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    Jormengand's Avatar

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    Default The Gaia Disciple (Class in 30 minutes, PEACH)

    Another class in 30 minutes, it's the Gaia Disciple!

    Level BAB Fort Ref Will Special
    Influence Range
    1st +0 +2 +0 +2 Fire Burst, Cold Snap, Lightning Strike, Wind Control (1 steps)
    5 ft.
    2nd +1 +3 +0 +3 Light Control
    40 ft.
    3rd +1 +3 +1 +3 Temperature Control
    135 ft.
    4th +2 +4 +1 +4 Wind Control (2 steps)
    320 ft.
    5th +2 +4 +1 +4 Control Flames
    625 ft.
    6th +3 +5 +2 +5 Water Control (1 Step)
    1080 ft.
    7th +3 +5 +2 +5 Storm Type
    1715 ft.
    8th +4 +6 +2 +6 Wind Control (3 steps)
    2560 ft.
    9th +4 +6 +3 +6 Dominance Control
    3645 ft.
    10th +5 +7 +3 +7 Gravity Control
    5000 ft.
    11th +5 +7 +3 +7 Alignment Control
    6655 ft.
    12th +6/+1 +8 +4 +8 Wind Control (4 steps)
    8640 ft.
    13th +6/+1 +8 +4 +8 Time Control
    10985 ft.
    14th +7/+2 +9 +4 +9 Water Control (2 Steps)
    13720 ft.
    15th +7/+2 +9 +5 +9 Earthquake
    16875 ft.
    16th +8/+3 +10 +5 +10 Wind Control (5 steps)
    20480 ft.
    17th +8/+3 +10 +5 +10 Flood
    24565 ft.
    18th +9/+4 +11 +6 +11 Magic Control
    29160 ft.
    19th +9/+4 +11 +6 +11 Volcano
    34295 ft.
    20th +10/+5 +12 +6 +12 Terraformation, Wind Control (6 steps)
    40000 ft.
    Alignment: Any
    Hit Die: 1d6

    Class Skills:
    The gaia disciple’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nature) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Spot (Wis), Survival (Wis), and Swim (Str).
    Skill Points at 1st Level: (4 + Int modifier) × 4
    Skill Points at Each Additional Level: 4 + Int modifier

    Weapon and Armour Proficiency
    Gaia disciples are not proficient in any kind of weapon or armour except their own unarmed strike. They are not allowed to use manufactured weapons or armour.

    Fire Burst, Cold Snap and Lightning Strike (Su)

    The Gaia Disciple's first power is to be able to call down an attack of fire, cold or electricity on a single creature within 100 feet + 10 feet/level, dealing 1d6 points per 2 levels (minimum 1d6) of that type of damage. Each has an additional advantage:

    Fire Burst: The burst damages adjacent creatures as a ranged splash weapon does.
    Cold Snap: The square the creature was standing in is treated as ice for one round.
    Lightning strike: The strike hits creatures vertically above the target for full damage.

    General Control Rules

    The gaia disciple has an influence range of five feet times her level cubed. This is where her control abilities take place. Her control abilities needn't be applied holistically - that is, she can light up one place, increase the wind speed in another, and darken another while reducing its wind speed and letting a fourth location alone. They can be redirected collectively as a single swift action.

    Wind Control (Su)

    The gaia disciple can alter the wind levels within her influence range by one step, plus one step per four levels.

    Light Control (Su)

    The gaia disciple can set any light level within her influence range starting at 2nd level.

    Temperature control (Su)

    The gaia disciple can increase or decrease the ambient temperature enough to induce or remove heat effects and cold effects from 3rd level.

    Control Flames (Su)

    From fifth level, the gaia disciple can move fires in her influence range up to 30 feet/round. They deal extra damage based on their size (See the Control Flames psychic power) and she can change their size by one step per round.

    Water Control (Su)

    From sixth level, the gaia disciple can change water speed by 1 step, and can also increase or decrease the flow rate by up to 40 feet. At 14th level, both these effects are doubled.

    Storm Type (Su)

    This is treated as a control ability. The gaia disciple can add, remove or alter a storm type, like blizzard or sandstorm, starting at 7th level.

