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    Default Terrors of Crystal(3.5 race, god and classes)

    The Crystallions

    The purpose of our lives is simple. We must destroy all enemies of the Crystalline One, to begin the Age of Crystal and fulfill our duty.

    -Anonymous crystallion

    Crystallions are a powerful race created by a deity known as the Crystalline One. Apart from a handful of rebels, their sole purpose is to destroy the enemies of their deity to bring about what they call the Age of Crystal.

    Table of Contents
    1: The Crystallion
    2: The Crystalline One
    3: The Crystal Hunter
    4: The Crystal Caster
    5-7: Reserved for Prestige Classes
    8: Reserved for Feats
    Last edited by PersonMan; 2011-04-09 at 12:34 PM.
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    Default Re: Terrors of Crystal(3.5 race, god and classes)

    Crystallions


    Personality: Crystallions are, as a whole, more intelligent and insightful than many other humanoids. Among themselves they hold frequent discussions about the natural world, magic and the planes. They are very goal-oriented, setting dozens of long- and short-term goals. Many crystallions hold small-scale celebrations at the achievement of specific goals, while massive communal festivals are planned for the completion of community goals. Due to their natural hardiness, crystallions tend to be less gentle with one another than other races, leading to misunderstandings when sibling affection is mistaken for hostility.

    Physical Description: Crystallions resemble humans with light gray skin, usually growing to between 5 and 6 feet tall, with little height difference between males and females. The hair and eyes of crystallions varies, with specific clans tending towards a specific color. Most, however, have colors almost never found in other races-violet, dark green, bright red, and the like. There is a tendency for the eyes and hair of a crystallion to be the same color; only about one fourth of crystallions are "two-colors", having different hair and eye color.

    One of the most unusual features of the crystallions are the small, rhombus-shaped crystals that grow on the backs of their hands and their foreheads. These crystals are normally the same color as the crystallion's eyes and essentially impossible to remove. The size of these crystals vary from crystallion to crystallion, but most are the size of one of the crystallion's fingernails, with the forehead crystal being slightly larger.

    Relations: Crystallions have relations that are strained, at best, with other races. Due to the nature of their religion they require massive amounts of resources or sacrifices, usually gained through conquest. Crystallion clans on the edges of civilization usually ally themselves with nearby dwarves, humans or elves, taking mineral resources in exchange for protecting them against the attacks of goblinoids or other threats. However, most clans wage near constant war with their neighbors, supported (often secretly) by the more successful or more peaceful clans.

    Of all other races, crystallions hate the Ethergaunts. Entire clans live in fortified enclaves on the Astral Plane, their entire existence devoted to fighting them. Almost all crystallions of a certain level of power leave to join these enclaves and all crystallion clans regularly send them supplies.

    Alignment: Crystallions tend towards lawful alignments, with most crystallions tending towards evil alignments. The worship of the Crystalline One, which all clans are devoted to, demands ruthlessness and cruelty towards the followers of all other deities. Those who do not adhere to the worship of the Crystalline One are cast out or sacrificed to the Crystalline One.

    Crystallion Lands: Crystallions tend to live either underground, where they can satisfy their need for mineral resources easily, or along the edges of "civilized" lands. There are some clans of crystallions that live in some of the most inhospitable places of the world, often covering vast amounts of mostly empty land and controlling groups of other races. All but the most mining-focused clans of crystallions are military powers, with large numbers of crystal hunters, crystal casters and clerics forming the backbone of their forces.

    In many cases, a clan's territory consists of a core of crystallion (or other races converted to worship of the Crystalline One) settlements, often arranged around one large city-fortress, with a ring of land gained by conquest around it. These areas are often slowly converted to the worship of the Crystalline One after clerics of other faiths have been sacrificed. The edges of a clan's claimed territory are usually independent, with information of what happens in the inner territories strictly controlled so that the people on the edge of the clan's land think that they are but another small nation. These people, often split into city-states and other small groups, are promised protection and assistance in building their military forces by the crystallions, who consider them to be half puppet states, half buffers against invasion.

    Religion: Crystallions worship the Crystalline One. Those who do not are either cast out or sacrificed. A few crystallions who do not share the deep fanaticism of their compatriots tend to leave the clan and travel the world, usually joining the enclaves on the Astral plane once they are strong enough.

    Language: Crystallions speak Common and their own language, Crystallis. Clans tend to also learn the languages of neighboring races.

    Names: Crystallion names vary from clan to clan, with some tending towards consonant-heavy ones while others have vowel-loaded ones. All crystallions have a 'second name' in the form of a title, usually a description of their most important accomplishments, rank and place of origin.

    Adventurers: Adventuring crystallions tend to be those who do not feel as fanatically devoted to the expansionist doctrines of the Crystalline One, instead spreading the faith to those they save from wandering monsters or natural disasters. A few do not follow the Crystalline One's teachings at all, having escaped death at the hands of their former kinmates and having nowhere else to go. Almost all crystallions that live the life of an adventurer eventually travel to the Astral plane to fight the Ethergaunts in the crystallion enclaves there.

