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    Orc in the Playground
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    Mar 2011
    Tempus Fugit

    Default Re: Base Class Challenge VIII - One Small Step for a Contest...



    Least, 1st
    You fortify your very being by tapping directly positive energy from the positive material plane. You gain a +1 luck bonus to Armor Class, as well as a +1 luck bonus to all saving throws for a period of 24 hours.

    Dark Gift
    Least, 2nd
    Any weapon you wields shimmers dimly with profane energy, as if it shared a connection with the negative material plane. You gain a +2 bonus to any attack roll and deal an additional point of negative energy damage when attacking with any melče weapon for a duration on one hour per caster level.

    Damp Terrain
    Least, 2nd
    You can conjure up rubble, undergrowth, uneven pavement or render the terrain muddy and nigh impassable. Every square in a 30 ft. radius around yourself is treated as difficult terrain for the purpose of any other creature's movement, for a duration of one minute per caster level.

    Least, 2nd
    Absolute conviction radiates from yourself, effectively creating the belief that your body is faster, stronger, and tougher than it actually is. You receive a +2 enhancement bonus to Strength, Dexterity and Constitution as well as a -2 penalty to Intelligence for a period of 24 hours.

    False Trail
    Least, 1st
    You can move through any type of terrain and leave neither footprints nor scent. Tracking you is impossible by nonmagical means. In addition, tracking you by magical means is possible only with a successful Will saving throw - creatures who fail this saving throw are sidetracked and derailed on a randomly rolled false trail.
    This invocation lasts for a period of one hour per level.

    Identity Theft
    Least, 1st
    You may assume the guise and identity of a known humanoid of the same race as yours, as well as receiving a +10 competence bonus to Disguise checks to act in character and being treated as under the effect of an Undetectable Alignment spell for a duration of 24 hours.

    Planar Buffer
    Least, 2nd
    Your body and senses become attuned to the nature of the plane you dwell in and its dominant characteristics. You gain Energy Resistance 5 of the appropriate type depending on the morphology of the plane for a duration of 24 hours.
    See Table: the Planes below.

    Least, 2nd
    Your ranged attacks strike true, as if the missiles were guided by the winds of the elemental plane of air itself. You gain a +2 bonus to any attack roll and ignore concealment miss chance up to 10% when attacking with any ranged weapon for a duration of one hour per caster level.


    Conjunctive Ward
    Lesser, 3th
    Your mind and soul actively attempt to shield your physical form from further harm when it is in dire danger. When reduced to between -1 and -9 hit points, you automatically become stable and do not lose one hit point each round; furthermore, any opponent attempting to strike or otherwise directly attack you, even with a targeted spell, must attempt a Will save. On a successful save, the opponent can attack normally. If the save fails, the opponent can’t follow through with the attack and that part of its action is lost. This invocation lasts for a period of 24 hours.

    Lesser, 4th
    The matter composing your body becomes inconsistent and promptly acts erratically, although you retain some degree of control over it. Throughout the duration of the invocation you can instantly transfer yourself from your current location to any other square within 25 ft./+5 ft. per two caster levels as an immediate action every 1d3 rounds. If the chosen square is already occupied by a solid object or a creature, you are shunted to the nearest unoccupied square and fall prone. This invocation lasts for a duration of one round per caster level.

    Lesser, 4th
    Flames exhude from the weapon you wield, ready to engulf your enemies, but the hilt remains cold to the touch for you. Whenever you attack with a melče weapon you deal an additional 1d6 points of fire damage per six caster levels; furthermore, you gain a +3 bonus on attack rolls if the opponent is wearing a wooden or leather armor or shield, is made of wood, or the like.
    This invocation lasts for a period of one hour per caster level.

    Lesser, 4th
    Any missile fired by you becomes imbued with the power tapped from the para-elemental plane of ice. Whenever you attack with a ranged weapon, you deal an additional 1d4 points of cold damage per six caster levels and on a successful hit the opponent is paralyzed for one round unless he succeeds on a reflex saving throw.
    This invocation lasts for a period of one hour per caster level.

    Lesser, 3rd
    As you suspect danger could come at any turn, your senses are heightened, allowing you to react swiftly whenever the unexpected happens.
    You gain a +5 insight bonus to all initiative checks for a duration of 24 hours.

    Planar Halo
    Lesser, 4th
    You draw power from the natural sources of the plane you dwell in, cresting yourself with an halo which smites enemies attempting to damage you. Any opponent that attacks you with a melče or natural weapon, or otherwise directly harms you with a touch spell must succeed on a Reflex save or take 1d4 points of elemental damage per three caster levels - the damage subtype is determined by the morphology of the plane. This invocation lasts for a period of 24 hours.
    See Table: the Planes below.

    Lesser, 3rd
    You gain the benefits of the See Invisibility spell in addition to receiving a +4 competence bonus to Spot and Search checks for a duration of ten minutes per caster level.

