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celtois
2008-05-17, 07:00 AM
here it is long awaited since polls have been done away with
heres how we'll do this only one post per person allowed on this thread if you wish to discuss the competition use this thread http://www.giantitp.com/forums/showthread.php?t=77988

make a post with your three top choices in order If you wish to make a change just edit your post

example
note this is not my vote this is just a example

1 summoner
2 dagger master
3 jade sword master


the classes you can vote for

The Brood Warrior~
The Taken ~
Unfledged ~
Jade Swordmaster ~
Mountain Crusher ~
Razor Dwarf ~
The Regressor ~
the Ashen Necromancer ~
Blasphemous Preacher ~
Dagger Master ~
Bio-Mage ~
Dweomer Master ~
Harrowed ~
Battle Psychic ~
Wuxia Monk ~
Templar ~
The Summoner ~
Blood Of The Divine ~
Shifter ~
Theurge ~

celtois
2008-05-17, 07:02 AM
Jade SwordMaster


Jade Swordmaster

A Jade Swordmaster strives for perfection with his weapon, he lives with his weapon, breathes through it, rests his hopes and dreams upon it, and carves his way to fame with his amazing prowess with it. A veritable one-man army, able to destroy many without trouble, and live to tell the tale.

"Long ago, A man stood against an army, and emerged, a Legend. Gather round children, and I shall tell you all the tale, of Azzarel Tathata, Master of the Jade Way, and champion of the common people."
-- Brenth Kallisto, Aged Philosopher, and Follower of the Jade Way.

Why should a Jade Swordmaster quest? It is part of a divine rite of passing. To become of a legend, something unconquerable. An ideal, many will search for, an ideal, many will fail to achieve.

Combat Role: A Jade Swordmaster is a veritable damage dealing beast. His many sword strikes and unique combo system allow for him to be one-of-a-kind. He takes the role of a Monk, and his weaponry gains power as he levels.

Abilities: Dexterity is the lifeblood of the Swordmaster. But secondarily, Wisdom is needed, so as to boost his unarmored AC.
Alignment: Any. The Jade Swordmaster bases his life off the elements, he can be as unchanging and neutral as the earth, as unknown and as chaotic as the flame, or as loyal and lawful as the stream.
Hit Die: d8.
Weapon Proficiencies: All simple weapons as well as light armor. His Jade Longsword is counted as a proficient weapon.
Base Attack Bonus Progression: 4/4
Save Progression: Same as Warrior.

Class Skills:

Balance (Dex), Climb (Str), Concentration (Con), Intimidate (Cha), Jump (Str), Listen (Wis), Spot (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex).
Skill Points: 4 + Int Modifier, x4 for First Level.

Class Features:

Jade Swordmaster
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+1|
+2|
+0|
+0|Grace of Wind, Jade Longsword

2nd|
+2|
+3|
+0|
+0|Jade Power Attack

3rd|
+3|
+3|
+1|
+1|Wisdom of Earth +1

4th|
+4|
+4|
+1|
+1|The Jade Way +1

5th|
+5|
+4|
+1|
+1|Sword of the Master

6th|
+6/1|
+5|
+2|
+2|Strike of the Tiger

7th|
+7/2|
+5|
+2|
+2|Wisdom of Earth +2

8th|
+8/3|
+6|
+2|
+2|Slam of the Dragon +1d8

9th|
+9/4|
+6|
+3|
+3|Precision of the Eagle

10th|
+10/5|
+7|
+3|
+3|Sword of the Emperor

11th|
+11/6/1|
+7|
+3|
+3|Wisdom of Earth +3

12th|
+12/7/2|
+8|
+4|
+4|Low Blow, The Jade Way +2

13th|
+13/8/3|
+8|
+4|
+4|Slam of the Dragon +3d8

14th|
+14/9/4|
+9|
+4|
+4|Strike of the Boar x4

15th|
+15/10/5|
+9|
+5|
+5|Wisdom of Earth +4, Sword of the Hero

16th|
+16/11/6/1|
+10|
+5|
+5|Sweep Kick

17th|
+17/12/7/2|
+10|
+5|
+5|Strike of the Boar x6

18th|
+18/13/8/3|
+11|
+6|
+6|Slam of the Dragon +5d8

19th|
+19/14/9/4|
+11|
+6|
+6|Wisdom of Earth +5

20th|
+20/15/10/5|
+12|
+6|
+6|Finishing Stab, Sword of the Legend, The Jade Way +3[/table]


Grace of Wind:(Level 1) The Swordmaster may add his dexterity bonus to his attack rolls, so long as he is wielding his Jade Longsword(Or another variant of this weapon). Also, because of his extreme amount of skill with the blade, he may add either his strength modifier, or his dexterity modifier to his attack damage, whichever is higher.

Jade Power Attack:(Level 2) While wielding the Jade Longsword(or it's variants), the Swordmaster make make a power attack, dealing half his level rounded down in damage.(Minimum 1) He may also use this attack as many times per day as his Wisdom Modifier + 1.

Wisdom of Earth:(Level 3) The Swordmaster may, while unarmored, add his Wis modifier to his AC. Also, as an added benefit, the Swordmaster gains +1 to his AC at this level, and every four levels succeeding it. (+2 at 7, +3 at 11...etc...+5 at 19)

The Jade Way: Upon reaching fourth level, the Jade Swordmaster gains the ability of The Jade Way. Treat this as having "Weapon Specialization: Jade Longsword" and "Weapon Mastery: Jade Longsword." This ability improves by one every eight levels succeeding this one.

Strike of the Tiger:(Level 6) With a potent horizontal slash the Swordmaster may strike up to three enemies in front of him. All the foes the Swordmaster hits must be adjacent to himself, as well as, adjacent to each other.

Slam of the Dragon:(Level 8) The Swordmaster makes a powerful overhead slash to his foe. Any critical from this attack effectively doubles the damage of said critical. (i.e. His Jade Longsword, 1d8 19-20/x2 is turned into a 1d8 x4(Note the critical threat range is dropped to a natural 20)) The slam, improves every five levels. (3d8 damage at 13th level, 5d8 damage at 18th level)

Precision of the Eagle: At ninth level, the Jade Swordmaster is treated as having the Improved Critical feat for his Jade Longsword(And all it's variants). Even if he doesn't meet the prerequisites.


Low Blow:(Level 12) This special move takes up the space of an attack for this round. Using the Maximum Base Attack Bonus for the Swordmaster, the attack strikes out at a particularly weakening position on the target. The target has the wind knocked out of them for the remainder of the Swordmaster's turn. Thus their dexterity bonus to AC is forfeited.

