1. - Top - End - #1
    Ogre in the Playground
     
    Cadian 9th's Avatar

    Join Date
    Oct 2008
    Location
    Sydney, NSW, Australia
    Gender
    Male

    Default [3.5 Base Class] The Gifted. (WIP) [PEACH!]

    I've been going through the X-men comics and movies recently, and I really love the idea of " Mutations. " Furthermore, I've always wanted to play a gifted version of a character, like an X-man, but it's not really possible - there's only the Vile feats that change ability scores and give extra reach, and Abberant feats can give you extra reach, a bit of flight and more.

    But there's no bonuses to ability scores, telepathy, telekenisis, shape shifting, supernatural awareness (really, even Monk doesn't come close), large healing factors, and more. Furthermore, they all take up class levels, feat slots. Sure, I could add templates, but I can't pick and choose, I can't use them sometimes, and the abilities they give aren't always what I want. Templates also often are hugely overpriced for what you want... For crying out loud, I just want +4 Dex and Str, not to be a Half-fiend!

    So I thought about this class. Initially I called it the Mutant, but I realized that this class could represent more than that: It could represent divine gifts, spelltouched effects, corruption effects, exposure to radiation

    So without any more preamble, here is the class. Please tell me what you think, and how I can improve it - I want your suggestions for abilities! Have I missed out an ability you've always wanted?

    The Gifted

    Watch this.

    A Gifted is a character who, through some quirk of fate, cosmic force or mutation, has acquired gifts above and beyond members of their race. The Gifted all have some abilities, great or small, and some have certain weaknesses, though the ones with weaknesses are often stronger in some way than others.

    Adventurers: A Gifted character adventures for the same reasons as an adventurer of her actual class would. However, some Gifted characters adventure on the whim or seeking out the source of their gift, looking for answers as to why they are different.
    Characteristics: Gifted characters possess extraordinary abilities that set them apart from their fellows - this extends to other Gifted creatures in the world. Each Gifted brings different benefits (and drawbacks) to the party they join, depending on what gifts and flaws they have.
    Religion and Background: As Gifted come from any race, and each Gifted is different, there is no common religion, culture or background for the Gifted.
    Races: Any individual of any race may become gifted.
    Other Classes: The Gifted associates with other races as her real Class provides.
    Role: A Gifted Character's role depends on her real class.
    Alignment: A Gifted can be of any alignment.

    Game Rule Information
    Abilities: See the Gifted Characters real class. However, every Gifted Character benefits from a high constitution score, granting important hit points, and a good intelligence score, to expand the character's versatility. A good charisma score also helps the character exist in a society where they are different.
    Alignment: Any.
    Hit Dice: d8.

    Class Skills
    A Gifted character selects any 8 skills that are not Trained Only to be class skills. Knowledge Skills are the exception to this rule, and can always be chosen as class skills.
    Skill points at 1st level: (2 + Intelligence Modifier)x4;
    Skill points at each Additional Level: 2 + Intelligence Modifier.

    //Table to come. Gifted have poor base attack and no good saves.

    Class Features
    The following are Class features of the Gifted class.
    Weapon and Armor Proficiency: A Gifted is proficient with all simple weapons and light armors.

    Race: Class levels gained in the Gifted Class are counted as Racial Hit Dice for effects that depend on Hit Dice. The type is considered the same as the Character's Race, ableit using the statistics given here. All abilities and class features granted by the Gifted class are considered Racial abilities and Features unless noted otherwise, and are all considered Extraordinary abilities unless noted otherwise. The Gifted gains the Augmented Subtype, and forms of the Gifted Character cannot be assumed unless the spell or effect allows forms which have been modified by a template and have the Augmented subtype.

    A Character is advised to have no more than 10 levels in the Gifted class, due to the poor scaling of abilities. The option is there, however.

    Abilities
    At each level, the Gifted selects an Ability. The Gifted Character may select the same ability twice - if so, the Gifted gains the benefit of the next level of that ability. Each Ability provides some kind of benefit or ability that enhances the Gifted Character. Continued focus on one ability grants higher degrees of enhancement, making the Gifted Character Exemplify that gift.

    Flaws
    At 1st level, the Gifted may select one or more flaws, up to a maximum of 3. Each flaw selected imposes some disadvantage on the character, but allows the selection of another ability each level for each flaw the character has. You cannot select a flaw that contradicts an Ability you have, for example, you may not select the Weak flaw if you have the Tough ability.

    Multiclassing
    A Character can enter this class at any level, however, once they stop taking levels in this class they may not return and take furtherlevels. Furthermore, the Gifted class is always an additional favored Class for a character who takes a level in it.

