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    Orc in the Playground
     
    RedKnightGirl

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    Post Re: Base Class Contest XXXXI - It's in Our Nature

    The Egregore

    I am the hive mind, the primal collective consciousness and overseer of all lesser creatures. I speak for the swarming masses, and I will use my power to hold this world in balance. - Egregore Druidic Oath

    The Egregore is a psionicist who uses their great telepathic power to control the millions of minds at a time. Egregores form a unique kinship with swarms of weak willed animals that traditionally have proved too numerous and hard to control to a traditional psionicists. Because of their relationship to natural creatures Egregores find themselves at home in the wilds, away from monasteries and crystalline psionic academies that other psionic users might rely upon to hone their natural abilities. Because the Egregore's mind controlling powers are more akin to the wild empathy of druids than the powers of enchanters and even telepaths these individuals are likely to flock to places in which nature is revered rather than exploited, in such society the egregore functions similar to the druid or shaman.

    Adventures: Egregores can find themselves assailed on all sides. Traditional psionicists can think of egregores as primitive, or even dangerous given their vast psionic abilities, while druids can see their use of telepathy as evil and exploitative, combined with the fear many common folk have of magic users of all stripes it easy for an Egregore to find themselves without a home to go back to, and so adventuring offers the only way out. In other societies where an egregore is more accepted they can be seen as a guide to the places nature has reclaimed or a bulwark against aberrant and undead forces seeking to defile the world, in both scenarios falling into adventuring is a natural path of progression.

    Characteristics: An egregore combines the abilities of a druid and telepath in order to command vast hordes of minions. Their abilities are shaped most thoroughly by the swarms that they naturally find themselves drawn to and the kinship resulting form their relationship provides them with many immunities and resistances. Though the egregores powers are great, they have many limitations and are much more inflexible than either of their contemporaries.

    Alignment: Egregores must be neutral in at least one aspect. This is as much a need to find balance within themselves as enforce the balance of the world. A scant few egregores find this balance by chance, never contemplating why their ambivalence towards the struggles of law and chaos or good and evil are more essential to the maintaining of their powers than their dedication to their select alignment.

    Religion: Egregores may worship gods of nature, psionics, neither or both. Their faith comes from their relationships to their abilities and may instead be focused upon the love of nature and the world itself in all it's manifestations. Gods who focus on balance and meditation may also draw in egregores, and conversely those of great and unrestrained power can find a home within the heart of many egregore who have trouble controling their own abilities.

    Background: Every egregore begins their life in the same way a telepath does. How their society treats such psionicists is an important first step to understanding their origin. Beyond that many find themselves drawn to nature at an early age, even when that nature is reviled by those around them as swarms are more often considered pets than they are companions. A young egregore may acquire a pet rat and over time accumulate their swarm from that single member, but mroe often egregores unrestrained telepathy results in them being cast out into the wild where they are either taken in by druids or forced to learn to control their powers the hard way.

    Races: Among the nonpsionic races egregores are about as common as sorcerers and equally misunderstood. Elans and duergar are rarely drawn to the class having a very structured and disciplined way of understanding the world that is often at odds with the natural cycle of things. Maenads great emotional states can need to balance make them quite suited for their class, likewise dromites and thri-kreen find that their psychology and society have great commonalities with those of many swarms and thus take to the class as an extension of their heritage.

    Other Classes: Egregores chaff against traditionalists and zealots such as paladins, wizards and psions. They find their greatest companionship among the odd and emotional and thus are akin to barbarians, sorcerers and wilders. Though they can get along well with some druids others can find their way of life distasteful and the relationship can quickly turn sour. Egregores are most distant from warlocks, necromancers and others who seek to break the natural order.

    Role: An egregore is primarily a psionicist, though their limited powers known and specialized class features allow them to fill a role more akin to the druid. An egregore has more healing abilities than most psionicists but is unlikely to serve well as the only source of recovery within the party. Some of an egregores later class abilities allow them to perform great feats of trickery, but they are still likely to want a more skillful companion for routine execution of such cappers.

