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Old 08-21-2012, 08:56 PM   Top  -  End  -  #7
sirpercival
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Join Date: Oct 2011
Default Re: GitP Prestige Class Contest XXXIV: Items of Power

ENIGMATICIAN


"But now I have come to believe that the whole world is an enigma, a harmless enigma that is made terrible by our own mad attempt to interpret it as though it had an underlying truth..."
--Umberto Eco, disillusioned Enigmatician

An enigmatician searches through his own subconscious for the solution to the Universe, made manifest through the workings of his bizarre and perplexing Puzzle Box.

BECOMING AN ENIGMATICIAN
Any person willing to put in the great amount of research necessary to understand the inner machinery of the Universe can become an enigmatician.

ENTRY REQUIREMENTS
Skills: Knowledge (Arcana) 8 ranks, any other Knowledge skill 8 ranks
Feats: Universal Enigma*

*New feat described below.

Class Skills
The Enigmatician's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Knowledge (all, taken individually) (Int), Profession (Wis), and Sense Motive (Wis).
Skills Points at Each Level: 2 + Int

Hit Dice: d8

LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial
1st
+0
+0
+0
+2
Puzzle box, core, puzzles (2)
2nd
+1
+0
+0
+3
Enigmatic visage, puzzle
3rd
+1
+1
+1
+3
Enigma
4th
+2
+1
+1
+4
Puzzle
5th
+2
+1
+1
+4
Enigma, puzzling mind
6th
+3
+2
+2
+5
Puzzle
7th
+3
+2
+2
+5
Enigma
8th
+4
+2
+2
+6
Puzzle
9th
+4
+3
+3
+6
Enigma
10th
+5
+3
+3
+7
Riddling soul, puzzle

Weapon Proficiencies: An enigmatician gains no new weapon, armor, or shield proficiency.

Puzzle box: The heart of an enigmatician's power is the strange riddle made tangible: his puzzle box, an intricately carved metaphysical item made of wood, metal, and gemstones which holds the key to the enigmatician's personal Universe. A puzzle box is made up of two parts -- first the core, an inner reservoir that the enigmatician activates with metaphysical power, and second, an outer layer of puzzles which protect and shield the core. The enigmatician can unlock the puzzles one by one, releasing some amount of the power stored inside to alter the world around him. See Core and Puzzles, below, for more details.

An enigmatician crafts his puzzle box upon entry to this class, and can only have one such box at a time. It counts as a wondrous item, though it requires no feats, gold, or XP to craft (except in the case of Gemstone puzzles; see below); however, crafting the puzzle box requires one week of time, spent as if crafting a wondrous item. A damaged or destroyed puzzle box can be rebuilt by spending another week crafting. Since the puzzle box represents the enigmatician's subconscious mind, every puzzle box made by a given enigmatician at a given level is the same, though that enigmatician's personal puzzle box grows more complex as he gains experience.

Most enigmaticians guard their puzzle boxes with a fanatical reverence. However, occasionally one is stolen, or (more often) the owner is killed, leaving the puzzle box to be found by others. See Puzzle Box as Treasure, below, for details.

Core: The core is the secret heart of the puzzle box, a cache of power that the enigmatician activates by infusing it with his own lifeforce and consciousness. The core is inert whenever it is not storing power. To activate an inert core, the enigmatician spends 10 minutes in meditation. At this point he chooses the core's Charge, which can be any number up to his class level. After the meditation is finished, the enigmatician's hit point total is reduced by 1d4 times the core's Charge; this is not damage, and cannot be prevented, reduced, or healed in any way, though he regains the lost hit points whenever the core discharges. When the core is active, the caster level for all of the box's puzzles is equal to twice the Charge.

As long as at least one puzzle in the box remains locked, the core's power and Charge remain preserved within. However, when every puzzle is unlocked, the box opens, and the metaphysical energy in the core is released in an explosive burst, damaging all nearby creatures other than the enigmatician. The explosion deals 4d6 points of untyped damage times the box's Charge, in a radius of 10 feet times the Charge. Affected creatures may make a Reflex save for half damage at a DC of 10 + Charge + enigmatician's Intelligence modifier. This explosion does not damage the box, but does render the core inert until the enigmatician takes 10 minutes to activate it again.

Puzzles: Around the core of the puzzle box are built puzzles which, when unlocked, cause the world around the box to warp based on the enigmatician's subconscious. The puzzles built into the box can be unlocked in any order, and the order in which the puzzles are unlocked also alters the effects which are produced – the more puzzles which are unlocked, the closer the box is to being opened, and the stronger each subsequent effect is. The puzzles can be unlocked any number of times, and produce their effects as long as the core is active; if the core is inert, then unlocking a puzzle has no effect.

An enigmatician's puzzle box begins with two built-in puzzles at 1st level, and he adds an additional puzzle at every even level, to a maximum of 7 puzzles at 10th level. The specific effect produced by unlocking a puzzle depends on three things: the Material, the Manipulation, and the Release. The Material (the substance which the puzzle is built out of) determines the available effects, and is chosen when the puzzle is built from among the wood, metal, and gemstone Materials detailed below. The enigmatician may choose the same material more than once, if he likes; most enigmaticians, however, have a more widely-varied subconscious and choose a different material for each puzzle.

The enigmatician chooses the Manipulation (the way in which the puzzle is unlocked) when he unlocks the puzzle, selecting either Disengage, Press, or Rotate; this determines which effect the puzzle produces. The strength of the produced effect depends on the Release (R), which is equal to the number of puzzles which are unlocked (including the current puzzle). For example, the first puzzle to be unlocked would have an R of 1, the second would have an R of 2, and so forth.