    Abilities

    {table]Adaptability|You are skillful.
    Agility|Speed increases, Natural Agility, 10ft steps...
    Alertness|You are always aware.
    Armored|Things bounce off your skin!
    Battle|You were born for war!
    Chameleonic|You can blend into thin air.
    Dextrous|Bonuses to Dex, dex checks, good reflexes
    Empathic|You can calm emotions and read emotions, even those over an hour ago.
    Energy Manipulator|You manipulate an element, at first using existing, then create your own.
    Enervation|You drain life force and abilities from creatures.
    Evasive|You're very hard to hit.
    Feral|Animalistic Traits make you feral and deadly.
    Healer|You can heal others pain.
    Healing Factor|Your body heals very, very quickly.
    Illusionist|You mess with people's minds.
    Intelligent|You're a genius.
    Mimic|You can mimic anything.
    Monstrous|You possess some monstrous features, from claws to a tail.
    Perceptive|If you had a teenage child, they would hate you.
    Quick|Very fast moving.
    Regeneration|You can regrow limbs and regenerate injuries.
    Shapeshifting|You can assume many forms, though the wounds remain...
    Size|You are big. Very big.
    Stealthy|I rolled a 1. But I got a 37.
    Strong|I have muscles that are bigger than your whole body. HULK SMASH.
    Telepathy|Yo dawg. I heard you like... OH YOU HAVE A SICK MIND.
    Telekenisis, Manipulative|Getting up for coffee is for weaklings.
    Telekenisis, Destructive|Flip cars and throw huge rocks at people.
    Tough|I play heavy metal, while riding a flaming huge skeletal nightmare. My name is Johny Bravo.
    Void|You are a miniature black hole. Your paperwork quite literally gets lost in a black hole.[/table]

    Flaws

    {table]Absent Minded|Where did I put my bat dung? Drat, no fireball.
    Apathy|You are devoid of emotion and empathy, making you very uncomfortable to be around.
    Amnesia|You forget things, like skill points and what have you. What level are you again?
    Bestial|The beast within doesn't act civilized.
    Broken|Your mind is broken, making you weak willed and vulnerable to fear and pain.
    Blind|You are blind as a bat, except with the blindsight.
    Deaf|You can't hear anything...
    Crippled|You are seriously useless at anything physical.
    Dull|You are devoid of charisma and no-one wants to help you.
    Feeble|You are reliant on others to keep you alive.
    Mute|You can't communicate.
    Weak|You can't take a hit.
    Slow|Like a tortoise, except without the massive shell to make up for it.
    Stupid|Dumb as a post fighter taken to a whole new level.
    Wrong|Something just hits people as wrong... Like, reverse pherenomes, so people have the sudden urge to hit you. You cause extreme anger for no real reason...[/table]

    Adaptability

    " If anyone can do it, I can. "

    1st: You receive +2 Skill points per level, an Extra Favored Class. Designate 4 skills: These skills are always class skills for whichever class you take.
    2nd: Bonus Feat.
    3rd: You receive another +1 Skill point per level, another Favored Class. You receive Able Learner as a bonus feat even if you do not meet the pre-requisites.
    4th: Bonus feat.
    5th: Additional +1 Skill point per level, and another Favored Class. You receive a +2 competence bonus on every ability check you make.

    Agility

    " Jee, you're slow! "

    1st: +10 ft speed, +2 on Balance checks. You receive Expeditious Dodge as a bonus feat without meeting the prerequisites.
    2nd: +2 on dexterity checks, +2 dodge bonus to AC if you move 10ft in a turn. You can charge in a crooked line, and make 5ft steps in all terrains.
    3rd: +10ft speed, +2 on reflex saves if you move 10ft in a turn. You can move 3/4 your speed through terrain that would reduce your movement, instead of 1/2.
    4th: +2 on dexterity checks, +2 dodge bonus to AC if you move 10 ft in a turn (Stacks with 2nd level benefit), You may add your dexterity modifier in place of your strength modifier to Climb and Jump checks.
    5th: +10 ft sped, +2 on reflex saves if you move 10 ft in a turn (stacks with 3rd level benefit), You may make 10ft steps instead of 5ft steps.

    Alertness

    " Did you feel that? 4 Whisper gnome warlocks... There! FIRE! "

    1st: You receive Alertness as a bonus feat. You also gain a +2 bonus on spot and listen checks, and receive the Elf ability to notice secret doors, as well as the Dwarven stonecunning Ability.
    2nd: +2 to Initiative checks, +2 on spot and listen checks. In addition, you are always aware of creatures within a number of squares equal to double your wisdom modifier - this sense does not allow you to pinpoint the location, just the general direction (North, south, east and west). It doesn't allow you to discern anything else other than a "sense" that something is there. This is mainly useful in detecting the presence of a hiding creature or ambush.
    3rd: +2 to Initiative, Listen and Spot checks. You receive Blind Fight as a bonus feat.
    4th: +2 to Initiative, Listen and Spot checks. Uncanny Dodge, as Barbarian. Finally, you receive Blindsense out to 20ft.
    5th: +2 to Initiative, Listen and Spot checks. You receive the Quick Reconnoiter feat as a bonus feat, and your blindsense improves to 30ft.

