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    Orc in the Playground
     
    RedKnightGirl

    Join Date
    Oct 2016
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    Female

    Post Re: Base Class Contest XXXX - Happy Little Accidents

    The Antiquarian

    “Lost antiques, forgotten relics, and ancient artifacts are prizes to any collector, but only I have the talent to restore their lost magic… for a price.” – Unscrupulous Antiquarian

    The Antiquarian is an alternative to a traditional spellcaster. Utilizing the powers of art restoration the Antiquarian takes powerless artifacts that have been discovered and traded on the free market and reawakens their latent powers. The antiquarian’s abilities are limited by their selection of artifacts as well as their reserve of essence, an otherworldly power source that accumulates over time.

    Adventures: Antiquarians often find themselves drawn to ancient ruins and traditional dungeons in order to unearth long buried antiques or their history. Many restless antiquarians find themselves drawn to adventuring to test the limits of their restores artifacts.
    Characteristics: The Antiquarian has a wide variety of abilities that are dependent on their selection of artifacts. Though they don’t have the sheer power of a traditional spellcaster, an antiquarian gains power the longer combat lasts and can loan artifacts to their companions in order to empower them.
    Alignment: Antiquarians may be of any alignment.
    Religion: Antiquarians typically worship eldritch gods beyond the knowledge of most mortals that provide them with their alien essence. These gods range in power from demonic princes to the heads of pantheons from other alternate planes of existence. Some more conventional antiquarians instead worship gods of knowledge and lore but more often than not a antiquarian who does not worship the source of their power eschewed deities altogether.
    Background: Antiquarians typically find their first power through searching through esoteric means to restore ancient artifacts that are personally important to them. The eldritch rituals of essence weaving are rare but the risks are so small and seemingly arbitrary that many young people might not blink twice as giving up their personal essence to a greater power.
    Races: Antiquarians come from all races and people. The longer lives races are more likely to delve into the antiquarian's art and know of the source of their power, but the shorter lives ones are more likely to embrace it. All that is required to be an antiquarian is a dedication to unearthing lost magic items and restoring them to power, the rest comes later.
    Other Classes: Antiquarians get along poorly with wizards who they view as simple minded and without an appreciation for the greater mysteries of the universe. Likewise they tend to dislike rogues and other thieving types who might give too greedy and eye to their precious artifacts. Conversely, Antiquarians get along well with Warlocks, who they view as understanding the compromises needed for true power, and bards who many see as scholarly peers.

    Role: Antiquarians provide a great amount of utility in problem solving and are more than capable of disarming traps both magical and mundane. Some Antiquarians tend towards scholarly knowledge as well, and a rare few are equipped with the appropriate artifacts to become effective front line warriors.

    Adaptation: Antiquarians don’t need to be linked to old gods and forgotten powers to explain their supernatural powers. In a campaign that doesn’t concern itself with such things an Antiquarian’s magical power might be hand waved to function in the same arbitrary way as a bard.

    GAME RULE INFORMATION
    Antiquarians’ have the following game statistics.
    Abilities: Antiquarians find all abilities useful, but tend to possess high Intelligence and Dexterity scores to better allow them to understand and exploit ancient artifacts.
    Alignment: Any.
    Hit Die: d6
    Starting Age: As wizard.
    Starting Gold: As rogue.

    Class Skills
    The Antiquarian's class skills (and the key ability for each skill) are...
    Appraise (Int), Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Disable Device (Int), Forgery (Int), Hide (Dex), Knowledge (all) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Profession (Wis), Search (Int), Spellcraft (Int), Spot (Wis), Use Magic Device (Cha), and Use Rope (Dex)
    Skill Points at First Level: (4 + Int modifier) x 4
    Skill Points at Each Additional Level: 4 + Int modifier