Strike of the Boar:(Level 14) This special attack take the space of an attack action for this round. Using Maximum Base Attack Bonus for the Swordmaster, the Swordmaster attempts to strike the target quickly with a deadly attack. On a successful hit, this attack counts as a critical attack(Though there is no special bonus for actually rolling a critical on this attack). The player deals damage as if the weapon had achieved a x4 critical. Requirements: This attack must target an opponent under the effects of "Low Blow" or "Sweep Kick." At 17th level, the critical damage is raised to x6.

Sweep Kick:(Level 16) This special move takes the place of two attacks for this round. Using the Maximum Base Attack Bonus for the Swordmaster, a lightning fast sweep kick is executed, knocking all adjacent enemies off their feet on a successful hit. Any enemy knocked down must roll a Fortitude Save DC 18 in order to remain conscious, if the save is failed, the enemy is rendered unconscious until the Swordmaster's next turn. A successful save allows the enemy to recover from being knocked down at the end of the Swordmaster's current turn.

Finishing Stab:(Level 20) This very potent full-round action can decide the outcome of battles. It is engineered to eliminated a weakened foe. Usable only once per day. Reflex save DC 10 + (Dex modifier) + (1/2 Character Level) to reduce the effectiveness by one level. (i.e. The effect of the one hit kill at 24% or less health is reduced to the effect of 25% health through 49% health)

75% health and above = Normal attack damage.
50% health through 74% health = Deals damage equivalent to his Character Level.
25% health through 49% health = Swordmaster deals his character level in damage in addition to his normal attack damage.
24% health or less = Foe is instantly terminated. (Enemies immune to critical hits are immune to this type of damage, in that instance, deal one-and-a-half times the Swordmaster's character level in damage, as well as, his normal attack damage)


Jade Longsword: A weapon bestowed upon the Swordmaster upon the completion of his training. This weapon symbolizes all the Swordmaster stands for, and is the only weapon, aside from simple weapons, which the Swordmaster has received any training. The Jade Longsword acts as a Masterwork Longsword.

Sword of the Master: At Fifth level, the Jade Longsword grows with the fame of the Swordmaster and becomes a Master Longsword. Treat this weapon as a +2 Keen Longsword.

Sword of the Emperor: At Tenth level, the Master Longsword grows with the increasing fame of the Swordmaster, and becomes an Imperial Longsword. Treat this Weapon as a +3 Longsword of Speed.

Sword of the Hero: At Fifteenth level, the Imperial Longsword grows even further with the Swordmaster's fame and experience, becoming a Heroic Longsword. Treat this Weapon as a +5 Shocking Longsword. (Sword of the Hero and Sword of the Legend are regarded as Adamantine weapons when determining damage reduction and bypassing hardness.

Sword of the Legend: At Twentieth level, The Heroic Longsword reaches a state of Legendary Power, becoming the Sword of Legend. Treat this weapon as a very special case. A +5 Shocking Burst Longsword of Speed, except that the damage dealt by this weapon is now 2d8, and it's critical multiplier is x4.(During 'Slam of the Dragon' this weapon deals x6 damage on a successful critical hit)

Should the Swordmaster's weapon be destroyed by any means, he is able to remake the weapon at the cost of 1 months time(to make his pilgrimage to his monastery). He makes the weapon as the basic Jade Longsword, and must have a religious ritual, celebrating the Jade Way, to attune the weapon to him, and to allow his sword to grow with him again.

The Swordmaster must pay for ritual fees equivalent to the normal weapon enhancement cost -20%. (So to get his Legendary Longsword again he must pay the cost of a +5 Shocking Burst Longsword of Speed minus 20& of the total cost)




Mountain Crusher


“Look out!” Jyathia cried as the massive red dragon bore down on the broad-chested but completely unarmed man. Desperately, she reached into her spell component pouch, calling to mind the words of arcane power that might save the man from his fast-approaching fate.

The man smiled as the dragon’s gaping maw moved to swallow him whole. As he raised his arms, his muscles bulged and rippled, almost making him appear far larger than he truly was.

As the dragon slammed into him, he firmly grasped its razor-sharp fangs with his bare hands. Planting himself into the ground, he was pushed back mere millimeters before the dragon’s charge was stopped dead.

“It’ll take more than a little lizard to beat me!” he said jovially as a snap of his arms threw the dragon to the ground with a deafening thud. With a quick jerking motion, the man snapped the dragon’s neck with one clean stroke, killing it instantly.

The words of power died on Jyathia’s lips. Truly, this man could not be human.

Mountain Crusher

Mountain Crushers are powerful men and women who have trained in the art of unarmed and close-quarters combat. Skilled at grappling, they can tackle and throw creatures many times their size with ease.

Making a Mountain Crusher

With their high hit die, full base attack bonus and strong combat abilities, Mountain Crushers epitomize the front-line melee combatant. The wealth of combat abilities they have give them several options beyond the standard attack and full-attack, although they can excel at sheer damage if built with that in mind. The ability to fight with most weapons also allows a Mountain Crusher to select a style most appropriate to the feel they require.
Abilities: Strength and Constitution are crucial to a Mountain Crusher. Depending on the desired armor, Dexterity can be as well. Most of the Mountain Crusher's abilities rely on strength, although many can make use of Dexterity instead.
Adventures: Many Mountain Crushers adventure in a quest for greater personal power. The credo of the Mountain Crushers is "strength conquers all," and most believe that in order to become stronger, they must travel, experience new things, and hone their combat abilities.
Characteristics: Mountain Crushers excel at making use of their bulk and their ability to act as if much bigger than themselves to control the battlefield by grappling, tripping, disarming, and bullrushing. They tend to work best at disabling larger threats from the front lines, although they can be useful in pinning a magic user if they have the means to get close enough to do so.
Alignment: Mountain Crushers have no preferred alignment, the class focuses on strength of arms and sheer power, something that can appeal to people from any point of the alignment spectrum.
Religion: Mountain Crushers tend to follow Kord, Hextor, St. Cuthbert, or Hieronius, if anybody. They value strength and martial ability above all else, and many don't spend much time with worship at all.
Background: Although there is a certain amount of tradition to the Mountain Crusher discipline, it is easily self taught. The abilities of a Mountain Crusher rely on a great understanding of how to use one's bulk and strength in the most advantageous ways, and many Mountain Crushers are simply self-taught, having chosen to focus on a combat style that allows their abilities to flourish in that direction. There are some schools that teach the discipline, but it is fully capable of being self-taught if one possesses the will and general strength to do so.
Races: Mountain Crushers have a proud history among the dwarves, where the discipline is said to have originated. Many humans also have the strength to follow the discipline, as do Half-Orcs and Half-Elves. Elves tend to find the style distasteful and also tend to lack the strength required. Halflings and Gnomes are generally considered unsuited for the role, although there are stories of a select few among both races that have tried.
Other Classes: Mountain Crushers get along best with martially oriented classes, especially Fighters, Barbarians, and Warblades. The pursuit of strength and physical prowess earns a person respect in the eyes of a Mountain Crusher. Clerics of strength-based dieties and Druids who emphasize Wild-Shape also tend to earn the respect of Mountain Crushers, whereas arcane spellcasters tend to be viewed as anywhere from an odd but valuable companion to a weakling who lacks the strength to master a real fighting style.
Starting Gold: As Fighter
Starting Age: As Fighter

Hit Die: d12

Weapon Proficiencies: The Mountain Crusher is proficient with all Simple and Martial Weapons, as well as light, medium, and heavy armor.

