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  1. - Top - End - #1
    Titan in the Playground
     
    Zaydos's Avatar

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    Default The Animator (Base Class Challenge XXII runner up)

    Animator

    ”Life and art are the same side of the same golden coin, to create is to live and to live is to create.”

    An animator is someone gifted with the power to create reality from naught but his imagination and desire. Their artistic talents tap into the creative power of the universe and thus they make a new reality with the end of their brush.

    Adventures: Excitement! Adventure! Inspiration! Life begets art. To see the world is to have one’s mind widened and creativity stimulated. A man of narrow horizons is one whose mind has narrow vistas. Just like anyone else animators have various reasons for adventure. Perhaps one chases after a famed artifact, the Canvas of the Gods; another desires the love of a certain maiden and sees adventure as a means to capture her heart; yet another seeks to see if his creations can stand against those of the gods themselves.

    Characteristics: An animator creates what they need for the situation. They are masters of creation, changing the world to fit their desires. An animator's creations are their shield and sword, and often serve as the same for the animator's companions. Their powers allow them to remove physical obstacles, reshape the battlefield to their choosing, and even create destructive blasts of energy to wear down foes. Ultimately, though, an animator is usually an artist first and a warrior later, and even their destructive powers take on an artistic style, their flames resplendent in a hundred colors, their eidolons an example of their personal flare and taste.

    Alignment: Animators may be of any alignment. Like many artists animators tend towards Chaotic, challenging social norms and resenting any authority which tries to control their artistic vision. It is a rare animator indeed who cares enough about social regulations to be considered Lawful. They are more evenly divided between Good and Evil, although animators lean slightly towards Good; they are by nature creators and would prefer to create something new than to take what belongs to another.

    Religion: Animators tend to follow artistic gods, or those of creation. Gods of craftsmanship, or beauty attract them. Those that do not worship such gods often either worship no god in particular, or turn towards gods of magic or knowledge.

    Background: Animators must study their art. The magic of creation wielded by an animator is no easy skill to master, and most learn it after years of study. Some animators learn their talents from a single master, serving under them in a dedicated apprenticeship. Others study at great colleges of the arts, learning the secret skills to bringing life out from nothing but their own will and artistic spirit.

    Races: Elves and gnomes are the most likely to study the art of creation, both having a natural aptitude for both magic and art. Dwarves, artistic craftsmen as they are, rarely have the flare and force of personality needed to become animators. Orcs and other savage people rarely develop the intricate knowledge of magic needed to perform an animator's arts.

    Other Classes: Animators are often haughty, seeing their powers of creation as putting them above common people. In wizards and psions they sometimes see equals, for wizards too have the power to rewrite reality itself, and share their years of study. They look at sorcerers with something of envy, they have such power inborn with no need of long training. A religious animator may see themselves as something of a priest, while one that scorns the gods see them as nothing but lap dogs indenturing themselves for power. They see more need of a rogue's cunning than a fighter's sword, their stock animations serving to fulfill much the same function as the warrior's edge.

    Role: An animator acts primarily as a summoner. Their animate eidolon and stock animation abilities allow them to create disposable warriors which serve to take hits for the party, and with sheer numbers can drag down powerful foes at an expensive cost to the animator. In this way they can serve as a warrior, using hordes of expendable summons to hold off a foe. Their later abilities allow them to debuff enemies (edit and erase), control the battlefield (backdrop), and eventually even destroy enemies right out (draw hole on the ground, erase). Draw Energy allows them to deal some damage to enemies directly, but is only a minor source of damage at most levels, acting more to finish off already weakened enemies or fill turns in which other abilities are not worth using.

    Adaptation: As written animators are a learned technique, much like a wizard, but it could be easily adapted so that instead they spontaneously develop their powers like a sorcerer. Animators could also be divorced from their artistic roots entirely, making it simply the magic of creation and removing the drawn nature of their creations; in that case one might choose to replace Draw Hole with some other ability or remove it entirely.

    GAME RULE INFORMATION
    Animators have the following game statistics.
    Abilities: Many of an animator's powers rely upon Charisma. Dexterity and Constitution both serve to help them defensively, making up in part for their light armor. Intelligence is useful for skill points. Wisdom is used for mental defenses, and Strength is usually of little importance.
    Alignment: Any.
    Hit Die: d4
    Starting Age: As cleric.
    Starting Gold: As sorcerer.

    Class Skills
    The Animator's class skills (and the key ability for each skill) are Appraise (Int), Concentration (Con), Craft (Int), Decipher Script (Int), Disguise (Cha), Forgery (Int), Knowledge (Arcana) (Int), Knowledge (Religion) (Int), Knowledge (the Planes) (Int), Perform (Cha), Profession (Wis), Search (Int), Sleight of Hand (Dex), Spot (Wis), and Use Magic Device (Cha).

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

    ANIMATOR
    Level Base Attack Bonus Fort Save Ref Save Will Save Special
    1st
    +0
    +0
    +0
    +2
    Animate Eidolon, Stock Animation, Artist’s Focus, Artistry, Alchemical Training
    2nd
    +1
    +0
    +0
    +3
    Draw Energy
    3rd
    +1
    +1
    +1
    +3
    Erase 1/day
    4th
    +2
    +1
    +1
    +4
    Creation (Fleeting)
    5th
    +2
    +1
    +1
    +4
    Backdrop 1/day
    6th
    +3
    +2
    +2
    +5
    Erase 2/day, Minor Edit
    7th
    +3
    +2
    +2
    +5
    Draw Hole 1/day
    8th
    +4
    +2
    +2
    +6
    Creation (Momentary)
    9th
    +4
    +3
    +3
    +6
    Edit 1/day, Erase 3/day
    10th
    +5
    +3
    +3
    +7
    Backdrop 2/day, Draw Hole 2/day
    11th
    +5
    +3
    +3
    +7
    Erase Magic
    12th
    +6
    +4
    +4
    +8
    Erase 4/day, Creation (Lasting)
    13th
    +6
    +4
    +4
    +8
    Draw Hole 3/day
    14th
    +7
    +4
    +4
    +9
    Erase Creature, Minor Edit (double)
    15th
    +7
    +5
    +5
    +9
    Backdrop 3/day, Erase 5/day
    16th
    +8
    +5
    +5
    +10
    Draw Hole 4/day, Creation (Persevering)
    17th
    +8
    +5
    +5
    +10
    Edit 2/day
    18th
    +9
    +6
    +6
    +11
    Erase (6/day, limitless objects)
    19th
    +9
    +6
    +6
    +11
    Draw Hole (5/day)
    20th
    +10
    +6
    +6
    +12
    Backdrop (at-will), Creation (True), Double Stock Animation, True Eidolons

    Class Features
    All of the following are class features of the Animator

    Weapon and Armor Proficiencies: An animator is proficient in 3 simple weapons of their choice, as well as light armor.

    Animate Eidolon (Sp): An animator’s most basic, and useful, technique is the creation of characters or “toons”. By spending 1 full round an animator may create 1 or more toons. This functions like a Summon Monster spell as cast by a wizard of the animator’s class level except its duration is increased by 1 round, and a spell level of one half the animator’s class level rounded up (at 19th or higher level any creature created by this ability gains +4 to all ability scores and +2 natural armor). This is considered a spell-like ability of the same spell level as the Summon Monster spell replicated. In addition to creatures from the Summon Monster list an animator may use this ability to summon monsters from one of the following spells’ list of creatures, assuming the spell exists and is available in the campaign.
    • Summon Nature’s Ally
    • Summon Undead
    • Conjure Ice Creatures
    • Summon Desert Ally
    • Summon Giants
    • Bat, Rat, or Spider Swarm (this counts as a monster from the Summon Monster III list)
    • Astral Construct (use augmentation as a psion of your animator level)


    Any creature created with Animate Eidolon appears to be made from paint and color given form, obviously not a normal creature but something somehow drawn.