    Dominance Control (Su)

    The gaia disciple can, from 9th level, alter the planar elemental or energy dominance trait in certain areas.

    Gravity Control (Su)

    The gaia disciple can, from 10th level, alter the planar gravity trait in certain areas.

    Alignment Control (Su)

    The gaia disciple can, from 11th level, alter the planar alignment trait in certain areas.

    Time Control (Su)

    The gaia disciple can, from 13th level, alter the planar time trait in certain areas.

    Earthquake (Sp)

    From 15th level, the gaia disciple can cast earthquake at will. The save DC is wisdom based.

    Flood (Su)

    From 17th level, the gaia disciple can cause floods near sources of water. This is treated as a control ability.

    Magic Control (Su)

    The gaia disciple can, from 18th level, alter the planar magic trait in certain areas.

    Volcano (Sp)

    From 19th level, the gaia disciple can use the volcano spell-like ability once per day. This is the equivalent of a ninth-level spell.

    A crater, full of lava and 10 feet across, appears at a location within long range. Creatures are entitled to a reflex save (the DC is wisdom-based) to get out of the way, otherwise they fall into a pit of magma. The crater, and the surrounding 60 feet of land, starts to rise to form a small hill over the next 3 rounds, dealing 40d6 points of damage to each building, or discrete damageable part of a building, on top of it each of these rounds. Then, the crater erupts, causing choking smoke to move out of the crater at a speed of 300 feet/round for 20 rounds, and lava to move out at the comparatively leisurely pace of 60 feet/round for 20 rounds. Each creature in the smoke must take a fortitude save each round or be staggered in that round.

    Terraformation (Su)

    From 20th level, a gaia disciple can actually change the earth itself. This is treated as a control ability, and allows for land to be raised or lowered at a speed of 10 feet/round, which deals no damage to living creatures but up to 40d6 points of damage per round to any building, or discrete damageable part thereof, on the affected area (though careful raising and lowering can prevent or mitigate this). One type of terrain can change gradiually to another, which takes up to 1 week for the most drastic changes (wasteland to forest) and about 1 day for very slight changes (wasteland to desert). Noncreature plants can either be devastated, grown or created in the area, which can make an area harvestable when it wasn't before, double the harvest, or destroy an area's fertility in the space of a week - or, of course, it can overrun an area with weeds.

    Code of Conduct

    Gaia disciples can't use manufactured weapons or armour. Their abilities do not function so long as they continue to wield or wear such equipment.
    Last edited by Jormengand; 2016-03-09 at 06:58 PM.

  2. - Top - End - #2
    Bugbear in the Playground
    Join Date
    Oct 2013

    Default Re: The Gaia Disciple (Class in 30 minutes, PEACH)

    Another cool quick-class. I dislike the lack of a specific capstone though. Some possible ideas:

    - I'm big on immortality capstones, and this is nature-themed, so how about reincarnate anywhere in your control area when you die? Either with level loss or without it and 1/day.
    - Another natural disaster: Meteor, Tsunami, ect.
    - All the messing with planar traits makes me think "Divine Rank." Even DR 0 is probably too much to give out though.
    - Allow control to be used as an immediate action? Could be fun for messing with casters. They walk out of the dead magic zone, you shift it to follow them.

    Speaking of which, dead magic would prevent your own control abilities, so if you made a dead magic zone on yourself you wouldn't be able to remove it! Baring moving out, of course. Still, you have to be really careful with that.

  3. - Top - End - #3
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    Jormengand's Avatar

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    Default Re: The Gaia Disciple (Class in 30 minutes, PEACH)

    Quote Originally Posted by ImperatorV View Post
    Another cool quick-class. I dislike the lack of a specific capstone though.
    I added another control ability, just in case you want your own personal mountain.

    Speaking of which, dead magic would prevent your own control abilities, so if you made a dead magic zone on yourself you wouldn't be able to remove it! Baring moving out, of course. Still, you have to be really careful with that.
    Actually, you can just drop a dead zone on yourself, cutting off all your supernatural abilties and then suddenly reinstating them again, with all the terrain turned back to normal, so you can start controlling again next round.

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