    Antiquarian
    Level Base Attack Bonus Fort Save Ref Save Will Save Special Artifacts Restored
    1st
    +0
    +0
    +0
    +2
    Antique restoration, trapfinding
    3
    2nd
    +1
    +0
    +0
    +3
    Evasion
    3
    3rd
    +1
    +1
    +1
    +3
    -
    4
    4th
    +2
    +1
    +1
    +4
    Trap Sense +1
    4
    5th
    +2
    +1
    +1
    +4
    -
    5
    6th
    +3
    +2
    +2
    +5
    Ancient Power
    5
    7th
    +3
    +2
    +2
    +5
    -
    6
    8th
    +4
    +2
    +2
    +6
    Trap Sense +2
    6
    9th
    +4
    +3
    +3
    +6
    -
    7
    10th
    +5
    +3
    +3
    +7
    Ancient Power
    7
    11th
    +5
    +3
    +3
    +7
    -
    8
    12th
    +6
    +4
    +4
    +8
    Trap Sense +3
    8
    13th
    +6
    +4
    +4
    +8
    -
    9
    14th
    +7
    +4
    +4
    +9
    Ancient Power
    9
    15th
    +7
    +5
    +5
    +9
    -
    10
    16th
    +8
    +5
    +5
    +10
    Trap Sense +4
    10
    17th
    +8
    +5
    +5
    +10
    -
    11
    18th
    +9
    +6
    +6
    +11
    Ancient Power
    11
    19th
    +9
    +6
    +6
    +11
    -
    12
    20th
    +10
    +6
    +6
    +12
    Trap Sense +5
    12

    Class Feature
    All of the following are class features of the Antiquarian.

    Weapon and Armor Proficiency:
    Antiquarians are proficient with simple weapons, short bows and light armor, but not with shields. Antiquarian spells are not hindered by armor they are proficient with.
    Essence of Discovery: Antiquarians have a reserve of supernatural energy called essence. Essence is present in all creature, but antiquarians and other essence users have their natural essence stripped from them by eldritch rituals in order to serve as vessels for a more potent and rarefied version of the energy. An antiquarians starts every day with no essence (plus one for each ancient power the antiquarian has unlocked, see below), but gains one point of essence whenever they roll for initiative or locate a previously unknown trap. An antiquarian has a maximum essence pool equal to ½ their antiquarian level (minimum 1).
    Antique Restoration: Antiquarians possess a number of ranks in Craft (Antique Restoration) equal to their class level. Additionally they gain the ability to restore a number of powerful artifacts from the list below. Each of these artifacts is a minor artifact with a caster level equal to the Antiquarian’s class level, these artifacts only retain their power for a week when outside the care of a skill Antiquarian, and an Antiquarian may only maintain a number of artifacts in this condition as listed in the ‘Artifacts Restored’ column. An Antiquarian who comes across a new artifact must spend a week restoring it before it's powers can be used (in addition to maintaining their current artifacts) essentially trading out one artifact for another. An Antiquarian’s artifacts have a number of hit points equal to ten times the antiquarian’s level, and a hardness equal to three times the antiquarian’s level. An Antiquarian may employ restored artifacts themselves or spend a single hour to attune another individuals essence to artifacts they have restored, allowing that individual access to the artifact's powers for 24 hours.
    Trapfinding: An antiquarian can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it. Antiquarians can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell use to create it. A antiquarian who beats a trap’s DC by 10 or more with a Disable Device check can study the trap, figure out how it works, and bypass it (with her party) without disarming it.
    Evasion (Ex): At 2nd level and higher, an antiquarian can avoid even magical and unusual attack with great agility. If they make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, they instead take no damage. A helpless Antiquarian does not gain the benefit of evasion.
    Trap Sense (Ex): At 4th level, an antiquarian gains an intuitive sense that alerts them to danger from traps, giving them a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the antiquarian reaches 8th level, to +3 when they reach 12th level, to +4 when they reach 16th level, and to +5 when they reach 20th level.
    Trap sense bonuses gained from multiple classes stack.
    Ancient Power (Ex, Su or Sp): At 6th level, an antiquarian begins to unlock further powers related to their artifacts. The antiquarian choses one artifact that they have restored and unlock that item’s ancient power. The antiquarian can unlock the ancient power of an additional artifact at 10th level, and every four level thereafter.
    Last edited by Knitifine; 2017-07-23 at 07:37 PM.