Class Skills: Climb (Str), Craft (Int), Escape Artist (Dex), Intimidate (Cha), Jump (Str), Profession (Wis), Swim (Str), Tumble (Dex)

Skill Points at 1st Level

(2+Int Modifier)x4

Skill Points at Each Additional Level

2+Int Modifier

Mountain Crusher
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Unarmed Damage

1st|
+1|
+2|
+0|
+2|Unarmed Strike|1d6

2nd|
+2|
+3|
+0|
+3|Improved Grapple, Constrict 1d6|1d6

3rd|
+3|
+3|
+1|
+3|Mettle, Combat Maneuvering|1d6

4th|
+4|
+4|
+1|
+4|Bonus Feat, Constrict 2d6|1d8

5th|
+5|
+4|
+1|
+4|Powerful Form|1d8

6th|
+6|
+5|
+2|
+5|Constrict 3d6|1d8

7th|
+7|
+5|
+2|
+5| Expert Grappling|1d8

8th|
+8|
+6|
+2|
+6|Firm Grip, Constrict 4d6|1d10

9th|
+9|
+6|
+3|
+6|Bonus Feat|1d10

10th|
+10|
+7|
+3|
+7|Mighty Form, Constrict 5d6|1d10

11th|
+11|
+7|
+3|
+7|Brute Force|1d10

12th|
+12|
+8|
+4|
+8|Skillful Grappler, Constrict 6d6|2d6

13th|
+13|
+8|
+4|
+8|Improved Mettle|2d6

14th|
+14|
+9|
+4|
+9|Bonus Feat, Constrict 7d6|2d6

15th|
+15|
+9|
+5|
+9|Towering Form|2d6

16th|
+16|
+10|
+5|
+10|Unyielding Grip, Constrict 8d6|2d8

17th|
+17|
+10|
+5|
+10|Masterful Grappling|2d8

18th|
+18|
+11|
+6|
+11|Crushing Force, Constrict 9d6|2d8

19th|
+19|
+11|
+6|
+11|Bonus feat|2d8

20th|
+20|
+12|
+6|
+12|Mountain Form, Constrict 10d6|2d10[/table]

Unarmed Strike

At 1st level, a Mountain Crusher gains Improved Unarmed Strike as a bonus feat. A Mountain Crusher’s attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a Mountain Crusher may even make unarmed strikes with her hands full. There is no such thing as an off-hand attack for a Mountain Crusher striking unarmed. A Mountain Crusher may thus apply his full Strength bonus on damage rolls for all his unarmed strikes.

Usually a Mountain Crusher’s unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling.

A Mountain Crusher’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 Mountain Crusher also deals more damage with her unarmed strikes than a normal person would, as shown in the class ability table.

A Mountain Crusher wearing Gauntlets may use their unarmed strike damage instead of the gauntlet’s normal damage.

Improved Grapple

At 2nd level, a Mountain Crusher gains Improved Grapple as a bonus feat.

Constrict

At 2nd level a Mountain Crusher gains the ability to constrict your opponent while in a grapple for additional damage. Whenever a Mountain Crusher succeeds a grapple check, he may constrict his target for 1d6 + 1-1/2 times Str bonus (if any) damage. The Constrict damage increases by 1d6 every 2 levels thereafter.

Mettle

At third level and higher, a Mountain Crusher can resist magical or unusual attacks with great willpower or fortitude. If he makes a successful Will or Fortitude save against an attack that would normally have a lesser effect on a successful save (such as a spell with an entry of Will half or Fortitude partial), he instead negates the effect. An unconscious or sleeping Mountain Crusher does not gain the benefit of mettle.

Combat Maneuvering

At third level, the Mountain Crusher gains an intuitive understanding of various combat maneuvers. They count as meeting the prerequisites for any feat that requires Combat Expertise, even if their Intelligence score isn’t high enough or they do not possess the Combat Expertise feat.

Bonus Feat

At 4th level and every 5 levels thereafter, the Mountain Crusher gains a bonus feat, which can be selected from the Fighter bonus feat list.

Powerful Form

At 5th level, the Mountain Crusher counts as one size larger for the purpose of grappling, tripping, bullrushing, or any other combat maneuver that is related to size. They gain the +4 size modifier to any rolls they make regarding a combat maneuver. They can also initiate grapples as if they were one size larger than they normally are. This is a virtual size category, even Colossal Mountain Crushers gain benefit from this ability.

Expert Grappling

At 7th level, a Mountain Crusher can use one-handed weapons to attack while engaged in a grapple.

Firm Grip

At 8th level, a Mountain Crusher’s grip is so firm it is impossible to wriggle free. Anything grappled by a Mountain Crusher receives a -10 penalty when attempting to use Escape Artist to escape from a Mountain Crusher's grapple.

Mighty Form

At 10th level, the Mountain Crusher counts as two sizes larger for the purpose of grappling, tripping, bullrushing, or any other combat maneuver that is related to size. They gain the +8 size modifier to any rolls they make regarding a combat maneuver. They can also initiate grapples as if they were two sizes larger than they normally are. This ability replaces Powerful Form. This is a virtual size category, even Colossal Mountain Crushers gain benefit from this ability.

Brute Force

At 11th level, the Mountain Crusher may add 1.5 times their strength bonus to the damage of their unarmed strike and counts as a one-handed weapon for purposes of disarming, tripping, and any other combat maneuvers.

Skillful Grappler

At 12th level, the Mountain Crusher gains the ability to take 10 on any grapple rolls they make.

Improved Mettle
At 13th level, the Mountain Crusher gains Improved Mettle. This ability works like Mettle, except that while the Mountain Crusher still takes lesser effect on a successful Will or Fortitude saving throw against attacks henceforth he takes only the secondary effect on a failed save. An unconscious or sleeping Mountain Crusher does not gain the benefit of improved mettle.

