what that form does best. The aerial form is typically used for hit and run tactics, the predator form for straight melee, the slayer form for tanking, the avenger form for pure staying power, and the fury form for sheer strength. The animal form is usually used out of combat for overland speed.
Advancement: Most shifters stay with this class as long as possible due to the lack of prestige class support, but some take to the rogue class for more sneaking ability, especially with the aerial form granting a great dexterity boost, and some take to barbarian or fighter for more battle options. Some take to the Shifter Sneak prestige class after taking a few levels in scout to emphasize a hit and run tactic, again typically using the aerial or predator forms.

SHIFTERS IN THE WORLD
They are our brothers in protecting the woods, but something is always…off about them. –Soveliss, ranger

Shifters are somewhat of an enigma, held in a sort of revered light by those who worship nature, and a mystery to those who don’t. Most don’t know why they have the ability to change shape, and those that do are not about to let the secret out.
Daily Life: You tend to enjoy the out doors, getting more in touch with the nature that granted you these powers. Others tend to view you as barbaric or animalistic, and they might not be too far off, due to the amount of time you spend outside like this.
Notables: Brother Wolfman was a good aligned shifter who was once head of the Guardians of the Green. He received his name due to his preference for the wolf as his shifted form. At the time that Brother Wolfman was head, there was another shifter who looked to advance the forest, and destroy civilization. Brother Grug was an evil orcish shifter who sought power over the Guardians of the Green, trying to usurp Brother Wolfman. Brother Wolfman finally killed Brother Grug in combat when Grug attacked Wolfman.
Organizations: The Guardians of the Green (Complete Champion) are a very prominent organization filled with rangers, druids, and shifters. Most shifters that belong to an organization will call this one home.

NPC Reaction
Due to the connection with nature you feel, many NPCs will view you as an uncivilized character. Their reactions tend to vary as a result of this, some looking down on you as nothing more than another peasant, some befriending you for your courage to connect with what was.

SHIFTERS IN THE GAME
Shifters tend to replace druids as the shape shifting class, but don’t really do more than that. Since they lack the spells of a druid, they are played in a vastly different fashion, more akin to a fighter or a barbarian than a druid.
Adaptation: The shifter can be adapted easily to fit any campaign. They can get their powers from heritage of lycanthropy, arcane beasts, through the practice of magic, extra planar beings, etc.
Encounters: When encountering a shifter, it is likely to be a territory issue, or the shifter could be the minion of a more powerful monster.

I give you the Shifter. The picture may (re: will) change when I find something better. My google-fu is weak.

One more thing, the abilities may be tweaked in the coming week, as I play test it and just go over balance. I'm paranoid like that.

StoryKeeper
2008-05-05, 10:54 PM
Shifter

http://i181.photobucket.com/albums/x252/hopeasusi84/wolfie.jpg

I am the true master of forms! -Calek Reglenus, shifter

Through the bloodlines of the ancient beasts of origin, the Genoliths, shifters have come to wield their power of creation as a morphing ability for the cause of nature.

MAKING A SHIFTER
Due to the boosts in strength and constitution they get, shifters can be used as a very good melee combatant.
Abilities: Strength is the primary attribute shifters will need, to aid them in their combat. Dexterity and constitution are also necessary for AC and hit points, as is wisdom for will saves and senses.
Races: Any races can take on the path of a shifter, but they are more common with the more savage races and nature oriented races.
Alignment: Most shifters tend towards true neutral, but they can be any alignment.
Starting Gold: 2d4x10 (50 gp)
Starting Age: as druid.

Class Skills
The shifter's class skills (and the key ability for each skill) are balance (dex), climb (str), craft (int), handle animal (cha), heal (wis), hide (dex), jump (str), knowledge (nature) (int), listen (wis), move silently (dex), profession (wis), spot (wis), survival (wis), swim (str), and tumble (dex)
Skill Points at 1st Level : (4 + int)x4
Skill Points at Each Additional Level : 4 + int

Hit Dice: d8

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+1|
+2|
+2|
+0|Shape Shifting, Shifting (animal)
2nd|
+2|
+3|
+3|
+0|Shifting Armor
3rd|
+3|
+3|
+3|
+1|Shifting (predator), Shifter’s Size (-1)
4th|
+4|
+4|
+4|
+1|Shifter’s Weapons +1
5th|
+5|
+4|
+4|
+1|Shifting (aerial)
6th|
+6|
+5|
+5|
+2|Shifter’s Speech, Shifter’s Size (+1)
7th|
+7|
+5|
+5|
+2|Quick Shifting (move action)
8th|
+8|
+6|
+6|
+2|Shifter’s Weapons +2, Shifting Weapons (alignment)
9th|
+9|
+6|
+6|
+3|Shifting (slayer), Shifter’s Size (-2)
10th|
+10|
+7|
+7|
+3|Scent
11th|
+11|
+7|
+7|
+3|Shifting Weapons (material), A Thousand Faces
12th|
+12|
+8|
+8|
+4|Shifter’s Weapons+3, Shifter’s Size (+2)
13th|
+13|
+8|
+8|
+4|Shifting (Avenger)
14th|
+14|
+9|
+9|
+4|Quick Shifting (swift action), Blind Sense 30 ft
15th|
+15|
+9|
+9|
+5|Shifting Weapons (alignment), Shifter’s Size (-3)
16th|
+16|
+10|
+10|
+5|Shifter’s Weapons +4
17th|
+17|
+10|
+10|
+5|Shifting (Fury)
18th|
+18|
+11|
+11|
+6|Shifting Weapons (material), Shifter’s Size (+3)
19th|
+19|
+11|
+11|
+6|Blind Sight 15 ft.
20th|
+20|
+12|
+12|
+6|Shifter Apotheosis, Shifter’s Weapons +5[/table]

Weapon Proficiencies: A shifter is proficient with its natural only, and no armor or shields.

Shape Shifting (su): A shifter may shift forms at will as a standard action. Each time you shift you may choose the exact form that you shift into, but you lack the detail to copy specific people or creature. You may, for instance, take the form of an elf, but you may not take the form of the Duke of Ellington Court. You retain your original hit points, hit dice, base attack bonus, base saves, skill points, etc, but gain a bonus to either strength or dexterity and your natural armor. You keep all extraordinary, supernatural, and spell like abilities of your original form, except those that require use of a body part that your new form does not have. You cannot speak in shape shifted form, and all worn gear melds into your body, becoming useless. Unless otherwise noted, you retain your size and space, and you always retain your type and subtype. You do not gain any special attacks or qualities of the form assumed. You look like the creature you have shifted into, nothing more.

Shifting: These are the actual forms you can shift into. The first form you learn to adapt is that of a typical animal, a horse, cow, pony, etc. While in this form you gain a +2 enhancement bonus to strength and a +2 bonus to natural armor. You also gain a natural attack, either a hoof, single claw, or slam that deals 1d4 damage for medium shifters. You have the reach of a long creature of your size. At level 5 and every five levels afterwards the bonus to strength increases by two. At level 8 you gain the run feat while in this form. At level 10 and every 3 levels afterwards your speed increases by 10 feet.

At level 3 you gain the ability to take the form of a predator, a wolf, panther, or other hunting creature. You gain a +4 enhancement bonus to dexterity in this form, as well as a +4 bonus to natural armor. You also gain a bite attack that deals 1d6 damage for a medium creature, with reach for a long creature of your size. You also gain a +10 foot bonus to your base land speed. At level 6 you gain the mobility feat while in this form, whether or not you qualify for it. At level 8 you gain an additional +2 enhancement bonus to dexterity or strength (chosen at the time of shifting) and this bonus increases by two every 5 levels afterwards. At level 10 you also gain a +2 enhancement bonus to constitution, which increases by another two every five levels afterwards. At level 6 you also gain the scent ability while in this form, and the track feat as a bonus feat. At level 9 and every 2 levels afterwards you gain a +2 bonus on survival checks made to track with scent while in this form.

At level 5 you gain the ability to take an aerial form, an eagle, hawk, or similar. While in this form you gain a +4 enhancement bonus to dexterity, and two talons that deal 1d4 damage each for medium creatures. You also gain a 40 foot fly speed, with good maneuverability, and the Weapon Finesse feat while in this form. At level 15 this becomes perfect maneuverability, and every 4 levels past level 5 you gain a 10 foot bonus to this fly speed. Every three levels past level 5 you gain an additional +2 enhancement bonus to dexterity.

At level 9 you gain the ability to shift into a slayer form, a dire animal. While in this form you gain a +6 enhancement bonus to strength and a +2 enhancement bonus to constitution. Your natural armor bonus increases by 6. You also gain a bite attack that deals 1d6 damage for medium creatures and two claw attacks that deal 1d4 damage for medium creatures, with reach for a long creature of your size. At level 14 you gain the improved natural attack feat for both claws and bite. At level 19 you gain the augmented critical ability for your bite, granting it a threat range of 18-20 and a critical multiplier of x3, and the improved critical feat for your claws.

At level 13 you gain the ability to take the form of an avenger, a treant, shambling mound, or other plant creature. You gain a +6 enhancement bonus to strength and a +4 enhancement bonus to constitution. Your natural armor increases by 8. You also gain damage reduction 5/slashing while in this form. In addition, you gain two slam attacks that each deal 1d6 damage for medium creatures with reach of a tall creature of your size. Your speed reduces by 10 feet while in this form. Every level past 13 your damage reduction increases by 1. At level 18 the bonus to constitution increases by 2, and the bonus to natural armor increases by 1. At level 16 you gain the light fortification ability, and this improves to medium fortification at level 19.

At level 17 you gain the most powerful of the forms, that of the Fury, an elemental. While in this form you gain a +10 enhancement bonus to strength, a +6 enhancement bonus to constitution, and a +10 bonus to natural armor. You gain immunity to critical hits and two slams that each deal 1d8 for medium creatures, with reach of a tall creature of your size. You also gain immunity to an energy type of your choice (acid, electricity, fire, or cold) and the blind sight ability out to 30 feet. At level 19 you gain the great cleave feat, even if you don’t normally meet the prerequisites while in this form. At level 20 you also gain the energy burst ability on your natural attacks corresponding to the energy you chose to be immune to, and the blind sight ability increases to 60 feet.

Shifting Armor: At level two your senses have become so tuned to the nature of shifting that you gain a bonus to your armor class equal to your wisdom modifier while shifted. This does not stack with similar abilities, like that of a monk or ninja.

Shifter’s Size: At level 3 a shifter may take a form of one size category smaller than the original shifter’s form. Every six levels afterwards, the number of size categories increases by one, but can go no smaller than fine.

At level 6, a shifter may take a form of one size category larger. Every six levels thereafter the number of size categories increases by one, but the shifter may not grow larger than colossal.

This ability can be used at the same time (in fact, must be used at the same time) as the shape shift ability. You gain all the benefits and all the drawbacks of your increased or decreased size, as per the table in the Monster Manual, or here. (http://www.d20srd.org/srd/improvingMonsters.htm#sizeIncreases) Your reach changes accordingly.

Shifter’s Weapons: At level four a shifter gains a +1 enhancement bonus on attack and damage rolls with his natural weapons. This bonus increases by one every four levels, as indicated on the table. In addition, a shifter’s natural weapons now count as magic for the purposes of DR and striking incorporeal opponents.

Shifter’s Speech: At level 6 a shifter retains the ability to speak while shifted.

Quick Shifting: At level 7 a shifter may start shifting as a move action rather than a standard action. At level 14 this further reduces to a swift action.