    Armored

    Ping, Ping

    1st: You develop armor plates that provide a +3 Natural bonus to AC. Alternatively, you may accept a -5 ft penalty to you base speed in order to increase this AC to +5. Regardless, you receive DR 2/-.
    2nd: Your natural armor improves to +5/+7 if you took the -5 ft speed penalty. Your damage reduction improves by 2 points.
    3rd: Natural armor improves to +7/+9, and DR improves by 2 points.
    4th: Natural armor improves to +10/+12 and DR improves by 2 points. Additionally, your armored body's DR improves by 5 points when faced with a specific mundane weapon type (Bludgeoning, Slashing, Piercing).
    5th: Natural armor bonus improves to +12/+14 and DR Improves to DR 10/-. Your DR improves by 5 points against a specific weapon damage type (Bludgeoning, Slashing or Piercing)

    Battle

    " I am a SEXY, SHOELESS, GOD OF WAR! "

    1st: You gain full base attack for these Class levels, Proficiency with Martial weapons, and a Fighter bonus feat. You also gain a +2 bonus on Initiative checks.
    2nd: You gain another Fighter bonus feat, and +2 on all opposed checks.
    3rd: You gain either Mettle or the Uncanny Dodge ability, as well as a +2 bonus on all initiative checks, stacking with level 1's benefit.
    4th: You gain a fighter bonus feat, and your bonus on opposed checks improves to +4.
    5th: You gain the Uncanny Dodge ability. As usual, if you already have Uncanny Dodge, you gain Improved Uncanny Dodge. If you already have Improved Uncanny Dodge, you gain a +3 dodge bonus to AC and a +2 bonus on reflex saves.

    Chameleonic

    " Now you see me, now you don't. "

    1st: As a full round action, you can gain a +6 bonus on hide checks until you move in any way. You also gain the Hide in Plain Sight ability, so long as you are within 5ft of some kind of backdrop or background. This Hide in Plain Sight ability ceases to function if you move from your original position. Creatures within 10ft of you receive a +4 bonus on their spot check to see you. A mass of particles, such as dust, or if you are underwater, grants observers a cumulative +6 bonus to spot you.
    2nd: As a standard action, you can gain a +4 bonus on hide checks. Your Hide in Plain Sight ability improves: you can be within 10ft of a background and you can move up to a quarter of your speed without losing the ability. Creatures within 10ft only receive a +2 bonus on their spot check, and they only receive a +4 bonus on their spot check if you are in a mass of particles or underwater.
    3rd: As a move action, you can gain a +4 chameleon bonus to Hide checks. Hide in plain sight improves to granting no bonus on spot checks when a creature is within 10ft, and only a +2 bonus on their check if you are underwater or in a mass of particles. You may move up to half your speed without losing your ability.
    4th: As a swift action, you can gain a +4 chameleon bonus to Hide checks. Hide in plain sight no longer grants observers any bonus on their spot checks.
    5th: As an immediate action, you can gain a +4 chameleon bonus to Hide checks. Your Hide in Plain sight ability improves to within 15ft of a backdrop or background.

    Dextrous

    " Sigh, so slow and clumsy... Watch this, when you slowpokes react to what I just said! "

    1st: You gain a +2 racial bonus to dexterity. You also gain the Slight Build ability.
    2nd: You gain a +2 bonus on all dexterity based skill checks and ability checks, including initiative. You may use Dexterity instead of Strength on skill checks.
    3rd: You gain a +2 racial bonus to dexterity. You gain a +2 bonus on reflex saves.
    4th: Your bonus on Dexterity based skill and ability checks improves to +4. You may use your dexterity modifier in place of your stength modifier on strength checks.
    5th: You gain a +2 racial bonus to dexterity, and your bonus on reflex saves improves to +4.

    Empathic

    " This crime scene reeks of anger and conflict... This was no suicide. "