    Silent Scream
    Lesser, 3rd
    You cast Silence, as the spell, with the difference that any opponent within the radius of the emanation must also succeed on a Fortitude saving throw or be deafened for one round. This invocation has a duration of one minute per caster level.


    Cheat Death
    Greater, 5th
    Positive energy tapped raw from the positive material plane surrounds you, rendering you immune to all death spells, magical death effects, energy drain, and any negative energy effects. It doesn’t however remove negative levels that you have already gained, although you automatically succeed on the saving throw necessary 24 hours after gaining a negative level, as long as you are still affected by the invocation. This invocation lasts for a period of 24 hours.

    Greater, 5th
    Your resolve allows you to deny the reality of an unpleasant outcome altogether, at least as long as your willpower holds. Once per encounter, you can as an immediate action delay the onset of one damaging attack or effect. Instead of taking the damage or applying the condition to the character immediately as normal, you take it 1d3+1 rounds later. If, in the intervening turns you gain some immunity that would have protected you from the damage or the condition, it does not protect you from the delayed effect. You are subject to damage or condition as if you had taken it when the blow or effect was struck. This invocation lasts for a period of 24 hours.

    Double Gravity
    Greater, 6th
    Gravity above ground takes a much heavier toll when you manipulate it, forcing additional weight upon aerial creatures. Every flying creature in area up to one 10ft. cube per two levels centered around you immediately falls on the ground and strike it the same manner as they would during a normal downward fall.
    This invocation has a duration of one round per level.

    Mist Cloak
    Greater, 6th
    A thick, misty vapor arises around you, concealing you from sight. The vapor affects a 20ft. radius centered around you, 20ft. high, and moves with you for the duration of the invocation; it obscures all sight, including darkvision, beyond 5 ft. You have concealment (attacks have a 20% miss chance) against creatures who are 5ft. away and total concealment (50% miss chance, and the attacker cannot use sight to locate the target) against creatures who are farther away. The vapor is sustained by your magic, and cannot be dispersed by magical or non-magical wind, or burned away; opponents, however, may attempt to dispell the effect as normal.
    This invocation has a duration of one minute per caster level.

    Wind Ward
    Greater, 6th
    Through a connection to the elemental plane of air, furious winds rage around your person, deflecting incoming missiles, rays and other ranged attacks as if you were affected by an Entropic Shield spell; in addition, creatures targeting you with melče attacks or touch spells are forced to take a Fortitude saving throw or become checked for one round. This invocation lasts for one minute per caster level.


    Dark, 7th
    This invocation enables you to force extraplanar creatures out of your home plane and banish them back to their own plane. You can affect a creature up to two HD per caster level; it is however unaffected on a successful Will saving throw.

    Crevasse Unseen
    Dark, 9th
    You may create at will an insidious illusory crevasse consisting of multiple layers of deceit. As a full round action, you create an illusory crevasse and shape it as you please over an area up to 100ft. of width and 30 ft. of heigth, centered around you; meanwhile, the second layer of the illusion is also applied over the crevasse, ensuring that structures, terrain and the original layout of the area do not appear hidden or changed in appearance. Each creature other than you entering the area or interacting with the illusion is forced to make a Will saving throw - on a failed save, they are not capable to see through the illusions and believe the floor in which they stand is a bottomless pit only when they enter the illusory crevasse; such creatures become helpless for 1d3 rounds as they receive the sensory inputs of an endless fall. Creatures who succeed on the Will save are able to pierce through the first layer of the illusion and discern the area where you created the crevasse; if they enter, are forced into, or interact with the crevasse they are allowed a second Will saving throw; on a successful save, they disbelieve the second layer of the illusion as well.
    Flying creatures passing over the illusory crevasse are unaffected as long as they do not interact with it.
    This invocation has a duration of ten minutes per caster level.

    Dimension Lock
    Dark, 8th
    Through your powers, you can forbid any dimensional travel on a large area. You cast Dimensional Lock as the spell, with the following exceptions; the radius of the emanation is extended up to 100 ft. of the chosen point, and the duration is limited to a period of 24 hours.

    Erratic Gravity
    Dark, 8th
    You cause gravity in the affected area to become fickle and unstable. This invocations functions as the Reverse Gravity spell, with the exception that it incessantly cycles through restoring the normal gravity and reversing it every 1d4 rounds as long as the invocation lasts, for a period of one round per caster level.

    Planar Phase
    Dark, 7th
    So great is your ability to interact with the nature of the planes, that you may move yourself to another plane of existence or alternate dimension instantaneously. Precise accuracy as to a particular arrival location on the intended plane is nigh impossible. This invocation transports yourself instantaneously and then ends.


    Energy Type

    Positive Energy
    Negative Energy
    No Elemental Trait|
    Any of the above (choose one)
    Last edited by Andre; 2011-11-06 at 06:55 PM.
    The Pen is mightier than the Sword - when the message is written in Blood.