Shifting Weapons: At level 8 a shifter’s natural weapons take one of the alignments of the shifter for the purposes of overcoming damage reduction. If the shifter is true neutral, he may choose one alignment. At level 15 the shifter gets their other alignment, and if the shifter’s other alignment axis is neutral, gets to choose one more alignment for his natural weapons to count as.

At level 11 the shifter gets to choose one special material for his natural weapons to count as for the purposes of damage reduction, and gets to choose another one at level 18.

Scent: At level 10 a shifter gains the scent ability out to 30 feat.

A Thousand Faces (Su): At 13th level, a shifter gains the ability to change his appearance at will, as if using the disguise self spell, but only while in his normal form. This affects the shifter’s body but not his possessions. It is not an illusory effect, but a minor physical alteration of the shifter’s appearance, within the limits described for the spell.

Blindsense: At level 14 a shifter gain blindsense out to 30 ft.

Blindsight: At level 19 a shifter gains blind sight out to 15 feet.

Shifting Apotheosis: At level 20 a shifter gains the shapechanger subtype, and is no longer subject to transmutation effects unless he is willing to accept it.

PLAYING A SHIFTER
Due to the fact that they are not proficient with any weapons and cannot hold any weapons anyways, shifters are almost always melee combatants. They use their shifting to gain tremendous strength and agility to help them in dealing damage while remaining alive.
Religion: Shifters tend to worship Obad-Hai if anything, or other deities of nature. Some may worship other deities, but they are not common
Other Classes: Shifters work well with other nature revering classes such as druids and rangers, but can work well with most any other class. They tend to hold a small amount of contempt for arcanists, much like the Originist and Genomancer.
Combat: Typical combat for a shifter involves shifting into the appropriate form and focusing on what that form does best. The aerial form is typically used for hit and run tactics, the predator form for straight melee, the slayer form for tanking, the avenger form for pure staying power, and the fury form for sheer strength. The animal form is usually used out of combat for overland speed.
Advancement: Most shifters stay with this class as long as possible due to the lack of prestige class support, but some take to the rogue class for more sneaking ability, especially with the aerial form granting a great dexterity boost, and some take to barbarian or fighter for more battle options. Some take to the Shifter Sneak prestige class after taking a few levels in scout to emphasize a hit and run tactic, again typically using the aerial or predator forms.

SHIFTERS IN THE WORLD
They are our brothers in protecting the woods, but something is always…off about them. –Soveliss, ranger

Shifters are somewhat of an enigma, held in a sort of revered light by those who worship nature, and a mystery to those who don’t. Most don’t know why they have the ability to change shape, and those that do are not about to let the secret out.
Daily Life: You tend to enjoy the out doors, getting more in touch with the nature that granted you these powers. Others tend to view you as barbaric or animalistic, and they might not be too far off, due to the amount of time you spend outside like this.
Notables: Brother Wolfman was a good aligned shifter who was once head of the Guardians of the Green. He received his name due to his preference for the wolf as his shifted form. At the time that Brother Wolfman was head, there was another shifter who looked to advance the forest, and destroy civilization. Brother Grug was an evil orcish shifter who sought power over the Guardians of the Green, trying to usurp Brother Wolfman. Brother Wolfman finally killed Brother Grug in combat when Grug attacked Wolfman.
Organizations: The Guardians of the Green (Complete Champion) are a very prominent organization filled with rangers, druids, and shifters. Most shifters that belong to an organization will call this one home.

NPC Reaction
Due to the connection with nature you feel, many NPCs will view you as an uncivilized character. Their reactions tend to vary as a result of this, some looking down on you as nothing more than another peasant, some befriending you for your courage to connect with what was.

SHIFTERS IN THE GAME
Shifters tend to replace druids as the shape shifting class, but don’t really do more than that. Since they lack the spells of a druid, they are played in a vastly different fashion, more akin to a fighter or a barbarian than a druid.
Adaptation: The shifter can be adapted easily to fit any campaign. They can get their powers from heritage of lycanthropy, arcane beasts, through the practice of magic, extra planar beings, etc.
Encounters: When encountering a shifter, it is likely to be a territory issue, or the shifter could be the minion of a more powerful monster.

I give you the Shifter. The picture may (re: will) change when I find something better. My google-fu is weak.

One more thing, the abilities may be tweaked in the coming week, as I play test it and just go over balance. I'm paranoid like that.

Oooh! I think I might like this one. :smallsmile:

ronnyfire
2008-05-06, 12:42 AM
Could i post a class me and a friend created together if i were to say we both made it?

Roland St. Jude
2008-05-06, 03:26 PM
Stickied. :smallsmile:

StoryKeeper
2008-05-06, 04:09 PM
Eww! Yuck! It's all sticky now. :smallyuk:

Seriously though, thanks for the sticky. I get nervous each time I have to change pages to find it after it's been silent for a while.

L'Aent'fon
2008-05-06, 09:34 PM
Hmm, new core classes eh? Well then, what can I come up with? I know! Here’s my (first) contribution to the contest …

Theurge

Noun (plural theurges) 1. One who works miracles, or persuades a god or spirit to perform supernatural work.

So far as I know (and mind you my knowledge of D&D supplements is limited!) no one has yet filled a certain, particular role among divine spell-casters. I thought I’d give it a try.

** Edit: subsequent research has uncovered a number of attempts at creating (roughly) the kind of divine caster I've written up. Nothing I've found (yet!) is exactly like my idea, but the discussions about those other potential builds have proved useful for me in adjusting my theurge to try to keep it balanced with the cleric. **

So, on to the specifics – this is long, so I’ve broken it into parts.

Part the first:



*****

3rd edition D&D arcane spell casting has had both wizards and sorcerers for a while. This allows for the dichotomy of the one’s broad selection spells which must be memorized for use versus the other’s narrow focus, but free use of that knowledge. Primary divine casters, in comparison, have only had the cleric – who is, in effect, much like a “wizard.” The cleric has a broad selection of divine spells, but the necessity for preparation – partially mitigated by spontaneous casting. No divine casting class has filled the divine equivalent of the “sorcerer’s” niche (limited, focused and spontaneous divine casting.) Until now …

*****

Eventually I may find a picture I like to put here … if you know of one I'll happily take suggestions!

Theurge

Like the cleric, the theurge invokes the power of their god to promote that deity’s will upon the world at large. Focused and driven, theurges derive their holy (or unholy) powers from an inborn, innate spiritual connection with a particular deity. As intermediaries of the divine (or diabolic) will, a theurge’s magic comes from his god. However (unlike clerics) theurges act as a constant, living channel for their deity’s intercession. This allows a theurge to spontaneously cast a limited selection of clerical spells. Whether a theurge’s magic heals, protects and avenges or pillages, destroys, and sabotages is dependant upon the god (and the particular aspect of that god) the theurge worships.

Adventurers: A Theurge prefers to adventure in a fashion that supports their god’s causes, at least generally. A theurge will rapidly lose interest in following a quest if he cannot find some way to make the quest benefit his god’s will. Theurges are more warlike, and less scholarly (or monastic) in their pursuit of their divine mandate than most clerics. Indeed, good aligned theurges can rival paladins in their near single-minded devotion to a holy cause. Theurges are rarely tied down to a particular township or community. Their ecclesiastical superiors (when theurges have them) tend to keep them mobile – sending them to a specific place for a specific task. Such tasks are those to which the theurge’s personal focus on the divine best suits him. A theurge specializing in healing may well be dispatched to a place where sickness is rife, while a theurge specializing in battle magics will find themselves tasked with destroying enemies of the faith.

Characteristics: Theurges are powerful conduits of divine magic. While they lack the versatility of clerics, what few spells a theurge knows he can call upon freely, and with greater frequency that their fellow invokers of divine magic. Theurges also gain limited abilities to turn undead, similar in strength to a paladin.

Theurges acquire combat training but what training they receive focuses more heavily on offense (smiting the foes of their god) and close combat than on ranged combat, defense, or protection. Their selection of melee weaponry is in some ways more extensive than a cleric’s, but they do not receive as much training with armors and none at all with shields.

Alignment: Like the gods they serve theurges can be of any alignment. However, due to his particularly close and personal connection to his deity, a theurge must be of the same alignment as his deity.

Religion: Every reasonably well known deity has adherents who manifest a personal connection with the god. As such, theurges can be of any religion. However, every theurge must devote himself to an individual god - unlike clerics, theurges cannot devote themselves to a 'cause' or other source of divine power. Theurges are always associated with a single deity and that deity's specific religious institution or particular practice of worship.

Background: Theurges are not formally trained, they manifest their connection to their god naturally and intuitively. Most commonly this affinity appears at an early age, although a theurge's 'awakening' into power can occur at any time. Some theurges claim to have the blood of gods (or the servitors of those gods) flowing through their veins. Such theurges believe that it is this divine (or diabolic) descent that connects them so strongly to their deity. In some cases this belief may even be true, particularly for aasimar or tiefling theurges. Theurges are not as tightly bound to their church’s activities as clerics are. Often theurges have no official standing within their church at all. Most theurges feel personally called by their deity to promote thier god’s interests in ways that the god's worldly hierarchy cannot. Highly charismatic, a theurge can sometimes be more intimidating than inspiring. Many of them seem to have an unusually sharp ear for discerning falsehood and keen insight into understanding a person's true motives. A theurge’s inner calling will often drive him far from home to fulfill the needs of his deity.

Races: All the common races are represented in this class, since deeply personal religious connections can form between any deity and their worshipers or chosen people.

Other Classes: In an adventuring party, the theurge can fill a variety of roles. They are comfortable in leadership positions and are often among the first to get into the thick of a fight, especially when they are facing enemies of their god. Theurges who focus on the restorative magic can be extremely capable healers, rivaling clerics in this regard, which makes them well liked by adventurers who often find themselves in need of curative magic. Theurges and clerics (or druids) of the same deity have sometimes been known to clash. This is because certain clerics object to how theurges tend to operate outside the conventional structure of most churches - a structure in which the cleric (or the druid) is seen as the primary intermediary between gods and mortals. Theurges, in turn, usually resent attempts by ecclesiastical bureaucracies, and their clerical representatives, to restrict theurges’ activities when it seems abundantly clear (at least to the theurges involved) that their common god wishes the theurges to be active in the world. Lawful- and neutral-good aligned theurges often get along well with paladins, who share the same sort of intense devotion to their respective gods.

Role: Theurges are powerful, highly focused divine spell-casters. Theurges are only able to cast a very limited set of divine spells (drawn from the cleric spell list) but they are capable of invoking those spells with great frequency and at a moment’s notice. Depending upon the individual theurge’s focus, they can heal their friends, harm their enemies, or produce a number of other magical effects. Even more than clerics, a theurge’s domain and spell selection greatly affect his role. The theurge also serves as a fairly capable (if only moderately armored) close combat fighter, often charging into melee while the more defensively inclined cleric hangs back. The best defense, many theurges would argue, is a good offense.

Part the Second:

Game Rule Information
Theurges have the following game statistics.

Abilities: Charisma determines how powerful a spell a theurge can cast, how many spells he can cast per day, and how hard those spells are to resist as well as improving their ability to turn undead. Wisdom affects how often a theurge (even a multi-classed theurge) may turn undead. A high Constitution score improves a theurge’s hit points while a high Strength score enables them to strike down the enemies of their faith more easily.

Alignment: A theurge’s alignment must the same as his deity’s.

