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    Jul 2008

    Default Re: Base Class Challenge - The Altar of Naught

    Sponge

    "If life is a reflecting pool, then we are like a sponge"
    -Daniel Roberts, a Sponge

    The travelling performer. His passing barely noticed, his name never asked. In his wake, people find themselves in pain or relief.

    Abilities: Charisma and Constitution are important abilities for a sponge. The former as it improves the effectiveness of one's abilities, the latter as it increases a sponges number of hitpoints which are vital.

    Role: A sponge excels in avoiding notice and in combat. He can also perform some healing.

    Background: Sponges are often those that have in some way been exposed to the harshness of reality such that they loose something inside. They turn to fill this void by soaking up what is around them. For this reason they often become travellers, in hopes of finding something that might fill it permanently.

    Organization: While there is little in the way of actual organizations for sponges, particularly due to their nature of not being noticed, it is not uncommon to find groups that know each other. This is mainly due to sponges being the main ones that 'inspire' others to become sponges.

    Alignment: While sponges don't show much preference for any one alignment, they often are neutral along at least one axis.

    Races: Members of any race may become a sponge. However, humans are more common due to their numbers.

    Religion: Most sponges do not follow any particular religion. Often they give up such things upon becoming a sponge. They rarely care about other's religion, however.

    Other Classes: Sponges have no particular issues with other classes from their point of view.

    Adaptation: How might a DM fit your class into his campaign or his own unique world setting? How might your class be changed?

    Hit Die: d12

    Starting Gold: 4d4 10 (100 gp)

    Class Features

    Class Skills: The sponge's class skills (and the key ability for each skill) are: Bluff (Cha), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Forgery (Int), Gather Information (Wis), Heal (Wis), Knowledge (any) (Int), Listen (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Speak Language (none), Spot (Wis), Tumble (Dex), Use Rope (Dex)

    Skill Points at First Level: (6 + Int modifier) 4
    Skill Points at Each Additional Level: 6 + Int modifier

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

    1st|
    +0
    |
    +2
    |
    +0
    |
    +2
    |Reflecting pool, Soak up lots of pain

    2nd|
    +1
    |
    +3
    |
    +0
    |
    +3
    |Don't question who I am

    3rd|
    +1
    |
    +3
    |
    +1
    |
    +3
    |Tune (Live In So Much Danger)

    4th|
    +2
    |
    +4
    |
    +1
    |
    +4
    |

    5th|
    +2
    |
    +4
    |
    +1
    |
    +4
    |Let me in

    6th|
    +3
    |
    +5
    |
    +2
    |
    +5
    |Tune (Persuasion)

    7th|
    +3
    |
    +5
    |
    +2
    |
    +5
    |Stay up late

    8th|
    +4
    |
    +6
    |
    +2
    |
    +6
    |

    9th|
    +4
    |
    +6
    |
    +3
    |
    +6
    |Eat up all your sins

    10th|
    +5
    |
    +7
    |
    +3
    |
    +7
    |Little World

    11th|
    +5
    |
    +7
    |
    +3
    |
    +7
    |Tune (Everybody Goes Insane)

    12th|
    +6/+1
    |
    +8
    |
    +4
    |
    +8
    |Absorbing the good with the bad

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

    14th|
    +7/+2
    |
    +9
    |
    +4
    |
    +9
    |Travelled far

    15th|
    +7/+2
    |
    +10
    |
    +5
    |
    +10
    |Tune (Everybody Locks Their Doors)

    16th|
    +8/+3
    |
    +10
    |
    +5
    |
    +10
    |Completely Self-Contained

    17th|
    +8/+3
    |
    +11
    |
    +5
    |
    +11
    |

    18th|
    +9/+4
    |
    +12
    |
    +6
    |
    +12
    |Tune (You're Mine)

    19th|
    +9/+4
    |
    +12
    |
    +6
    |
    +12
    |

    20th|
    +10/+5
    |
    +13
    |
    +6
    |
    +13
    |Tune (We Are Like a Sponge)[/table]

    Weapon and Armor Proficiencies: Sponges are proficient with all simple weapons. Sponges are proficient with light armour, but not with shields.