Towering Form

At 15th level, the Mountain Crusher counts as three sizes larger for the purpose of grappling, tripping, bullrushing, or any other combat maneuver that is related to size. They gain the +12 size modifier to any rolls they make regarding a combat maneuver. They can also initiate grapples as if they were three sizes larger than they normally are. This ability replaces Mighty Form. This is a virtual size category, even Colossal Mountain Crushers gain benefit from this ability.

Unyielding Grip

At 16th level, the Mountain Crusher’s grip cannot be foiled, even by magic. Spells that would allow the target to automatically escape from a grapple such as Freedom of Movement or Dimension Door do not work. Spells that would allow the caster to escape such as Dimension Door must be cast with a -10 penalty to concentration, and spells that would negate the grapple entirely instead give a +5 bonus to Escape Artist checks for each spell level the spell is.

Masterful Grappling

At 17th level, the Mountain Crusher can use two-handed weapons to attack while engaged in a grapple.

Crushing Force

At 18th level, the Mountain Crusher’s unarmed strike counts as a two-handed weapon for purposes of the Power Attack feat, as well as for the purposes of disarming, tripping, and any other combat maneuvers.

Mountain Form

At 20th level, the Mountain Crusher counts as four sizes larger for the purpose of grappling, tripping, bullrushing, or any other combat maneuver that is related to size. They gain the +16 size modifier to any rolls they make regarding a combat maneuver. They can also initiate grapples as if they were four sizes larger than they normally are. This ability replaces Towering Form. This is a virtual size category, even Colossal Mountain Crushers gain benefit from this ability.

celtois
2008-05-17, 07:48 AM
Dweomer Master


Dweomer Master
Outside the physical & spiritual realms, in metaphysical terms, is an elementary layer of primal energy, a substratum of “dweomer” upon which everything in the universe is built. The many planes, the living things within them, the physical laws that govern them, even the very gods that rule them are merely sub-creations of this fundamental magical foundation.

A few rare individuals have learned to harness the mighty primal forces of this most basic level of reality. These special being are known as dweomer masters, & their powers are the stuff of legends. Widely believed to be merely myth, the masters are all too real, & they are feared the multiverse over by those who even begin to understand the forces that they wield.

The path of dweomer is not meant as a means to power, however. Guided by the Lords of Wyrd (AKA the Elemental Kings), the primordial entities that hold sway over even the mightiest of gods, dweomer masters tend to adopt a life of dedication to the betterment of all those around them. They usually seek to improve the lot of their fellow mortals & therefore move themselves along the path to eventual transcendence, becoming one of the Great Ones, the once-mortal spirits dedicated to the enlightenment of all beings.

Some masters, though, reject the will of the Lord of Wyrd & instead seek to use the dweomer for their own selfish ends. The “dark dweomer”, as it is sometimes known, is a seductive force, but those who work to further its cause (& their own) at the expense of others risk their immortal souls in the process.

Adventures: Like other classes, dweomer masters are usually drawn into adventures for a number of reasons. Many attempt to pursue goals that further the cause of the Lords of Wyrd. Some attempt to conduct research into the nature of dweomer, meditating for long periods or traveling to forgotten ruins famed for their lost lore. Others explore remote lands, seeking to improve their abilities & test their powers by honing them in battle. Still others endeavor to gather power unto them selves, perverting the dweomer into a dark & deadly force.

Characteristics: Dweomer masters tend to be a pensive lot, calmly contemplating each new problem or new situation as it arrives. They prefer to calmly assess the current scenario, weigh the cost & benefits of each course of action, & develop a deliberate response. If at all possible, many masters would opt to quietly observe events unfolding from a distance through their scrying, acting only when it becomes necessary to do so. Often, however, their lives do not afford them the luxury of pondering strategies, in which case they usually are forced to rely on their dweomer talents to save the day.

They deal with their unique talents (& the reactions many common folk have toward their talents) in different ways. Some are placid & serene, in tune with the world around them. Others feel lonely & isolated from others who fear the power that dweomer. Some have bitter, taking the first few steps towards the dark dweomer. Still others are pious, driven to better themselves & others, hoping to become Great Ones themselves.

Alignment: With a predilection for harmony & order, dweomer masters are never chaotic. They may lean toward either good or evil, but truly chaotic souls cannot understand the sublime order of the fundamental reality that is known as the dweomer. Chaotically-aligned beings that learn the dweomercraft are usually driven mad by the knowledge.

Religion: Dweomer masters tend not to worship the standard deities. As they understand it, the gods are merely manifestations of the Lords of Wyrd, given a specific aspect by the worship of mortals. As such, they hold no real power in the minds of most masters, compared to the Lords of Wyrd themselves.

However, most dweomer masters also realize the other people do hold these gods in high esteem. These deities also contain a great deal of dweomer within them, so it is not uncommon to find masters who respect or even venerate these divine beings. A worshipping master tends to gravitate towards one deity or another, depending on the local faiths &/or personal preference. Listed below are the known gods of the world of Deverry, together with their equivalents in Celtic mythology & the D&D pantheon.

* Agwen, patron god of bards; from the Celtic god Abhean; analogous to Olidammara
* Aranrhodda, goddess of witchcraft; from the Celtic goddess Arianrhod; analogous to Wee Jas
* Bel, god of the sun & of law, king of the gods; from the Celtic god Belenus; analogous to Pelor
* Epona, goddess of horses; from the Celtic goddess Epona; analogous to Ehlonna
* Goddess of the Moon, goddess of harvest, love, motherhood, & destruction; from the Celtic Goddess of the Moon; no D&D analogue
* Kerun, god of nature; from the Celtic god Cernunnos; analogous to Obad-Hai
* Lord of Hell, god of death; from the Celtic gods Arawn or Pwyll; analogous to Nerull
* Lugh, god of war; from the Celtic god Lugus; analogous to Heironeous
* Mannanan, god of the sea; from the Celtic god Manannan mac Lir; no D&D analogue
* Nwdd, god of trade & commerce; from the Celtic god Nodens; analogous to Fharlanghn
* Sirona, goddess; no known Celtic or D&D analogues
* Tarn, god of weather & storms; from the Celtic god Taranis; no D&D analogue
* Wmm, god of knowledge & learning; from the Celtic god Ogmios; analogous to Boccob

Background: The ability to manipulate the dweomer lies within many people, but the talent often lies dormant, as few know of its existence, let alone the secrets of how to use it. A dweomer-adept must be trained & taught properly; otherwise, the energies unleashed could have dire consequences.

A dweomer master usually happens across a young pupil by sheer chance, although the masters know that the Lords of Wyrds have a way of shaping the fates of all. Masters often assume the disguise of a simply herbman, & approach the parents or guardians of the gifted youth with an offer of apprenticeship. Adopted as a ward, the novice is typically educated & rigorously trained in the arts of the dweomer for years, until such time as they have shown that they are truly masters of the dweomer.