Hit Dice: d8

Class Skills

The theurge’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (history) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).

Domains and Class Skills: A theurge who chooses the Animal or Plant domain adds Knowledge (nature) (Int) to the theurge class skills listed above. A theurge who chooses the Healing domain adds Heal (Wis) to the list. A theurge who chooses the Knowledge domain adds all Knowledge (Int) skills to the list. A theurge who chooses the Magic domain adds Knowledge (arcane) (Int) to the list. A theurge who chooses the Travel domain adds Survival (Wis) to the list. A theurge who chooses the trickery doman adds Bluff (Cha), Disguise (Cha), and Hide (Dex) to the list. See Deity, Domains, and Domain Spells, below for more information.

Skill Points at 1st Level: (2 + Int modifier) x 4.

Skill Points at Each Additional Level: 2 + Int modifier.

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

Weapon and Armor Proficiency: Theurges are proficient with battleaxe, club, dagger (normal and punching), flail (light and heavy), halberd, handaxe, longsword, mace (light and heavy), morningstar, quarterstaff, short sword, trident, unarmed strike (with and without gauntlets), and warhammer. Theurges are proficient with light and medium armor, but are not proficient with heavy armors or any shields. Every deity has a favored weapon (see Deities, page 106), and his or her theurges often consider it a point of pride to wield that weapon. A theurge who chooses the War domain gains the feat Weapon Focus with their deity's favored weapon. He also receives the appropriate Martial Weapon Proficiency feat, if the weapon is one with which the theurge is not already proficient. See Chapter 5: Feats for details.

Table 3-6A: The Theurge
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|0lvl|1st|2nd|3rd|4th|5th|6th|7th|8th| 9th

1st|
+0|
+2|
+0|
+2| Living Symbol |5|3

2nd|
+1|
+3|
+0|
+3||6|4|-

3rd|
+2|
+3|
+1|
+3| |6|5|-

4th|
+3|
+4|
+1|
+4| Turn Undead |6|6|3|-

5th|
+3|
+4|
+1|
+4| |6|6|4|-

6th|
+4|
+5|
+2|
+5| |6|6|5|3|-

7th|
+5|
+5|
+2|
+5| |6|6|6|4|-

8th|
+6/+1|
+6|
+2|
+6| |6|6|6|5|3|-

9th|
+6/+1|
+6|
+3|
+6| |6|6|6|6|4|-

10th|
+7/+2|
+7|
+3|
+7| |6|6|6|6|5|3|-

11th|
+8/+3|
+7|
+3|
+7| |6|6|6|6|6|4|-

12th|
+9/+4|
+8|
+4|
+8| |6|6|6|6|6|5|3|-

13th|
+9/+4|
+8|
+4|
+8| |6|6|6|6|6|6|4|-

14th|
+10/+5|
+9|
+4|
+9| |6|6|6|6|6|6|5|3|-

15th|
+11/+6/+1|
+9|
+4|
+9| |6|6|6|6|6|6|6|4|-

16th|
+12/+7/+2|
+10|
+5|
+10| |6|6|6|6|6|6|6|5|3|-

17th|
+12/+7/+2|
+10|
+5|
+10| |6|6|6|6|6|6|6|6|4|-

18th|
+13/+8/+3|
+11|
+6|
+11| |6|6|6|6|6|6|6|6|5|3

19th|
+14/+9/+4|
+11|
+6|
+11| |6|6|6|6|6|6|6|6|6|4

20th|
+15/+10/+5|
+12|
+6|
+12| |6|6|6|6|6|6|6|6|6|6[/table]

Aura (Ex): A theurge of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment (see the detect evil spell for details).

Part the third:

Spells: A theurge casts divine spells (the same type of spells available to the cleric, druid, paladin, and ranger), which are drawn from the cleric spell list (page 183). However, his alignment may restrict him from casting certain spells opposed to his moral or ethical belief; see Chaotic, Evil, Good, and Lawful Spells, below. Like a sorcerer or a bard, a theurge can cast any spell he knows without having to prepare it ahead of time.

To learn to cast a spell, a theurge must have a Charisma score equal to at least 10 + the spell level (Cha 10 for 0-level spells, Cha 11 for 1st-level spells, and so forth). The Difficulty Class for a saving through against a theurge’s spell is 10 + the spell level + the theurge’s Charisma modifier.

Like other spellcasters, a theurge can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table 3-6B: The Theurge. In addition, he receives bonus spells per day if he has a high Charisma score (see Table 1-1: Ability Modifiers and Bonus Spells, page 8).

A theurge’s selection of spells is extremely limited. A theurge begins play knowing four 0-level spells (also called orisons) and two 1st-level spells of your choice. A theurge also knows the domain spell of each spell level he can cast, starting at 1st level. At each new theurge level, he gains knowledge of how to cast one or more new spells, as indicated no Table 3-6B: Theurge Spells Known. (Unlike spells per day, the number of spells a theurge knows is not affected by his Charisma score; the numbers on Table 3-6B are fixed.) These new spells are chosen from the cleric spell list (page 183).


Table 3-6B: Theurge Spells Known
{table=head]|0lvl|1st|2nd|3rd|4th|5th|6th|7th|8th|9th

1st|4|2+1|-

2nd|5|2+1|-

3rd|5|3+1|-

4th|6|3+1|1+1|-

5th|6|4+1|2+1|-

6th|7|4+1|2+1|1+1|-

7th|7|5+1|3+1|2+1|-

8th|8|5+1|3+1|2+1|1+1|-

9th|8|5+1|4+1|3+1|2+1|-

10th|9|5+1|4+1|3+1|2+1|1+1|-

11th|9|5+1|5+1|4+1|3+1|2+1|-

12th|9|5+1|5+1|4+1|3+1|2+1|1+1|-

13th|9|5+1|5+1|4+1|4+1|3+1|2+1|-

14th|9|5+1|5+1|4+1|4+1|3+1|2+1|1+1|-

15th|9|5+1|5+1|4+1|4+1|4+1|3+1|2+1|-

16th|9|5+1|5+1|4+1|4+1|4+1|3+1|2+1|1+1|-

17th|9|5+1|5+1|4+1|4+1|4+1|3+1|3+1|2+1|-

18th|9|5+1|5+1|4+1|4+1|4+1|3+1|3+1|2+1|1+1

19th|9|5+1|5+1|4+1|4+1|4+1|3+1|3+1|3+1|2+1

20th|9|5+1|5+1|4+1|4+1|4+1|3+1|3+1|3+1|3+1[/table]


Upon reaching 4th level, and at every even-numbered theurge level after that (6th, 8th, and so on), a theurge can choose to learn a new spell in place of one he already knows. In effect, the theurge “loses” the old spell in exchange for the new one. A theurge can never "lose" knowledge of any of his domain spells. The new spell’s level must be the same as that of the spell being exchanged and it must be at least two levels lower than the highest-level theurge spell the theurge can cast. For instance, upon reaching 4th level, a theurge could trade in a single 0-level spell (two spell levels below the highest level theurge spell he can cast, which is 2nd) for a different 0-level spell. At 6th level, he could trade in a single 0-level or 1st level spell (since he now can cast 3rd level spells) for a different spell of the same level.

Unlike a cleric, a theurge need not meditate and pray for their spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his spells per day for that spell level.

Deity, Domains, and Domain Spells: Choose a deity for your theurge. Sample deities are listed on table 3-7: Deities (page 32) and described on pages 106-108. The theurge’s deity influences his alignment, what magic he can perform, his values, and how others see him.

If the typical worshipers of a deity include the members of a race, a theurge must be of the indicated race to choose that deity as his own. (The god may have occasional worshipers of other races, but not theurges).

When you have chosen a deity for your theurge, choose one domain from among those given on table 3-7 for the deity. While theurges of a particular religion are united in the reverence for their deity, each theurge emphasizes a single, focused aspect of the deity’s interests.

The single domain chosen gives your theurge knowledge of an additional spell he can cast, from 1st level on up, as well as a granted power.

Chaotic, Evil, Good, and Lawful Spells: A theurge can’t cast spells of an alignment opposed his deity’s. For example, a theurge of a good deity cannot cast evil spells. Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions (see Chapter 11: Spells).

Living Symbol (Su): A theurge has such a strong, personal connection with his god that he can use his own body as a divine focus for spell casting (for those times when his usual divine focus is unavailable.) However, doing so is draining. Each time a theurge casts a spell using only his body as his divine focus, he sustains 1 point of non-lethal damage per spell level cast.

Theurges that are capable of turning undead may also use their body in place of a holy symbol (usually presenting a hand.) Each time a theurge turns undead while using only his body as his holy symbol, he sustains 1 point of non-lethal damage per undead creature successfully turned, rebuked, or destroyed.

Turn or Rebuke Undead (Su): When a theurge reaches 4th level, he gains the supernatural ability to turn undead. He may use this ability a number of times per day equal to 3 + his Wisdom modifier. In all other respects he turns undead as a cleric of three levels lower would - three less than his theurge level is his effective cleric level for turning undead. (See Turn or Rebuke Undead, page 159).

A theurge with 5 or more ranks in Knowledge (religion) gets a +2 bonus on turning checks against undead.

Turn or Rebuke Undead for Multi-Class Theurges (special)

If theurge multi-classes to another class (or prestige class) that grants the Turn or Rebuke Undead ability (such as when a theurge multiclasses to a cleric or paladin) the theurge does not gain additional uses-per-day of the turn undead ability. Instead they do add their effective cleric level (for turning) from their theurge levels to their multi-class cleric (or paladin) cleric level for turning. A theurge retain his theurge based number of daily uses for this ability.

For example: a 5th level theurge / 1st level cleric turns undead as if he were a 3rd level cleric (1 cleric level from 1 level of cleric + 2 cleric levels from 5 levels of theurge) but he can still only attempt to turn undead creatures a total of 3 + Wisdom modifier times per day.

Bonus Languages: A theurge’s bonus language options include Celestial, Abyssal, and Infernal (the languages of good, chaotic evil, and lawful evil outsiders, respectively.) These choices are in addition to the bonus languages available to the character because of his race.

Ex-Theurges
A theurge who grossly violates the code of conduct required by his god (generally by acting in ways opposed to the god’s alignment or purposes) loses all spells and class features, except for armor and weapon proficiencies. He cannot thereafter gain levels as a theurge of that god until he atones (see the atonement spell description, page 201).

Like a member of any other class, a theurge may be a multiclass character, but multiclass theurges face a special restriction. While a theurge may multiclasses freely, if he multiclasses to cleric, paladin, or druid he must remain devoted to his same god, otherwise he becomes an ex-theurge.

Equipping a Character - Equipment a la Carte

Table 7-1 (addendum): Random Starting Gold
{table=head] Class | Amount | Average
Theurge |
4d4 x 10 |
100 gp
[/table]



… hope you enjoy it.

** Edited for Spelling and Content **
** Most recent content update (evening) May 7th **

Note: I'll likely continue fiddling with this base class (correcting spelling and adjusting fluff if nothing else) all the way through to the deadline -- so check back often!

Zeta Kai
2008-05-08, 11:57 AM
Due to the similarity of the Theurge to the Favored Soul (Complete Divine) & the Cloistered Cleric (http://www.d20srd.org/srd/variant/classes/variantCharacterClasses.htm#clericVariantCloistere dCleric)(Unearthed Arcana), is it still eligible for submission? It's a well-written class, & as near as I can tell, the coincidence is unintentional, but it's resemblance to already-published classes could be damaging.

curtis
2008-05-08, 02:48 PM
Weapon Master

MAKING A WEAPON MASTER

A Weapon Master is a man linked to his weapon by a psychic force. They may adventure for any reason. Their role in the party is as a frontline fighter.