    This ability functions even in an area which precludes dimensional travel, but is otherwise considered a summoning effect, a creature created with this effect and banished is unmade returning to the nothing from which it formed. An animator may create eidolons with any alignment without it being an aligned act, but toons lose access to any spell-like ability they possess that has an alignment descriptor opposed to part of the animator that created them’s alignment.

    An animator may use this ability a number of times per day equal to 3 + ½ their Charisma modifier (if positive).

    Stock Animation (Su): An animator learns how to create certain toons more easily by reusing the same creation over and over again. At 1st level an animator may select 2 creatures they may summon with Animate Eidolon as Stock Animation, and whenever they gain an animator level they may select a new creature that they can summon as a Stock Animation. At 3rd level and every odd level thereafter an animator may replace 1 Stock Animation they have access to with another creature they can summon. An animator may not select an incorporeal creature or swarm as a Stock Animation with this ability. This ability functions like Animate Eidolon (see above) except it is a supernatural ability (it cannot be dispelled, countered, does not provoke AoOs to use, SR does not apply, etc) and as described below.

    An animator may use Stock Animation at will, but may only have 1 creature created with it at a time, and if a creature created with it is destroyed the animator must wait 5 minutes before using it again. Creatures created with Stock Animation last indefinitely and may travel any distance from the animator. The animator may dismiss a creature created by Stock Animation as a full round action; if they do so they must wait 1 minute before using Stock Animation to create another creature. Finally the spells and spell-like abilities of creatures created with Stock Animation are limited. In addition to their normal limits based upon the creature summoned (i.e X/day), any expenditure of a spell or spell-like ability by a toon created by Stock Animation is carried over to all toons of the same kind (i.e. if one unicorn uses a spell-like ability and you later use Stock Animation to make another unicorn it still has that spell-like ability expended), and your Stock Animations may only use a number of spells or spell-like abilities each day equal to your Charisma modifier.

    If you create an astral construct with your stock animation ability its chosen traits are determined when you learn that stock animation.

    Artist’s Focus: An animator requires tools to perform his arts, a symbolic focus through which to channel the creative energies. To use any Supernatural or Spell-like ability granted by the animator class other than erase the animator must have such a focus in hand. This focus must be some form of drawing or painting utensil: a pen, a brush, a piece of chalk, etc.

    Artistry (Ex): An animator learns how to create pieces of visual art. At 1st level an animator gains 4 ranks in any single Craft skill related to drawing or painting, and they gain another rank in that skill for every level in animator they obtain thereafter. If this would put an animator's skill ranks in this skill above their maximum skill ranks based on level they must immediately retrain the excess skill ranks placing them into other skills.

    Alchemical Training (Ex): Despite not truly being a spellcaster an animator may make full use of Craft (Alchemy).

    Draw Energy (Su): An animator learns to animate short bursts of special effects, a gout of flame, a surge of water, a bolt of lightning. Beginning at 2nd level an animator may 3 + Charisma modifier times per day, as a standard action, create an offensive burst of energy or matter which almost instantaneously vanishes. They may choose one of the following types of damage: fire, cold, electricity, acid, bludgeoning, piercing, or slashing. The effect deals 1d6 damage of the chosen type per two animator levels. The animator may choose one of the following methods of attack: Ranged touch, line (5-ft long per animator level; must be at least 4th level to use), 5-ft square, emanation (5-ft/2 animator levels burst centered on self), cone (5-ft long per 3 animator levels; must be at least 6th level to use), burst (5-ft radius per 4 animator levels; must be at least 10th level to use), or 1 shapeable 5-ft square per 2 levels (must be at least 8th level to use, squares must be contiguous unless you have at least 14 animator levels). Unless the attack is a cone, emanation, or line the effect must be placed within 10-ft + 10-ft per animator level (for burst this only applies to the center), and unless it is a ranged touch a reflex save (DC 10 +1/2 animator level + charisma modifier) is allowed for half damage. Whatever method the animator uses to attack it must be visibly detectable and appears to be drawn with whatever is appropriate to their artist’s focus, and the player is encouraged to be descriptive with the effect.

    Beginning at 6th level an animator may instill this energy with a certain level of greater substance. When using Acid, Bludgeoning, Cold, Slashing, or Piercing damage and using any shape other than 5-ft squares if the target suffers damage they must also make a Fortitude save or be pushed away from the source of the effect (center of burst if burst, you if anything else) 5-ft + 5-ft per 3 points by which they failed their save; creatures apply any size modifiers applied to bull rush attempts or bonuses to resist bull rush attempts to this saving throw. When an animator is using Fire a creature damaged must make a second Reflex save or be caught on fire suffering 1d6 fire damage per round for 1 minute or until the fire is extinguished (standard action). When an animator is using Electricity the target must make a second Reflex save or be entangled for 1 round. Using these additional effects costs an additional daily use of Draw Energy. Beginning at 16th level these additional effects may be used at will with no additional expenditure of Draw Energy.

    Erase (Su): An animator does not merely draw, sometimes there is a mistake and they must erase what has been made. Beginning at 3rd level an animator gains the ability to erase one object from existence, or a 5-ft cube of an object larger than 25 cubic feet. This ability only affects non-magical objects, and can be used once per day per 3 animator levels. Unattended objects are not allowed saving throws, but attended objects (including the floor beneath someone’s feet) are allowed a Fortitude saving throw (DC 10 +1/2 your animator level + your Charisma modifier). The animator must have line of sight to the object and be within 60-ft of it. Beginning at 11th level this ability may now affect magical items, which are allowed a saving throw even if unattended. Beginning at 14th level an animator may attempt to use this ability on a creature. A creature is allowed a Fort save, and on a failure take 2d6 damage per animator level you possess, if this damage reduces them to 0 or less hp they are destroyed as if disintegrated, if they succeed on the Fort save they take 5d6 damage instead; any effect which prevents disintegration also protects against this ability. Beginning at 18th level when an animator uses this ability against an object it does not count against their daily uses, and they may use this ability against objects with 0 uses remaining.

    If an animator erases the ground beneath a creature’s feet it is allowed a Fortitude save as an attended object and the creature is allowed a Reflex save to move 5-ft into an unoccupied square to avoid falling within; if the creature is large size or larger they will not fall regardless.

    Creation (Su): An animator learns how to create objects as well as creatures and energy. As a swift action an animator may create an object. This allows the animator to create a weapon or suit of armor made for a creature up to their size, or any object which could be made with a Major Creation spell with a caster level equal to their animator level. At 4th level objects created this way last for only 1 round, at 8th level they last for 1 minute, at 12th level they last for 1 hour, at 16th level they last for 1 day. Beginning at 20th level an animator may expend 1 XP per 5 GP worth of item created to make a permanent item. An animator may only use this ability a number of times each day equal to their Charisma modifier plus 1 (minimum 1). The object must be created within 30-ft of the animator and created on a surface which can support its weight. The object can be created in another creature’s hand, or already worn by another creature, but in that case the creature is allowed a Will save (DC 10 +1/2 your animator level + your Charisma modifier) to prevent its creation. Any creature touching an object made with this ability may spend a Standard action to make a Will save to destroy the object. Objects made by this ability look as if they were drawn by your Artist’s Focus.

    To create anything complicated (including weapons and armor) an animator must make a Craft check using a Craft skill related to drawing or painting in place of whatever the normal craft skill for the object would be.

