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Wicker
2008-06-10, 05:10 AM
Making a Dementia Summoner


In the earlier levels a Dementia Summoner functuions as a moderate combatant, gaining strength for the oncoming battle within.Young Dementia Summoners often seek out a more advanced Dementia Summoner's tutilage.Once the Demmentia Summoner gains the power to manifest his nightmares into reality, they then use this ability to augment the combat power of himself and his allies by calling nightmares into combat. Demnetia Summoners can get along well with any of the primary classes, alothough they often have a distaste for the over preachy Clerics and Paladins. .

Abilities: Wisdom is the most important ability for the Dementia Summoner,as it dictates how difficult it is to entrap creatures in their dementia space.Charisma is likewise an important ability because it determines how many nightmares he can maintain in reality at a time.Dexterity and Strength are also crucial in the early levels so that they can hold their own in combat..

Races: Of the common races, humans are the most likly to begin the inward journy through the depths of their fear. Gnomes with a slightly more malicious bent also tend to walk the fine line between reality and insanity to give there jokes a more terrifying twist. Elves are so long lived that they often work out any type of fear that they may have, and Dwarven dementia summoners are almost unheard of. .

Alignment: <-Dementia Summoners don't favor good over evil as the lines between right and wrong often blend into shades of moral grey.The rigors of constantly confronting ones deepest nightmares often cause insanity of the weak minded making it so that those who have forgone law completely can walk this path. Alighnment:any nonlawful .

Starting Gold: 5d4 x 10 gp(125 gp).

Starting Age: Moderate.
Table: The Dementia Summoner

Hit Die: d6
Level Base
Attack Bonus Saving Throws Special Spells per Day Power
Points/Day Powers
Known Maximum Power
Level Known
Fort Ref Will 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st 0 +0 +0 +2 Weapon Proficientcy — — — — — — — — — — — — —
2nd +1 +0 +0 +3 Enter Dementia Space — — — — — — — — — — — — —
3rd +2 +1 +1 +3 Dementia Evasion — — — — — — — — — — — — —
4th +3 +1 +1 +4 Know no fear, Entrap/+1 — — — — — — — — — — — — —
5th +4 +1 +1 +4 Improved Enter Dementia Space — — — — — — — — — — — — —
6th +5 +2 +2 +5 Entrap/+2 , Conjure Nightmare 1/day(Max HD 2+Cha) — — — — — — — — — — — — —
7th +6/+1 +2 +2 +5 Conjure Nightmare 2/day — — — — — — — — — — — — —
8th +7/+2 +2 +2 +6 Entrap/+3, Greater Enter Dementia Space, Conjure Nightmare 3/day — — — — — — — — — — — — —
9th +7/+2 +3 +3 +6 Conjure Nightmare 4/day — — — — — — — — — — — — —
10th +8/+3 +3 +3 +7 Entrap/+4 , Conjure Nightmare 5/day(Max HD 3+Cha) — — — — — — — — — — — — —
11th +8/+3 +3 +3 +7 Demenetia Step, Conjure Nightmare 6/day — — — — — — — — — — — — —
12th +9/+4 +4 +4 +8 Entrap/+5, Conjure Nightmare 7/day — — — — — — — — — — — — —
13th +9/+4 +4 +4 +8 Conjure Nightmare 8/day — — — — — — — — — — — — —
14th +10/+5 +4 +4 +9 Entrap/+6, Conjure Nightmare 9/day(Max HD 4+Cha) — — — — — — — — — — — — —
15th +10/+5 +5 +5 +9 Conjure Nightmare 10/day, Dissapate Gravity — — — — — — — — — — — — —
16th +11/+6/+1 +5 +5 +10 Entrap/+7, Conjure Nightmare 11/day — — — — — — — — — — — — —
17th +12/+7/+2 +5 +5 +10 Conjure Nightmare 12/day — — — — — — — — — — — — —
18th +12/+7/+2 +6 +6 +11 Conjure Nightmare 13/day, Max HD 5+Cha or Dementia Guest, Entrap/+8 — — — — — — — — — — — — —
19th +13/+8/+3 +6 +6 +11 Conjure Nightmare 14/day — — — — — — — — — — — — —
20th +13/+8/+3 +6 +6 +12 Conjure Nightmare 15/day, Entrap/+9 — — — — — — — — — — — — —

Class Skills (6 + Int modifier per level, ×4 at 1st level)
class skills (and key abilities):Bluff(Cha), Concentration(Con), Diplomacy(Cha), Escape Artist(Dex), Gather Information(Cha), Hide(Dex), Intimidate(Cha), Knowledge(planes)(Int),Listen(Wis), Move Silently(Dex), Sense Motive(Wis), Spot(Wis), Survival(Wis), Tumble(Dex).
[edit] Class Features

All of the following are class features of the Dementia Summoner.