Abilities: Strength is the primary attribute weapon masters will need, to aid them in their combat. Dexterity and constitution are also necessary for AC and hit points.
Races: Any
Alignment: Any
Starting Gold: 3d10x10 (165gp)
Starting Age: Advanced.

Class Skills
The weapon master's class skills are climb, craft, hide, intimidate, jump, listen, ride, spot, survival, swim and tumble.
Skill Points at 1st Level : (6 + int)x4
Skill Points at Each Additional Level : 6 + int

Hit Dice: d8

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+1|
+2|
+2|
+2|Weapon Symbiosis, Bonus Feat
2nd|
+2|
+3|
+3|
+3|+1 Weapon
3rd|
+3|
+3|
+3|
+3|Boomerang Attack
4th|
+4|
+4|
+4|
+4|Bonus Feat
5th|
+5|
+4|
+4|
+4|+2 Weapon
6th|
+6|
+5|
+5|
+5|Elemental Weapon
7th|
+7|
+5|
+5|
+5|Greater Boomerang Attack, Greater Symbiosis
8th|
+8|
+6|
+6|
+6|Bonus Feat
9th|
+9|
+6|
+6|
+6|+3 Weapon
10th|
+10|
+7|
+7|
+7|Keen Weapon
11th|
+11|
+7|
+7|
+7|Orbital Weapon
12th|
+12|
+8|
+8|
+8|Bonus Feat
13th|
+13|
+8|
+8|
+8|+4 Weapon, Elite Symbiosis
14th|
+14|
+9|
+9|
+9|Elite Boomerang Attack
15th|
+15|
+9|
+9|
+9|Elemental Weapon
16th|
+16|
+10|
+10|
+10|Orbital Weapon
17th|
+17|
+10|
+10|
+10|+5 Weapon
18th|
+18|
+11|
+11|
+11|Weapon Drive
19th|
+19|
+11|
+11|
+11|Holy Glow, Arrow Blade
20th|
+20|
+12|
+12|
+12|Perfect Symbiosis[/table]

Weapon Proficiencies: A weapon master is proficient with all weapons, and light armor and shields.

Weapon Symbiosis: At 1st level, a weapon master must choose a weapon to be symbiotically linked to. It cannot be sundered, but ľ of the damage dealt to it is dealt to its owner. If the weapon is within 20ft. of its owner, the owner may use a standard action to return it to its hand. He can pinpoint it within 30ft. and its direction within 50ft.

Greater Symbiosis: At 7th level, 1/2 of the damage dealt to the weapon is dealt to its owner. If the weapon is within 40ft. of its owner, the owner may use a standard action to return it to its hand. He can pinpoint it within 60ft. and its direction within 100ft.

Elite Symbiosis: At 13th level, 1/4 of the damage dealt to the weapon is dealt to its owner. If the weapon is within 60ft. of its owner, the owner may use a standard action to return it to its hand. He can pinpoint it within 100ft. and its direction within 150ft.

Perfect Symbiosis: At 20th level, none of the damage dealt to the weapon is dealt to its owner. If the weapon is within 100ft. of its owner, the owner may use a standard action to return it to its hand. He can pinpoint it within 200ft. and its direction at any distance.

Bonus Feat: At 1st level, a weapon master receives Weapon Focus as a bonus feat. At 4th level, a weapon master receives Weapon Specialization as a bonus feat. At 8th level, a weapon master receives Greater Weapon Focus as a bonus feat. At 12th level, a weapon master receives Greater Weapon Specialization as a bonus feat. These feats are for your symbiotic weapon.

+1 Weapon: At 2nd level, your symbiotic weapon is treated as a +1 weapon. At 5th level, it’s treated as a +2 weapon. At 9th level, it’s treated as a +3 weapon. At 13th level, it’s treated as a +4 weapon. At 17th level, it’s treated as a +5 weapon.

Boomerang Attack: At 3rd level, a weapon master can throw their weapon at an enemy up to 25 ft, and have it return to their hand. This is a standard action but it provokes attacks of opportunity. At 7th level you can throw it 50 ft, and at 14th level you can throw it 75 ft.

Elemental Weapon: At 6th level, gains the effect of flame, frost, or shock. At 15th level, it gains the effect of flaming, icy or shocking burst respectively.

Keen Weapon: At 10th level, the weapon master’s symbiotic weapon is treated as a keen weapon.

Orbital Weapon: At 11th level, a weapon master’s symbiotic weapon gains a light weapon orbiting it. On a successful hit, their symbiotic weapon’s orbital attacks the target at -5 to hit and half damage. At level 16, they gain a second orbital weapon.

Weapon Drive: At 18th level, a weapon master can use an ability similar to Boomerang Attack, except that it attacks all enemies in a 30 ft. straight line.

Holy Glow: At 19th level, a weapon master can use their weapon to light up the area up to 30 ft. around you with a single mental command. This light deals 4d6 of damage to the undead per round and acts as a disruption weapon..

Arrow Drive: At 19th level, a weapon master can use a standard action to fire 3 arrows (created by the weapon) as if fired out of a longbow.

Zeta Kai
2008-05-08, 03:14 PM
Curtis, your table has no 3rd level, & the class needs fluff.

StoryKeeper
2008-05-08, 08:25 PM
I believe 16th level is also missing.

Bitzeralisis
2008-05-08, 08:39 PM
Crap. I can't believe I didn't notice this thread until now. I can't come up with anything balanced in seven days, so I guess I'll just have to stand by and watch the competition instead, eh? :smallsigh:

dman11235
2008-05-08, 08:48 PM
Next time we'll have to advertise it a little better. And once it gets known as well as the monster one, well, then it'll have more oomph. Oh, and there should be a PrC one. The thing with base classes is, most all of the possible ones have been made already, and the ones to be made either can already be done or are too specialized. With PrCs there's almost no such thing as too specialized, and thus there is a much larger area to be explored, and a LOT more room to be creative.

I think I'll run a PrC competition soon.

Reptilius
2008-05-08, 09:38 PM
Battle Psychic
HD: d6

((Inspired by the Blade Scholar (http://forums.gleemax.com/showthread.php?t=948233) and the realization that both psionics and ToB shared the word discipline.))

http://images.elfwood.com/art/j/u/julchen75/psi3.jpg (http://www.elfwood.com/art/j/u/julchen75/psi3.jpg.html)

Description: A battle psychic is an adherent of the Sublime Way. Although she is a psionic character, she does not manifest powers. Rather, she uses her psychic energy to refresh her maneuvers. She can learn maneuvers from any discipline, but can only dedicate her mind to a few disciplines at a time. She can use the repository of her knowledge to generate lethal weapons out of crystal,and can connect one of her disciplines to a psionic discipline.

Adventures: Like all adventurers, a battle psychic adventures to increase her personal power. Despite the semi-ascetic nature of the class, many cannot resist the lure of showing off their unique abilities, and use their talents for whatever they wish.

Alignment: Battle psychics appear on all levels of the good-evil spectrum, as psionics and the Sublime Way are largely unconnected to alignment. Due to the intense focus and grueling training required by the class, most battle psychics are lawful, although many who prefer showboating to meditation are chaotic. Neutral battle psychics are not unheard-of.

Religion: The battle psychic's devotion to the mastery of her fighting style leaves little time for prayer. Those that do worship a deity tend to let combat serve as their prayers and usually worship a deity of combat, magic, and/or psionics (Such as Kord, Pelor, or Zuoken).

Background: The main (and largest) order of battle psychics, the Warrior's Collective, began as a splinter group from the Temple of Nine Swords. A young swordsage, his name lost to time, discovered his untapped psychic potential while meditating on the nature of strength. He claimed he could teach his blend of psionics and the Way to others, and accumulated a sizable number of disciples. He was exiled for creating the first discipline crystal, as it was believed it would render traditional, more practical mastery obsolete. Unperturbed, he and his followers established the Collective. The Collective sided with the Shadow Tiger horde, but was betrayed, and most of the small Collective was destroyed. A few of the survivors established small guilds of their own, but most were indigent, taking on an apprentice only rarely.

Most battle psychics have some natural psionic talents and learned of ways to apply them to physical combat. Many others are students of the Sublime Way that left their teachers for the promise of power. The schism between them Temple and the Collective still reaches into the present, engendering bad blood between battle psychics and other martial adepts.

Race: The penchant for psionics is equally common in any of the races, and any could conceivably receive training from one of the few battle psychic guilds or wandering masters, but humans and elves are most drawn to the quasi-mystical powers of this class.

Battle psychics are uncommon among the uncivilized races, as study of the Sublime Way is a key factor. However, there is a fairly large remnant guild composed mainly of blues, who offer to teach any goblinoid the Way.

Role: A battle psychic is a powerful warrior, whose relatively low hit points and limited armor proficiency make her a poor meat shield. Like swordsages, she is best suited for a maneuverable or tactical role, and her entwine disciplines stance helps in this. Her low health reservoir is somewhat offset by her ability to heal herself in her psychometabolism stance and with Devoted Spirit maneuvers. Her ability to use maneuvers from all disciplines allows her to take almost any combat role, even though she can only use a few at a time. These also make her a valid choice for a "fifth wheel" character.

Battle Psychic
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Maneuvers Known|Maneuvers Readied|Stances Known|Power Points/Day

1st|
+0|
+0|
+0|
+2|Discipline Crystal, Focused Discipline, Crystal Blade|4|2|1|2

2nd|
+1|
+0|
+0|
+3|Precognitive Dodge (Focused)|5|3|1|6

3rd|
+2|
+1|
+1|
+3|-|6|3|1|11

4th|
+3|
+1|
+1|
+4|Entwine Disciplines, +1 Crystal Blade|6|3|1|17

5th|
+3|
+1|
+1|
+4|Precognitive Reflex (Focused) |7|4|1|25

6th|
+4|
+2|
+2|
+5| Blade Enhancement +1|7|4|1|35

7th|
+5|
+2|
+2|
+5|-|8|4|3|46

8th|
+6/+1|
+2|
+2|
+6|+2 Crystal Blade, Precognitive Dodge (Any)|8|4|2|58

9th|
+6/+1|
+3|
+3|
+6|-|9|5|2|72

10th|
+7/+2|
+3|
+3|
+7|Fourth Discipline, Blade Enhancement +2|9|5|2|88

11th|
+8/+3|
+3|
+3|
+7|Precognitive Reflex (Any)|10|5|2|106

12th|
+9/+4|
+4|
+4|
+8|+3 Crystal Blade, Psychic Recovery|10|5|2|126

13th|
+10/+5|
+4|
+4|
+8|-|11|6|3|147

14th|
+10/+5|
+4|
+4|
+9|Blade Enhancement +3|11|6|3|170

15th|
+11/+6/+1|
+5|
+5|
+9|-|12|6|3|195

16th|
+12/+7/+2|
+5|
+5|
+10|+4 Crystal Blade|12|6|3|221

17th|
+13/+8/+3|
+5|
+5|
+10|-|13|7|3|250

18th|
+13/+8/+3|
+6|
+6|
+11|Blade Enhancement +4|13|7|3|280

19th|
+14/+8/+4|
+6|
+6|
+11|-|14|7|3|311

20th|
+15/+10/+5|
+6|
+6|
+12|Fifth Discipline, Double Focus, Crystal Doom 1/day, +5 Crystal Blade|15|8|4|343 [/table]

Class Skills
The Battle psychic’s class skills (and the key ability for each skill) are Autohypnosis* (Wis), Balance (Dex), Climb (Str), Concentration* (Con), Craft (Int), Diplomacy (Cha) Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (psionics)* (Int), Martial Lore (Int), Move Silently (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Swim (Str), Tumble (Dex).
Skill Points at 1st Level
(6 + Int modifier) ×4.
Skill Points at Each Additional Level
6 + Int modifier.