    1st: You gain the Empathy ability, which works like Wild Empathy except that it works on all creatures. In place of your druid level you use your HD total. You suffer a -4 penalty on Empathy checks to influence creatures who are not the same species as you. As an additional benefit, you gain a +2 bonus on sense motive checks per level in this ability you have.
    2nd: As a full round action, you can use a Calm Emotions effect as an Extraordinary Ability. The Save DC against this effect is 10+1/2 Your Other HD+Your levels in this class+Your charisma modifier. You can read emotions on a creature as a DC 15+that creature's bluff check modifier Sense Motive check. The check will reveal the emotions the target has felt in the recent time period (1 minute) up to what it is feeling now.
    3rd: You can target a single creature with a Calm Emotions effect as a extraordinary ability used as a standard action. The DC against this effect is 15+1/2 Your HD+Your charisma modifier. Additionally, you can read Emotions on an area as a DC 20+5/hour that has elapsed, rounding up Sense Motive Check. This reveals the Strong Emotions that were felt in the past hour and all emotions up to the last 10 minutes.
    4th: You can target a single creature with Calm Emotions as a move action instead of a standard action. You can read emotions in an area, Strong Emotions, 5 hours ago, and weaker up to the last hour.
    5th: You can make a Suggestion (as the spell) to a creature as a standard action extraordinary ability. This ability has a DC equal to 10+1/2 your HD+Your charisma modifier. You can now read Emotions in an area as follows: Strong emotions, 24 hours ago, weaker, Last 5 hours.

    Energy Manipulator
    Enervation

    Evasive

    " Dodge, Dodge, Dodge, SNEAK ATTACK, Dodge, Dodge... "

    1st: You gain a +2 dodge bonus to AC, a +2 bonus on Reflex saves. You gain a +4 evasion bonus to AC when you use the Total defence action.
    2nd: You gain Evasion. Furthermore, your reflex save and Dodge bonus improves to +3, And you gain a +2 bonus on Escape Artist checks.
    3rd: Reflex and Dodge bonus become +4. Creature who target you always have 10% miss chance as long as you are aware of an attack.
    4th: Reflex and Dodge bonuses become +5. Miss chance improves to 15%. Your bonus on Escape Artist checks improves to +4.
    5th: Reflex and Dodge bonuses become +6. As a standard action, you can activate a Freedom of Movement effect that lasts for the rest of your turn.

    Feral
    Healer
    Healing Factor

    " No matter how many blows Jim took, he always seemed to get back up... Lucky Jim we called him... "

    1st: You have Fast Healing 2. Additionally, you receive a +2 bonus on fortitude saves against massive damage.
    2nd: Your Fast Healing improves to 3, and you recover 1 point in a damaged ability score per round.
    3rd: Fast Healing improves to 4, and you now recover 2 points of ability damage per round. Additionally, you recover 1/2 a negative level each round.
    4th: You improve to Fast Healing 5, and now recover 3 points of ability damage per round and 1 negative level per round.
    5th: Your Fast Healing improves to 6, and you recover 4 points of ability damage per round, and heal 2 negative levels per round. Once you achieve adulthood, Plus 1/10th of your race's normal life span, you can no longer age. Bonuses still acurre, but they stop at venerable. You can not die of old age. To quantify this, you "heal" years at a rate of 10 per round until you return to your normal age. This mean if you are magically aged the effect will still work but it is likely you will regenerate back before your time is up.

    Illusionist

    Intelligent

    " According to my calculations... "

    1st: You gain +2 racial bonus to Intelligence.
    2nd: You gain a +2 bonus on all Intelligence based skill and ability checks. You gain +1 Skill point per level, starting now.
    3rd: You gain another +2 racial bonus to Intelligence, and a +2 bonus on saves against Illusion (Glamer) effects.
    4th: Your bonus on Intelligence based checks improves to +4. You may substitute your intelligence modifier for your strength modifier when making strength ability or skill checks.
    5th: You gain another +2 racial bonus to bonus to Intelligence. You may substitute your intelligence modifier for your dexterity modifier when making dexterity based skill and ability checks.

    Mimic


    Monstrous

    " Rawr! "

    Natural Weapons

    1st: You gain one of the following:
    2 Claw attacks dealing d6 damage if you're medium.
    A slam attack dealing d3 damage if you're medium
    Scent,
    2nd: Damage dice size increases by 1. Your weapons are counted as magical for the purpose of overcoming damage reduction.
    3rd: Damage dice size increases by 1. You gain Multi-Attack as a bonus feat even if you don't meet the prerequisites.
    4th: Damage dice size increases by 1 and your natural weapons are counted as aligned, adamantine strikes for the purpose of overcoming damage reduciton. You gain a +1 enhancement bonus on attack and damage rolls with your natural weapon for every 4 character levels you have.
    5th: Damage dice size increases by 1 and your natural weapons can make an extra attack on the full attack action.

    The benefits of this ability only apply to the natural weapons gained through this ability.