    Backdrop (Su): Creation is not limited to the foreground, a background is important as well. Beginning at 5th level an animator may draw a scene for the action to take place in adding terrain features. As a standard action the animator can create one of the following within 10-ft per animator level:
    • A shapeable wall of material 1-ft by 10-ft by 10-ft per animator level the entire structure must be physically connected and any fragment of a section smaller than this costs the full sized price (a 5’ by 5’ by 5’ box which had all six sides made from this ability would cost the same as a 10’ by 10’ by 10’ one or 6 10’ segments). Regardless of what the wall is drawn to look like it has hardness 10 and 30 hit points per foot of thickness. If the wall would be made adjacent to a creature the creature can make a Reflex save (DC 10 + ½ your animator level + your Charisma modifier) to get to the other side before the wall is finished (this costs 5-ft of movement or a 5-ft step from the creature’s next turn). This wall may not be formed with a creature inside it or with any unattached segments. The wall does not have to be flat or smooth and can be decorated, have arrow slits, doors, or handholds although adding them requires a DC 20 Craft check (with a relevant artistic skill).
    • 4 squares of difficult terrain per animator level. An animator may spend 3 squares of difficult terrain to cause the terrain to cause the square to cost 4 squares of movement to enter instead of 2.
    • 1 solid obstacle unaffected by gravity per 3 animator levels. These obstacles can be up to 5’ by 5’ by 5’ and have hardness 10 and 150 hit points. These obstacles cannot be made in an occupied square. The obstacle does not need to be a specific shape but can only be used to create crude objects and structures and requires a DC 25 Strength check to move (5-ft as part of a move action +5 feet per 10 points over 25) except for the animator who made it and who can move it with a DC 0 check.
    • Total darkness or shadowy concealment in a 15-ft radius +5-ft per 4 animator levels, centered within the range. This is considered a 3rd level spell of the darkness descriptor for interaction with magical light effects. This is considered magical darkness.
    • Fog, as the spell Fog Cloud in a 15-ft radius +5-ft per 4 animator levels, centered within the range.


    Anything created with Backdrop lasts only 1 round per point of Charisma modifier the animator possesses.

    An animator may use backdrop once per day per 5 animator levels, and beginning at 20th level may use it at-will, but an animator may have no more than 3 instances of backdrop active at once.

    Minor Edit (Su): An animator is able to make some minor alterations and tweaks to reality as well as their more overt creations and erasures. Beginning at 6th level an animator may, as a standard action, make a single edit to a creature or object. This minor edit may do one of the following:
    • Reduce a creature’s natural armor by 1 per 2 animator levels up to a maximum reduction of the Animator’s Charisma modifier or to 0.
    • Remove 1 natural weapon of a creature with more than 1 natural weapon.
    • Reduce damage dealt by a creature’s natural weapons by 1 die size each.
    • Reduce a creature’s speed of one type by 10-ft to a minimum of 5-ft.
    • Reduce a creature’s flight maneuverability by 1 step (perfect becomes good, average becomes poor, etc) if this would reduce it to below clumsy the creature loses its flight speed altogether.
    • Remove one racial extraordinary quality from the creature, it must have a physical (and visible) component to modify (scent for example could be negated by plugging their nose or sealing it, frightful presence by adding pink bows and other cutesy things, improved grab with oil dripping from their grabbing appendage, but darkvision could not be removed by sealing their eyes as that would also blind them, and poison couldn’t be removed by removing the stinger at least not with this function).
    • Reduce the target’s Dexterity by 4 points.
    • Impose a -4 penalty on the target's Bluff, Diplomacy, Gather Information, and Intimidate checks (by making them look totally ridiculous).
    • Reduce the target’s Damage Reduction or Hardness by ½ your animator level.


    The target is allowed a Will save (DC 10 + ½ your Animator level + your Charisma modifier) to resist the change and on a failed save only lasts 1 round per point of Charisma modifier (minimum 1 round). Minor edit is usable at will but using it again undoes the previous use.

    Beginning at 14th level you may have 2 instances of minor edit active at once, but only one on a single creature at a time (a 3rd use undoes the earliest active use).

    Draw Hole (Su): An animator learns how to paint a hole in the surface of an object allowing themselves, and others, to pass through. Beginning at 7th level an animator may as a standard action create a circular opening in an object within 5-ft per animator level. This opening is up to a 5-ft radius and can pass through up to 10-ft of material per animator level, if the object is thicker than the maximum depth of the hole then it forms a tunnel/pit of its length (for example if a level 7 animator attempted to use this ability on the ground it would create a 70-ft pit). Any creature standing over where the hole is made may make a Reflex save (DC 10 + ½ animator level + animator’s Charisma modifier) to move to an open square adjacent to them to avoid falling. A huge creature that fails its save falls 2-ft per point it failed by before sticking (and can climb up like climbing a chimney). A gargantuan creature is simply knocked somewhat off balance and must spend a move action to right itself or be entangled until it does so. A colossal creature is completely unaffected.

    A hole created this way lasts 1 round per point of the animator’s Charisma modifier (minimum 1 round) or until its creator spends a Swift action to close it. Even once closed the painted hole remains visible for 1 minute. Any creature or object within the hole when it closes is ejected to the nearest unoccupied square taking no damage. The DC to climb the walls of the hole created this way is 25, although at 5-ft in radius a large or larger creature may reach opposite sides of the hole to reduce this DC by 10 (see Climb).

    At 7th level an animator may use this ability 1/day, gaining 1 additional use per day at 10th, 13th, 16th and 19th level.

    Edit (Su): An animator learns to make even more crippling edits to a creature, some of these affecting even non-visual aspects of it (in these cases the edit takes the form of some drawn runes or glyphs across the creature’s skin). Beginning at 9th level an animator may use Edit 1/day on a creature they have line of sight and effect to within 60-ft. This can do any of the following:
    • Bestow a curse on the creature as the spell Bestow Curse
    • Reduce a creature’s natural armor to 0.
    • Remove 1 natural weapon of a creature.
    • Reduce a creature’s speed for all movement modes by 20-ft.
    • Remove a creature’s fly speed.
    • Remove one special attack or quality or class feature of the target (including spellcasting or spell-like abilities).
    • Reduce the target’s Damage Reduction or Hardness to 0.


    A successful Will save (DC 10 +1/2 your animator level + your Charisma modifier) negates this effect. This edit is theoretically permanent, but the target is allowed a Will save every 24 hours to remove the effect, and it can be removed with a Remove Curse, Break Enchantment, Limited Wish, or similar effects (but not Greater Dispel Magic). Beginning at 17th level an animator may use this ability twice per day.

    Double Stock Animation: Beginning at 20th level an animator learns how to maintain a stock animation more easily. A 20th level animator may have two creatures created by Stock Animation at once, these creatures must either be the same kind of creature (2 elder earth elementals) or one must be from the Summon Monster VIII list (or equivalent) or lower.

    True Eidolons (Su): Beginning at 20th level an animator has mastered the art of creation to such an extent that they may create true life. An animator may create a single truly living member of any species that they can create via animate eidolon. The created creature has no memories, but instinctually knows what it is and how to function as what it is (including alignment) and has no inherent loyalty to its creator. Creating a creature this way takes 200 XP times the created creature's CR and 1000 GP times the created creature's CR, and requires 8 hours of work, and 5 uses of Animate Eidolon, for a number of days equal to its CR.

    At the DM's discretion this ability may be used to create creatures not on the lists for Animate Eidolon, and can be used to create wholly new creatures with DM approval.
    Last edited by Zaydos; 2014-07-22 at 12:04 AM.
    Peanut Half-Dragon Necromancer by Kurien.