Races: Dweomer talents are found among virtually all races, but some take to it more easily than others. Humans, Elves, Half-Elves & Illumians are the most commonly seen dweomer masters. Dwarf, Gnome, Halfling & Raptoran masters are less often encountered. Orcs, Half-Orcs, Goliaths & Oaves are rather rare among the masters’ ranks. Non-humanoid (or monstrous humanoid) masters are virtually unheard of. Generally speaking, if a race leans more towards law than chaos, masters appear from among their ranks more readily than in those races where the opposite is true, barring certain exceptions.

Other Classes: Dweomer masters generally have a hard time getting along with classes that harness other forms of magic. Spellcasters in general look warily upon those with a talent for dweomercraft; arcane classes distrust them because they see dweomer as a form of magic that they do not understand, & divine classes find quarrel with the masters’ beliefs, namely that the gods are no more than mere foci of mortal worship, pale shadows compared to the Lords of Wyrd.

Because of the unease of spellcasters, dweomer masters tend to gravitate towards those class who do not use spells, such as fighters, rogues, barbarians, & the NPC class (except adepts). These non-magical classes do not have any prejudice towards dweomer, & actually appreciate the unique talents of the masters. Masters get along especially well with monks, in particular, as they both lean toward the lawful end of the alignment spectrum.

Game Rule Information
Dweomer Masters have the following game statistics:

Abilities: Every ability score is useful to a dweomer master, with the exception of Strength. Wisdom determines well the dweomer master does on Spot checks, as well as aids ensorcellment attempts & prolongs the amount of time one can activate the Scion of Wyrd ability. A good Intelligence score is needed for Spellcraft checks, which are used in creating astral seals, enchanting objects, plane shifting while projecting one’s spirit, & enacting certain glamours.

Constitution governs not only his hit points, but also how well a dweomer master can resist being disturbed while meditating, how well he can use his Second Sight & Soul Sense, & how long he can project his spirit. Dexterity is always beneficial, especially for a class that has relatively low hit points & usually wears light or no armor. A good Charisma can aid with Diplomacy checks when commanding Wildfolk, as well as enacting most glamours & invoking spirits.

Alignment: Any non-chaotic (LG, LN, LE, NG, N, or NE).

Hit Die: d4.

Class Skills: The Dweomer Master’s class skills (& the key ability for each skill) are Alchemy (Int), Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Heal (Wis), Knowledge (all skills, taken individually) (Int), Listen (Wis), Profession (Wis), Scry (Int, exclusive skill), Spellcraft (Int) & Spot (Wis).

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

Skill Points at Each Additional Level: 4 + Int modifier.

Table 1-1: The Dweomer Master
{table]Level|BAB|Fort Save|Reflex Save|Will Save|Special
1st|+0|+0|+0|+2|Scry
2nd|+1|+0|+0|+3|Dweomer Warning
3rd|+1|+1|+1|+3|Commune
4th|+2|+1|+1|+4|Second Sight
5th|+2|+1|+1|+4|Soul Sense
6th|+3|+2|+2|+5|Command Wildfolk
7th|+3|+2|+2|+5|Wyrd of Luck (+2)
8th|+4|+2|+2|+6|Glamour, Lesser
9th|+4|+3|+3|+6|Sunder
10th|+5|+3|+3|+7|Ensorcel
11th|+5|+3|+3|+7|Wyrd Oath
12th|+6/+1|+4|+4|+8|Wyrd of Luck (+4)
13th|+6/+1|+4|+4|+8|Glamour, Greater
14th|+7/+2|+4|+4|+9|Enchant Object
15th|+7/+2|+5|+5|+9|Astral Seal
16th|+8/+3|+5|+5|+10|Invocation, Advice
17th|+8/+3|+5|+5|+10|Wyrd of Luck (+8)
18th|+9/+4|+6|+6|+11|Spirit Projection
19th|+9/+4|+6|+6|+11|Invocation, Aid
20th|+10/+5|+6|+6|+12|Scion of Wyrd[/table]


Class Features
All of the following are class features of the dweomer master. See level progression on Table 1-1: The Dweomer Master for more information.

Weapon & Armor Proficiency: Dweomer masters are proficient with all simple weapons. They are not proficient with any type of armor, or with shields. Armor of any type interferes with a master’s dweomercraft, so masters cannot use any class features while wearing it. Note that armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, & Tumble. Also, Swim checks suffer a -1 penalty for every 5 pounds of armor & equipment carried.

Scry (Sp): At 1st level, a dweomer master can view people & their immediate surroundings from any distance. A master can only scry upon a single person that he has previously met in the flesh at a time. A master must meditate while staring at a natural focus (see Natural Foci, below) the entire time he is scrying, taking no other actions, & must succeed a Concentration check each time he is disturbed (DC15 + 1 for each additional disturbance). A master can see the area around the person he is attempting to scry upon, out to a radial distance from the target of 5’ per class level. Large bodies of water interfere with scrying, so the person being scryed must be on the same land mass, & must be on the same plane. The master can only see the target & the surrounding area, & thus cannot hear, smell, or use other senses, nor can he communicate with the target or others in the area in any way.

Dweomer Warning (Su): At 2nd level, a dweomer master receives premonitions of danger, which is often described as a sensation of intense cold running down the back. Once per day, a master gets a warning of impending danger or harm. In addition, the spell gives you a general idea of what action you might take to best protect yourself, as well as giving him a +2 insight bonus to Reflex saves, Listen checks & Spot checks for 1 minute per class level.

Commune (Sp): At 3rd level, a dweomer master can use his scrying talents to communicate with the target of his scrying. Like normal scrying, a master can only commune with a single person that he has previously met in the flesh at a time. A master must meditate while staring at a natural focus (see Natural Foci, below) the entire time he is communing, taking no other actions, & must succeed a Concentration check each time he is disturbed (DC15 + 1 for each additional disturbance). Large bodies of water interfere with communing, so the person a master is communing with must be on the same land mass, & must be on the same plane. Unlike normal scrying, however, the master can “converse” with the target using a mental link, communicating via a form of psychic “speech”. The target must succeed a Spot check (DC15) to notice the master’s attempt, & must concede to converse with the master, as they are not forced or compelled to do so. Also, a master cannot see the area around the person he is communing with, as the focal point is centered entirely upon the target.