    Adaptation: An egregore can be given sorcerer casting instead of any manifesting abilities and be essentially the same class, likewise changing the mental ability score their powers are based on does little to change the flavor of the egregore. Additionally, the egregores alignment restrictions might be lessened or tightened in order to give them a more specific or general place in the world. Finally, a egregore's bonus languages can be altered to fit whatever setting they fit into and their role in that setting.

    GAME RULE INFORMATION
    Egregores' have the following game statistics.
    Abilities: A egregore requires a wisdom score for manifesting powers, and good physical ability scores for not dying.
    Alignment: Any neutral.
    Hit Die: d8
    Starting Age: As druid.
    Starting Gold: As druid.

    Class Skills
    The Egregore's class skills (and the key ability for each skill) are Autohypnosis (Wis), Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nature) (Int), Knowledge (psionics) (Int), Listen (Wis), Profession (Wis), Psicraft (Int), Ride (Dex), Spot (Wis), Survival (Wis), and Swim (Str).

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

    Egregore
    Level Base Attack Bonus Fort Save Ref Save Will Save Special Power Points/Day Powers Known Maximum Power Level Known
    1st
    +0
    +2
    +0
    +2
    Swarm Companion, Nature Sense, Swarm Telepathy
    2
    1
    1st
    2nd
    +1
    +3
    +0
    +3
    Swarm Stride
    6
    2
    1st
    3rd
    +1
    +3
    +1
    +3
    Trackless Step
    11
    3
    1st
    4th
    +2
    +4
    +1
    +4
    Shape Swarm (Line)
    17
    4
    2nd
    5th
    +2
    +4
    +1
    +4
    Resist Telepathy
    25
    5
    2nd
    6th
    +3
    +5
    +2
    +5
    Shape Swarm (Expand)
    35
    6
    3rd
    7th
    +3
    +5
    +2
    +5
    Disease Immunity
    46
    7
    3rd
    8th
    +4
    +6
    +2
    +6
    Shape Swarm (Condense)
    58
    8
    4th
    9th
    +4
    +6
    +3
    +6
    Venom Immunity
    72
    9
    4th
    10th
    +5
    +7
    +3
    +7
    Swarm Persistence
    88
    10
    5th
    11th
    +5
    +7
    +3
    +7
    Second Swarm
    106
    11
    5th
    12th
    +6/+1
    +8
    +4
    +8
    Within the Swarm 1/Day
    126
    12
    6th
    13th
    +6/+1
    +8
    +4
    +8
    A Thousand Bodies
    147
    13
    6th
    14th
    +7/+2
    +9
    +4
    +9
    Within the Swarm 2/Day
    170
    14
    7th
    15th
    +7/+2
    +9
    +5
    +9
    Improved Swarm Companion
    195
    15
    7th
    16th
    +8/+3
    +10
    +5
    +10
    Within the Swarm 3/Day
    221
    16
    8th
    17th
    +8/+3
    +10
    +5
    +10
    Timeless Body
    250
    17
    8th
    18th
    +9/+4
    +11
    +6
    +11
    Within the Swarm 4/Day
    280
    18
    9th
    19th
    +9/+4
    +11
    +6
    +11
    Third Swarm
    311
    19
    9th
    20th
    +10/+5
    +12
    +6
    +12
    One Always Remains
    343
    20
    9th

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

    Weapon and Armor Proficiency: Egregores are proficient with all simple weapons, and the scimitar. They are also proficient with light armor and medium armor, and with shields (except tower shields). A egregore cannot wear an excessive amount of metal (including armor or shields) without losing their connection to their swarm companion.

    Power Points/Day: A egregore’s ability to manifest powers is limited by the power points they has available. Their base daily allotment of power points is given on Table: Egregore. In addition, they receive bonus power points per day if they have a high Wisdom score (see Table: Ability Modifiers and Bonus Power Points). Their race may also provide bonus power points per day, as may certain feats and items.

    Powers Known: An egregore begins play knowing one egregore power of your choice. At every even-numbered class level after 1st, they unlock the knowledge of new powers.