    Poison

    1st: Choose a delivery method: Contact (DC 6+1/2 HD+Con Mod), Injury (DC 12+1/2 HD+Con Mod), Inhaled (DC 5+1/2 HD+Con mod) or ingested (DC 15+1/2 HD+Con mod). The poison has that delivery method, and deals one of the following effects. As you gain levels in this posion ability, the damage increases and the effects increase. You can choose d8 poison damage, d3 Ability damage, or Stunning 1 round (-2 DC), or sleep 1d3 rounds (-3 DC).
    2nd:d10 poison damage, d4 ability damage, Stunning 1d3 rounds, sleep 1d6 rounds.
    3rd: DC +1, 2d6 poison damage, d4 ability damage to 2 ability scores, stunning improves to Paralysis 1 round, stunning 1d3 rounds after that, sleep improves to 2d4 rounds.
    4th: 2d8 poison damage, d6 ability damage to 2 ability scores, Paralysis 1d3 rounds then stunning 1d3 rounds after that, Sleep 2d6 rounds.
    5th: DC +1, 3d6 poison damage, 2d4 ability damage to 2 ability scores, paralysis 1d4 rounds then stunning 1d6 rounds, sleep 3d6 rounds.

    Senses

    1st:LLV, DV +30ft, Alertness bonus feat.
    2nd: DV +10ft, +2 on listen and spot.
    3rd: DV +10ft, Blindsense +10ft, Superior Low Light Vision
    4th: DV +10ft, Blindsense +10ft, Further +2 on listen and spot.
    5th: DV +10ft, Blindsense +10ft, Additional +2 on listen and spot.

    Tracker

    1st: Scent and Track bonus feat , LLV.
    2nd: +2 on survival checks, +10 ft movement, +10ft DV,
    3rd: Endurance bonus feat, Further +2 on survival checks, +10ft DV, Blindsense +10ft.
    4th: Further +2 on survival checks, Alertness as a bonus feat, +10 ft DV and +10ft Blindsense, Woodland Stride (As Druid)
    5th: Additional +2 on survival checks, +2 on spot and Listen checks, +10 ft DV, +10 ft blindsense, Swift Tracker (As Ranger).

    Perceptive
    Quick: Coming soon.

    Regeneration
    Shapeshifting

    " I can be your worst nightmare... or your wildest dream. " (Suggestions?)

    1st: You can invoke a disguise self effect that lasts indefinitely. Injuries you sustained while in a form remain, and your blood is the same color. Shifting in this way requires 3 rounds of concentrating, and allows you to perfectly mimic the desired form. You gain a +2 bonus on Disguise checks.
    2nd: Your shifting ability improves to an Alter Self effect, that requires 2 rounds on concentration to change form. Your bonus on Disguise checks improves to +4.
    3rd: Your shifting ability improves to an alternate form effect, and requires a full round to take effect. Your bonus on disguise checks improves to +6. The limit on the HD of the form is equal to your HD, or your ranks in disguise, whichever is lower...
    4th: Your shifting ability improves to alllow you to use the special attacks of your form wether they be extraordinary or supernatural, but not spell like abilities. Disguise bonus improves to +8.
    5th: Shifting improves to allowing you to assume the special qualities of your form if they are extraordinary or supernatural. Your bonus on disguise checks improves to +10.

    Size
    Stealthy

    Strong

    " HEAR ME SMASH! "

    1st: You gain a +2 bonus to Strength.
    2nd: You gain a +2 bonus on all opposed rolls you make. You also gain a +2 bonus on all strength based ability and skill checks.
    3rd: You gain a further +2 bonus to Strength. You gain a +1 bonus on Fortitude saves.
    4th: Your bonus on opposed rolls, strength based skill and ability checks improves to +4 and your +1 bonus on fort save improves to +2.
    5th: You gain an additional +2 bonus to strength. You gain a bonus on damage rolls equal to 1/2 your HD.

    Telepathy

    1st: Telepathy, 30ft, one way only, words only.
    2nd: Telepathy, 40ft, two ways, words only, non-hostile unaware targets.
    3rd: Telepathy, 50ft, images.
    4th: Telepathy, 80ft, sounds, hostile targets (Will save DC 10+1/2 HD+Cha or Int modifier);
    5th: Telepathy, 100ft, emotions, feelings and pain. (Non-lethal damage = to concentration check result, less 10, will save DC 10+1/2 HD+Cha/int modifier for half damage. Done to a single target as a Standard action, spread out damage (to unlimited targets) as a full round action) Also, you are able to stun a target with telepathic force for 1 round. This is a full round action and allows a will save to negate. The will save DC is your concentration check result, less 10. This is a mind affecting ability. You must make concentration checks if disrupted to use either of these abilities, DC calculated as if Stunning and Damage dealing were 10th level spells. You cannot use these abilities defensively, but they do not provoke AOOs, unless the creature in position to make the AOO is being targeted by the stunning or the damage.

    Note: Telepathy is not detectable, even the damage dealing ability. Telepathic contact is always a free action, like talking. The targets are communicated with as if they were speaking (For talking, not images, sounds.). By bluffing vs the target's sense motive, where the target may add their will save bonus (plus any save bonuses they have against mind affecting/Illusion) to the sense motive and you may add half your concentration modifier. If you win, the subject believes that the pain felt, feelings felt and words spoken are their own. Otherwise, they become aware of your attempts.