    Reflecting Pool (Ex): A sponge has a pool of points that it can use to store damage for their other abilities. The size of a sponges reflecting pool is equal to 5 times their class level + 3 times their Constitution modifier. This pool empties at a rate of 10 points per hour it isn't used.

    Soak up (Ex): As a touch attack, a sponge can soak up damage from the creature, or cause the creature to soak up damage. This counts as a normal attack action and can be used in full attacks. Soak up may be used while playing music even if no hands are free to make the attack. In such a situation it still must make a ranged touch attack on a target within the sponge's reach.
    When used to soak up damage, a sponge may soak up up to the amount of damage a creature has taken. The sponge takes damage equal to the amount chosen, but may choose to put some into his reflecting pool if there is room available. The creature is healed 1 point of damage for every 5 points of damage absorbed. He may not use this on the same creature again for 2d4 rounds.
    When used to make the creature soak up damage, the sponge may deal damage equal to the amount he has been dealt. He may also deal damage from his reflecting pool on top of this, but can only deal 1 damage for every 2 points in it. Any damage dealt from the reflecting pool is removed from it.

    Don't Question Who I Am (Su): Upon reaching second level, creatures find that they aren't concerned with a sponge's identity. A creature must make a Will save (DC 10 + 2 x (class level + charisma modifier)) to care who the sponge is. Creatures are not aware of making this check even if the succeed. This is a mind-affecting ability. Mindless creatures are always effected, even if they have immunity to mind-affecting abilities. Mindless creatures automatically fail unless under specific instructions to look for the sponge or one meeting his description.
    This does not prevent guards or the like from stopping a sponge, they just won't care what his identity is or be concerned of any past record he might have. It also does not stop creatures that already know the sponge from recognizing him.

    Tune (Su): A sponge is capable of playing tunes that can affect how people act without them ever realizing it is more than background music. Starting a tune requires a standard action. Every round that a sponge attempts to play a tune he must make a perform check for the type of instrument he uses (or singing) as well as use a swift action for every round after the first. Changing tunes requires stopping and starting a new tune. A sponge may only play one tune at a time. He may continue playing his tune for as long as he likes, as long as he continues making the perform checks, but must start over again if he fails one. However, over time it can become harder to keep up a tune. Each tune has a base DC that it starts at. If the total number of rounds that the sponge plays tunes at for the day exceeds his class level, the DC of the perform checks increases by 5 for each additional round that he would play (some tunes may count as more or less rounds than normal per round. If another class grants tunes, the number of rounds at base DC per day stack for tunes of both classes). This increase in DC lasts after the sponge gets enough rest or the equivalent. All creatures in hearing range are affected by tunes, and as such must make saves upon first hearing the tune. If they fail the save they are under the affects until the sponge stops playing or they leave hearing range. If the sponge starts playing again, all creatures must reattempt the save. A sponge may choose if it wants to include itself or not upon starting a tune. He may also choose to exclude up to half class level others from the effects of his tune. Those that hear a tune are not made aware of its affects by hearing or succumbing to them. Those that are affected by a tune are not made aware they are being affected by anything.
    Tunes may be played at the same time as other sponge class abilities that use perform checks to make music. Attempting to do so increases the base DC of both abilities by 1 + class level ability is gained divided by 3 (rounded down, minimum 2 including the + 1).
    Specific tunes are as follows:
    Spoiler
    Show
    Live In So Much Danger: Minimum level 3. Base DC 15.
    The sponge plays a tune that causes those hearing it to realize the danger that they live in. All creatures listening must make a will save (DC 10 + Charisma modifier + half class level) or become shaken for the duration of the tune. In addition they become an additional step above shaken for every 5 points they fail the save by. This is a mind-affecting fear effect. Mindless creatures always are affected even if they would normally be immune unless they are specifically immune to fear.

    Persuasion: Minimum level 6. Base DC 22.
    The sponge plays a tune that influences others to act as it desires. All creatures hearing it must make a will save (DC 10 + Charisma modifier + half class level) or become influenced as if by the suggestion spell for the duration of the tune. All creatures affected must be given the same suggestion chosen at the start of the tune. This is a mind-affecting ability. Mindless creatures always are affected and treated as failing the save even if they would normally be immune.