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    Old: My homebrew (updated 9/9)

  2. - Top - End - #2
    Titan in the Playground
     
    Zaydos's Avatar

    Join Date
    Aug 2009
    Location
    Erutnevda

    Default Re: The Animator (Base Class Challenge XXII runner up)

    Claymationist (PrC)

    Amongst animators there are some who draw their inspiration from a divine source. These animators turn to clay, the soil of the earth from which life sprang from, and imbue it with a life of its own. These animators specialize in the creation of divine monstrosities, and specials for holy festivals.

    Adaptation: For a more serious turn, play up clay and sculpting and their place as mythological wellsprings of life; as well as clay golems which are traditionally divine constructs. In this case you may wish to modify stop motion into a haste ability as opposed to slow, playing off of the clay golem ability.

    Prerequisites:
    Spellcasting: Able to cast 2nd level divine spells or ability to use at least 2 divine invocations.
    Caster Level: 3+ in a class with divine spells or divine invocations.
    Animate Eidolon: Ability to animate eidolons from the Summon Monster II list.
    Skills: Knowledge (Religion) 8 ranks, Craft (Sculpting or clayworking) 5 ranks, Spellcraft 3 ranks.

    Class Features:
    Claymationist Hit Dice: d6.

    Claymationist Class Skills: The Claymationist's class skills (and the key ability for each skill) are Appraise (Int), Concentration (Con), Craft (Int), Disguise (Cha), Heal (Wis), Knowledge (Arcana) (Int), Knowledge (Religion) (Int), Knowledge (the Planes) (Int), Perform (Cha), Profession (Wis), Search (Int), Spot (Wis), and Use Magic Device (Cha).
    Skill points per Level: 2 + Intelligence modifier.

    Level Base Attack Bonus Fort Save Ref Save Will Save Special Spells
    1st +0 +0 +0 +2 Altered Focus, Artistic Advancement, Putty Buddy (magic resistance, damage reduction) +1 level of existing divine spellcasting class
    2nd +1 +0 +0 +3 Lesser Malleable Form, Skin of Clay +1 level of existing divine spellcasting class
    3rd +1 +1 +1 +3 Putty Buddy (living construct), Stop Motion 1/day +1 level of existing divine spellcasting class
    4th +2 +1 +1 +4 Thousand Faces +1 level of existing divine spellcasting class
    5th +2 +1 +1 +4 Relay Doll, Putty Buddy (Cursed Wound) +1 level of existing divine spellcasting class
    6th +3 +2 +2 +5 Stop Motion 3/day +1 level of existing divine spellcasting class
    7th +3 +2 +2 +5 Putty Buddy (Haste) +1 level of existing divine spellcasting class
    8th +4 +2 +2 +6 Greater Malleable Form +1 level of existing divine spellcasting class
    9th +4 +3 +3 +6 Putty Buddy (Construct type, Magic Immunity) +1 level of existing divine spellcasting class
    10th +5 +3 +3 +7 Greater Stop Motion +1 level of existing divine spellcasting class

    Weapon and Armor Proficiencies:A claymationist gains no new armor or weapon proficiencies.

    Spellcasting: At each level a claymationist gains additional caster level, spells known, and spells per day as if they had gained a level in a divine spellcasting class they already have levels in.

    Altered Focus: A character with levels in claymationist no longer uses the same artistic focus as a regular animator. Instead of a drawing or painting utensil, a claymationist now uses a block of clay as an artistic focus.

    Artistic Advancement: Levels in claymationist stack with animator for determining the uses per day and quality of your Stock Animation, Animate Eidolon, Minor Edit, Edit, and Creation abilities of the Animator class; even if you do not have those abilities yet. In addition at each level of claymationist you gain 1 rank in Craft (Sculpting) in addition to your normal skill points.

    Putty Buddy: A claymationists stock animation and animated eidolons take the forms of creatures made from clay instead of living drawings. In addition to their cosmetic differences your Stock Animation gains some additional increased functionality. Your stock animation (hereafter referred to as a putty buddy) may, as a full round action, reshape itself into the form of another creature you can summon as a stock animation, taking on the new stats and abilities. Your putty buddy also gains DR X/bludgeoning and adamantine where X is your claymationist level, and spell resistance 10 + your twice your claymationist level. The following spells and effects ignore your putty buddy’s Spell Resistance and now have special effects on it, and it gains no saving throw against any of these effects:
    • A move earth spell drives the putty buddy back 120 feet and deals 3d12 points of damage to it.
    • A disintegrate spell slows the putty buddy (as the slow spell) for 1d6 rounds and deals 1d12 points of damage.
    • An earthquake spell cast directly at the putty buddy stops it from moving on its next turn and deals 5d10 points of damage.
    • Any magical attack against the putty buddy that deals acid damage heals 1 point of damage for every 3 points of damage it would otherwise deal. If the amount of healing would cause the putty buddy to exceed its full normal hit points, it gains any excess as temporary hit points.

    As you gain claymationist levels your Putty Buddy gains additional abilities. Beginning at 3rd level they are considered a Construct with the Living Construct subtype and the Augmented subtype for your previous type. Beginning at 5th level wounds inflicted by your Putty Buddy do not heal naturally and resist magical healing; a character attempting to cast a Conjuration (Healing) spell on a creature damaged by your putty buddy must succeed a DC (10 + your effective animator level for stock animation) caster level check or the spell has no effect on the injured creature. Beginning at 7th level your Putty Buddy may, 1/day as a supernatural ability, duplicate the effects of a Haste spell upon itself as a free action, this effect lasts only for 3 rounds. Beginning at 9th level your Putty Buddy loses the Living Construct type, although it retains its Constitution score but gains the advantages associated with a nonability in Constitution, and gains Magic Immunity (effectively infinite Spell Resistance) which is penetrated by the same effects which ignored its previous spell resistance and does not apply to any spell or spell-like ability you cast or use.

    Lesser Malleable Form (Ex): Beginning at 2nd level a claymationist’s physical form become more shapeable like clay. They gain 25% immunity to critical hits and sneak attacks, and may reduce or increase your size in one dimension by 10%, this grants a +5 bonus to escape artist checks to escape bonds or grapples (but not to squeeze through tight spaces as the 10% reduction directly correlates to avoiding needing to make those in cases where it would apply).

    Skin of Clay (Ex): Due to your changing physical form, beginning at 2nd level a claymationist gains DR X/adamantine and bludgeoning where X is one half your claymationist level.

    Stop Motion (Su): A claymationist learns the art of claymation entertainment. Beginning at 3rd level a claymationist can inflict a slowing curse upon foes once per day. This functions as Slow cast by a caster of twice your claymationist level. Beginning at 6th level a claymationist can use this ability three times per day.

    Thousand Faces (Ex): A claymationist can reshape themselves changing their appearance. Beginning at 4th level they gain the Thousand Faces ability as the druid ability of the same name.

    Relay Doll (Su): A claymationist learns how to sculpt representational dolls from clay which allow them to channel magic towards the target over longer distances. Beginning at 5th level a claymationist may use a full minute to sculpt a doll representing a creature within line of sight of which they have some part of such as strands of hair, pieces of skin, or bones, etc. Once the relay doll has been formed, you, and only, you may use the relay doll as an additional focus to cast a spell which targets the creature associated with the doll and only that creature. If you do, you do not need line of sight or line of effect to the target and increases the range of the spell. If the spell has a touch range it increases to medium, if it has close range it increases to long, if it has a medium range it now has a range of 2000 ft + 200 ft per caster level, if it has a long range it now has a range of 1 mile + 1000 ft per caster level, if it has another range it is multiplied by 10. You may also use the relay doll when scrying upon a creature, in this case they do not gain a bonus to saves for being on another plane, and suffer a -15 due to the connection. You may only have a number of Relay Dolls in existence equal to your Charisma modifier at any single time, and you must physically destroy an older doll to create a new replacement.