    A sleeping or unconscious target doesn't receive a save against unwanted telepathic contact (see level 4)


    Telekinesis, Manipulative

    1st: Telekinesis, always, at will. Strength score equal to 1/2 Int or Cha score, Dexterity score equal to 1/4 Int or Cha + 1/4 Dex score.
    2nd: Telekinesis, strength 2/3 Int or Cha score, dexterity 1/3 Int or Cha + 1/3 Dex score. Use strength and dexterity based skills (Use rope, etc) through telekinesis, ableit with +5 to the DC required. 2 Objects, assuming concentration checks: DC = 10+Strength required, and raising DC of skill checks and dexterity checks by 5.
    3rd: Telekinesis, strength 3/4 Int or Cha score, dexterity 1/2 Int or Cha score + 1/2 Dex score. 3 objects, assuming concentration checks: DC 10+Number of objects manipulated x 5, raising the Dc of skill checks or dexterity checks by 5 per additional object.
    4th: Telekinesis, strength Int or Cha score, dexterity score 3/4 Int + 3/4 Dex score. 4 objects, as above.
    5th: Telekinesis, Strength twice Int or Cha score, dexterity score Int or Cha score + Dexterity score. Unlimited objects, as above.

    Telekinesis:
    Spoiler
    Show
    This refers to the ability to move objects using the power of your mind. At each level, a strength score is given (A formula relating to your intelligence or charisma score). You may manipulate an object weighing up to what that strength score could lift overhead. You can do this at will, but to do things with it requires actions.

    You can manipulate an object a number of squares away equal to your concentration check result made. You may take 10 on this check, and you may take 20 provided a full round action. Once you have established a hold, you are able to maintain it until you are somehow distracted or choose to drop it.

    For actions, you may manipulate the object as if it were your own hands, allowing you to use skills such as disable device, open lock or even craft skills. You may move the object a number of squares equal to your effective telekinetic dexterity score as a Move action. As a standard action, you can grapple and deal constriction damage. Your grapple check modifier is based on your Base attack bonus+your effective telekinetic strength score. You deal damage equal to your concentration check result when maintaining a grapple, lethal damage.

    You may attack with the object, requiring a concentration check (DC = 10+(Object's Weight divided by 10)). It uses an attack bonus calculated from your own Base attack Bonus + any other bonuses you would have to attack rolls, except for a strength modifier/ability modifier used in place of strength to melee attack rolls + that telekinetic strength modifier. As an attack action, this has all the relevant downsides and advantages. This attack can be made on an AOO, but it will count towards your AOO allowance for that turn.

    You can also throw the object, using it as a thrown weapon as normal, but of course your dexterity score is the force's dex and your strength is the force's strength score. This is of course an attack action, and you can make multiple attacks as a full attack action.

    Using Telekinesis in this way is liable to disruption by an opponent. While it does not provoke attacks of opportunity, treat its use as a Level 10 spell for the purpose of calculating concentration DCs.


    Telekenisis, Destructive

    1st: Standard action: Force blast 1d6/4 HD, Minimum 1d6, 30ft range, Reflex DC 10+1/2 HD+ Int or Cha modifier halves. Full round action: Bull rush, 30ft attack, Concentration check as check result.
    2nd: Force blast 1d8/4 HD, Minimum 1d8, 40ft range, Reflex halves (DC as above). Bull rush, 40ft attack, Concentration result + Int or Cha modifier as check result.
    3rd: Force blast 1d10/4 HD, Minimum 1d10, 50ft range, reflex half, as above. Bull Rush 50ft attack, as above. Shatter objects, dealing damage equal to HDxCha or Int modifier as a concentration check with a DC equal to 10+Hardness.
    4th: Force blast improves to 2d6/4 HD, 60ft range, Reflex half. Bull rush improves to 60ft, as a standard action. Shatter objects dealing damage equal to HDX(Int or Cha modifierX1.5).
    5th: Force blast improves to 2d8/4 HD, 60ft range, Reflex half, DC +2. Bull rush improves to Range 80ft, and shatter improves to double int or cha modifier, multiplied by HD.

    Tough

    " I put out flames with my bare hands. "

    1st: You gain a +2 bonus to Constitution.
    2nd: You gain +1 Hp/level.
    3rd: You gain a +2 bonus to Constitution, and +1 on Fortitude saves.
    4th: You can add your Constitution modifier to all opposed checks you make, bringing your endurance into combat. You gain +1 hp/2 levels you have.
    5th: You gain a further +2 bonus to Constitution, and your bonus on fortitude save improves to +2.