    Crystallion Racial Traits

    +2 Constitution, +2 Intelligence, +4 Wisdom
    Size: As Medium creatures, crystallions have no special bonuses or penalties due to their size.
    Crystallions have a base land speed of 30 feet.
    Natural Armor: Crystallions have layers of crystal-like structures in their skin, giving them protection from physical attacks in the form of a +2 natural armor bonus to AC.
    Racial Hit Dice: Crystallions begin with two levels of Monstrous Humanoid, giving them 2d8 hit dice, a +2 base attack bonus and base saving throw bonuses of Fort +0, Ref +3 and Will +3.
    Racial Skills: A crystallion's monstrous humanoid levels give him skill points equal to 5 x (2+Int modifier). A crystallion's class skills are Knowledge(religion), Spot, Listen, Sense Motive and Survival.
    Racial Feats: A crystallions's monstrous humanoid levels give him one feat.
    Natural Spellcasting: A crystallion naturally casts spells as a level 1 Cleric or Crystal Caster, chosen at character creation. If a crystallion takes levels in these classes, their natural spellcasting stacks with that which they gain from their levels(so a 3rd level crystallion cleric casts as a 4th level cleric or 3rd level cleric/1st level crystal caster).
    Crystal Attunement: A crystallion's monstrous humanoid levels stack with his Crystal Hunter or Crystal Caster levels to determine their Crystal Blade bonus, Smite the Unfaithful bonus, Crystal Skin bonus and Channel Energy amounts.
    Crystal Body: Due to the crystal in their bodies, crystallions take a -2 penalty to saves against sonic-based effects and can be damaged by the shatter spell(although they take half damage from it).
    Favored Class: Cleric, Crystal Caster or Crystal Hunter(chosen at 1st level)
    Level Adjustement: +1
    Last edited by PersonMan; 2011-04-10 at 06:17 AM.
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    Default Re: Terrors of Crystal(3.5 race, god and classes)

    Coming Shortly!
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    Default Re: Terrors of Crystal(3.5 race, god and classes)

    The Crystal Hunter


    They came suddenly, near dawn. By the time the dawn rose the walls had fallen. At the front were warriors who cut through everything in their path with swords of crystal. Some of them crackled with lightning, others burned with fire and some carried an unearthly chill. They were protected by shields of crystal, and could kill our soldiers with a sweep of their hands.

    -Anonymous survivor of a crystallion attack, led by crystal hunters


    The backbone of the crystallion martial forces are crystal hunters, who channel energy into their weapons and have a wide selection of abilities, both offensive and defensive. However, not only crystallions are crystal hunters, as the Crystalline One has recently began to bestow the powers of the crystal hunter upon others who the strange deity deems worthy.

    Crystal hunters are usually marked from birth as something special by the Crystalline One, and are taken to a temple for training. Along with crystal casters they are trained to channel the energy given to them by their deity, although they have different methods of channeling it.

    For the most part, crystal hunters are cloistered during their training, rarely leaving the temples where they are trained. As such, when they emerge crystal hunters have a very different outlook than their fellows. Within crystallion communities, crystal hunters are seen as a fusion of celebrity and authority figure. Almost all crystal hunters are given a higher status in the community, their deeper connection with (and knowledge of) the Crystalline One seen as a model for others to strive towards.