    Greater Malleable Form (Ex): A claymationist’s increasingly clay form becomes more and more shapeable. Beginning at 8th level they now gain 75% immunity to critical hits and sneak attacks, and may slip through cracks and holes at least 10% their shoulder width without needing to make a check and gain a +10 bonus to escape artist checks to escape bonds or grapples.

    Greater Stop Motion (Su): A claymationist masters the art of Claymation. Beginning at 10th level a claymationist may freeze time around them 1/day as a supernatural ability. This functions as time stop cast by a 20th level wizard.
    Peanut Half-Dragon Necromancer by Kurien.

    Current Projects:

    Group: The Harrowing Halloween Harvest of Horror Part 2

    Personal Silliness: Vote what Soulknife "Fix"/Inspired Class Should I make??? Past Work Expansion Caricatures.

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  3. - Top - End - #3
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    Default Re: The Animator (Base Class Challenge XXII runner up)

    MGI Technician (PrC)

    Amongst some of the younger animators there are those who believe that the best way to progress their art as a whole is by melding it with arcane magic. These animators create images not of paint, charcoal, or chalk but instead use magically generated images made from glamer and shadow. These MGI effects are derided by some for their wildly different appearance, but loved by others. The animator-mages who specialize in these effects have become known as Magically Generated Image Technicians, or MGI Technicians for short, combining the creative ability of animators with magical arts of wizards and warlocks, and a mastery of shadow rivaling even that of a shadowcaster's.

    Prerequisites:
    Spellcasting: Able to cast 2nd level arcane spells of the illusion school or ability to use at least 2 (arcane) invocations at least one of which duplicates an illusion effect or the ability to use 2nd level mysteries.
    Caster Level: 3+ in a class with arcane spells or (arcane) invocations or mysteries.
    Animate Eidolon: Ability to animate eidolons from the Summon Monster II list.
    Skills: Knowledge (Arcana) 8 ranks, Knowledge (the Planes) 4 ranks, Spellcraft 4 ranks.

    Class Features:
    MGI Technician Hit Dice: d4.

    MGI Technician Class Skills: The MGI Technician's class skills (and the key ability for each skill) are Appraise (Int), Concentration (Con), Craft (Int), Decipher Script (Int), Forgery (Int), Knowledge (Arcana) (Int), Knowledge (Religion) (Int), Knowledge (the Planes) (Int), Perform (Cha), Profession (Wis), Search (Int), Spot (Wis), and Use Magic Device (Cha).
    Skill points per Level: 2 + Intelligence modifier.

    Level Base Attack Bonus Fort Save Ref Save Will Save Special Spells
    1st +0 +0 +0 +2 Artistic Advancement, Animated Familiar, Draconic Energies, Eldritch Energies, Mental Focus +1 level of existing arcane spellcasting class
    2nd +1 +0 +0 +3 Quasi-real Animations +1 level of existing arcane spellcasting class
    3rd +1 +1 +1 +3 Green Screen +1 level of existing arcane spellcasting class
    4th +2 +1 +1 +4 MGI Painting 1/day +1 level of existing arcane spellcasting class
    5th +2 +1 +1 +4 Invisible Animations +1 level of existing arcane spellcasting class
    6th +3 +2 +2 +5 MGI Painting 2/day +1 level of existing arcane spellcasting class
    7th +3 +2 +2 +5 Greater Green Screen +1 level of existing arcane spellcasting class
    8th +4 +2 +2 +6 MGI Painting 3/day +1 level of existing arcane spellcasting class
    9th +4 +3 +3 +6 Greater Invisible Animations +1 level of existing arcane spellcasting class
    10th +5 +3 +3 +7 Shadow Invocation +1 level of existing arcane spellcasting class

    Weapon and Armor Proficiencies:A claymationist gains no new armor or weapon proficiencies.

    Spellcasting: At each level an MGI technician gains additional caster level, spells known, spells per day, invocation known, breath effects, breath weapon and eldritch blast as if they had gained a level in an arcane spellcasting class they already have levels in or mystery using class or invocation using class (etc).

    Artistic Advancement: Levels in MGI technician stack with animator for determining the uses per day and quality of your Stock Animation, Animate Eidolon, Draw Energy, Minor Edit, Edit, and Erase abilities of the Animator class; even if you do not have those abilities yet.

    Animated Familiar: An MGI technician does not gain the ability to summon a familiar if they do not already have that ability, but if they already have the ability (either through a class feature or feat) an MGI technician loses the ability to summon a familiar and instead their Stock Animation gains all familiar benefits except their natural armor bonus is halved. In addition levels in MGI technician stack with other classes for determining your effective sorcerer level for your familiar abilities.

    Draconic Energies: An MGI technician that has the ability to release a breath weapon may combine their breath weapon with their ability to draw energy. When using their breath weapon an MGI technician may expend a use of Draw Energy to add the damage from their Draw Energy ability to that dealt by their breath weapon.

    Eldritch Energies: An MGI technician that has the ability to fire eldritch blasts may combine their eldritch blast with their ability to draw energy. When using Draw Energy an MGI technician may add the damage from their eldritch blast and apply a single eldritch essence to that ability. This causes their Draw Energy ability to be considered a spell-like ability (level determined by eldritch essence if any or 1st if no eldritch essence is used) and vulnerable to spell resistance as an eldritch blast (unless vitriolic blast was used).

    Mental Focus: A character with levels in MGI technician no longer requires an artistic focus to use their animator abilities nor do they require inexpensive material components or foci, instead just focusing a small amount of shadow energy to do their work. Like a shadow subschool spell this requires access to the plane of shadow, and without such access an MGI technician is required to use an artist’s focus as normal for an animator.

    Quasi-Real Animations: Beginning at 2nd level an MGI technician may sacrifice a certain amount of realism in their eidolons for easier creation. When an MGI technician uses Animate Eidolon they may choose to create an eidolon from a list of effects 1 level higher than normally available to them (an animator 3/wizard 3/MGI technician 2 could duplicate SMIV instead of SMIII) but if they do so it becomes an Illusion (Shadow) ability and the eidolon created can be disbelieved as if created by Shadow Conjuration except it is 60% real and only has 60% the normal hit points.

    Green Screen (Su): One of the greatest skills of an MGI technician is making people see magical worlds that aren’t truly there. Beginning at 3rd level an MGI technician may duplicate the effects of a Hallucinatory Terrain spell as a wizard of twice their MGI technician level once per day. Doing so is a standard action which does not provoke attacks of opportunity.

    MGI Painting (Sp): An MGI technician can make almost anything from a combination of creative skill and magically generated shadowstuff. Beginning at 4th level an MGI technician may use MGI Painting as a spell-like ability with a caster level of twice their MGI technician level once per day. This is the equivalent of a 4th level spell and functions like Shadow Evocation or Shadow Conjuration except: it may only duplicate 3rd level or lower spells regardless of whether it is evocation or conjuration, the effect is 5% real + 5% per MGI technician level you possess (and has a corresponding amounts of hit points if a conjured creature) except you automatically disbelieve the effect and when interacting with you it has 0% reality.

    Beginning at 6th level an MGI technician may use this ability an additional time per day, and at 8th they gain a 3rd use each day.

    Invisible Animations (Su): An MGI technician learns how to obscure their creations, melding illusion into their very summoning. Beginning at 5th level when an MGI technician uses Animate Eidolon the creature appears invisible (as the Invisibility spell). This effect lasts for 1 round or until its invisibility is broken (as the Invisibility spell).