    Void

    1st: Once someone starts affecting you with power, it's difficult to stop. Whenever you are specifically one of the targets of a spell, spell like ability, supernatural ability, psionic power or other effect that involves expenditure of energy (Such as healing touches, or an energy aura), the effector must make a will save (DC = 10+1/2 your HD+1/2 your levels in this ability+your charisma modifier) or forge a conduit to you, where their energy is being sucked from them.

    Each round on their turn, they must make a will save (DC = 10+1/2 your HD+1/2 your levels in this ability+your charisma modifier), or lose a single, randomly determined 1d2/5 HD levels of spells (Randomly select a spell to be drained. A spell that has a level greater than the levels lost that is picked is treated as 1 spell level lower (The caster level decreases to the minimum required to cast that spell for that character) for each slot drained from it) if casting spells started the link or 1d3/ 5 HD power points if manifesting a power started the link. If the creature has no spells, or no power points, then they will lose spells or power points, if they have either.

    If a creature forged the link by using a supernatural, spell like or other ability, then they must make a will save (DC = 10+1/2 your HD+1/2 your levels in this ability+your charisma modifier) or lose 1 use of that ability that they would have that day remaining. If it's an at will ability, you impose a 1/5 HD round cooldown on it's use, increasing for every round that you are draining.

    Once either of the above are complete, you will drain their spells, power points, or other things as above. Once they have no power points, spells, uses per day remaining and have a 4 round cooldown on any at will ability, you start draining vitality. For each round you drain, you bestow 1 point of ability damage to their charisma score.

    If the creature passes the will save for 2 consecutive rounds, they break the link.

    2nd: You drain 1d4/5 HD levels of spells or 1d6/5 HD power points, or impose a two round/ 5 HD cooldown, each corresponding with the 1st level version of this ability. Finally, when they have lost all spells, power points and have a 4 round cooldown on all at will abilities, you drain 1 charisma, and 1/2 a point of constitution.

    Your touch drains energy from existing effects, now. Any spell, spell like ability, psionic power, supernatural ability that is present in your square starts to ebb away. Each round at the start of your turn, you drain d3/5HD levels away from the effects effective level, and the caster level reduces to the minimum required for that ability, or by twice the level reduction otherwise. This will affect numeric effects and other variables, as well as how easy the effect is to dispel or negate with spell resistance. Once the effects level or caster level is reduced to below 0, it is ended. If the effect is over a larger area, you only affect the square you are in as well as all adjacent squares. This means that spells cast on you will ebb away at the start of your turn.

    For example, a wall of fire which you stand in will have itself reduced by d3 spell levels, and the caster level will be set acordingly. This ability will also affect an aura, such as a Devil's fear aura.

    This doesn't affect magic items unless they create a spell effect. Regardless, Magic Items that target you are too strongly made right now for you to drain, yet the effects created can be drained.

    3rd: Spell drain, 1d6/5 HD levels, 2d4/5 HD power points, and a 3 rounds/5 HD cooldown on at will abilities. You then drain 1 Charisma, and 1 Constitution.

    You now drain d4/5 HD levels away from effects in your area.

    Your Void'ness increases to now affect weak magic items. Each round a magic item is in your space, it must make a Caster Level check vs a DC of 5+1/2 your HD+1/2 your levels in this ability+your Charisma modifier or lose 1 caster level/5 HD you have. If this reduces the caster level to one insufficient to create the item, the item still functions, except that it operates at the lower caster level. For example, a wand of fire ball (CL 5th) reduces to CL 4 deals 4d6 damage instead of 5d6 damage. Magic Weapons and Armor lose one +1 bonus per 3 caster levels lost.

    A character with the relevant Item creation feat can repair the item, spending experience points equal to 1/50th of the total market price*percentage of caster levels lost to normal caster level, as well as 1/4 of the total market price*the same percentage in gold pieces. It costs less since the magic is still there, just drained of energy.

    E.g, a scroll of fire ball, normally CL 10th, has been reduced to caster level 5th. The cost would be 50% of the market price of a CL 10th scroll of fireball.

    4th: Spell drain, 1d8/5 HD levels, 2d6/5 HD Power points, and a 4 round cooldown/5 HD on at will abilities. You then drain 1 Charisma, 1 Constitution and 1 strength. You now drain d6/5 HD levels from effects in your space, and magic items you drain lose d4/5 HD caster levels.

    When you drain anything, you now heal 1 hit point per thing that you drain each turn. For example, if you are draining spell levels from one creature, power points from another, draining a carried magic item and standing in the effect of an aura, you would heal 4 hit points per round.

    5th: Spell drain, 1d10/5 HD levels, 3d6/5 HD Power points, and a 5 round cooldown/5 HD on at will abilities. You then drain 1 point from all their ability scores each round, in place of the previous levels penalties.

    You drain d8/5 HD from effects in your space, and drain d6/5 HD caster levels from magic items you are draining.