    {table="head"]Level|BAB|Fort|Ref|Will|Special

    1st|+1|+2|+2|+0|Crystal Blade, Channel Energy

    2nd|+2|+3|+3|+0|Smite the Unfaithful 1/day, Track, Well-Crafted Crystal

    3rd|+3|+3|+3|+1|Crystal Blade Bonus +1

    4th|+4|+4|+4|+1|Dual-Blades, Ranged Crystals

    5th|+5|+4|+4|+1|Crystal Skin +1

    6th|+6/+1|+5|+5|+2|Crystal Blade Bonus +2, Smite the Unfaithful 2/day

    7th|+7/+2|+5|+5|+2|Fast Materialization

    8th|+8/+3|+6|+6|+2|Crystal Skin +2, Crystal Curse

    9th|+9/+4|+6|+6|+3|Crystal Blade Bonus +3

    10th|+10/+5|+7|+7|+3|Crystal Body 5, Crystal Shield, Smite the Unfaithful 3/day

    11th|+11/+6/+1|+7|+7|+3|Crystal Skin +3

    12th|+12/+7/+2|+8|+8|+4|Crystal Blade Bonus +4

    13th|+13/+8/+3|+8|+8|+4|Crystal Body 10/5, Channel Energy Blast

    14th|+14/+9/+4|+9|+9|+4|Crystal Skin +4, Smite the Unfaithful 4/day

    15th|+15/+10/+5|+9|+9|+5|Crystal Blade Bonus +5

    16th|+16/+11/+6/+1|+10|+10|+5|Crystal Body 15/10/5

    17th|+17/+12/+7/+2|+10|+10|+5|Smite the Unfaithful 4/day, Crystal Skin +5

    18th|+18/+13/+8/+3|+11|+11|+6|Crystal Blade Bonus +6, Smite the Unfaithful 5/day

    19th|+19/+14/+9/+4|+11|+11|+6|Crystal Body 20/15/10/5

    20th|+20/+15/+10/+5|+12|+12|+6|Crystal Skin +6, Crystal Explosion

    [/table]
    Alignment: Any
    Hit Die: d10

    Class Skills:
    Gather Information(Cha), Heal(Wis), Hide(Dex), Gather Information(Cha), Knowledge(Religion), Listen(Wis), Move Silently(Dex), Spot(Wis), Survival(Wis),Tumble(Dex), Use Rope(Dex)
    Skill Points at 1st Level: (4 + Int modifier) 4
    Skill Points at Each Additional Level: 4 + Int modifier

    Weapon and Armor Proficiencies: Crystal Hunters are proficient with all simple and martial weapons, as well as medium and light armor.

    Crystal Blade(Ex): As a move action a Crystal Hunter can materialize any weapon they are proficient in. This weapon disintegrates if it leaves the Crystal Hunter's hand for more than 1 round. For sundering purposes, Crystal Blades have 5 hit points for light weapons, 10 for one-handed weapons and 15 for two-handed weapons. A Crystal Blade has hardness equal to 5+Crystal Hunter level.

    Channel Energy(Su): At first level, a Crystal hunter chooses an energy type. Their Crystal Blade does extra damage of that energy type equal to the amount on Table 1-2:Energy Damage by Level. At 5th and 9th level they choose a second and third energy type. Energy Channel damage can only be added to Crystal Blades, Ranged Crystals or weapons with the appropriate extra damage. So a flaming weapon could have fire channeled through it, but not sonic, for example.

    Smite the Unfaithful(Su): A Crystal Hunter can empower their attacks with special energy that deals damage to those who do not worship the Crystalline One. This attack gains a bonus to attack and damage equal to the Crystal Hunter's level.

    Track: A Crystal Hunter gains the Track feat as a bonus feat at second level.

    Well-Crafted Crystal(Ex): At second level, a Crystal Hunter's Crystal Blade becomes more finely crafted, counting as masterwork and giving the wielding a +1 bonus to attack rolls, along with any other benefits of a masterwork weapon.

    Crystal Blade Bonus(Su): At third level a Crystal Hunter's Crystal Blade becomes more powerful. A Crystal Hunter can apply special abilities or bonuses to the Crystal Blade equal to the number on the table. These bonuses are the total amount, for both weapons rather than individually. You can also apply special qualities to your Crystal Blade. Costing 1/2 of a bonus each, you can make your weapon count as a specific material(such as adamantine or cold iron).

    Dual Blades(Ex): At fourth level a Crystal Hunter can materialize two weapons they are proficient with instead of just one. They take normal two-weapon fighting penalties for this. This takes two move actions, instead of one.

    Ranged Crystals(Ex): At fourth level a Crystal Hunter can materialize small crystal blades that can be launched at enemies to deal 1d6+Wisdom modifier damage. At 8th level they deal 1d8+Wis modifier damage, and at 12th level they deal 1d10+Wis modifier damage. This has a range of 60' with no range increment, and is a standard action that can be done as many times as the user has attacks.

    Crystal Skin(Ex): At 5th level, a Crystal Hunter's skin begins to toughen, giving them a natural armor bonus equal to the number on the table. This bonus stacks with bonuses gained from permanent magical or nonmagical sources, but not temporary ones.

    Fast Materialization: At seventh level, a Crystal Hunter gains Fast Materialization as a bonus feat. If they already had the feat, they can choose another for which they qualify at that level.

    Crystal Curse(Su): At 8th level, A Crystal Hunter can use their ability to manifest weapons to create tiny, dagger-like crystals within the body of an enemy. This deals damage equal to 10+the Crystal Hunter's level+their Wisdom modifier. Targets are allowed a Fortitude save for 1/2 damage, the DC being 10+Crystal Hunter level+user's Wisdom modifier. This is a move action, the Curse has a range of 60' with no range increment.

    Crystal Body(Ex): Starting at 10th level, a Crystal Hunter's body begins to grow resistant to the energies used against it. The Crystal Hunter chooses one energy type, and gains energy resistance against it. The amount is shown on the table. At 13th, 16th and 19th level they choose another energy type and gain resistance to it equal to the number behind the slash.