    Choose the powers known from the egregore power list. (Exception: The feats Expanded Knowledge and Epic Expanded Knowledge do allow a egregore to learn powers from the lists of other classes.) An egregore can manifest any power that has a power point cost equal to or lower than her manifester level.

    The total number of powers an egregore can manifest in a day is limited only by their daily power points.

    An egregore simply knows their powers; they are ingrained in their mind. They do not need to prepare them (in the way that some spellcasters prepare their spells), though they must get a good night’s sleep each day to regain all their spent power points.

    The Difficulty Class for saving throws against egregore powers is 10 + the power’s level + the egregore’s Wisdom modifier.

    Maximum Power Level Known: An egregore begins play with the ability to learn 1st-level powers. As they attains higher levels, they may gain the ability to master more complex powers.

    To learn or manifest a power, a egregore must have a Wisdom score of at least 10 + the power’s level.

    Bonus Languages: An egegore’s bonus language options include Sylvan, the language of woodland creatures. This choice is in addition to the bonus languages available to the character because of her race.

    A egregore may also knows Druidic, a secret language known only to druids, which she may learn upon becoming a 1st-level egregore. Druidic is a free language for an egregore; that is, she knows it in addition to her regular allotment of languages and it doesn’t take up a language slot. Egregore are considered druids for the knowledge and restriction of this language. An egregore may choose not to have learned druidic due to unusual background, but a druid or egregore can teach them without the Egregore having to spend points on Speak Language, they simply gain the language the next time they level up. Druids are forbidden to teach this language to nondruids.

    Druidic has its own alphabet.

    Swarm Companion: At Egregore may begin play with a swarm from the following list: Ant Swarm, Bat Swarm, Bee Swarm, Rat Swarm, or Spider Swarm. If the campaign takes place wholly or partly in an aquatic environment, the following swarms are also available: Jellfish swarm, or piranha swarm. This swarm is a loyal companion that accompanies the egregore on their adventures.

    A egregore companion starts with the statics listed under it's entry in Swarm Companions as well as all the traits given on the table for 1st level. As a egregore advances in level, the swarm’s power increases as shown on the table. If a swarm releases their companion from service, they may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer or meditation. This ceremony can also replace an swarm companion that has perished.

    Nature Sense: A egregore gains a +2 bonus on Knowledge (nature) and Survival checks.

    Swarm Telepathy (Su): A egregore can communicate with and improve the attitude of a swarm. This ability functions just like a Diplomacy check made to improve the attitude of a person. The egregore rolls a Handle Animal check in place of a Diplomacy check. Swarms typically have a starting attitude of unfriendly to the egregore.

    To use swarm telepathy, the egregore and the swarm must be within 30 feet of one another under normal conditions. Generally, influencing an swarm in this way takes 1 minute but, as with influencing people, it might take more or less time.

    The egregore's class abilities and psionic powers ignore immunity to mind-affecting abilities granted by the vermin creature type, and may treat the swarm as being one creature with a single mind for the purpose of all telepathy powers and abilities.

    Swarm Stride (Ex): Starting at 2nd level, a egregore can move through any natural swarm without fear of being attacked. A egregore is immune to swarm damage from swarms of the animal and vermin type. Additionally, they are unaffected by the distraction ability possessed by swarms of these types.

    Trackless Step (Ex): Starting at 3rd level, a egregore leaves no trail in natural surroundings and cannot be tracked. They may choose to leave a trail if so desired.

    Shape Swarm (Ex): At 4th level, you can command your swarm to shape itself into unusual formation in order to gain different benefits. You gain the Line swarm shape, which allows the swarm to shape itself into a continuous line of 5ft. squares up to the total it would take up when in it's regular shape (usually four). While in this shape the swarm the swarm is treated as difficult terrain and deals automatic swarm damage to any creature who enters it's square.

    At 6th level, you can command your swarm to expand, causing it to take up a space 5 ft. larger in each dimension. (Most swarms become 15 ft. by 15 ft. when using this ability). The swarm deals only half damage with it's swarm attack, but the DC for it's distraction ability increases by 2.