Second Sight (Su): At 4th level, once a day per class level, a dweomer master can see all things as they actually are, as per the True Seeing spell. For 1 minute, on a successful Concentration check (DC20), a master can see through normal & magical darkness, notice secret doors hidden by magic, see the exact locations of creatures or objects under blur or displacement effects, see invisible creatures or objects normally (including Wildfolk), see through illusions, & see the true form of polymorphed, changed, or transmuted things. Further, the master can focus his vision to see into the Ethereal Plane (Concentration check, DC25) or the Astral Plane (Concentration check, DC30). The range of Second Sight conferred is 120’. Second Sight, however, does not penetrate solid objects. It in no way confers X-ray vision or its equivalent. It does not negate concealment, including that caused by fog and the like. Second Sight does not help the viewer see through mundane disguises, spot creatures that are simply hiding, or notice secret doors hidden by mundane means. In addition, Second Sight cannot be combined with other dweomer powers, so one cannot use it while scrying, for instance.

Soul Sense (Su): At 5th level, a dweomer master can peer into a person’s soul, revealing their inner nature. As a standard action, a master can examine a person or creature (Concentration check, DC15 + the target’s CR), learning their alignment, their level, & whether or not they have magical talent or magical items. This ability can also reveal the identity of a target’s past lives (if any), but only if the master had met them in their past life. The target must be within 15’ of the master, & must be conscious for this ability to function.

Command Wildfolk (Sp): At 6th level, a dweomer master can use his power to compel the Wildfolk (see Wildfolk, below) to do his bidding. On a successful Diplomacy check (DC15 + the target’s CR), the master can give a Wildfolk a single command (as a full-round action), which it obeys to the best of its ability at its earliest opportunity. Wildfolk can be commanded to send messages, attack or defend others, manipulate the elements, light fires, create lights, move objects, control the wind & weather, etc. This ability can be used once a day per class level. If the Master is in a campaign without Wildfolk, this ability can be used on any [Fey]-type creature instead.

Wyrd of Luck (Su): At 7th level, a dweomer master gains the attention of the Lords of Wyrd (AKA the Elemental Kings) as a potent worker of the fundamental forces of the universe. In recognition of this might, the Lords of Wyrd bestow upon him a protective aura. Once a day per class level, a master can apply a +2 luck bonus to any one saving throw as an immediate action. At 12th level, this bonus increases to +4, & at 17th level, this bonus increases to +8.

Glamour, Lesser (Sp): At 8th level, a dweomer master can disguise an object or person as something or someone else. On a successful Disguise check (DC25 + the object/creature’s grapple modifier), a master can change the appearance of an object or creature to his liking, within certain limits. A master cannot alter the apparent size of the target, nor can he make an object look like a creature, or vice versa. A master cannot modify the target’s statistics; only its perception by viewers is adjusted. This ability does not require the master to concentrate upon the disguise to maintain it, but it takes 1d4+1 full-round actions to enact. This ability’s effects last for 1 hour per class level.

Sunder (Sp): At 9th level, a dweomer master can break objects using his power. An invisible missile of magical energy darts forth from his fingertip & strikes its target, dealing 1d6 points of force damage per class level. This blast ignores an object’s hardness. The missile strikes unerringly, even if the target is in melee combat or has less than total cover or total concealment. Only inanimate objects are damaged by this ability; creatures are unaffected. If the object is currently worn or carried by a creature, they are allowed a Reflex save (DC15 + the master’s class level) to avoid this sundering. This blast has a range of 30’, & can be used up to once a day per class level.

Ensorcel (Sp): At 10th level, a dweomer master can hypnotize a person or creature by directly manipulating their aura. The target must be within 15’ of the master, & they are allowed a Will save (DC10 + the master’s class level + the master’s Wisdom modifier) to resist. A master can ensorcel others a number of times per day equal to ½ his class level (rounded down). A target can only be ensorcelled with one effect at a time, & changing the effect on a target counts as an additional use of ensorcellment. Unless stated otherwise, an ensorcellment attempt is a full-round action. A master can use ensorcellment to achieve a number of effects:

• Charm: If the target fails their saving throw, they regard the master as their trusted friend & ally (treat the target’s attitude as friendly). If the target is currently being threatened or attacked by the master or his allies, however, it receives a +5 bonus on its saving throw. This effect does not enable the master to control the target as if it was an automaton, but it perceives his words & actions in the most favorable way. The master can try to give the target orders, but he must win an opposed Charisma check to convince it to do anything it wouldn’t ordinarily do (retries are not allowed). The target never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing. Any act by the master or his apparent allies that threatens the target breaks the effect. The master must speak the target’s language to communicate his requests, or else be good at pantomiming. This effect lasts for 1 hour per class level.

• Confuse: If the target fails their saving throw, the master can muddle their thoughts. The target acts as if they were under the effect of a confusion spell for 2d6+8 rounds.

• Dominate: If the target fails their saving throw, the master can control their actions. If they both have a common language, the master can generally force the target to perform as he desires, within the limits of its abilities. If no common language exists, the master can communicate only basic commands, such as “Come here,” “Go there,” “Fight,” and “Stand still.” Once the master has given the target a command, it continues to attempt to carry out that command to the exclusion of all other activities except those necessary for day-to-day survival (such as sleeping, eating, and so forth). This effect lasts for 1 hour per class level.

• Forget: If the target fails their saving throw, their memories of an event that they experienced are permanently negated. This event can be no more than an hour in length. The lack of a negated memory does not necessarily affect the target’s actions; it simply removes the facts of that event (along with any information learned during the event) from the target’s worldview, as if it had never happened. This effect cannot negate the effects of charm, geas/quest, suggestion, or similar spells.

• Remember: If the target fails their saving throw, they are made to permanently remember an event that they never experienced. This event can be no more than an hour in length. The implanted memory does not necessarily affect the target’s actions; it simply adds the facts of that event (along with any information learned during the event) to the target’s worldview, as if it had really happened. This effect cannot negate the effects of charm, geas/quest, suggestion, or similar spells.

• Stun: If the target fails their saving throw, they are stunned for 1d6+4 rounds. They drop anything that they are holding, cannot take any actions, take a -2 penalty to their AC, & lose their Dexterity bonus to AC (if any). This effect wears off immediately if the target is wounded in any way (any lethal or non-lethal damage).

• Suggest: If the target fails their saving throw, the master can influence their actions by suggesting a course of activity (limited to a sentence or two). The suggestion must be worded in such a manner as to make the activity sound reasonable. Asking the target to do some obviously harmful act automatically negates the effect. The suggested course of activity can continue for the entire duration, which is 1 hour per class level. If the suggested activity can be completed in a shorter time, the effect ends when the target finishes what it was asked to do. A master can instead specify conditions that will trigger a special activity during the duration. If the condition is not met before the duration expires, the activity is not performed. An especially reasonable suggestion causes the Will save to be made with a penalty (such as -1 or -2).