    Crystal Shield(Ex): At 10th level, a Crystal Hunter can materialize a shield of crystal that grants them a shield bonus equal to 1/5 of their Crystal Hunter level+their Wisdom modifier. This shield is a special force effect that can be used while the Crystal Hunter is dual-wielding Crystal Blades or wielding a single one two-handed.

    Channel Energy Blast(Su): At 13th level a Crystal Hunter can channel bursts of their chosen energy type. These bursts deal the listed primary and secondary damage of the energy type(secondary energy types deal secondary+tertiary, tertiary ones deal 2x tertiary) and have a range of 80' with no range increment.

    Crystal Explosion(Ex): At 20th level, a Crystal Hunter can suddenly cover their body and equipment in crystal-like growths and send them flying outwards. Everything within 20 ft take 10d8 points of slashing damage and 10d8 points of bludgeoning damage, and count as magical for the purposes of overcoming damage reduction. Those in the area of affect can make a Reflex save for half damage. The DC is equal to 10+1/2 the Crystal Hunter's Hit Dice+the Crystal Hunter's Constitution modifier. The Crystal Hunter and his gear is not affected by this. This can only be done once every 1d4+1 hours.
    Table 1-2: Energy Damage by Level
    {table=head]Level|Primary Energy Damage|Secondary Energy Damage|Tertiary Energy Damage
    1st|
    +1
    |
    -
    |
    -
    |
    -

    2nd|
    +1
    |
    -
    |
    -
    |
    -

    3rd|
    +1
    |
    -
    |
    -
    |
    -

    4th|
    +1d4
    |
    -
    |
    -
    |
    -

    5th|
    +1d4
    |
    +1
    |
    -
    |
    -

    6th|
    +1d4
    |
    +1
    |
    -
    |
    -

    7th|
    +1d4
    |
    +1d4
    |
    -
    |
    -

    8th|
    +1d6
    |
    +1d4
    |
    -
    |
    -

    9th|
    +1d6
    |
    +1d4
    |
    +1
    |
    -

    10th|
    +1d6
    |
    +1d4
    |
    +1
    |
    -

    11th|
    +1d6
    |
    +1d6
    |
    +1d4
    |
    -

    12th|
    +1d8
    |
    +1d6
    |
    +1d4
    |
    -

    13th|
    +1d8
    |
    +1d6
    |
    +1d4
    |
    +1

    14th|
    +1d8
    |
    +1d6
    |
    +1d4
    |
    +1

    15th|
    +1d8
    |
    +1d8
    |
    +1d6
    |
    +1d4

    16th|
    +2d6
    |
    +1d8
    |
    +1d6
    |
    +1d4

    17th|
    +2d6
    |
    +1d8
    |
    +1d6
    |
    +1d4

    18th|
    +2d6
    |
    +1d8
    |
    +1d6
    |
    +1d4

    19th|
    +2d6
    |
    +2d6
    |
    +1d8
    |
    +1d6

    20th|
    +2d8
    |
    +2d6
    |
    +1d8
    |
    +1d6
    [/table]
    Last edited by PersonMan; 2011-09-21 at 02:09 PM.
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    Default Re: Terrors of Crystal(3.5 race, god and classes)

    The Crystal Caster




    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|0lvl|1st|2nd|3rd|4th|5th

    1st|
    +0
    |
    +0
    |
    +2
    |
    +2
    |Crystal Blade|3|1

    2nd|
    +1
    |
    +0
    |
    +3
    |
    +3
    |Metamagic 1|4|2|-

    3rd|
    +2
    |
    +1
    |
    +3
    |
    +3
    | |4|2|1|-

    4th|
    +3
    |
    +1
    |
    +4
    |
    +4
    |Spell Protection(AC)|4|3|2|-|-

    5th|
    +3
    |
    +1
    |
    +4
    |
    +4
    |Crystal Blade Bonus +1|4|3|2|1|-|-

    6th|
    +4
    |
    +2
    |
    +5
    |
    +5
    |Metamagic 2, Crystal Skin +1|4|3|3|2|-|-

    7th|
    +5
    |
    +2
    |
    +5
    |
    +5
    | |4|4|3|2|1|-|

    8th|
    +6/+1
    |
    +2
    |
    +6
    |
    +6
    |Smite the Unfaithful 1/day|4|4|3|3|2|-|

    9th|
    +6/+1
    |
    +3
    |
    +6
    |
    +6
    |Crystal Blade Bonus +2|4|4|4|3|2|1|

    10th|
    +7/+2
    |
    +3
    |
    +7
    |
    +7
    |Metamagic 3, Crystal Skin +2|4|4|4|3|3|2|

    11th|
    +8/+3
    |
    +3
    |
    +7
    |
    +7
    |Spell Protection(Saves)|4|4|4|4|3|2|

    12th|
    +9/+4
    |
    +4
    |
    +8
    |
    +8
    |Crystal body 5, Smite the Unfaithful 2/day|4|4|4|4|3|3|

