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Old 10-08-2011, 08:19 PM   Top  -  End  -  #13
Dralnu
Bugbear in the Playground
 
 
Join Date: Jul 2010
Default Re: Base Class Challenge VIII - One Small Step for a Contest...

Graviton Hammer

Put an image of your class here!

Put a quote by or about a member of your class here!

Gravity Fighter Person manipulates gravity (gravitons?) to help him/her + allies in battle and for funsies! Fluffwise, it's somethingsomething space pirate spelljammer propulsion doodad!

Adventures: Why your class might adventure.

Characteristics: What your class is capable of.

Alignment: What alignment or alignments your class may have and why.

Religion: What deities or ideals your class follows, if any, and why.

Background: How you become part of your class and why.

Races: What races most often have members of your class, as well as any races that cannot join, along with why.

Other Classes: How your class relates to other classes, positively or negatively, and why.

Role: What your class does in and for a party.

Adaptation: How a DM might change your class to fit into their campaign or unique world setting.

GAME RULE INFORMATION
CLASS NAME's have the following game statistics.
Abilities: A brief description of what ability scores are important to your class.
Alignment: What alignments are available to your class are listed here. "Any" is a possibility.
Hit Die: dx
Starting Age: What age your class starts at level one as normally ("As barbarian," "As bard," and "As cleric" are the standard options, though feel free to put down the numbers, as well.).
Starting Gold: What amount of currency your class starts at level one with normally ("As barbarian," "As cleric," "As druid," "As fighter," "As monk," and "As sorcerer" are the standard options, though feel free to put down the numbers, as well.).

Class Skills
The CLASS NAME's class skills (and the key ability for each skill) are...

Skill Points at First Level: (x + Int modifier) x 4
Skill Points at Each Additional Level: x + Int modifier

CLASS NAME
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial
1st
+1
+0
+2
+2
Gravity Power, Momentum Surge
2nd
+2
+0
+3
+3
Feather Fall
3rd
+3
+1
+3
+3
Gravity Power
4th
+4
+1
+4
+4
Jump
5th
+5
+1
+4
+4
Gravity Power
6th
+6/+1
+2
+5
+5
False Gravity, Time Dilation
7th
+7/+2
+2
+5
+5
Gravity Power
8th
+8/+3
+2
+6
+6
Class Ability
9th
+9/+4
+3
+6
+6
Gravity Power
10th
+10/+5
+3
+7
+7
Fly
11th
+11/+6/+1
+3
+7
+7
Gravity Power
12th
+12/+7/+2
+4
+8
+8
Improved Time Dilation
13th
+13/+8/+3
+4
+8
+8
Gravity Power
14th
+14/+9/+4
+4
+9
+9
Class Ability
15th
+15/+10/+5
+5
+10
+10
Gravity Power
16th
+16/+11/+6/+1
+5
+10
+10
Reverse Gravity
17th
+17/+12/+7/+2
+5
+11
+11
Gravity Power
18th
+18/+13/+8/+3
+6
+11
+11
Implosion, Timespace Manipulation
19th
+19/+14/+9/+4
+6
+12
+12
Gravity Power
20th
+20/+15/+10/+5
+6
+12
+12
Black Hole

Class Features
All of the following are class features of the CLASS NAME.

Weapon and Armor Proficiencies: What weapons and armor your class is proficient in the use of!

All other class features go here (Use the format shown directly below if you don't know what to do.)!

CLASS FEATURE NAME (Ex, Su, Sp, Ps):

Gravity Power (Ex):
As you gain levels, you learn to manipulate gravity in new ways. Starting at 1st level, you gain a gravity power. You gain another gravity power for every two levels of graviton hammer attained after 1st level. Unless otherwise noted, you cannot select an individual power more than once. Most powers cost a certain amount of momentum points (see below) in order to activate.

A complete list of gravity powers can be found here.

Momentum Surge (Ex):
Most of your class features require you to spend surge points. Out of combat, you have a number of surge points equal to half your class level, which refreshes every five minutes. You acquire a surge point with each successful attack that you make in combat, which you can then use to fuel your class abilities. These points are stored until you expend them. The maximum number of surge points that you can store at a time is one per class level. Surge points disappear after five minutes.

Example: Zakarei is a level 6 graviton hammer and is fighting an orc. He is currently storing 5surge points. He launches a full attack against an orc. Two attacks hit, earning him 2 surge points, but he can only store up to 6 points at a time, so he only gains 1 to bring him to 6.

Feather Fall (Sp):
Beginning at 2nd level, your manipulation of gravity offers you some rudimentary benefits. You can cast Feather Fall, as the spell, a number of times per day equal to your class level minus 1.

Jump (Sp):
Beginning at 4th level, you can alleviate the effect of gravity on you for a short period of time. You can cast Jump, as the spell, a number of times per day equal to your class level minus 3.

False Gravity (Sp):
Beginning at 6th level, gravity pulls in any direction you want it to. You can cast False Gravity (Spell Compendium), as the spell, a number of times per day equal to your class level minus 5.

Time Dilation (Ex):
As you gain deeper insights in gravity manipulation, you discover how to manipulate gravity around you to affect time itself. Starting at 6th level, you can spend 2 surge points to take an additional swift or immediate action. You may only use this ability once per round.

Improved Time Dilation
Starting at 12th level, you may use this ability twice per round.

Fly (Sp):
Beginning at 10th level, gravity can no longer confine you to the ground. You can cast Fly, as the spell, a number of times per day equal to your class level minus 9.

Reverse Gravity (Sp):
Beginning at 16th level, you can cast Reverse Gravity, as the spell, a number of times per day equal to your class level minus 15.

Implosion (Sp):
Beginning at 18th level, you can create gravity wells inside of your opponents, sucking them into themselves. You can cast Implosion, as the spell, a number of times per day equal to your class level minus 17.

Timespace Manipulation (Ex):
Gravity, space, time... These are your playthings now. Beginning at 18th level, you may spend 4 surge points to speed up any action you perform. A sped up action that normally takes a 1 round instead takes 1 standard action, 1 standard action instead is 1 swift action, and 1 swift action instead is a free action.

Black Hole (Su):
At the pinnacle of your career, you have achieved a mastery over one of the most powerful elements in existence: a black hole. Once per week as a full-round action you can summon a black hole into existence in a square within 10 miles of yourself. The black hole is incredibly small, about a nanometre in diameter. It functions as a sphere of annihilation with the following exceptions: anything within a mile radius of the black hole is instantly pulled into the black hole. Anything within a 5 mile radius of the black hole must make a DC 50 Fortitude save or be sucked 1d6x100feet towards the black hole.

You have the ability to control the black hole as if you were using a talisman of the sphere, and you're personally unaffected by the black hole.

Last edited by Dralnu : 10-13-2011 at 07:11 PM.
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