Special:

Weapon and Armor Proficiency: As a battle psychic, you are proficient in all simple weapons, your crystal blade (regardless of shape), and light armor.

Maneuvers Known: Unlike a crusader, swordsage, or warblade, you can choose which disciplines to learn maneuvers from, and change your maneuvers known daily (See Discipline Crystal).

Once you know a maneuver, you must ready it before you can use it (see Maneuvers Readied, below). A maneuver usable by Battle Psychics is considered an extraordinary ability unless otherwise noted in its description. Your maneuvers are not affected by spell resistance, and you do not provoke attacks of opportunity when you initiate one.

You learn additional maneuvers at higher levels, as shown on the blade psychic table. You must meet a maneuver’s prerequisite to learn it. See Table 3–1, Tome of Battle p. 39, to determine the highest-level maneuvers you can learn. The number on the Battle Psychic table is the number of maneuvers known in each discipline (see Discipline Crystal below)


Maneuvers Readied: You can ready two of your maneuvers known from your disciplines at 1st level, and as you advance in level and learn more maneuvers, you are able to ready more, but you must still choose which maneuvers to ready. You ready your maneuvers by concentrating on your discipline crystal for at least 5 minutes. You ready your maneuvers known by concentrating for 20 minutes (see Discipline Crystal below). The maneuvers you choose remain readied until you decide to concentrate again and change them. You need not sleep or rest for any long period of time to ready your maneuvers; any time you spend 5 minutes concentrating, you can change your readied maneuvers. You may only change maneuvers known 1/day, when you regain your power points (See Discipline).

You begin an encounter with all your readied maneuvers unexpended, regardless of how many times you might have already used them since you chose them. When you initiate a maneuver, you expend it for the current encounter, so each of your readied maneuvers can only be used once per encounter (unless you recover them, as described below).

You can recover an expended maneuver by using a full-round action to burn psychic energy. You expend power points equal to the maneuver’s level in this process. Doing this does not provoke attacks of opportunity. If you complete your meditation, you can choose one expended maneuver to refresh. It is now available for use in a subsequent round. Even though this process involves the expenditure of power points, this is not a supernatural or spell-like ability, and the battle psychic can recover her maneuvers in an antimagic field or a null psionics field.

Stances Known: You begin play with knowledge of one 1st-level stance from any discipline. At 4th, 10th, and 16th level, you can choose additional stances. Unlike maneuvers, stances are not expended, and you do not have to ready them. Only the stances in your currently readied disciplines are available to you, and you can change the stance you are currently using as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description.



Power Points/Day: A battle psychic’s ability to manifest powers is limited by the power points she has available. Her base daily allotment of power points is given on the Blade Psychic table. In addition, he receives bonus power points per day if he has a high Wisdom score. Her race may also provide bonus power points per day, as may certain feats and items.

Discipline Crystal: Every battle psychic bears a discipline crystal from level 1. A discipline crystal can take any shape; an amulet, a thin crystal rod, a lump of rock, etc. Battle psychics take their maneuvers known from any discipline they know. You may only choose maneuvers readied from your currently known maneuvers. You may change your maneuvers known at any point by concentrating on your crystal for 20 minutes.

At level 1, you may take your maneuvers known from any three disciplines. At level 10, you may take from a fourth discipline and at level 20 you may take from a fifth. You may ready maneuvers from them as normal.

You begin play with a discipline crystal containing all the maneuvers known of three disciplines. At each battle psychic level marked on the table, you gain new maneuvers and new stances known in each discipline you know of any level or levels that you can initiate (based on your new level) for your discipline crystal.

When you regain your power points after resting, you may change your maneuvers known. You must choose from those disciplines which you have chosen. The number of maneuvers you may choose to know is on the Battle Psychic table. When choosing maneuvers known, you must fulfill all prerequisites of those maneuvers, just as if you were learning them permanently. You pick your readied maneuvers from your currently known maneuvers.

The discipline crystal has 30 hit points and hardness 10.

If you lose possession of your discipline crystal or it becomes destroyed, you cannot change your disciplines until you recover it. You may change your maneuvers readied in those disciplines as normal.

If your discipline crystal becomes destroyed or lost, you may create a new one by performing a 24-hour psychic meditation ritual. This requires rare incenses and raw, mundane crystals (such as quartz) worth a total of 150 gp/character level and XP equal to your character level times 200. It contains all the maneuvers and stances in each discipline that you used previously. If your discipline crystal still exists, performing this ritual renders it a mere lump of mundane crystal.


Focused Discipline (Ex): Whenever you prepare your maneuvers known, you must designate any one of your disciplines of them as your focused discipline. Whenever you recover a maneuver from your focused discipline, you may expend your psionic focus to recover all readied maneuvers from that discipline instead of expending power points to recover one.
Your focused discipline also determines the effects of other class abilities.

Crystal Blade (Su): As a move action, a battle psychic can create a crystalline blade from his discipline crystal. She may not manifest a blade if she does not possess her crystal. The blade is identical in all ways (except visually) to any weapon associated with her focused discipline. For instance, a Medium battle psychic currently focusing on the Shadow Hand discipline can form a Medium short sword that he can wield as a light weapon, and the blade deals 1d6 points of damage (crit 19-20/×2). Battle psychics who are smaller or larger than Medium create crystal blades appropriate for their size, with a corresponding change to the blade’s damage. The crystal blade is extremely light, and has no weight, regardless of shape. The wielder of a crystal blade gains the usual benefits to her attack roll and damage roll from a high Strength bonus. If the battle psychic manifests her crystal blade as an unarmed strike, large crystalline gauntlets form over her hands. Her unarmed strike gains any enhancement bonus and special abilities that her battle psychic levels would confer. When she is wearing these gauntlets, her unarmed strike damage becomes equal to that of a monk of her class level. She is also considered armed. If the battle psychic manifests her crystal blade as a claw, the gauntlets’ fingers become long and pointed. This form is identical to the unarmed strike form, but it deals slashing damage instead of bludgeoning. Any unarmed strike feats she possesses also apply to her claw weapons. Neither the gauntlets or claws interfere with her manual dexterity.

The blade can be broken (it has hardness 10 and 10 hit points); however, a battle psychic can simply create another on her next move action. The moment she relinquishes her grip on her blade, it shatters into miniscule pieces. A crystal blade is considered a magic weapon for the purpose of overcoming damage reduction.
A battle psychic can use feats such as Power Attack or Combat Expertise in conjunction with the crystal blade just as if it were a normal weapon. She cannot choose crystal blade for feats requiring a specific weapon choice, such as Weapon Specialization. Powers or spells that upgrade weapons can be used on a crystal blade.
A battle psychic’s crystal blade improves as the character gains higher levels. At 4th level and every four levels thereafter, the crystal blade gains a cumulative +1 enhancement bonus on attack rolls and damage rolls (+2 at 8th level, +3 at 12th level, +4 at 16th level, and +5 at 20th level).
At 5th level, a battle psychic can manifest two crystal blades at once, as long as one or both are one-handed or light. They do not have to be the same weapon, although they must be associated with her currently focused discipline. Their enhancement bonus is one lower than the enhancement bonus would be for a single weapon (Note: Claws and unarmed Strikes keep their full enhancement bonus, since one is formed on each hand anyway.).

Even in places where psionic effects do not normally function (such as within a null psionics field), a battle psychic’s crystal blade retains its shape. The weapon is created, not maintained, by psionic energy. However, it loses any enhancements or enhancement bonuses it might have. If the battle psychic’s crystal blade has a +1 or higher enhancement, it is treated as a masterwork weapon. The battle psychic may shatter her weapon with a thought as a move action, effectively sheathing it.

Precognitive Dodge (Su): Starting at 2nd level, a battle psychic can add her Wisdom modifier as a bonus to her armor class as long as she is psionically focused, unencumbered, wearing light armor, and not using a shield. This bonus still applies against touch attacks and when she is flat-footed. She loses this bonus when she is immobilized or helpless.
At 8th level, she no longer has to be psionically focused to apply her Wisdom modifier to her armor class. She must still be unencumbered, in light armor, and not wielding a shield.

Entwine Disciplines Stance (Su): At 4th level, while a battle psychic is in a stance of her focused discipline, she can forgo the normal benefit as a swift action to gain the effect of entwine disciplines stance. She may resume the normal benefit of the stance as a swift action.
When she enters the entwine disciplines stance, the battle psychic chooses on of the psionic disciplines (Clairsentience, Metacreativity, Psychokinesis, Psychometabolism, Psychoportation, or Telepathy). She may not change this discipline while she maintains the stance. If she stops and later resumes the stance, she may pick a new psionic discipline.
The effects of the stance vary based on the battle psychic’s current focused discipline and chosen psionic disciplines:

• Clairsentience: Whenever the battle psychic performs a strike from her focused discipline, her Wisdom bonus is considered doubled for all skills, rolls, abilities, etc. This lasts a number of rounds equal to her (doubled) Wisdom bonus. Also, whenever she recovers her focused discipline, she gains a number of temporary power points equal to her Wisdom modifier (like temporary hit points, these power points are expended before actual power points).
• Metacreativity: Whenever a battle psychic initiates a strike from her focused discipline, she may create an astral construct under her control within 30 ft.. The astral construct is of a level equal to the initiated maneuver, and remains for an equal number of rounds. It may take the maneuver that was used to summon it as a menu choice of the highest menu it has access to (1-3: Menu A, 4-6: Menu B, 7-9: Menu C). It cannot recover this maneuver.
• Psychokinesis: By performing a telekinetically assisted throw, a battle psychic may perform a ranged attack with her current weapon and have it return to her as a standard action. She adds her Wisdom bonus to her attack and damage rolls. This attack has a range increment of 15 feet. A battle psychic may initiate strikes from her focused discipline with this attack as though it was a melee attack.
• Psychoportation: Immediately after completing a strike from her chosen maneuver, a battle psychic can teleport either herself or her target a number of feet equal to her wisdom bonus times 10 ft. (minimum 10 ft.) as a swift action. If her strike has several targets, she may choose any number of them up to her Wisdom bonus (minimum 1). If there are fewer than that, she may teleport all of them. All targets get a Will save to avoid being moved (DC=10+Wisdom modifier+1/2 class level).
• Psychometabolism: Whenever the battle psychic initiates a maneuver from her focused discipline, she may gain one of the following effects:

Rejuvenation: Heal damage equal to 3 times the level of the maneuver initiated. (once per encounter).

Biofeedback: Gain a bonus to Strength, Dexterity, or Constitution equal to the level of the maneuver initiated. This lasts for an equal number of rounds (once per encounter).

Psychofeedback: Gain a bonus to Intelligence, Wisdom, or Charisma equal to the level of the maneuver initiated. This lasts for an equal number of rounds (once per encounter).