    13th|
    +9/+4
    |
    +4
    |
    +8
    |
    +8
    |Crystal Blade Bonus +3|4|4|4|4|4|3|

    14th|
    +10/+5
    |
    +4
    |
    +9
    |
    +9
    |Metamagic 3, Crystal Skin +3|4|4|4|4|4|3|

    15th|
    +11/+6/+1
    |
    +5
    |
    +9
    |
    +9
    |Spell Shield|4|4|4|4|4|4|

    16th|
    +12/+7/+2
    |
    +5
    |
    +10
    |
    +10
    |Crystal Body 7/5, Smite the Unfaithful 3/day|4|4|4|4|4|4|

    17th|
    +12/+7/+2
    |
    +5
    |
    +10
    |
    +10
    |Crystal Blade Bonus +4|4|4|4|4|4|4|

    18th|
    +13/+8/+3
    |
    +6
    |
    +11
    |
    +11
    |Metamagic 5, Crystal Skin +4|4|4|4|4|4|4|

    19th|
    +14/+9/+4
    |
    +6
    |
    +11
    |
    +11
    |Spell Sword|4|4|4|4|4|4|

    20th|
    +15/+10/+5
    |
    +6
    |
    +12
    |
    +12
    |Crystal Body 9/7, Smite the Unfaithful 4/day, Crystal Supercharge|4|4|4|4|4|4|[/table]
    Hit Die: d6
    Class Skills: Appraise(Int), Concentration(Con), Knowledge(all, taken separately)(Int), Listen(Wis), Spot(Wis), Spellcraft(Int), Survival(Wis),
    Skill Points Per Level: 4+Int mod, x4 at 1st level

    Weapon and Armor Proficiencies: A crystal caster is proficient with all simple weapons and 3+Int mod martial weapons. A crystal caster is proficient with light armor, but not shields.

    Crystal Blade (Su): A crystal caster can manifest any one-handed melee weapon they are proficient with as a standard action. This weapon is made of crystal and disintegrates after leaving the crystal caster's hand for 1 round. For sundering purposes, Crystal Blades have 5 hit points for light weapons and 10 for one-handed weapons. A Crystal Blade has hardness equal to 5+1/2 crystal caster level.

    Spells: A crystal caster casts a limited number of arcane spells spontaneously. These are chosen from the Sorcerer/Wizard spell list. Bonus Spells are based off of Intelligence, with Spells Known is shown on the table below. Caster level for these spells is equal to the caster's crystal caster level. The somatic components for a crystal caster's spells are fairly simple, a crystal caster can cast spells in light armor without impediment. This does not apply to any spells gained from other classes.

    Metamagic : A crystal caster can apply this many spell levels of metamagic without increasing casting time. Multiple metamagic effects can be applied without increasing casting time as long as the total levels are less than the amount shown on the table.

    Spell Protection (Su): At 4th level a crystal caster begins to pull additional power from his spells, using this to protect himself. Every time he casts a spell a light covering of crystals grows on his body and equipment. These crystals provide protection in the form of a bonus to his armor class equal to one-half of the spell's level(rounded up).

    At 11th level a crystal caster gains this as a bonus to saves as well as armor class.

    Crystal Blade Bonus (Su): Starting at 5th level, crystal caster can apply special qualities or other bonuses to their Crystal Blade equal to the number shown. This bonus can be a simple enhancement bonus, or it can be added as special qualities. For example, the Flaming quality can be added to a Crystal Blade with a +1 bonus instead of the +1 to attack and damage rolls.

    Crystal Skin (Ex): Starting at 6th level crystal caster's skin slowly becomes tougher, giving the caster a bonus to his natural armor equal to the number found on the table.

    Smite the Unfaithful (Su): Starting at 8th level, a crystal caster can infuse their attacks with a special energy that does extra damage to those that do not worship the Crystalline One. A crystal caster's smite does extra damage equal to 3/4 of their crystal caster level, rounded down. They can empower a spell with this energy, dealing 1/2 their crystal caster level as extra damage with a single-target spell or 1/4 with an area spell.

    Crystal Body (Ex): At 12th level a crystal caster begins to gain resistance to certain energy attacks. The crystal caster chooses one energy type and gains resistance to it equal to the number on the table. At 16th level he chooses another energy type, gaining resistance to it equal to the number behind the slash.

    Spell Shield (Su): At 15th level a crystal caster can drain energy from ongoing spells to protect himself. The crystal caster can, as an immediate action, dismiss a spell that he has cast with a duration other than instantaneous. The crystal caster then gains a bonus to his AC against one attack equal to the spell's level. A crystal caster can do this once per day per five crystal caster levels he has.

    Spell Sword (Su): At 19th level a crystal caster can drain energy from ongoing spells to enhance his attacks. The crystal caster can, as an immediate action, dismiss a spell that he has cast with a duration other than instantaneous. The crystal caster then gains a bonus to one attack roll and one damage roll equal to the spell's level. A crystal caster can do this once per day per five crystal caster levels he has.