    Finally, when you are draining an Aura or Area effect, each square you completely drain pulls other squares of effect from the effect to fill the gap. This means that nearby squares will fill the gap, distorting the areas shape. If the area would split in two, it instead will move to be adjacent to another square of the area's effect, taking the shortest possible distance.

    For example, a creature is projecting an aura of negative energy out to 20ft. The Void character stands 10ft away (So surrounded by squares of the Aura's effect.) and starts draining the aura around him. Once he completely drains the aura around him, the aura range decreases by 10ft, and the remaining bits of the aura move to surround the void. This will cause the projector to lose their aura.

    Special: You lose any ability you possess that would trigger a link if you targetted yourself. This means you cannot gain the benefit of spellcasting (You do not gain Slots, even), Power Points (You can know powers, however, but your Power Point score is always 0.), Spell like abilities (Any ones you had before now you lose). Supernatural abilities, however, still function.

    Designer's Note: Void is a significant ability, making the character deadly to affect with magic, including friendly magic. The character's use of magic items is impaired, but they can still use potions - regardless, Void shouldn't be taken unless you as the player have talked to the other players about it.

    Void is also excellent for giving martial characters a boost, being able to terrify enemy arcanists. However, the martial characters also appreciate magic items, which unfortunately, do not work as well for a Void character.


    Flaws:

    Amnesia

    The character's background is blurred, your Character's backstory and manner should be affected by this.

    1st: -2 Skill points per level.
    2nd: You lose one of your first level feats, chosen by the DM. You cannot lose bonus class feats from this. If the feat qualified you for something else, you retain that benefit, but cannot use the feat.
    3rd: Additional -1 Skill point per level. This stacks, for a total of -3.
    4th: You lose another first level feat, as per level 2.
    5th: An Additional -1 Skill point per level. This stacks for a total of -4. You lose a favored Class.

    Weak

    " Fragile, I am. "

    1st: You suffer -1 Hp/level. This penalty stays with you for the rest of your character progression.
    2nd: You suffer -3 Hp and -2 to fort saves.
    3rd: You suffer -1 Hp/level, for a total of -2. This penalty stays with you for the rest of your character progression.
    4th: You suffer a -3 penalty to your hit points and and another -2 on fort saves.
    5th: You suffer -1 hp/level, for a total of -3. This penalty stays with you for the rest of your character progression.

    Feats

    Improved Ability Score [Gifted]
    Your gift is extended.
    Prerequisites: Gifted Ability that grants a bonus to an ability score, and you have taken 5 level of it.
    Benefit: Add +2 to the ability score that was boosted by the Gift that allowed you to select this feat. You also gain another +1 to the ability score for every 10 HD you have.

    Telepathic Prodigy [Gifted]
    Your telepathy has been extended and enhanced.
    Prerequisites: Telepathic Gifted, Must have take 5 levels in the telepathic ability, Int or Cha 19.
    Benefit: Your telepathy range extends by 50ft, and you add +2 to the DC of your telepathy power granted by the telepathy gift.
    Special: You can select this ability more than once, to a maximum of 3 times. Its benefits stack.

    Telekinetic Prodigy [Gifted]
    You combine destructive energy with manipulative energy.
    Prerequisites: Telekinesis manipulative and destructive gifts. Int or Cha 19, Concentration 8 ranks.
    Benefit: Whenever you move an object using your telekinesis (Manipulation), you can choose to deal damage to that object equal to your telekinetic strength modifier. Additionally, your telekinetic Strength score is increased by 4 and your telekinetic Dexterity score also increases by 4.

    Telekinetic Master [Gifted]
    You are a master of telekinesis
    Prerequisites: Telekinetic Prodigy, Int or Cha 23, Concentration 18 ranks.
    Benefit: You can use telekinesis to move objects as part of another move action, like drawing a weapon as part of a move action. In addition, your bull rush attack with destructive telekinesis, you can curve your bullrush, even make it go back on itself. You can also, as a full round action, move any number of objects as per the rules for manipulation. You can also shatter an infinite number of objects within telekinesis range as a full round action, but the DCs of the concentration checks are boosted by 10.

    Telekinetic Warrior [Gifted]
    The force of your telekinetics adds strength to your blows.
    Prerequisites: base Attack bonus +10, Concentration 13 ranks, Telekinetic Prodigy
    Benefit: You can add half your telekinetic strength modifier to your attack and damage rolls in combat, and also any roll where strength would come into play.

    What do we think? Suggestions? Balancing? Comments?
    Last edited by Cadian 9th; 2011-02-12 at 09:32 PM.
    Awesome Avatar by Lord Fullbladder, Master of Goblins!

    Retired from active duty

    It means I am rarely on this site anymore. It's been an honor serving with you all.


    PEACH