Durability: Gain a natural armor bonus to armor class equal to one-and-a-half times the level of the maneuver maneuver initiated. This lasts for a number of rounds equal to the level of the maneuver (once per encounter).
She may use a full-round action to “recover” one of these effects, so that she may use it later in the same encounter.
• Telepathy: The battle psychic projects a psychic aura, sharing her maneuver knowledge with her allies. Whenever the battle psychic recovers her focused discipline maneuvers, she may choose one of a level equal to or lower than her Wisdom bonus (minimum 1). All allies within 30 ft. can use this maneuver once as long as they stay within 30 ft. She projects the aura for a number of rounds equal to 3+ the battle psychic’s Wisdom modifier. If an ally does not use the maneuver before the aura stops projecting, he loses the knowledge of it. If the ally leaves the area of the aura, they lose knowledge of the maneuver, but if they re-enter the aura, they regain it. This does not give them any further uses of the maneuver. Any allies who enter the aura after it begins projecting may use the maneuver once, and lose it normally when the aura ends.

Precognitive Reflex (Su): At 5th level, a battle psychic’s future sight becomes sharper. She applies her Wisdom bonus to her Reflex saves as long as she is psionically focused, unencumbered, wearing light armor, and not using a shield. This bonus is still applied even when she is flat-footed.

At 11th level, she no longer has to be psionically focused to apply her Wisdom modifier to her Reflex saves. She must still be unencumbered, in light armor, and not wielding a shield.

Blade Enhancement (Su): At 6th level, a battle psychic gains the ability to enhance her crystal blade. She can add any one weapon special ability that has an enhancement bonus value of +1.
At every four levels beyond 6th (10th, 14th, and 18th), the value of the enhancement a battle psychic can add to her weapon improves to +2, +3, and +4, respectively. A battle psychic can choose any combination of weapon special abilities that does not exceed the total allowed by the battle psychic’s level.

The weapon ability or abilities remain the same every time the battle psychic materializes her crystal blade (unless she decides to reassign its abilities; see below). The ability or abilities apply to any form the crystal blade takes, including the unarmed strike or claw forms.

A battle psychic can reassign the ability or abilities she has added to her crystal blade. To do so, she must first spend 8 hours in concentration. After that period, the crystal blade materializes with the new ability or abilities selected by the battle psychic.

If the battle psychic initiates her crystal doom strike, she may assign the ability or abilities of each weapon separately, without any special preparation. After the strike has completed, her crystal blade resumes its previous form and abilities.

Psychic Recovery (Su): At 12th level, if the blade psychic performs a strike from her focused discipline, she may recover that maneuver instantaneously as a swift action by expending power points equal to its level times 2.

Double Focus (Ex): When readying her maneuvers known, a 20th level battle psychic may designate a second of her five disciplines as a focused discipline. This second focused discipline has all the benefits of being a focused discipline (quick recovery, crystal blade forms, psychic recovery, and the entwine disciplines stance). Each of the disciplines must be recovered independently. All of these abilities apply equally to both focused disciplines. However, when a battle psychic enters the entwine disciplines stance, she must choose one of her focused disciplines to gain the benefits of the stance. She may only switch the “entwined” discipline if she terminates, then reenters the stance.

Crystal Doom (Su): A 20th level battle psychic can unlock the true powers of her crystal blade with this strike once per day. In order to initiate it, she must expend the 9th-level maneuvers of both her focused disciplines. These may be recovered as normal. As a full-round action, she may unleash a torrent of vicious attacks upon any target within 30 ft. She makes a melee attack against that target at her highest base attack bonus with each weapon associated with her two focused disciplines (If the two disciplines share an associated weapon, attack with that weapon twice). She applies both her Strength bonus and Wisdom bonus to attack and damage. Damage is always calculated as though each weapon was wielded in two hands (if applicable) (Power Attack can be used in conjunction with this strike). Each of these attacks is with the +5 crystal blade of that weapon. Each of the weapons has a +4 bonus that can be allocated to any ability or abilities; they do not need to all possess the same abilities. The unarmed strike and claw weapons still deal damage as a monk of her class level. Her crystal blade then reappears in her hands in any form and with any abilities that were used with that form during the strike.

dman11235
2008-05-08, 09:45 PM
Uh, please fix that table so it doesn't stretch the screen.

Squash Monster
2008-05-09, 01:17 PM
There was a discussion maybe a month ago on what a good Wuxia-themed Monk class would have. I made a class based on the suggestions in that thread. If it's alright, I'd like to submit that.

While the class name is Wuxia Monk, all text within the class refers to itself as just monk.

Fluff:

Description
Give a man a sword, and he will use the sword. Give a man a spear, and he will use the spear. Give a man nothing, and he will fight with his hands, feet, knees and elbows. Yet a man carrying a sword has these too, but will not use them; he becomes the sword, not the man holding a sword. Monks are believers in the strength of their own bodies. Unlike most warriors, a monk fights using every limb, viewing the weapon he holds as a transitory tool rather than an extension of his being.

A monk's awareness of the capabilities of his own body leads him to be capable of seemingly superhuman feats of athleticism. While his abilities in combat are impressive, they are not the greatest measure of his prowess. A monk can swim like a fish, climb like a spider, and jump high enough to put a rabbit to shame. The most adept of monks can make leaps that seem as much like flight as they do like a mere jump.

Through intense focus on their body and the way energy that floats through it, the monk becomes aware of a spiritual force called qi and slowly learns to manipulate its flow to heighten their prowess. Although qi is a natural force that flows through all creatures, the monk brings it to truly supernatural results: some monks can even project their internal reserves of qi outwards to form a short-lived shield.

Alignment
The path of a monk is a wide one, and many follow it. True to their name, most monks learn their skills from a monastery, and are thus often lawful. However, the teachings that lead to a monk's powers can be learned through passion as easily as through diligence, and monks of all alignments exist. Whether these lessons are applied for good or evil, too, are the monk's decision.

Adventures
Becoming a monk requires some degree of dedication to the betterment of one's abilities. Most adventuring monks share their desire to continue seeking greater prowess. However, the way a monk seeks this prowess is a decision made by individuals. Many monks adventure to see more and learn more of the world in hopes of finding inspiration. Others merely seek out worthy opponents to test their limits and find ways to surmount them. Still others seek magical enhancement to supplement their abilities.

Background
A monk can come from any walk of life, but generally follow one of a few patterns. People who grow up near monasteries are the most likely to join one and learn the monk's path. Others learn the path through intense self-reflection or great efforts towards self-improvement. A monk's reason for becoming a monk is his own, but the desire to improve is a common thread among all monks.

Role
Monks are durable, hard-hitting, and fast combatants. Their speed and mobility make them excellent scouts, and they can resist most things that would stop them. However, only the monk's mobility is unlimited. A monk must choose which blows to protect himself against and which strikes to augment, lest his qi run out. Good monks dart around the battlefield and disable the greatest threats, rather than wasting their energy on lesser foes.



Crunch:

Wuxia Monk

Hit Die: d8

Skills: 4 + int mod
Balance, Climb, Concentration, Craft, Escape Artist, Heal, Hide, Jump, Knowledge (Arcana), Knowledge (Religion), Knowledge (Nature), Listen, Move Silently, Perform, Profession, Sense Motive, Spot, Swim, Tumble

{table=header]Level | BAB | Fort | Ref | Will | Special | Unarmed Damage | Movement Bonus | Qi
1 | 0 | 2 | 2 | 2 | Qi, Movement bonus, Unarmed Strike, Decisive Strike | 1d6 | 10ft | 11
2 | 1 | 3 | 3 | 3 | Powerful Blow, Freedom of Weaponry, AC Bonus | 1d6 | 10ft | 13
3 | 2 | 3 | 3 | 3 | Qi Shield, Fleet of Foot | 1d6 | 10ft | 16
4 | 3 | 4 | 4 | 4 | Qi Protection| 1d6 | 20ft | 20
5 | 3 | 4 | 4 | 4 | Kung Fu, Wall Climbing | 2d4 | 20ft | 25
6 | 4 | 5 | 5 | 5 | Walk on Water, Qi Healing | 2d4| 20ft | 31
7 | 5 | 5 | 5 | 5 | Freedom of Weaponry 2 | 2d4 | 30ft | 38
8 | 6/1 | 6 | 6 | 6 | Paralyzing Strike, Ceiling Climbing | 2d4 | 30ft | 46
9 | 6/1 | 6 | 6 | 6 | Crippling Strike (Strength), Unburdened Step | 2d6 | 30ft | 55
10 | 7/2 | 7 | 7 | 7 | Soaring Leap (clumsy) | 2d6 | 40ft | 65
11 | 8/3 | 7 | 7 | 7 | Crippling Strike (Dexterity), Jump Bonus +10 | 2d6| 40ft | 76
12 | 9/4 | 8 | 8 | 8 | Freedom of Weaponry 3| 2d6 | 40ft | 88
13 | 9/4 | 8 | 8 | 8 | Crippling Strike (mental) | 2d8| 50ft | 101
14 | 10/5 | 9 | 9 | 9 | Soaring Leap (poor) | 2d8 | 50ft | 115
15 | 11/6/1 | 9 | 9 | 9 | Crippling Strike (Constitution), Jump Bonus +20 | 2d8 | 50ft | 130
16 | 12/7/2 | 10 | 10 | 10 | Death Strike | 2d8 | 60ft | 146
17 | 12/7/2 | 10 | 10 | 10 | Soaring Leap (average), Freedom of Weaponry 4 | 2d10 | 60ft | 163
18 | 13/8/3 | 11 | 11 | 11 | Controlling Strike, Jump Bonus +30| 2d10 | 60ft | 181
19 | 14/9/4 | 11 | 11 | 11 | | 2d10 | 70ft | 200
20 | 15/10/5 | 12 | 12 | 12 | Soaring Leap (good) | 2d10 | 70ft | 220
[/table]

Weapon and Armor Proficiency
Monks are proficient with all simple weapons and the kama, nunchaku, sai, shuriken, siangham, bastard sword (exotic and martial), flail, rapier, glaive, and guisarme. Monks are not proficient with any armor or shields. When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses his movement bonus, jump bonus, and AC bonus.

Qi (Ex)
Monks have access to an inner force called qi, which they use this force to supplement their abilities. Qi is measured in points, which are spent using various monk abilities. A monk can only use so much qi per day: to regain qi points he must receive a day's rest, as a sorcerer or wizard does to regain spells. The amount of qi a monk has available in a day is shown in the monk's class table. Qi-based abilities allow the monk to decide how much qi to spend on them as he uses them. However, the monk cannot spend more qi in a single use than his class level for any qi-based ability.

Decisive Strike (Ex)
Starting at level one, the monk can spend qi when making an attack to increase his chance to hit. For any attack the monk gains a bonus to hit equal to twice the amount of qi spent on that attack.

Unarmed Strike
At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk’s attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a monk may even make unarmed strikes with her hands full. There is no such thing as an off-hand attack for a monk striking unarmed: a monk may thus apply her full Strength bonus on damage rolls for all her unarmed strikes. A monk’s unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons. A monk also deals more damage with her unarmed strikes than a normal person would, as shown on the monk's class table.

Movement Bonus (Ex)
At level one, the monk gains a +10ft competence bonus to his base land speed. Every three levels thereafter, the bonus increases by another 10ft. Additionally, the monk gains a competence bonus to Balance, Climb, Swim, and Tumble checks equal to his class level, and a competence bonus to Jump checks equal to three times his class level.