    Crystal Supercharge (Su): At 20th level a crystal caster can enter a state of incredible power. Once per day as a free action, a crystal caster can enter a supercharged state. He adds one fourth of his crystal caster level to his caster level and damage rolls(for both spells and weapons he wields). This state lasts for one fifth of his crystal caster level in rounds.


    Spells Known
    {table=head]Level|0th|1st|2nd|3rd|4th|5th
    1|4|2|-|-|-|-|
    2|5|2|-|-|-|-|
    3|5|3|1|-|-|-|
    4|6|3|1|-|-|-|
    5|6|4|2|1|-|-|
    6|7|4|2|1|-|-|
    7|7|5|3|2|1|-|
    8|8|5|3|2|1|-|
    9|8|5|4|3|2|1|
    10|9|5|4|3|2|1|
    11|9|5|5|4|3|2|
    12|9|5|5|4|3|2|
    13|9|5|5|5|4|3|
    14|9|5|5|5|4|3|
    15|9|5|5|5|5|4|
    16|9|5|5|5|5|4|
    17|9|5|5|5|5|5|
    18|9|5|5|5|5|5|
    19|9|5|5|5|5|5|
    20|9|5|5|5|5|5|
    [/table]
    Last edited by PersonMan; 2011-10-02 at 05:03 AM.
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    Default Re: Terrors of Crystal(3.5 race, god and classes)

    The Crystal Surger


    So when he starting glowing I thought he was about to leap at me, y'know? Like those berserker people you always hear about. But these crystals grew all over him and when the guards hit him their spears just bounced off. Some mage from the back even blasted him with some spell, but it stopped working after a few seconds.

    -Anonymous witness of a crystal surger in combat


    Crystal Surgers are like barbarians, in a sense. However, unlike these warriors their "rages" greatly boost their defensive abilities, making them nearly invulnerable for a short time.

    The crystal hunters who follow the path of the crystal surger are seen little differently from their comrades, considered to simply be specialists in defense. In large-scale operations they spearhead attacks, simply soaking up the firepower directed against them and their allies. Although they are defensive specialists, crystal surgers tend to be very aggressive and wear clothing or armor specifically designed to attract attention or seemingly mark them as commanders-all to get arcanists or other enemies to target them with their attacks rather than their allies.

    A crystallion commander who has a 'lead from the front' mentality will almost always take levels in crystal surger to shore up his or her defenses.


    Prerequisites:
    • Base Attack Bonus: +5
    • Feat: Must have the Crystal Initiate feat
    • Special: Must worship the Crystalline One



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

    1st|
    +1
    |
    +2
    |
    +2
    |
    +2
    |Crystal Surge I, Surge 1/day

    2nd|
    +2
    |
    +3
    |
    +3
    |
    +3
    |Hardened Crystal, Smite the Unfaithful +1/day

    3rd|
    +3
    |
    +3
    |
    +3
    |
    +3
    |Crystal Surge II,

    4th|
    +4
    |
    +4
    |
    +4
    |
    +4
    |Surge 2/day, Endurance

    5th|
    +5
    |
    +4
    |
    +4
    |
    +4
    |Crystal Surge III, Smite the Unfaithful +1/day

    6th|
    +6/+1
    |
    +5
    |
    +5
    |
    +5
    |Improved DR, Diehard

    7th|
    +7/+2
    |
    +5
    |
    +5
    |
    +5
    |Crystal Surge IV, Surge 3/day

    8th|
    +8/+3
    |
    +6
    |
    +6
    |
    +6
    |Utter Faith, Smite the Unfaithful +1/day

    9th|
    +9/+4
    |
    +6
    |
    +6
    |
    +6
    |Crystal Surge V

    10th|
    +10/+5
    |
    +7
    |
    +7
    |
    +7
    |Surge 4/day, Unstoppable Rampage of War [/table]

    Hit Die: d10
    Skill Points Per Level: 4+Int modifier
    Class Skills:
    Gather Information(Cha), Heal(Wis), Hide(Dex), Gather Information(Cha), Knowledge(Religion), Listen(Wis), Move Silently(Dex), Spot(Wis), Survival(Wis),Tumble(Dex), Use Rope(Dex)

    Weapon and Armor Proficiencies: A crystal surger gains no proficiencies with weapons or armor.

    Crystal Surge (Su): At 1st level, a crystal surger can draw on a well of power usually closed to crystallions. This surge of power causes the crystals visible on a crystallion's skin to grow, often covering large portions of the arms and legs. Non-crystallions grow smaller crystals on their limbs and head. These crystals provide protection in the form of a natural armor bonus equal to 1+1/2 the crystal surger's level. The crystal surger also gains a +6 bonus to constitution during the surge. There are additional benefits that the crystal surger gains as he gains experience.