    Everybody Goes Insane: Minimum level 11. Base DC 27.
    The sponge plays a tune that inspires irrational thought. All creatures hearing it must make a will save (DC 10 + Charisma modifier + half class level) or become effected as if by the confusion spell for the duration of the tune. Unlike the confusion spell, rolls of 1-10 are cause the creature to perform pointless actions, while rolls of 51-70 result in the creature running in a random direction. This is a mind-affecting ability. Mindless creatures always are affected and treated as failing the save even if they would normally be immune.

    Everybody Locks Their Doors: Minimum level 15. Base DC 30. Each round played counts as 2 rounds.
    The sponge plays a tune that causes others to find that people are paranoid. Upon starting the tune the sponge chooses up to half class level doors or closed objects to affect. All creatures hearing it must make a will save (DC 10 + Charisma modifier + half class level) or become convinced that those objects are locked or barricaded in some fashion. For those creatures the doors are treated as if affected by the hold portal spell except it can't be removed my knock or dispel. In the case of closed objects increase the DC for forcing them open by 5. This is a mind-affecting ability. Mindless creatures always are affected and treated as failing the save even if they would normally be immune.

    You're Mine: Minimum level 18. Base DC 35. Each round played counts as 2 rounds.
    The sponge plays a tune that influences others to act as it desires. All creatures hearing it must make a will save (DC 10 + Charisma modifier + half class level) or become influenced as if by the Dominate Monster spell for the duration of the tune. All creatures affected must be given the same orders chosen at the start of the tune. This is a mind-affecting ability. Mindless creatures always are affected even if they would normally be immune. Mindless creatures automatically fail the save unless the orders directly conflict with orders their master gave them (such as telling them to do something the were told not to do).

    We Are Like a Sponge: Minimum level 20. Base DC 40. Each round played counts as 3 rounds.
    The sponge plays a tune that makes those who hear it more susceptible to the pain of others. All creatures hearing it must make a will save (DC 10 + Charisma modifier + half class level) or succumb to its effects. Whenever an effected creature initiates contact with another creature, it is treated as having used soak up on that creature to soak up its pain. This includes normally touching them, melee touch attacks, unarmed attacks, and melee attacks that are against creatures within the attackers unarmed attack range. If the creature is not a sponge, it cannot control how much pain it soaks up. To determine the amount of damage soaked up, roll 1d3 and divide the total damage the creature the pain is being soaked up from by the result (rounded up). This is not a mind-affecting ability. Mindless creatures always are affected even if they would normally be immune.



    Let me in (Su): Upon reaching 5th level, creatures don't bother to take note of a sponge's coming and going while he performs. By making a perform check to perform a type of music (with an instrument or singing), a sponge may create ambient music that makes is seem like they belong there and aren't worth noticing. Creatures must make a Will save (DC perform check with a max of 10 + class level + charisma modifier) to notice a sponge if he doesn't bother them. Creatures on lookout gain a +5 bonus to this check if they are paying attention. This effect only lasts as long as the sponge continues playing. Creatures are not aware of making this check even if the succeed. This is a mind-affecting ability. Mindless creatures are always effected, even if they have immunity to mind-affecting abilities. Mindless creatures automatically fail unless under specific instructions to look for the sponge or one meeting his description.

    Stay up late (Ex): Upon reaching 7th level, a sponge no longer needs to sleep. Instead they must, for a number of hours each day that they would normally need to sleep (or meditate), soak up the pain of the world. They may split up the time as they choose. Failure to do so causes the normal penalties for not sleeping if they do not sleep instead. Upon entering the state to soak up the pain of the world, a sponge's reflecting pool's current value is reduced by half (rounded up). They take 1 damage every 10 minutes, but transfer 1 damage per 3 class levels (rounded down) into their reflecting pool every 5 minutes they remain in this state. In addition they gain a +2 bonus to search and spot checks in this state. A sponge in this state may not use their soak up ability or cast spells, but otherwise may function as they normally would when awake.
    In addition a sponge using this ability may make a perform check to produce music of DC 22 to increase the effectiveness. This check must be made once per hour and during any hour it is successful, they take 2 points of damage rather than 1, but may transfer 1 damage per 2 class levels to their reflecting pool every 5 minutes. In addition, the bonus to spot and search checks is increased to +4, and anyone sleeping within hearing range of the music heals twice as fast as normal.
    If a sponge using this ability is fatigued, they take double the amount of damage they normally would every 10 minutes until they use this ability for long enough to no longer be fatigued. If they are exhausted, the damage is dealt in increments of 5 minutes rather than 10 on top of being doubled for being fatigued.