Powerful Blow (Ex)
Starting at level two, the monk can spend qi when making an attack to increase the damage he deals to his opponent. For any attack the monk gains a bonus to damage equal to twice the amount of qi spent on that attack. When using Decisive Strike and Powerful Blow at the same time, the Monk must spend qi for them separately.

Freedom of Weaponry (Ex)
Starting at level two, the monk's penalty for using improvised weapons and weapons he is not proficient with is reduced. At level two, the penalty is reduced by 1 (for a -3 penalty). Every five levels thereafter, the penalty is reduced by one more, to a maximum of 4 (no penalty) at level seventeen.

AC Bonus (Ex)
Starting at level two, the monk gains a bonus to AC equal to his wisdom score. This bonus applies to both the monk's touch AC and the monk's flatfooted AC. The monk only loses this bonus when immobilized or helpless.

Qi Shield (Su)
Starting at level three, the monk can spend qi when being attacked to deflect the incoming attack. Whenever attacked the monk gains a deflection bonus to AC equal to twice the amount of qi he spends deflecting that attack. To use this ability, the monk must be aware of the incoming attack.

Fleet of Foot (Ex)
Starting at level three, the monk can ignore the effects of difficult terrain on movement.

Qi Protection (Su)
Starting at level four, the monk can spend qi to protect himself from danger. Whenever the monk makes a save, he gains a bonus on that save equal to the amount of qi he spends on that save.

Kung Fu (Ex)
At level five, the monk can apply a portion of his mastery of unarmed fighting to the use of weaponry. When using a weapon he is proficient with, the monk can add half his unarmed damage dice to his damage roll. For example, a tenth level monk's unarmed damage is 2d6. When making weapon attacks, he adds 1d6 to his damage roll.

Wall Climbing (Ex)
At level five, the monk can take 10 on climb checks made to climb any slope that is less than 90 degrees from straight up (all slopes that are not overhangs).

Qi Healing (Su)
Starting at level six, the monk can spend qi to heal his wounds. As a move action, the monk can spend an amount of qi to heal himself and heal an equal number of hitpoints.

Walk on Water (Su)
Starting at level six, the monk can walk on water as if it was normal ground.

Paralyzing Strike (Ex)
Starting at level eight, the monk can use a pressure point strike to paralyze an opponent. As a standard action using at least 8 qi points, the monk can make a single attack. If this attack hits, the opponent must make a Fortitude save (Save DC 10 + half the monk's class level + the monk's wisdom modifier + the number of qi points spent beyond 8) or be stunned for one round. For every 4 qi points spent beyond 8, the stun duration increases by one round.

Ceiling Climbing (Ex)
Starting at level eight, the monk can take 10 on all climb checks.

Crippling Strike (Ex)
Starting at level nine, the monk can use a pressure point strike to cripple an opponent. As a standard action using at least 9 qi points, the monk can make a single attack. If this attack hits, the opponent must make a Fortitude save (Save DC 10 + half the monk's class level + the monk's wisdom modifier + the number of qi points spent beyond 9) or take ability damage. The amount of damage done is equal to the number of qi points spent minus 7. The monk chooses which ability to target when he makes the strike: at level 9 the monk can only choose Strength. At level 11, the monk can also choose to target Dexterity. At level 13, the monk can also choose to target Intelligence, Wisdom, or Charisma. At level 15, the monk can choose to target Constitution.

Unburdened Step (Ex)
Starting at level nine, the monk can use qi to escape magical entrapment. Each round the monk can spend up to nine qi on unburdened step. Each round he does so, the monk ignores magical impediments as if under a Freedom of Movement spell. However, unlike the spell, Unburdened Step only works to counter spells of whose level is equal to or less than the amount of qi the monk spent that round, and does not effect grapple checks. For example, a monk can ignore the spell Grease by spending one qi per round, but would still be effected by Web unless he increased his qi spending to two per round or more.

Soaring Leap (Ex)
At level ten, the monk's aerial maneuverability becomes so great that it begins to resemble flight. To activate Soaring Leap, make a jump check. The monk gains a fly speed equal to his land speed, which lasts until he has moved a number of feet equal to the result of his initial jump check. Once he has moved this far, the monk begins to fall straight downwards. If the monk moves less than the minimum speed to stay airborne (see the rules for flight), Soaring Leap ends and he cannot regain lift. Soaring Leap can only be started while touching a solid surface. At level ten, the monk's flight speed is clumsy. This improves to poor at level 14, average at level 17, and good at level 20. Soaring leap qualifies a monk for the feat Flyby Attack, even though the monk does not always have a fly speed. Finally, at level 14 you can make a special version of a trip attack against other airborne enemies while using Soaring Leap. If this trip attack succeeds, you may make a new jump check to replenish your range, and your target begins to fall. Creatures that fly naturally merely stall, and can regain speed after falling for one round. If the creature is flying through the use of spells, however, all the creature's flight spells end abruptly.

Jump Bonus (Su)
At level eleven, the monk gains a +10 enhancement bonus to jump checks. This bonus improves by 10 at level 15 and 18.

Death Strike (Ex)
Starting at level sixteen, the monk can use a pressure point strike to kill an opponent outright. As a standard action using at least 16 qi points, the monk can make a single attack. If this attack hits, the opponent must make a Fortitude save (Save DC 10 + half the monk's class level + the monk's wisdom modifier + the number of qi points spent beyond 16) or die.

Controlling Strike (Ex)
Starting at level eighteen, the monk can use a pressure point strike to force an opponent to obey his will. As a standard action using at least 18 qi points, the monk can make a single attack. If this attack hits, the opponent must make a Fortitude save (Save DC 10 + half the monk's class level + the monk's wisdom modifier + the number of qi points spent beyond 18) or be put under the monk's control as if under the effects of a Dominate spell. The effect's duration is equal to the number of qi points spent. Controlling Strike, unlike Dominate, is not a mind-effecting ability, and thus some creatures normally immune to Dominate may still be effected.


Anybody from the original thread who wants to get credit will if they ask. Criticism is welcome, but please re-read the last sentence of the Qi paragraph before any mention of nova strikes.

Reptilius
2008-05-09, 01:28 PM
Wow, whoops. Fixing.

celtois
2008-05-09, 08:03 PM
Could i post a class me and a friend created together if i were to say we both made it?

well to be honest I'm not sure but I'll say this I'll trust you if you want to post it
so long as you get your friends premission first.

wuxima monk: | pass
Battle Psychic | pass
Weapon Master | needs fluff and fix the missing levels
theurge | pass
Shifter | pass (might want more fluff)

thanks for the sticky :)
actually the next contest I'm running will be a prc contest so
keep your eyes peeled will start in late may or june :)

Zeta Kai
2008-05-10, 11:48 AM
Celtois, it would be nice to have a combined list of the submitted classes on the 1st page of this thread, so that people can see what been posted so far. Can you add that to your first post?

Also, I agree, a PrC contest would be awesome. I'd also like to see a race contest. Races are just as important as classes, & they can be a lot more specific & off-the-wall; plus with level adjustments, they don't all have to be roughly the same power level like classes do.

dman11235
2008-05-10, 01:31 PM
I'll get a little more organized and then hopefully start the first PrC creation contest on the 1st of June. This is exciting, this'll be the first creation/resource/etc. thread I've run. It might come earlier, it depends on whether I think I'll run it every month or every other month. Or some other length of time.

For anyone who wants to run a different creation thread, I have linked in my sig a thread called PrC Builder's Cheat Sheet, which has templates for PrCs, classes, races, monsters, items, feats, and spells/powers. Doesn't have tables, since the WotC boards don't have table code, so you'll have to use the Guide to Homebrewing for those. These are not templates like the Guide to Homebrewing has, these are a template for the whole class, not just the table. I'm talking picture through fluff, the whole works.

Yeah, I've got some tweaking I need to do. It will be done later today or tomorrow (hopefully today).

EDIT: About the fluff: I'll add some in to it, but I was originally going to have the bulk of the fluff of this class and the other two in separate places, sort of an introduction. So yeah, I have more, it's just not going in the shifter class. I'll see what I can do to add some without giving it away. Note: the fluff is the hardest part for me, the mechanics are easy due to the vast amount of PEACHing I've done.

Zeta Kai
2008-05-15, 11:02 AM
Only a few hours left... any more entries? C'mon guys, it's down to the wire!

Athaniar
2008-05-15, 12:28 PM
Templar
http://www.wowwiki.com/Image:Victorius_Invictus.JPG
“Clerics? They haven’t got what it takes. Paladins? Good potential, but their silly moral code and healing abilities hinder them. Favored Souls? Don’t even get me started. We are Templars. We are the chosen warriors of our Gods. None will defy us and live afterwards. To victory in the name of Heironeous! Strike the heathens down!”
-Victorius Invictus, Templar of Heironeous, Battle Speech

“Eh?”
-Yek-Yak the Kobold, First Level Rogue, Last Word


Templars are the ultimate warriors, the champions of their respective deities, unrelenting in their resolve. Healing is for healers, the true soldier of faith is an engine of pure warfare.


Adventuring Templars
Templars only adventure to further the cause of their religion. Though they may be nice, they usually are very zealous, and often very annoyed at those who do not follow their code of faith to the point, especially clerics, paladins, and favored souls. Common adventures for a templar may be to destroy a stronghold of an opposing faith, or to retrieve a powerful artefact.

Religion
This is what this class is for. They may follow any lawful god, but they must do so very, very zealously.

Races
If a templar is a follower of a deity who favors a specific race, the templar most likely is of that race. Of the core races, humans and dwarves are the most likely templars, the others are too chaotic.

Role
Templars aren’t the healers paladins are. Templars are at their best when smashing some heathen heads on the frontlines.

Place in a Setting
Wherever there are lawful warrior gods, there are templars. There might even be templar devoted to more peaceful gods, with a shrewd perspective on morality (real life example: the Crusades).

Other Classes
Templars tend to only really trust other templars of the same faith, but, depending on the individual, may be friendly with others of the same faith too, and even (for the most generous only) allied faiths.

- - -

Alignment
Any Lawful (same as patron deity)

Starting Gold/Age
As Paladin.

Hit Die
d10.

BAB
Good.

Saves
Good Fort & Will.

Spell Progression
As Bard.

Class Skills
The Templar’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Heal (Wis), Intimidate (Cha), Knowledge (religion) (Int), Profession (Wis), and Sense Motive (Wis).

Skill Points at 1st Level
(2 + Int modifier) ×4.

Skill Points at Each Additional Level
2 + Int modifier.

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

Weapon and Armor Proficiency
Templars are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).

Aura (Ex)
A templar's aura matches her alignment.

Detect Heathen (Sp)
At will, a Templar can use detect heathen. It works as detect evil, except that it detect servants of other deities than her own instead of evil alignment. Those of no faith (such as most beasts) do not register.

Smite Heathen (Su)
The templar has the smite heathen ability, the supernatural ability to make a single melee attack with a +4 bonus on attack rolls and a bonus on damage rolls equal to your templar level (if you hit). You must declare the smite before making the attack. This ability is usable once per day. The ability does not work against another of the same faith. If the smite is used in this way on another templar of the same faith, the templar falls (see Ex-Templars).
At 5th level, and at every five levels thereafter, the Templar may smite heathen one additional time per day, as indicated on Table: The Templar, to a maximum of five times per day at 20th level.