    II: At 3rd level, a crystal surger gains a bonus to all saves equal to the bonus they gain to natural armor.

    III: At 5th level, a crystal surger gains damage reduction/adamantine equal to their bonus to natural armor from their crystal surge.

    IV: At 7th level, a crystal surger gains a bonus to his existing energy resistances equal to his crystal surge-granted bonus to natural armor.

    V: At 9th level, a crystal surger gains fast healing equal to his crystal surge-granted bonus to natural armor during his crystal surge.

    A crystal surge lasts for a number of rounds equal to 3+the crystal surger's improved constitution modifier.

    Hardened Crystal: At 2nd level, a crystal surger's crystal blade(if he possesses one) becomes harder, gaining bonus HP equal to his crystal surger level and 1 hardness per 2 crystal surger levels.

    Smite the Unfaithful: At 2nd, 5th and 8th level, a crystal surger gains an additional use of the Smite the Unfaithful ability. His crystal surger levels stack with his crystal hunter ones for purposes of the smite attack and damage bonus.

    Endurance: At 4th level, a crystal surger gains endurance as a bonus feat.

    Diehard: At 6th level, a crystal surger gains diehard as a bonus feat.

    Improved Damage Reduction: At 6th level a crystal surger's crystal surge damage reduction becomes /-.

    Utter Faith (Ex): At 8th level a crystal surger's faith in the crystalline one allows him to ignore magical effects that would impede him. By expending one daily use of his smite the unfaithful ability, he can roll another save, with a +4 bonus, against a spell, spell-like ability or other magical or supernatural effect that would impede his ability to combat those his enemies(this is not effected by any magical or supernatural effects to change this, such as charm).

    Unstoppable Rampage of War (Ex): At 10th level a crystal surger continues to fight as long as he is in a crystal surge, no matter how low his hit points drop. He also becomes immune to fatigue, morale penalties and ignores movement penalties from the environment(for example, a 10th level crystal surger that is balancing can still move, even if he has less than 5 ranks in balance). Additionally, he gains spell resistance equal to 13+his hit dice.

    ---

    Important Note: While making a character using this class, I realized that, due to the wording of Crystal Surge, you apply your levels in all classes instead of your crystal surger level to the bonus calculation. I'll be trying it out with that version, if it seems too strong I'll modify it to the original intent(which was 1+1/2 of your crystal surger level).

    I've decided that the 1+1/2 level is a fairly good formula(+11 nat. armor, +11 to all saves(+14 to Fort), DR 11/- and FH 11 seem pretty good bonuses for a level 20 defense-based character).
    Last edited by PersonMan; 2011-04-27 at 03:53 PM.
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    Default Re: Terrors of Crystal(3.5 race, god and classes)

    More Prestige Awaits!
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    Default Re: Terrors of Crystal(3.5 race, god and classes)

    A third prestige class will eventually grace this post.
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    Default Re: Terrors of Crystal(3.5 race, god and classes)

    Crystal Feats

    Crystal Initiate
    You can draw on the power of the Crystalline one to empower your attacks.
    Benefit: You gain the Smite the Unfaithful class feature. Your Crystal Hunter for this smite is equal to your hit dice -4. If you already have the Smite the Unfaithful class feature, you gain an additional use per day.
    Normal: You can only use the Smite the Unfaithful class feature if you are a Crystal Hunter or Crystal Caster.

    Enhanced Surging*
    Your surges are stronger than normal.
    Prerequisites: Crystal Surge II
    Benefit: Your crystal surger level is increased by two for the purposes of your crystal surges(this does not give you access to additional crystal surge abilities).
    Special: You make take this feat twice. Its effects stack.

    Fast Materialization
    You are able to materialize your Crystal Blades very quickly.
    Benefit: You materialize your Crystal Blade as a swift action, and can materialize two Crystal Blades as a move action.
    Normal: It takes a move action to materialize a crystal blade, and two move actions to materialize two.

    Gleaming Crystals
    The crystal in your body grants you additional protection.
    Prerequisite: Crystal Skin class feature
    Benefit: You gain energy resistance to one type of energy equal to your natural armor bonus. This bonus stacks with the energy resistance granted by the Crystal Body class feature.

    Improved Spell Resistance
    Your faith grants you a greater ability to resist magic.
    Prerequisites: Spell resistance 10 or more.
    Benefit: Your spell resistance is increased by 2.

    *This is in a quasi-limbo at the moment. See the crystal surger post for more details.
    Last edited by PersonMan; 2011-04-27 at 03:47 PM.
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    Default Re: Terrors of Crystal(3.5 race, god and classes)

    Why does this not have a vulnerability to sonic? See also shatter spell.

    Debby
    P.E.A.C.H. Please Evaluate And Critique Honestly. Being nicer and kinder doesn't hurt either.

    Please, please, please when using non-core material, cite to the books. There are too many books to wade through to find the one with the feat, special ability or spell you use.