Weapon and Armor Proficiency: A Dementia Summoner begins play proficient with all Simple Weaponsand all Light Armor but not shields.

<-extraordinary class feature-> (Ex): <-class feature game rule information->

Enter Dementia Space (Sp): At Second level, a Dementia Summoner has begun to find the road to his nightmares,and now has the ability to enter his Dementioa Space. A Dementia Summoner's Dementia Space functions as a demiplane.A Dementia Summoners Dementia space can look like anything he desires.He choses the geography, gravity,presence of water,ect... A Dementia summoner cannot create life through the creation of his Dementia Space,he is limited to just soil and rock,likewise,he cannot create the dementia space out of any precious metals. A Dementia Summoners Dementia Space is unreachable by all means by anyone other than the Dementia Summoner who it belongs to except by the use of the Dementia Guest ability,or the Wish spell.Dementia Space's Atmosphere is subjective,it will automatically ajust on a creature to creature and person to person basis, meanig that if a shark were to be brought to dementia space,it would not die from a lack of water to pass through its gills the shark may or may not be able to move however based on the presence of water.This is were the Dementia summoner will eventually be able to store his nightmares.

<-spell-like class feature-> (Sp): <-class feature game rule information->


<-spell-like class feature-> (Sp): <-class feature game rule information->

<-spell-like class feature-> (Sp): <-class feature game rule information->

<-class feature->: <-class feature game rule information->

<-subclass feature -> <-"(Ex)", "(Su)", "(Sp)", or "(Ps)" if applicable.->: <-subclass feature game rule information->


[edit] <-Sample race of your choice-> <-class name-> Starting Package


Weapons: <-Weapon selection for starting at 1st level with this class.->.

Skill Selection: Pick a number of skills equal to 6 + Int modifier.
Skill Ranks Ability Armor
Check
Penalty
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbrieviated key ability-> <-armor check penalty based on starting armor. If innapplicable put "—"->
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbrieviated key ability-> <-armor check penalty based on starting armor. If innapplicable put "—"->



Feat: <-1st-level feat selection->.

Bonus Feats: <-1st-level feat bonus feats due to class or sample race. remove this section if this sample doesn't get any bonus feats at 1st level. ->.

Gear: <-Starting armor and other equipment outside of weapons.->.

Gold: <-Starting gold using this package.->.
[edit] Campaign Information
[edit] Playing a <-class name->
This section needs a more complete description. For more information please look here

Religion: <-description of how this class typically (but no exclusively) approaches religion including likely portfolios it would worship->.

Other Classes: <-How this class typically interacts with other classes and how characters of this class interact with characters of other classes->.

Combat: <-Typical role in combat->.

Advancement: <-Typical advancement options for characters with this class. Include desirable multiclass options->.
[edit] <-pluralized class name-> in the World
This section needs a more complete description. For more information please look here
“ <-Some quote from a character of this class-> ”
—<-NPC name->, <-race-> <-class->

<-Where characters of this class fit in a d20 world.->

Daily Life: <-day in the life of a character of this class->.

Notables: <-notable NPCs of this class->.

Organizations: <-info on what, where, when, and how characters of this class congregtate and assemble->.

NPC Reactions: <-How NPCs react to PCs of this class->.
[edit] <-class name-> Lore
This section needs a more complete description. For more information please look here

Characters with ranks in <-the appropriate skills-> can research <-pluralized class name-> to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
<-the appropriate skills-> DC Result
5 <-common knowledge->.
10 <-not so common knowledge->.
15 <-rare information->.
20 <-very rare information->.
__________________________________________________ _

This is my first shot at creating a class and is copied and pasted from a engine so thats why most of it is blank but I would like it if you could explain how to set things up for future reference.

Stycotl
2008-06-10, 10:21 AM
interesting concept. but before people are going to read it, they are going to want to be able to read it. format it; make it look nice. right now it is not very easily read or pretty to look at. go to fax celestis' homebrew guide stickied to the top of the homebrew forum and learn how to format and use tables and stuff. you'll get a lot more people to look at it.

DracoDei
2008-06-10, 02:04 PM
Needs a special ability at first level. Otherwise, in combat, it is a rogue without sneak attack and Will instead of Reflex for its good save... not very fun to play.

And seconded about the formatting.

D Knight
2008-06-10, 02:58 PM
hey i also agree with the others and here is where you can find the format. http://www.giantitp.com/forums/showthread.php?t=10313
by the way great idea.