    Greater Green Screen (Su): An MGI technician’s skill with illusory backgrounds continues to improve. Beginning at 7th level an MGI Technician may use the Green Screen ability three times per day. In addition it now may duplicate the effects of Mirage Arcana instead of Hallucinatory Terrain except that when doing so its duration is concentration +2 hours/”caster level” and they may disguise one 30-ft cube/”caster level”.

    Greater Invisible Animations (Su): Beginning at 9th level an MGI technician’s Invisible Animations improves. Instead of appearing invisible as the Invisibility spell for 1 round they either appear invisible as the Greater Invisibility spell for 1 round or invisible as the Invisibility spell for 10 minutes. Which of these effects is applied is chosen when the eidolon is created.

    Shadow Invocation: At 10th level an MGI technician gains the ability to manipulate shadow stuff in two special ways. First if they have access to Greater Invocations they gain a special Greater invocation called Shadow Invocation. This invocation is the equivalent of a 7th level spell and duplicates either Shadow Conjuration or Shadow Evocation but may duplicate spells up to 6th level and the effects are 60% real, except you automatically disbelieve the effects and they are 0% real to you. Second they gain ability to cast Shadow Invocation as a 7th level spell, adding it to their spells known and gaining the ability to spontaneously convert any 7th level or higher prepared spell to Shadow Invocation instead.
    Peanut Half-Dragon Necromancer by Kurien.

    Current Projects:

    Group: The Harrowing Halloween Harvest of Horror Part 2

    Personal Silliness: Vote what Soulknife "Fix"/Inspired Class Should I make??? Past Work Expansion Caricatures.

    Old: My homebrew (updated 9/9)

  4. - Top - End - #4
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    Default Re: The Animator (Base Class Challenge XXII runner up)

    Monster Maker (PrC)

    Among animators there is a legendary figure, Haussen the Great. Said to be the greatest master of eidolon creation. Monster Makers are animators who seek to emulate his talents, focusing all their artistic fervor and hard learned skill on creating the most perfect, and powerful, eidolons. In so doing their skills outside of eidolon creation suffer, but it is said that there are no eidolons more powerful than those of a monster maker.

    Prerequisites:
    Animate Eidolon: Ability to animate eidolons from the Summon Monster III list.
    Skills: Craft (any artistic) 9 ranks, Knowledge (the Planes) 9 ranks, Knowledge (Nature) 4 ranks.
    Feats: Augment Eidolon

    Class Features:
    Monster Maker Hit Dice: d4.

    Monster Maker Class Skills: The Monster Maker's class skills (and the key ability for each skill) are Appraise (Int), Concentration (Con), Craft (Int), Decipher Script (Int), Disguise (Cha), Forgery (Int), Knowledge (Arcana) (Int), Knowledge (Religion) (Int), Knowledge (the Planes) (Int), Perform (Cha), Profession (Wis), Search (Int), Sleight of Hand (Dex), Spot (Wis), and Use Magic Device (Cha).
    Skill points per Level: 4 + Intelligence modifier.

    Level Base Attack Bonus Fort Save Ref Save Will Save Special
    1st +0 +0 +0 +2 Artistic Advancement, Size Shifted Eidonlon I
    2nd +1 +0 +0 +3 Numerous Legions I, Toughened Eidolons
    3rd +1 +1 +1 +3 Edit Size, Extra Animate Eidolon
    4th +2 +1 +1 +4 Chimeric Eidolon
    5th +2 +1 +1 +4 Size Shifted Eidolon II, Numerous Legions II
    6th +3 +2 +2 +5 Greater Toughened Eidolons, Extra Animate Eidolon
    7th +3 +2 +2 +5 Merge into Eidolon
    8th +4 +2 +2 +6 Numerous Legions III
    9th +4 +3 +3 +6 Chimeric Eidolon II, Extra Animate Eidolon
    10th +5 +3 +3 +7 Size Shifted Eidolon III, True Eidolons

    Weapon and Armor Proficiencies:A monster maker gains no new armor or weapon proficiencies.

    Artistic Advancement: Levels in monster maker stack with animator for determining the uses per day and quality of your Stock Animation, Animate Eidolon, Draw Energy abilities of the Animator class; even if you do not have those abilities yet. In addition at each level in monster maker you gain 1 rank in a Craft skill related to drawing or painting.

    Size Shifted Eidolon (Su): Beginning at 1st level a monster maker learns how to cause their eidolons to be differently sized than normal. At 1st level the eidolon must be within 1 size category of its normal size, but at 5th level it may be within 2, and at 10th level it may be of any size. An eidolon of an abnormal size has its Strength, Dexterity, Constitution, and natural armor modified as shown on the table below, but natural armor cannot be reduced to below 0 and ability scores cannot be reduced to below 1 before penalties or damage from other sources. A Monster Maker may only have one eidolon of increased size at any given time, but may decrease the size on any number of Eidolons. At 1st level a Monster Maker must decide the size of eidolons when they are created, but beginning at 3rd level when a Monster Maker gains Edit Size they gain the ability to change an Eidolon’s size after it is created. The creature’s space and reach are modified as normal for its new size, as is the damage from its natural weapons.

    Original size Now Fine Now Diminutive Now Tiny Now Small Now Medium Now Large Now Huge Now Gargantuan Now Colossal
    Fine - +4 Str, +0 Dex, +2 Con, +2 natural armor +8 Str, -2 Dex, +4 Con, +3 natural armor +10 Str, -4 Dex, +4 Con, +4 natural armor +12 Str, -6 Dex, +6 Con, +5 natural armor +16 Str, -8 Dex, +8 Con, +6 natural armor +20 Str, -10 Dex, +10 Con, +7 natural armor +24 Str, -12 Dex, +12 Con, +9 natural armor +32 Str, -12 Dex, +16 Con, +13 natural armor
    Diminutive -4 Str, +2 Dex, -2 Con, -1 natural armor - +4 Str, +0 Dex, +2 Con, +2 natural armor +8 Str, -2 Dex, +4 Con, +3 natural armor +10 Str, -4 Dex, +6 Con, +4 natural armor +14 Str, -6 Dex, +8 Con, +5 natural armor +18 Str, -8 Dex, +10 Con, +6 natural armor +22 Str, -10 Dex, +12 Con, +8 natural armor +30 Str, -10 Dex, +16 Con, +12 natural armor
    Tiny -4 Str, +4 Dex, -4 Con, -3 natural armor +0 Str, +2 Dex, -2 Con, -2 natural armor - +2 Str, +0 Dex, +2 Con, +2 natural armor +4 Str, -2 Dex, +4 Con, +3 natural armor +8 Str, -4 Dex, +6 Con, +4 natural armor +12 Str, -6 Dex, +8 Con, +5 natural armor +18 Str, -8 Dex, +10 Con, +7 natural armor +26 Str, -8 Dex, +12 Con, +11 natural armor
    Small -6 Str, +6 Dex, -6 Con, -4 natural armor -2 Str, +4 Dex, -4 Con, -3 natural armor +0 Str, +2 Dex, -2 Con, -2 natural armor - +2 Str, +0 Dex, +2 Con, +2 natural armor +6 Str, -2 Dex, +4 Con, +3 natural armor +10 Str, -4 Dex, +6 Con, +4 natural armor +16 Str, -6 Dex, +8 Con, +6 natural armor +24 Str, -6 Dex, +10 Con, +10 natural armor
    Medium -8 Str, +8 Dex, -8 Con, -4 natural armor -4 Str, +6 Dex, -6 Con, -4 natural armor -2 Str, +4 Dex, -4 Con, -3 natural armor +0 Str, +2 Dex, -2 Con, -2 natural armor - +4 Str, +0 Dex, +2 Con, +2 natural armor +8 Str, -2 Dex, +4 Con, +3 natural armor +14 Str, -4 Dex, +6 Con, +5 natural armor +22 Str, -4 Dex, +8 Con, +9 natural armor
    Large -10 Str, +12 Dex, -8 Con, -5 natural armor -6 Str, +10 Dex, -8 Con, -5 natural armor -4 Str, +8 Dex, -6 Con, -4 natural armor -2 Str, +6 Dex, -4 Con, -3 natural armor +0 Str, +4 Dex, -2 Con, -2 natural armor - +4 Str, +0 Dex, +2 Con, +2 natural armor +10 Str, -2 Dex, +4 Con, +4 natural armor +18 Str, -4 Dex, +6 Con, +8 natural armor
    Huge -12 Str, +14 Dex, -10 Con, -6 natural armor -8 Str, +12 Dex, -10 Con, -6 natural armor -6 Str, +10 Dex, -8 Con, -5 natural armor -4 Str, +8 Dex, -6 Con, -4 natural armor -2 Str, +6 Dex, -4 Con, -3 natural armor +0 Str, +4 Dex, -2 Con, -2 natural armor - +6 Str, +0 Dex, +2 Con, +4 natural armor +14 Str, -2 Dex, +4 Con, +8 natural armor
    Gargantuan -16 Str, +16 Dex, -10 Con, -9 natural armor -12 Str, +14 Dex, -10 Con, -7 natural armor -8 Str, +12 Dex, -8 Con, -6 natural armor -6 Str, +10 Dex, -8 Con, -5 natural armor -4 Str, +8 Dex, -6 Con, -4 natural armor -2 Str, +6 Dex, -4 Con, -3 natural armor +0 Str, +4 Dex, -2 Con, -2 natural armor - +8 Str, +0 Dex, +2 Con, +5 natural armor
    Colossal -20 Str, +18 Dex, -12 Con, -11 natural armor -16 Str, +16 Dex, -10 Con, -9 natural armor -12 Str, +14 Dex, -10 Con, -7 natural armor -8 Str, +12 Dex, -8 Con, -6 natural armor -6 Str, +10 Dex, -8 Con, -5 natural armor -4 Str, +8 Dex, -6 Con, -4 natural armor -2 Str, +6 Dex, -4 Con, -3 natural armor +0 Str, +4 Dex, -2 Con, -2 natural armor -