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    Default Re: Terrors of Crystal(3.5 race, god and classes)

    Why doesn't Quick Draw subsume the Fast Materialization feat?
    I think I've had enough for a while.

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    Default Re: Terrors of Crystal(3.5 race, god and classes)

    Quote Originally Posted by Debihuman View Post
    Why does this not have a vulnerability to sonic? See also shatter spell.

    Debby
    Hmmm. I hadn't thought about that, actually. Since crystallions are mostly flesh and blood, however, I think I'll make it a penalty to saves against sonic attacks.

    Quote Originally Posted by Solaris View Post
    Why doesn't Quick Draw subsume the Fast Materialization feat?
    They don't draw their weapon-they create it(and, later, effectively enchant it). Theoretically, one could never let go of the Crystal Blade but normally it'd be materialized at the beginning of a fight.

    I'll be posting the new the Crystal Caster today or tomorrow, depending on how well it goes once I start.
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    Default Re: Terrors of Crystal(3.5 race, god and classes)

    Neat! I really like them. Of course, I'm biased

    I especially like the look of the Crystal Hunter. Any chance of getting the fluff info as to their role in crystallion society, etc?

    Also, if you're looking for feats, how about one that focuses on their natural armor? Crystal armor spikes and the like, possibly with Damage Reduction or Shatter resistance.
    Last edited by Lappy9000; 2011-04-11 at 12:51 AM.

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    Default Re: Terrors of Crystal(3.5 race, god and classes)

    Thanks.

    Yeah, fluff and the like should be coming soon-normally I power through most of that kind of thing in an afternoon, but after typing up the crystallion stuff I just suddenly felt really drained.

    So for a while I'll be doing other stuff to recharge my 'brew-batteries.
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    Default Re: Terrors of Crystal(3.5 race, god and classes)

    Now I know what you do when you arn't DMing... =0

    I can't wait for the fluff. And Im puzzled as to what crystal casters do, but I shall have to wait.

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    Default Re: Terrors of Crystal(3.5 race, god and classes)

    Quote Originally Posted by PersonMan View Post
    They don't draw their weapon-they create it(and, later, effectively enchant it). Theoretically, one could never let go of the Crystal Blade but normally it'd be materialized at the beginning of a fight.
    Excepting they have pretty much the same effects, tactically speaking, and even the soulknife gets that ability for free at 5th level. If you don't allow them to create their weapon as part of a move action (like everyone else gets to draw their weapon as part of a move action), then this pretty much becomes a necessary feat if they want to do something in the first round of combat. If you do, then it becomes a very niche feat, not terribly useful, in a class that doesn't get a heapin' helpin' of bonus feats.
    I think I've had enough for a while.

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    Default Re: Terrors of Crystal(3.5 race, god and classes)

    Quote Originally Posted by Solaris View Post
    Excepting they have pretty much the same effects, tactically speaking, and even the soulknife gets that ability for free at 5th level. If you don't allow them to create their weapon as part of a move action (like everyone else gets to draw their weapon as part of a move action), then this pretty much becomes a necessary feat if they want to do something in the first round of combat. If you do, then it becomes a very niche feat, not terribly useful, in a class that doesn't get a heapin' helpin' of bonus feats.
    Eh, if I made a character of this class, I might not take it. Prolly just have the thing materialized at pretty much all times. Wouldn't hurt to throw it in for free at, like, 5th level or something.

    Also, can a Crystal Blade be disarmed?

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    Default Re: Terrors of Crystal(3.5 race, god and classes)

    It's a bonus feat at 7th level.

    But I'm thinking of making it be given earlier.

    Yes, they can be disarmed normally-but they'd probably just materialize a new one instead of taking an AOO to pick up the old one.
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    Default Re: Terrors of Crystal(3.5 race, god and classes)

    Quote Originally Posted by PersonMan View Post
    It's a bonus feat at 7th level.

    But I'm thinking of making it be given earlier.
    Oh, apologies, didn't see that there. It's probably fine as-is.

    Also, you got a typo under Crystal Curse. Added an extra parenthesis.

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    Default Re: Terrors of Crystal(3.5 race, god and classes)

    Thanks.

    I'll be working more on the stuff later, the feedback I've been getting is a good motivator.

    Unfortunately, I've slept horribly badly and have had very little time to do much with this today, so I'll have to work on it tomorrow.

    EDIT: At the moment I'm having trouble writing good fluff. It'll probably be one of the last things to be put up.

    Also: teaser-y thing for Crystal Surger.
    Last edited by PersonMan; 2011-04-12 at 01:50 PM.
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    Default Re: Terrors of Crystal(3.5 race, god and classes)

    Crystal Surger and some new feats up.

    I wasn't quite sure about Utter Faith or Unstoppable Rampage of War, but I decided to finish the class today and get feedback on it rather than wait until tomorrow.
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