    Eat up all your sins (Ex): When using the soak up ability or any ability that copies it to gain damage, a sponge of at least 9th level may choose to gain sustenance from it. Doing so reduces the damage dealt to the sponge from the ability by half (rounded down), and in turn gains sustenance as if having eaten. It takes 40 points of damage reduced this way to equate to a days worth of food for a normal medium sponge.

    Little World (Su): A sponge of at least 10th level may welcome creatures to it's little world. For a number of rounds per day equal to his class level a sponge may activate this ability. It has a radius of 5 feet per two class levels and is centred on the sponge. Activating little world is a standard action and it may be ended any time as a free action. As long as it is activated, the sponge gains an additional attack with his soak up ability at his highest BAB (This is stacks with other effects that increase the number of attacks).
    While active, a sponge may sense the exact location of any creature in range that has taken damage since the ability activated. In addition, any time a creature in the area is dealt damage by any source other than the soak up ability, all other creatures in the area aside from the sponge that are close enough that it is within their reach take 1 point of damage. The sponge himself takes 4 damage (or a max of the damage dealt to the creature) whenever a creature takes damage in range. The sponge may choose to have this damage go to his reflecting pool if there is room.
    If a sponge so chooses, he may attempt a perform check to extend the radius (the perform check must produce music either through instrument or song). Any round while the ability is activated he may make a perform check as a standard action to increase the radius by the result of the check feet (rounded up to the nearest 5 feet). If he would run out of rounds for the ability, the sponge may make a perform check (DC 20) to extend the ability another round. Each time he does so the check increases by 2. He must already be performing to extend the duration.

    Absorbing the Good With the Bad (Ex): At level 12, a sponge gains the ability to absorb more than damage using his soak up attack. A sponge may also absorb buffs and debuffs that creatures have on them. If a sponge chooses to do so, it will gain the effect as well. The effect counts as an amount of damage equal to the caster level + the spell level. Upon absorbing it, the sponge takes damage equal to the amount of damage the effect counts as. A sponge may choose to store the spell in his reflecting pool if there is room for it. If he does so, he does not gain the effects, but may choose to transfer it to another creature using his soak up attack. Soaking up an effect does not cause the original bearer to loose it. The duration of the effect is how much was left when it was soaked up. The duration continues counting down even if the effect is stored in the reflecting pool. If a sponge would loose points from his reflecting pool due to not using it while an effect is there, he may choose weather to loose the effect or normal points. If any points from the effect are lost, all of them are.

    Travelled Far (Ex): A sponge of at least 14th level is adept at travelling for great distances. However, doing so makes them more susceptible to the pain that surrounds them. The sponge no longer suffers the normal penalties for being fatigued or exhausted. Instead they take 1 point of lethal damage every half hour they remain fatigued with no penalty to their normal operation. If exhausted they take 1 point of lethal damage every 10 minutes rather than every 30. The sponge may otherwise operate normally while fatigued or exhausted.

    Completely Self-Contained (Ex): A sponge of at least 16th level is capable of keeping his little world contained to itself. When activating Little world, the sponge may choose to use this ability as well. If they do, things within the area of little world may not be damaged or healed by things outside the area little world. In addition, any healing done within the area causes the healer to be dealt 1d4 damage per 10 points of damage healed. This does not include and damage healed by use of the soak up ability, but does count any other methods. This does not trigger those nearby being injured as other sources of damage do.

    Owrtho
    Last edited by Owrtho; 2010-07-19 at 01:34 PM.
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