Divine Armament (Ex)
The Templar is always proficient with her deity’s favored weapon. At 3RD level, the Templar gains Weapon Focus with that weapon, without having to meet the prerequisites. At 6th level, the Templar gains Weapon Specialization with that weapon, without having to meet the prerequisites.

Spells
A Templar has the ability to cast divine spells, which are drawn from the Cleric spell list. A Templar must choose and prepare her spells in advance.
To prepare or cast a spell, a Templar must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Templar’s spell is 10 + the spell level + the Templar’s Wisdom modifier.
Like other spellcasters, a Templar can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: The Templar. In addition, she receives bonus spells per day if she has a high Charisma score. When Table: The Templar indicates that the Templar gets 0 spells per day of a given spell level, she gains only the bonus spells she would be entitled to based on her Charisma score for that spell level. The Templar does not have access to any domain spells or granted powers, as a cleric does.
A Templar prepares and casts spells the way a cleric does, though she cannot lose a prepared spell to spontaneously cast a cure spell in its place. A Templar may prepare and cast any spell on the Templar spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.
Aligned Spells
A templar can’t cast spells of an alignment opposed to his own/her deity’s. Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.

Fearless (Su)
Beginning at 3rd level, a Templar is immune to fear (magical or otherwise).

Divine Grace (Su)
At 5th level, a Templar gains a bonus equal to her Charisma bonus (if any) on all saving throws.

Divine Health (Ex)
At 7th level, a Templar gains immunity to all diseases, including supernatural and magical diseases.

Code of Conduct
A Templar must be of the same lawful alignment as her patron deity and loses all class abilities if she ever commits an act that opposes the code of her deity.
A Templar has no such restrictions as to respect legitimate authority, act with honor (not lying, not cheating, not using poison, and so forth), help those in need (provided they do not use the help for evil or chaotic ends), and punish those who harm or threaten innocents. That’s for those gullible paladins.

Associates
A Templar will never knowingly associate with characters radically opposite to her/her deity’s alignment (for example, Chaotic or Evil to a Lawful Good Templar), nor will she continue an association with someone who offends her moral code. A Templar may accept only henchmen, followers, or cohorts who are the same alignment as herself/her deity.

Ex-Templars
A templar who ceases to be the same alignment as her deity or who commits an act opposed to her deity’s code of conduct loses all templar spells and abilities (not including weapon, armor, and shield proficiencies). She may not progress any farther in levels as a templar of the same deity. She regains her abilities and advancement potential if she atones for her violations. The only way to do this is to single-handedly slay a servant of a deity opposed to her own that is at least 50% the CR of the ex-templar’s within a tenday of the fall, or forever be banished from her templar order. An ex-templar can take new levels of a templar of another deity as long as she fulfils the requirements, but her previous templar abilities and spells are forever gone.
Like a member of any other class, a templar may be a multiclass character, but multiclass templar face a special restriction. A templar who gains a level in any class other than templar may never again raise her templar level, though she retains all her templar abilities.


Tables below.

Zeta Kai
2008-05-15, 02:32 PM
Did someone say table? Here 3 of them:

The Templar
{table=head]Level|BAB|Fort Save|Reflex Save|Will Save|Special
1st|+1|+2|+0|+2|Aura, Detect Heathen, Smite Heathen, Divine Armament
2nd|+2|+3|+0|+3|
3rd|+3|+3|+1|+3|Fearless
4th|+4|+4|+1|+4|
5th|+5|+4|+1|+4|Divine Grace
6th|+6/+1|+5|+2|+5|
7th|+7/+2|+5|+2|+5|Divine Health
8th|+8/+3|+6|+2|+6|
9th|+9/+4|+6|+3|+6|
10th|+10/+5|+7|+3|+7|
11th|+11/+6/+1|+7|+3|+7|
12th|+12/+7/+2|+8|+4|+8|
13th|+13/+8/+3|+8|+4|+8|
14th|+14/+9/+4|+9|+4|+9|
15th|+15/+10/+5|+9|+5|+9|
16th|+16/+11/+6/+1|+10|+5|+10|
17th|+17/+12/+7/+2|+10|+5|+10|
18th|+18/+13/+8/+3|+11|+6|+11|
19th|+19/+14/+9/+4|+11|+6|+11|
20th|+20/+15/+10/+5|+12|+6|+12|[/table]

Spells per Day
{table=head]0SL|1SL|2SL|3SL|4SL|5SL|6SL
2|—|—|—|—|—|—
3|0|—|—|—|—|—
3|1|—|—|—|—|—
3|2|0|—|—|—|—
3|3|1|—|—|—|—
3|3|2|—|—|—|—
3|3|2|0|—|—|—
3|3|3|1|—|—|—
3|3|3|2|—|—|—
3|3|3|2|0|—|—
3|3|3|3|1|—|—
3|3|3|3|2|—|—
3|3|3|3|2|0|—
4|3|3|3|3|1|—
4|4|3|3|3|2|—
4|4|4|3|3|2|0
4|4|4|4|3|3|1
4|4|4|4|4|3|2
4|4|4|4|4|4|3
4|4|4|4|4|4|4[/table]

Spells Known
{table=head]0SL|1SL|2SL|3SL|4SL|5SL|6SL
4|—|—|—|—|—|—
5|2*|—|—|—|—|—
6|3|—|—|—|—|—
6|3|2*|—|—|—|—
6|4|3|—|—|—|—
6|4|3|—|—|—|—
6|4|4|2*|—|—|—
6|4|4|3|—|—|—
6|4|4|3|—|—|—
6|4|4|4|2*|—|—
6|4|4|4|3|—|—
6|4|4|4|3|—|—
6|4|4|4|4|2*|—
6|4|4|4|4|3|—
6|4|4|4|4|3|—
6|5|4|4|4|4|2*
6|5|5|4|4|4|3
6|5|5|5|4|4|3
6|5|5|5|5|4|4
6|5|5|5|5|5|4[/table]

Athaniar
2008-05-15, 02:37 PM
Very much thanks to you, Kai.

Reptilius
2008-05-15, 03:11 PM
I made a pretty significant change to the Battle Psychic. I think its more balanced now.

celtois
2008-05-16, 12:59 AM
this is pathetic but I'm posting my second class now (I'll put it in a table tommorrow)


blood of the divine
introducing a whole new type of casting

Many deities interact with the world on a more "personal" level
when this happens blood of the divine (BOTD) for short are born
able to draw power directly from their divine origin and many adventure to further their creators interests but some go for their own purposes foul or fair

Adventures most BotD adventure to further the cause of their creator but a portion of them feel drawn to other deities and some adventure for there own reasons entirely

Alignment : botd come in every alignment and are very moraly varied

Religion Botd feel very strongly towards deities because they where created by one thus most botd are religious although some resent their creation and grow to hate all beings divine feeling that all they care about is manipulating mortals

background although botd diving come from very varied backgrounds they all share one common tie their creation by a deity.

Other classes a botd get along well with people who geta along with their morals and those who don't they tolarate to further what ever they may be working towards

role a blood of the divine can hold any of the roles a cleric can hold but are best as a straight spell caster

other because of there divine creation all botd aspire to do great things and are always working to further the cause of their choice

Game rule info
abilities con is the basis for you casting prowess and thus the most important ability followed by cha to boost some of your abbilities and dex or str if you plan to go in mellee wisdom and int are the least important skills for an average botd

alignment any

hd d10
class skills 4+int
knowledge divine knowledge blood spot listen search spellcraft concentration umd diplomacy bluff sense motive


lvl1 bab0 fort2 ref0 will2 special:divine-blood,Divine touch2d6 spells none
lvl2 bab1 fort3 ref0 will3 special:none spells: 0th
lvl3 bab2 fort3 ref1 will3 special:divine touch 1d10 spells: 0th-1st
lvl4 bab3 fort4 ref1 will4 special:none spells: 0th-1st
lvl5 bab3 fort4 ref1 will4 special:none spells: 0th-1st
lvl6 bab4 fort5 ref2 will5 special:divine touch 3d6 spells: 0th-2nd
lvl7 bab5 fort5 ref2 will5 special:none spells: 0th-2nd
lvl8 bab6/1 fort6 ref2 will6 special:Improved Divine-blood spells: 0th-3rd
lvl9 bab6/1 fort6 ref3 will6 special:divine touch 2d10 spells: 0th-3rd
lvl10 bab7/2 fort7 ref3 will7 special:none spells: 0th-4th
lvl11 bab8/3 fort7 ref3 will7 special:none spells: 0th-4th
lvl12 bab9/4 fort8 ref4 will8 special:divine touch 4d6 spells: 0th-5th
lvl13 bab9/4 fort8 ref4 will8 special:none spells: 0th-5th
lvl14 bab10/5 fort9 ref4 will9 special:none spells: 0th-6th
lvl15 bab11/6/1 fort9 ref5 will9 special:divine touch 3d10 spells: 0th-6th
lvl16 bab12/7/2 fort10 ref5 will10 special:Greater Divine-blood spells:0th-7th
lvl17 bab12/7/2 fort10 ref5 will10 special:none spells: 0th-7th
lvl18 bab13/8/3 fort11 ref6 will11 special:divine touch 6d6 spells: 0th-8th
lvl19 bab14/9/4 fort11 ref6 will11 special:none spells: 0th-8th
lvl20 bab15/10/5 fort12 ref6 will12 special:divine grace spells: 0th-9th

Weapons and armor Proficiencies
Proficient with all light and medium armour and simple and martial weapons

Divine blood
you can use a drop of your blood to make a cure or inflict light wounds potion (1d8+1) out of a vial of water you can do this a number of times per day =to your HD + your charisma modifier

Divine touch xdx
you can make a touch attack on an opponent on a hit you may choose to inflict xdx damage +1/2 your HD min 1 or cure an equal amount of damage
you take damage = to 1/2 the damage you inflict of cure to yourself

Imp divine blood
as divine blood except your dice is 2d8+3

Greater divine blood
as divine blood except your dice is 3d8+6

Spellcasting
you may cast any spell of a level you know from the cleric list
every spell you cast deals damage to you as show on this chart and provokes a risk of burnout

spell lvl | damage
0 2
1 4
2 8
3 15
4 20
5 25
6 36
7 42
8 48
9 63
epic 70

spells cast | burnout risk
1-2 1%
3-4 3%
4-5 9%
5-6 18%
7-8 27%
9-10 36%
11-12 45%
13-14 54%
15-16 63%
17-18 72%
19-20 81%
21+ 90%
when you burn out you take 1d6 damage per 2 levels of BOTD
and can't cast anymore spells until you rest

the dc for your spells is 10+spell level +con modifier


Divine Grace
you gain a 10ft divine aura from the deities and demigods book
except where it says worships deity it means worships the same deity as you if you don't worship a deity it counts creatures who are no worshipers for that dc is 10+1/4 botd level +cha mod
the contest is now closed

Zeta Kai
2008-05-16, 09:08 AM
So, when does the contest end? I thought that it ended last night @ midnight.

celtois
2008-05-16, 09:20 AM
yep it's closed I posted that at 11:59 my time and thats the time the contest is on

Bandededed
2008-05-16, 07:07 PM
So, when does the voting begin? I'm all excited for it :smallbiggrin:

ideasmith
2008-05-16, 07:18 PM
So, when does the voting begin? I'm all excited for it :smallbiggrin:


According to the inital post, as soon as celtois opens the poll.

Zeta Kai
2008-05-17, 09:02 PM
For the record, since the contest is now in the voting phase, I had it un-stickied, as per the agreement with the moderators.