    Numerous Legions: Beginning at 2nd level when a Monster Maker uses Animate Eidolon to make creatures of a lower level than their maximum they make 1d3+1 creatures if they are 1 level below maximum or 1d4+2 if they are 2 levels below. Beginning at 5th level a Monster Maker now creates 2d3 creatures 1 level lower than their highest level or 1d6+2 for creatures 2 levels lower, instead of 1d3+1 or 1d4+2. Beginning at 8th level this further increases to 2d4 or 2d4+3 respectively.

    Toughened Eidolon: Beginning at 2nd level any creature made by a Monster Maker’s Animate Eidolon or Stock Animation abilities gains Improved Toughness as a bonus feat. Beginning at 6th level they gain Improved Toughness an additional time as a bonus feat.

    Edit Size (Su): Beginning at 3rd level a Monster Maker learns to modify the size of an Eidolon after it is created. By spending a Standard action a Monster Maker can make an eidolon created with their Animate Eidolon or Stock Animation ability either increase or decrease in size within the limit of their Size Shifted Eidolon. A Monster Maker still cannot have more than 1 eidolon at increased size at a single time. An eidolon cannot have its size increased this way unless there is room for it to fit.

    Extra Animate Eidolon: At 3rd level, and every 3rd level thereafter, a Monster Maker gains an extra daily use of Animate Eidolon and may have their Stock Animations use 1 additional Spell-like Ability each day.

    Chimeric Eidolon: Beginning at 4th level when a Monster Maker uses Stock Animation or Animate Eidolon to create a single creature they may select one natural weapon or natural weapon pair, special attack, special quality, or spell-like ability from a creature on a summon list 2 levels lower than the maximum the Monster Maker can create with Animate Eidolon (hereafter referred to as the donor creature). If they select a natural weapon or natural weapon pair that the creature they are creating lacks it gains that natural weapon or pair as a secondary natural weapon(s) even if it was a primary natural weapon of the donor creature, and its damage dice are normal for the donor creature but modified by (one-half) the created creature’s Strength instead of that from which the weapon was drawn from, and while the dice are unmodified for any intrinsic difference between donor creature and created creature’s size they are modified by any size changes applied to the created creature; if the donor creature has more than 2 natural weapons of the type chosen only 2 are transferred, and if the created creature already possesses that natural weapon none are gained. If they select a special attack that is reliant upon a body part/natural weapon they must have that body part/natural weapon, and all save DCs are recalculated for the new creature’s hit dice and ability scores. If a spell-like ability is chosen the creature created gains only 1 of the spell-like abilities from the donor creature using its caster level and uses per day but its own Charisma score. An ability granted by type, the swarm subtype, or incorporeal subtype cannot be transferred in this way. Beginning at 9th level a Monster Maker may add two abilities to a creature when using this ability and the abilities do not need to be drawn from the same donor creature.

    When using this ability with Stock Animation the donor creature(s) must also be one of the creatures selected as a Stock Animation.

    Merge into Eidolon (Su): Beginning at 7th level a Monster Maker may, as a full round action, merge into a creature created by their Stock Animation ability that is at least 2 size categories larger than they are. The Monster Maker disappears, becoming part of the eidolon and the eidolon may then make use of any of the Monster Maker's spells, spell-like abilities, or animator class features not requiring an artist's focus, but other abilities of the animator become unusable. When they do so their mind becomes dominant over the eidolons, and they share a Will save with any mind-affecting effects affecting the Monster Maker as well as the creature, and they share a set of actions each round, using the Monster Maker's mental ability scores instead of the eidolon's and using the Monster Maker's ranks in any skill based off of a mental ability score. Any physical effects affect the eidolon instead of the monster maker, until the eidolon is dead at which point the Monster Maker is ejected appearing in one of its squares unable to take any actions other than speaking and suffering a -2 to AC for 1 round. This ability can also be ended as an action taking 1 round and ejecting the Monster Maker into one of the eidolon's squares or an adjacent square.

    True Eidolons (Su): Beginning at 10th level a Monster Maker gains the True Eidolon ability as the Animator ability of the same named except that all XP costs for creating a true eidolon are halved.
    Peanut Half-Dragon Necromancer by Kurien.

    Current Projects:

    Group: The Harrowing Halloween Harvest of Horror Part 2

    Personal Silliness: Vote what Soulknife "Fix"/Inspired Class Should I make??? Past Work Expansion Caricatures.

    Old: My homebrew (updated 9/9)

  5. - Top - End - #5
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    Default Re: The Animator (Base Class Challenge XXII runner up)

    Feats for Animators


    Augment Eidolon
    You are able to make more powerful eidolons.
    Prerequisites: Animate Eidolon.
    Benefit: When you use animate eidolon or stock animation the created creature gains a +4 enhancement bonus to Strength, Dexterity, and Constitution.

    Constructive Critic
    You are able to use your editing skills to improve allies.
    Prerequisites: Minor Edit, Charisma 15+.
    Benefit: You may use Minor Edit to grant one of the following benefits:
    • +4 enhancement bonus to Strength
    • +4 enhancement bonus to Constitution.
    • Increase the die size of all the target's natural weapons by 1.
    • Increase the die size of a targeted weapon by 1.
    • +1 enhancement bonus to Natural Armor per 3 animator levels (max +5 or Charisma modifier whichever is lower).
    • +10-ft enhancement bonus to one movement mode.
    • DR 1/magic per 2 animator levels you possess.
    • Increase the hardness of targeted object by 1/3 animator levels you possess.