Wyrd Oath (Su): At 11th level, a dweomer master can make a solemn vow to the Lords of Wyrd, in exchange for their divine favor. A master is not forced to take any of these oaths; if he opts not to take any of them, however, he gains no benefits from this class feature, & it is treated as a dead level until he does decide to take an oath. If a master is compelled to take an action that would violate his oath via some magical enchantment, he gets a Will save to resist (DC15 + the spell level of the enchantment). The various known oaths (& the benefits that they confer) are as follows:

• Oath of Chastity: The master pledges to never engage in physical expressions of love (hugging is permitted, but not kissing or anything more intense), & to foreswear any romantic relationships of any sort. This confers the benefit of a +8 sacred bonus to any one of the master’s skill checks, usable 3 times a day as an immediate action. If the master violates this vow (by having non-platonic relations), then he loses all benefits of this vow for 3d6+12 days, & must have a cleric successfully cast an atonement spell on him.

• Oath of Honesty: The master pledges to never tell a lie, speak the absolute truth at all time. The only way that a master can avoid answering a question honestly is by refusing to answer a question entirely. This confers the benefit of a +8 sacred bonus to any one of the master’s saving throws, usable 3 times a day as an immediate action. If the master violates this vow (by telling a lie), then he loses all benefits of this vow for 1d4+3 days.

• Oath of Justice: The master pledges to never rest until a great wrong has been put right. This confers the benefit of living past one’s maximum age. This does not alter or negate any ability score adjustments caused by old age. This does, however, provide a +5 sacred bonus to the master’s Fortitude saves to resist diseases, poisons, & negative levels from energy drains. If the master violates this vow (by not working towards quickly righting his chosen wrong, DM’s discretion), then he loses all benefits of this vow until he resumes his attempts to right his wrong; in addition, the master must make a Fortitude save each day that he ignores his vow or die (DC15, +1 for each day he hasn’t resumed his efforts).

• Oath of Poverty: The master pledges to always be impoverished, & to give what fortune comes his way to charity. The master may possess no more than 25GP worth of coin, items, or gear per class level; artifacts (as they are essentially priceless) are permitted, but other magical items are almost entirely beyond this strict limit. This confers the benefit of a sacred bonus to the master’s AC & BAB equal to ½ his class level (rounded down). If the master violates this vow (by owning more money or equipment than he is allowed), then he loses all benefits of this vow until he gives his excess wealth to charity & has a cleric successfully cast an atonement spell on him.

Glamour, Greater (Sp): At 13th level, a dweomer master can change the nature of an object or person in subtle but profound ways. On a successful Disguise check (DC30 + the object/creature’s grapple modifier), a master can hide an object or creature from sight, rendering them virtually invisible. A creature must succeed a Spot check (DC = master’s Disguise check) to pierce this veil. In addition, a master can do the opposite, making an object or creature conspicuous to a viewer. On a successful Spellcraft check (DC25 + the object/creature’s grapple modifier), a master can make the target seem more appealing (viewer’s attitude automatically 1 step more friendly) or more abhorrent (viewer’s attitude automatically 1 step more hostile). This ability does not require the master to concentrate upon the disguise to maintain it, but it takes 1d4+1 full-round actions to enact. This ability’s effects last for 1 hour per class level.

Enchant Object (Sp): At 14th level, a dweomer master can create magical items as if he were a standard spellcaster. In order to create a magical item, a master must have the appropriate item creation feat. The master must also spend the full amount of XP in order to enchant the item (as well as the full creation time), & must use all of the required materials. Unlike normal spellcasters, however, a master does not need to know the proper spell to craft a magic item. Instead, the master must make a successful Spellcraft check (DC20 + the minimum caster level required to make that item) immediately following the construction process; failure indicates that the magic item is flawed (75% destroyed, 25% cursed, DM rolls secretly) & that all materials, time & XP used on the item are spent. The master himself is considered to have a caster level equal to a wizard of equal level.

Astral Seal (Sp): At 15th level, a dweomer master can perform a complex ritual to create of an “astral seal,” a metaphysical barrier which protects an area from intrusion by other dweomer masters. The ritual takes 10 minutes to complete, after which the master must make a successful Spellcraft check (DC20) in order to complete the seal; failure indicates that the seal is fundamentally flawed & must be rebuilt from scratch. This ritual requires a natural focus (see Natural Foci, below). An astral seal blocks all attempts at scrying for things within it, & completely prevents other dweomer masters from entering the warded area in a body of light, even through the higher planes. An astral seal lasts until the next astral tide sweeps over the land (see Bonus Material: Astral Seals, below; for campaign worlds that do not use astral tides, use 1d4+1 hours instead). A master can create an astral seal with a radial width of 10’ per class level.

Invocation, Advice (Sp): At 16th level, a dweomer master can perform a complex ritual to invoke a powerful spirit such as one of the Lords of Wyrd or one of the Great Ones for the purpose of asking it for advice. The ritual takes 10 minutes to complete, after which the master must make a successful Diplomacy check (DC20) in order to contact the spirit; failure indicates that the spirit does not respond or was not properly contacted & the ritual was wasted. This ritual requires a natural focus (see Natural Foci, below). The spirit will truthfully answer 1d4 questions, although their answers are almost always cryptic or vague, & often take the form of a riddle or a puzzling rhyme (see Table 1-2: Invocation Answers, below). The same question can only be asked once by a master; repeating a question garners no response from the spirit. This ritual can only be performed once per week; no additional attempts will be successful.

Spirit Projection (Sp): At 18th level, a dweomer master can create a “body of light” from electromagnetic force & use it as a vehicle for his consciousness; allowing him to travel on the higher planes. A master must enter a meditative trance, taking no other actions, & must succeed a Concentration check each time he is disturbed (DC15 + 1 for each additional disturbance). The body of light is joined to the physical body by a silver cord, which passes energy back and forth between the physical & spiritual bodies, even across planar boundaries; should the cord break, the master will die. While projecting, a master must avoid large bodies of water because of powerful elemental energies emitted by them that would rip the etheric double apart. A master can stay in this body of light for a number of hours equal to his Constitution bonus (minimum 1). While in a body of light, a master can travel to any other plane with a successful Spellcraft check (DC18). A master cannot take objects or creatures with him when he projects his spirit into another plane. A master can only project his spirit once per day, & his physical body is helpless while he is doing so. See Creatures of Deverry: Body of Light below for statistics.

Invocation, Aid (Sp): At 19th level, a dweomer master can perform a complex ritual to invoke a powerful spirit such as one of the Lords of Wyrd or one of the Great Ones for the purpose of asking it for aid. The ritual takes 10 minutes to complete, after which the master must make a successful Diplomacy check (DC25) in order to contact the spirit; failure indicates that the spirit does not respond or was not properly contacted & the ritual was wasted. This ritual requires a natural focus (see Natural Foci, below). The spirit will send 1d3 elementals or 1d3 outsiders to serve as the master’s allies. The creatures will be off the same alignment as the master, & will have no more than 18 HD combined. The master may ask the creatures to perform one task; tasks might range from the simple to the complex. The master must be able to communicate with the creatures called in order to bargain for their services. They are not compelled to comply, but they will friendly toward the master (& his allies, if any). If asked to perform a hazardous task (such as engage in combat with the master’s enemies), then the creatures will be one step less friendly with the master. The creatures will remain to assist for 24 hours, or until their task is complete, whichever comes first. This ritual can only be performed once per week; no additional attempts will be successful.

