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    Default Re: Base Class Challenge IV - Tipping the Scale

    -This class has been withdrawn.-


    Null

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    "White has been corrupted by zealots who call themselves holy. Black is the realm of the heartless and selfish. I follow gray, and it has not led me astray." - Damian Rothban, the first Null.

    Nulls are those who have supernaturally linked themselves to neutrality. Their link goes beyond simple philosophy and begins to manifest in the reality around them.

    Adventures: Nulls adventure to end extremes of behavior, such as a crusade for a god (good or evil). They may follow good or evil causes, but never do so flippantly or without justification.

    Characteristics: Nulls never use their powers for flashy effects or often even something visible. Most of their abilities center around removal or nullification. These abilities are often accompanied by a dearth of color, with their victims washing out for a moment.

    Alignment: Nulls are always true neutral. To be any other alignment would be to contribute to the world's imbalance.

    Religion: Almost no nulls follow a religion. Those that do often revere an uncaring or natural god such as Boccob or Obad-Hai.

    Background: Most nulls are created by a sworn oath against extremism, recognized by an unknown power. These oaths almost always follow the nascent null falling victim to an extreme of alignment, be it a cleric of Nerull cutting a swathe of death across their town or a vigilante imprisoning an innocent friend or family member.

    Races: Nulls are as universal as extremism is. They can be found among any intelligent race.

    Other Classes: Nulls typically associate well with pragmatists or self-disciplined characters like rogues and monks. They will under no circumstances adventure with paragons of belief like paladins or crusaders, and often have a noted dislike of clerics.

    Role: Nulls are typically support characters, either through their denial of enemies' powers or their ability to spread power to their allies. They usually do not take a direct role in combat.

    Adaptation: Most of the null's abilities can also be flavored as a connection to life energy, and thus could be used as an "attuned" character rather than one that disconnects himself from the world.

    GAME RULE INFORMATION
    Nulls have the following game statistics.
    Abilities: Most of the null's offensive abilities are based on their wisdom score. Their charisma score affects the limits and strength of their support abilities, and due to their ability to wear no more than light armor and weak hit die, they can benefit from a high dexterity and constitution.
    Alignment: Nulls must be true neutral.
    Hit Die: d6
    Starting Age: As sorcerer.
    Starting Gold: As sorcerer.

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

    Skill Points at First Level: (2 + Int modifier) x 4
    Skill Points at Each Additional Level: 2 + Int modifier

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

    1st|
    +0
    |
    +2
    |
    +0
    |
    +2
    |Neutralize (1d6), Balance Allies

    2nd|
    +1
    |
    +3
    |
    +0
    |
    +3
    |Aura of Neutrality

    3rd|
    +1
    |
    +3
    |
    +1
    |
    +3
    |Neutralize (2d6), Nullify Strength

    4th|
    +2
    |
    +4
    |
    +1
    |
    +4
    |Apathy +1, Detect Extremes

    5th|
    +2
    |
    +4
    |
    +1
    |
    +4
    |Neutralize (3d6), Nullify Spell

    6th|
    +3
    |
    +5
    |
    +2
    |
    +5
    |Aura of Blocked Magic

    7th|
    +3
    |
    +5
    |
    +2
    |
    +5
    |Apathy +2, Neutralize (4d6), Nullify Alignment

    8th|
    +4
    |
    +6
    |
    +2
    |
    +6
    |Class Ability

    9th|
    +4
    |
    +6
    |
    +3
    |
    +6
    |Class Ability

    10th|
    +5
    |
    +7
    |
    +3
    |
    +7
    |Class Ability

    11th|
    +5
    |
    +7
    |
    +3
    |
    +7
    |Class Ability

    12th|
    +6/+1
    |
    +8
    |
    +4
    |
    +8
    |Class Ability

    13th|
    +6/+1
    |
    +8
    |
    +4
    |
    +8
    |Class Ability

    14th|
    +7/+2
    |
    +9
    |
    +4
    |
    +9
    |Class Ability

    15th|
    +7/+2
    |
    +9
    |
    +5
    |
    +9
    |Class Ability

    16th|
    +8/+3
    |
    +10
    |
    +5
    |
    +10
    |Class Ability

    17th|
    +8/+3
    |
    +10
    |
    +5
    |
    +10
    |Class Ability

    18th|
    +9/+4
    |
    +11
    |
    +6
    |
    +11
    |Class Ability

    19th|
    +9/+4
    |
    +11
    |
    +6
    |
    +11
    |Class Ability

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

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

    Weapon and Armor Proficiencies: Nulls are proficient with light armor and simple weapons.

    Neutralize (Su): The null is able to balance the energies within a foe, injecting negative energy to living foes and positive energy to undead foes as a standard action. This requires a ranged touch attack, but gives no save. It does no damage to unliving things such as constructs or objects.

    Balance Allies (Su): The null can create a connection between two willing allies, combining their abilities (for better or for worse). As a standard action, the null can form a link between two of his allies (including himself), changing one of their ability scores of the null's choosing to the average between the two abilities (rounded up). This cannot change either ability by a value greater than the null's charisma modifier. If the change would be greater than this, the ability scores are moved as far as possible toward the average. For instance, if Damian (Cha 18)were to balance the strength of his barbarian ally (Str 20) and his fighter ally (Str 16), they would both have a new strength of 18. However, if he tried to balance the intelligence of a wizard (Int 22) and his fighter friend (Int 10) their ability scores would only change to 18 and 14, respectively. The null maintains these connections as long as both allies are within 100 feet of each other and the null, and can connect a number of abilities equal to his charisma modifier.

    Aura of Neutrality (Su): The null's neutrality quickly begins to manifest in his surroundings. Everything within 5 feet of the null becomes gray and washed out, dissipating any energy nearby. The null (and anyone adjacent to him) gains resistance equal to his null level to all elemental damage. In addition, the area is considered warded by a permanent Endure Elements effect.

    Nullify Strength (Su): By balancing the energies around a charging enemy, the null can cushion a blow. As an immediate action, the null can weaken an attack being made within thirty feet, subtracting his wisdom modifier from the attack roll and the damage roll.

    Nullify Spell (Su): A number of times a day equal to his wisdom modifier plus one, the null may simply negate a spell being cast. This functions as if the null were using dispel magic to counter the spell, cast with a caster level equal to his null level.

    Apathy (Ex): The null's neutrality prevents him from being moved by invective, even magical ones. He gains the listed bonus to saves against mind-affecting spells.

    Detect Extremes (Sp): A number of times per day equal to the null's charisma bonus plus three (minimum 3), the null may cast Detect Evil, Detect Law, Detect Good, or Detect Chaos as a caster of his null level.

    Aura of Blocked Magic (Su): The null no longer pays attention to the battlefield around him. Through intense focus, even spells can simply be ignored. With a successful concentration check (DC 10+caster level of the effect) as a swift action, the null can consider his square to be excluded from the area of a chosen area-effect spell with a duration of one round or more that allows for spell resistance against its effects. This lasts until the start of the null's next turn. The spell must already be in effect for the null to use this ability. That is, he cannot use it to proactively ignore a spell.

    Nullify Alignment (Su): The null's very being is opposed to extreme alignments. He may target an enemy with a balancing energy as a standard action. The enemy is affected as if by a targeted Dispel Magic with a caster level equal to the null's level plus five, but it only affects spells with an alignment descriptor (Good, Law, Evil, Chaos).
    Last edited by Cheesy74; 2011-01-25 at 10:29 PM.
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