    In addition you may use Edit to grant a target one of the following effects for 1 hour.
    • +2 per 4 animator levels enhancement bonus to 1 ability score.
    • +2 per 6 animator levels enhancement bonus to all ability scores.
    • Swim speed equal to their land speed.
    • Fly speed equal to their land speed with average maneuverability.
    • Improve the target's fly maneuverability by 2 grades.
    • DR 1/- per 3 animator levels you possess.
    • +1 deflection, enhancement bonus to armor, or enhancement bonus to natural armor +1 per 3 animator levels.
    • +1 resistance bonus to saving throws +1 per 3 animator levels.
    • Grant a bite attack dealing 1d6 damage as a medium creature, or 2 claw attacks dealing 1d4 damage as a medium creature, or 2 wing attacks dealing 1d3 damage as a medium creature, or a tail attack dealing 1d6 damage as a medium creature to target.


    Elemental Toon
    Your stock animation incorporates aspects of the inner planes, making it unique compared to others of its kind.
    Prerequisites: Knowledge (the Planes) 13 ranks, Stock Animation.
    Benefit: When you create a toon with Stock Animation you may select one of the four elemental (air, earth, fire, or water) subtypes. The creature gains that subtype and the following abilities based upon that subtype. If the creature already has an elemental subtype you may not choose an element opposed to it (fire and water are opposed and air and earth).
    • Air: The creature gains the Air subtype, +4 to its Dexterity, +2 to its Initiative, +10-ft to its speed, and a fly speed equal to its land speed with average maneuverability; if you are 3rd level or lower for the purposes of Stock Animation it must end its movement on solid ground.
    • Earth: The creature gains the Earth subtype, tremorsense out to 5-ft per effective animator level you possess, +4 to its Strength, and +2 natural armor, and the maneuverability of any fly speed it has is reduced to Clumsy.
    • Fire: The creature gains the Fire subtype (including cold vulnerability and fire immunity), +4 to its Dexterity, +10-ft to its speed, and any creature it strikes or which strikes it with a melee attack (except with a reach weapon) suffers 1d6 + its hit dice fire damage.
    • Water: The creature gains the Water subtype, the ability to breathe water, a swim speed equal to its land speed, and +2 to Strength, Dexterity, and Constitution.


    Extra Draw Energy
    You are able to draw energy into offensive blasts more often each day.
    Prerequisites: Draw Energy.
    Benefit: You may use Draw Energy 3 additional times each day.
    Special: You may take this feat more than once. If you take this feat a 2nd time you gain 4 additional uses (for a total of 7), 5 for a third (total 12 from this feat), 6 from a fourth (total 18), and so forth.

    Potent Draw Energy
    The power of your animated energies is increased making them both more damaging and harder to evade.
    Prerequisites: Draw Energy.
    Benefit: Your draw energy deals an additional 1d6 damage +1d6 per 3d6 damage it would normally do (i.e. +1d6 at 2nd-5th level, +2d6 at 6th-11th, and +3d6 at 12th-17th, +4d6 at 18th-23rd, etc). In addition the save DC of your Draw Energy is increased by +1.

    Project Animation
    You are able to create illusions through the use of your ability to animate eidolons.
    Prerequisites: Animate Eidolon.
    Benefit: You may project an image of any or all of your Stock Animations as if with the Silent Image spell as a Supernatural ability usable at-will; this counts as having a Stock Animation summoned.
    In addition you may expend a use of Animate Eidolon to create an illusion effect based upon your Animator level; minimum levels for choosing each effect are listed below.
    1st: Silent Image.
    3rd: Minor Image.
    5th: Major Image.
    7th: Hallucinatory Terrain.
    9th: Persistent Image.
    11th: Mirage Arcana.
    15th: Screen.

    Symbolic Drawing
    You are able to draw non-physical energies through the use of symbolic representations and visual cues as to the force.
    Prerequisites: Draw Energy, Int 13+.
    Benefit: You may use Draw Energy to deal Sonic or Force damage, or to deal Positive or Negative Energy damage. If used to create Positive or Negative Energy any healing that results (due to targeting a living creature with positive or an undead with negative) is halved.

    Templated Eidolon
    You have learned techniques for augmenting your eidolons with certain stylized modifications which grant them additional powers.
    Prerequisites: Augment Eidolon, minimum effective animator level dependent upon chosen template.
    Benefit: When you take this feat select one template from the table below, you may apply it to any eidolon you create with animate eidolon that is a viable creature to apply the template to, by increasing the effective level of Summon Monster spell needed to create the eidolon (if the total effective level is above the maximum you can create with Animate Eidolon you cannot apply it).
    Template Level modifier Level requirement
    Anarchic (PlH) +0 3rd
    Axiomatic (PlH) +0 3rd
    Celestial +0 3rd
    Dark (ToM) +0 5th
    Elder Eidolon (LoM) +2 5th
    Elemental Creature (each element chosen seperately, MoP) +0 3rd
    Entropic (PlH) +1 3rd
    Fiendish +0 3rd
    Half-Dragon +2 7th
    Necromental (LM) +1 9th
    Pseudonatural (LoM) +0 3rd
    Spellwarped (MMIII) +1 3rd
    Vivacious (PlH) +1 5th
    Special: A character may take this feat multiple times, selecting a new template that can be applied each time.


    Universal Editor
    You are able to perform more broadly sweeping changes to reality with your edits.
    Prerequisites: Edit, Constructive Criticism, Int 13+, Cha 15+.
    Benefit: Once per day you may duplicate the use of a wizard spell. You suffer no arcane spell failure when using this ability, nor do you need somatic or verbal components or inexpensive materials or foci; instead you substitute your artist's focus for all of these things. The wizard spell may be of no higher level than shown on the table below. You may use this ability additional times each day by expending a use of your Edit ability per additional use.
    Animator Level Spell Level
    8 or lower 2nd
    9-10 3rd
    11-12 4th
    13-14 5th
    15-16 6th
    17-20 7th
    21+ 8th

    New Item(s)


    The Dip:
    This green liquid is capable of destroying objects and creatures created by animators. A single ounce will deal 2d6 damage to such a creature or object when used as a splash weapon, or 1d6 damage with a splash, and ignores any hardness, DR, or energy resistance they might possess. Treat this attack as a ranged touch attack with a range increment of 10-ft. Any object or creature made by an animator fully covered in the dip is destroyed. 5 ounces of the Dip poured into a hole created by Draw Hole is enough to destroy it prematurely. Creatures and items created by True Eidolon and True Creation respectively can be destroyed by the Dip, but any creatures given birth to by a True Eidolon is immune.

    The dip requires a DC 25 Craft (alchemy) check and it costs 40 GP per ounce.
    Last edited by Zaydos; 2015-09-07 at 12:28 PM.
    Peanut Half-Dragon Necromancer by Kurien.

    Current Projects:

    Group: The Harrowing Halloween Harvest of Horror Part 2

    Personal Silliness: Vote what Soulknife "Fix"/Inspired Class Should I make??? Past Work Expansion Caricatures.

    Old: My homebrew (updated 9/9)

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    Default Re: The Animator (Base Class Challenge XXII runner up)

    Reserved in case I need it.

    Feel free to PEACH people, feel free to critique, to comment, to make jokes.
    Peanut Half-Dragon Necromancer by Kurien.

    Current Projects:

    Group: The Harrowing Halloween Harvest of Horror Part 2

    Personal Silliness: Vote what Soulknife "Fix"/Inspired Class Should I make??? Past Work Expansion Caricatures.

    Old: My homebrew (updated 9/9)

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