    Finally, at 8th level, you can command your swarm to condense, causing it to take up a a space 5 ft smaller in each dimension. (Most swarms become 5 ft. x 5 ft. when using this ability). The swarm deals double damage with it's swarm attack, but the DC for it's distraction ability decreases by 2.

    Resist Telepathy (Ex): Starting at 5th level, a egregore gains a +4 bonus on saving throws against telepathy powers and enchantment spells, and similar effects.

    Disease Immunity (Ex): At 7th level, a egregore gains immunity to all diseases (including magical diseases).

    Venom Immunity (Ex): At 9th level, a egregore gains immunity to all poisons.

    Swarm Persistence (Ex): At 10th level, a egregore's swarm inflicts swarm damage twice per round, and creatures within the swarm must make a save against the distraction ability twice each round as well.

    Second Swarm: At 11th level, a egregore gains a second swarm companion of the same type. Both companions must always share the same type. The second swarm is identical to the first in all respects except that it does not benefit from the Improve Swarm Companion and Swarm Persistence class features.

    Within the Swarm (Su): At 12th level, the egregore gains the ability to dissolve their body and possess their swarm companion. At a full round action they may touch their swarm companion, transforming their body into a possessing spirit that acts as a purely mental entity. The swarm and egregore both retain their own set of actions. The egregore cannot move or take damage, having not physical ability scores at all while in this form. The egregore may still perform any purely mental actions, such as manifesting psionic powers. Powers manifested by the egregore originate from any one square within the swarm at the egregore's discretion. When this ability ends the egregore appears bodily in any one square within the swarm with the same hit points and ability scores they began with. This ability may be used once per day and lasts for one hour per egregore level. At 14th, 16th and 18th level the egregore may use this ability one more time per day.

    A Thousand Bodies (Su): At 13th level, a egregore gains a number of followers. These followers are loyal clones of the egregore and share all of the egregore's physical ability scores, but have 1 HD (8 + Con HP), no skills, poor BAB and saves and all of their mental ability scores are 6. As long as the followers are within 100 ft of the egregore, they may possess one of these clones, transferring their HD, current and Maximum HP, BAB, Saves, class features and skills to the clone. This ability has no duration, the original body of the egregore and the currently possessed body are considered to be one in the same for spells and abilities that care about such things.

    Followers
    Level Duplicates
    13th
    25
    14th
    30
    15th
    35
    16th
    40
    17th
    50
    18th
    60
    19th
    75
    20th
    90

    Improved Swarm Companion (Ex): At 15th level, the egregore's swarm companion's space increases by 5 ft in each direction. This has no effect on the size of the individual creatures of the swarm.

    Timeless Body (Ex): After attaining 17th level, a egregore no longer takes ability score penalties for aging and cannot be magically aged. Any penalties they may have already incurred, however, remain in place.

    Bonuses still accrue, and the egregore still dies of old age when her time is up.

    Third Swarm: At 19th level, a egregore gains a third swarm companion of the same type. All companions must always share the same type. The third swarm is identical to the first in all respects except that it does not benefit from the Improve Swarm Companion and Swarm Persistence class features.

    One Always Remains (Ex): At 20th level, a egregore and their companions become almost unkillable. Whenever a spell or ability would kill the egregore they may choose to jump to follower’s body in the area as a free action. Whenever a spell or ability would kill one of the egregore's swarm a single component creature escapes the blast unharmed and may return to the egregore. Once returned the egregore may rebuild the swarm from the escaped creature in a ritual that takes 8 hours.

    Ex-Egregore
    An egregore who ceases to revere nature, changes to a prohibited alignment, or teaches the Druidic language to a nondruid loses all egregore class feature (including her animal companion, but not including weapon, and armor proficiencies) except for their psionic powers. They can no longer control their powers, which manifest randomly throughout the day until the egregore's power point reserve is drained. They can continued to gain levels as an egregore, but their only gain access to new (and old) class features once they atone (see the atonement spell description).
    Last edited by Knitifine; 2017-09-18 at 03:56 AM.