Scion of Wyrd (Su): At 20th level, a dweomer master has become as close as a living being can to being one of the Great Ones, the once-mortal spirits dedicated to the enlightenment of all beings. Once a day, a master can transcend his physical form to temporarily become a mighty creature of spirit. While in this form, non-magical weapons have no effect; in addition the master gains Spell Resistance +10, Fast Healing 5, a Fly speed equal to his walk speed (poor maneuverability), & a +5 sacred bonus to his BAB. A master attacking in this form adds 1d8 electricty damage to any successful unarmed or melee strikes. His type is [Outsider] while in this form, but any subtype he has remains the same. This transformation lasts a number of rounds equal to the master’s current Wisdom score.

Invocation Answers[/B]
{table]d%|Response
01-10|cryptic riddle
11-20|vague riddle
21-30|simple riddle
31-40|cryptic rhyme
41-50|vague rhyme
51-60|puzzling rhyme
61-75|cryptic statement
76-90|vague statement
91-00|straightforward statement[/table]

Natural Foci
Dweomer masters are deeply tied to nature & the natural world. As such, many of their powers require them to meditate while focusing on a natural phenomenon. A sunny sky, a rushing river, an active volcano, a sandstorm, an ocean vista, a burning campfire, or a starry night, all are great focal points for a master’s meditations. Even a simple candle or a tiny trickle of water can be used in a pinch. Any dynamic natural process is sufficient to center a master’s thoughts. Only in truly rare circumstances should a master be without access to a natural focus of some sort (such as in a windowless prison cell lacking torches or running water).

Zeta Kai
2008-05-17, 04:06 PM
What are the rules for voting? Are people allowed to vote for their own creations? How long is the poll open? Should be post critiques of people's work along with out votes, or explain why we voted way we did?

Some clarification would be helpful.

Reptilius
2008-05-17, 08:31 PM
Well, here's my vote.


Battle Psychic
Bio-Mage
The Harrowed


If we can't vote for our own, I can change that.

Bigbrother87
2008-05-17, 09:10 PM
For ease of voting:

The Brood Warrior (http://www.giantitp.com/forums/showpost.php?p=4225644&postcount=39)
The Taken (http://www.giantitp.com/forums/showpost.php?p=4226200&postcount=40)
Unfledged (http://www.giantitp.com/forums/showpost.php?p=4230264&postcount=41)
Jade Swordmaster (http://www.giantitp.com/forums/showpost.php?p=4333638&postcount=2)
Mountain Crusher (http://www.giantitp.com/forums/showpost.php?p=4333638&postcount=2)
Razor Dwarf (http://www.giantitp.com/forums/showpost.php?p=4258198&postcount=48)
The Regressor (http://www.giantitp.com/forums/showpost.php?p=4267703&postcount=51)
The Ashen Necromancer (http://www.giantitp.com/forums/showpost.php?p=4267728&postcount=52), Ashen Necromancer part 2 (http://www.giantitp.com/forums/showpost.php?p=4267735&postcount=53)
Blasphemous Preacher (http://www.giantitp.com/forums/showpost.php?p=4267761&postcount=54)
Dagger Master (http://www.giantitp.com/forums/showpost.php?p=4282408&postcount=56)
Bio-Mage (http://www.giantitp.com/forums/showthread.php?t=42355)
Dweomer Master (http://www.giantitp.com/forums/showpost.php?p=4333750&postcount=3)
Harrowed (http://www.giantitp.com/forums/showpost.php?p=4200224&postcount=7)
Battle Psychic (http://www.giantitp.com/forums/showpost.php?p=4301132&postcount=79)
Wuxia Monk (http://www.giantitp.com/forums/showpost.php?p=4303380&postcount=81)
Templar (http://www.giantitp.com/forums/showpost.php?p=4326433&postcount=87), Templar Charts (http://www.giantitp.com/forums/showpost.php?p=4326826&postcount=88)
The Summoner (http://www.giantitp.com/forums/showpost.php?p=4224437&postcount=34)
The Blood of the Divine (http://www.giantitp.com/forums/showpost.php?p=4328906&postcount=91)
Shifter (http://www.giantitp.com/forums/showpost.php?p=4288209&postcount=67)
Theurge (http://www.giantitp.com/forums/showpost.php?p=4292913&postcount=72)

My picks are:

1. The Regressor
2. The Summoner
3. The Taken

dman11235
2008-05-17, 09:16 PM
Mine? 1: Shifter
2: The Harrowed
3: Brood Warrior

If I can't vote for my own, tell me.

Zeta Kai
2008-05-18, 12:20 AM
The choice was hard, as there were a number of good classes submitted, but here are my picks:


the Bio-Mage
the Regressor
the Harrowed


Like the others, if we cannot choose our own classes (Celtois's discretion), then my choices can/will be changed.

StoryKeeper
2008-05-18, 12:01 PM
1. Harrowed
2. Taken (had to vote for myself)
3. Dweomer Master

dman11235
2008-05-21, 02:42 PM
So....any more votes?

StoryKeeper
2008-05-24, 02:35 PM
*bump*

So that we might get more voters.

Stycotl
2008-05-24, 04:33 PM
harrowed

blasphemous preacher

mountain crusher

JoshuaZ
2008-05-24, 08:17 PM
1. The Harrowed
2. Ashen Necromancer
3. Battle Psychic

KingGolem
2008-05-24, 09:19 PM
The Harrowed
The Summoner
Razor Dwarf

Realms of Chaos
2008-05-25, 12:37 AM
1. The Regressor
2. The Biomage
3. The Harrowed

KKL
2008-05-25, 01:54 PM
1.) Bio-Mage
2.) The Regressor
3.) The Harrowed

Bandededed
2008-05-25, 10:18 PM
1. Brood Warrior
2. Mountain Crusher
3. Shifter

Lord_Gareth
2008-05-27, 06:20 AM
1. Bio-Mage
2. Blasphemous Preacher
3. Harrowed

Of course I voted for myself :D

All the votes for Harrowed are making me happeh inside, by the by. Later on, I'll do some explaining on my votes, and my not-quite-as-humble-as-they-should-be tips to base class creation (Razor Dwarf, I'm staring at your creator right now).