Unlocking a puzzle requires a standard action which does not provoke attacks of opportunity (just like activating a wondrous item which requires manipulation); locking a puzzle again requires another standard action. In addition, in any round in which the enigmatician locks or unlocks a puzzle, he can lock or unlock a puzzle as a swift action as well. A puzzle box automatically re-locks all unlocked puzzles after 5 minutes of inactivity, even when the core is inert.

All puzzle abilities are spell-like abilities unless specified otherwise. The effects have a caster level equal to twice the core's Charge, and a save DC (if applicable) of 10 + Charge + the enigmatician's Intelligence modifier.

Puzzle Materials:
Spoiler


Enigmatic visage (Su): Beginning at 2nd level, an enigmatician's metaphysical connection to his puzzle box strengthens such that the intricate carvings warp the space around him, making him difficult to hit. Any creature trying to attack the enigmatician in melee combat suffers a miss chance on the attack of 5% times the box's Charge.

Enigma: At 3rd level, and every odd level after, an enigmatician learns the secret to a riddle of his personal Universe, granting him some measure of insight into himself and his surroundings. He learns one enigma chosen from the list below at each indicated level. Activating an enigma ability requires one minute of meditation, and the enigmatician can have only one enigma active at a time.

Enigmas:
Spoiler


Puzzling mind (Su): An enigmatician of 5th level or higher has modeled his puzzle box after his subconscious, and the similarity between the two has altered his conscious mind in unpredictable ways. Any mind-affecting effect used against the enigmatician a 5% chance times his puzzle box's Charge of failing to affect him (roll the failure chance before any save or spell/power resistance, if applicable).

Riddling soul (Su): Upon reaching 10th level, an enigmatician has learned, by using his puzzle box, how to become another riddle in the Universe, one that is devilishly difficult to solve. Any creature attempting a divination effect of any kind against an enigmatician has a 10% chance times his puzzle box's Charge of failing to affect him (roll the failure chance before any save or spell/power resistance, if applicable).

PLAYING AN ENIGMATICIAN
An enigmatician is a strange creature, whose mind is his namesake. He seeks answers for the unanswerable, and knowledge of the deepest secrets in the Universe. He knows, however, that such secrets will change the way he thinks, even as his thoughts shape the truth he discovers. The enigmas that an enigmatician learns are baffling abilities which reflect the underlying strangeness of the Universe. He represents his understanding of such riddles with his puzzle box, a powerful and versatile tool for shaping the world around him.
Combat: An enigmatician has the usual options that a member of his original class has in combat; however, he also has a number of other options granted him by his puzzle box, depending on the puzzles he builds into it. As no two puzzle boxes are the same, the tactics of individual engimaticians vary wildly.
Advancement: An enigmatician's path of advancement is very dependent on his choice of enigmas and puzzles, which change from one character to another.
Resources: Enigmaticians are highly individualistic, and almost never willing to share secrets with each other – not through contrariness, but from a simple understanding that one enigmatician will interpret the riddles of the Universe very differently from another, and so such sharing is usually pointless. However, many enigmaticians end up as iconic cryptic advisors to kingdoms and powerful warlords, giving them support systems to continue their research.

ENIGMATICIAN IN THE WORLD
"He stood, terrible in his understanding, and spoke words which burrowed into my mind. I have not forgotten them, but neither can I articulate them to you, for they struck a chord deep within me that is beyond description." - Syllana Darrow, queen of Meidania, in a letter to her cousin Ness

Few people realize the specific existence of enigmaticians. They are often found in similar situations to other wizards or archivists, delving into arcane and abstruse knowledge that laymen have no interest in. However, those who delve deeper find that an enigmatician is an extremely introspective and cryptic soul, prone to speak in riddles and profundites. An enigmatician is never found without a puzzle box; indeed, they often fidget and manipulate them unconsciously during conversation.
Daily Life: An enigmatician at home spends most waking hours in contemplation of his books, and especially his puzzle box. An adventuring enigmatician seeks clues to ancient riddles in abandoned ruins, or in discourse with a great wyrm with similar interests.
Notables: Tarrin Wirth is the most famous enigmatician in recorded history, as premier advisor to Warlord Hakkor Savin during his conquest of the Eight Kingdoms. It is said that Master Wirth rarely took to the field, but when he did, the natives quickly surrendered as their leaders were struck dead in a matter of minutes. Wirth was said to have a puzzle box of unusual complexity and size, and kept it floating on a disk that followed him around at all times.
Organizations: There are no dedicated organizations for enigmaticians, but they are often found in colleges, secret arcane cabals, or libraries run by priests of Boccob.

NPC Reaction
Standing behind the throne is a strange man with hooded eyes, watching the proceedings while his hands roam endlessly over an intricately-carved wood-and-metal cube. He speaks in cryptic riddles, and is quite intimidating in his knowledge and understanding. He is clearly a man of power, and his whispered words in the king's ear are always given immediate attention.

ENIGMATICIAN IN THE GAME
An enigmatician gives up progression in his previous class for a lot of reusable versatility. Most of the puzzles duplicate spell effects and are useable multiple times per day, but with shorter durations or smaller effects than if cast using regular spell slots. The class is extremely customizable, with almost 27 million different combinations of puzzles available. No two enigmaticians should be the same.
Adaptation: Enigmaticians fit in any campaign where someone might be interested in unlocking the secrets of the Universe, and of their own mind.
Encounters: The enigmatician is the power behind the throne, the hermit studying ancient texts, or the scholarly professor teaching in riddles.


Universal Enigma Feat:
Spoiler


Puzzle Box as Treasure:
Spoiler
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Last edited by sirpercival : 09-10-2012 at 02:33 PM.
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