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    Firbolg in the Playground
     
    Temotei's Avatar

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    Nov 2008
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    Minnesota
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    Default Base Class Contest XXXX - Happy Little Accidents

    Happy Little Accidents

    Welcome to Base Class Contest number forty! Let's have fun creating some breathtaking base classes! The rules are below, as always. Make an original D&D 3.5 base class and fight for the right to keep your kneecaps!


    1. You will be creating an original base class based around a theme of arts and crafts; anything is possible, from a sculptor who makes living sculptures to the classic painting to another world to a language spell-based writer, so have fun with it! You may not post your entry anywhere else until after the contest is finished. If you have already posted a class under this theme, you may not enter it for this contest. You may use previous homebrew in your classes as long as no mention of the class or any part of the class was made in that homebrew. Aside from that, anything goes--psionics, martial maneuvers, spellcasting, whatever. Go crazy; new mechanics, new feats, new items, and everything else you can think of are fair game!

    2. Submissions are due by 23:59 Central Standard Time (USA/Canada) on July 23rd, and should be submitted in the format shown in the next post or in another way that's easy on the eyes. Feel free to play around with fonts, images, and the like; just make sure it's not hard to read.

    3. There must be a name, complete class, and fluff for both combat and role playing purposes. Incomplete entries will be disqualified.

    4. Anyone can participate. Everyone is allowed only one entry per contest.

    5. Plagiarism is strictly forbidden. Violators will be towed disqualified and reported.


    The chat thread is here here. Feel free to discuss each other's creations, give critique, or talk about what you think of this contest, but entries (and nothing else) belong in this challenge thread.

    Art!

    Craft!
    Last edited by Temotei; 2017-06-21 at 02:04 AM.
    Base Class Contest XXXX - Happy Little Accidents
    Chat Thread

    Homebrew
    Please feel free to PM me any thoughts on my homebrew (or comment in the thread if it's not too old).

  2. - Top - End - #2
    Firbolg in the Playground
     
    Temotei's Avatar

    Join Date
    Nov 2008
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    Minnesota
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    Default Re: Base Class Contest XXXX - Happy Little Accidents

    Base Class Name

    Put an optional image of your class here (getting permission from the artist beforehand unless they explicitly allow free use)

    Put a quote by or about a member of your class here!

    A general description of what your class is!

    Adventures: Why your class might adventure.

    Characteristics: What your class is capable of.

    Alignment: What alignment or alignments your class may have and why.

    Religion: What deities or ideals your class follows, if any, and why.

    Background: How you become part of your class and why.

    Races: What races most often have members of your class, as well as any races that cannot join, along with why.

    Other Classes: How your class relates to other classes, positively or negatively, and why.

    Role: What your class does in and for a party.

    Adaptation: How a DM might change your class to fit into their campaign or unique world setting.

    GAME RULE INFORMATION
    CLASS NAME's have the following game statistics.
    Abilities: A brief description of what ability scores are important to your class.
    Alignment: What alignments are available to your class are listed here. "Any" is a possibility.
    Hit Die: dx
    Starting Age: What age your class starts at level one as normally ("As barbarian," "As bard," and "As cleric" are the standard options, though feel free to put down the numbers, as well.).
    Starting Gold: What amount of currency your class starts at level one with normally ("As barbarian," "As cleric," "As druid," "As fighter," "As monk," and "As sorcerer" are the standard options, though feel free to put down the numbers, as well.).

    Class Skills
    The CLASS NAME's class skills (and the key ability for each skill) are...

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

    CLASS NAME
    Level Base Attack Bonus Fort Save Ref Save Will Save Special
    1st
    +x
    +x
    +x
    +x
    Class Ability
    2nd
    +x
    +x
    +x
    +x
    Class Ability
    3rd
    +x
    +x
    +x
    +x
    Class Ability
    4th
    +x
    +x
    +x
    +x
    Class Ability
    5th
    +x
    +x
    +x
    +x
    Class Ability
    6th
    +x
    +x
    +x
    +x
    Class Ability
    7th
    +x
    +x
    +x
    +x
    Class Ability
    8th
    +x
    +x
    +x
    +x
    Class Ability
    9th
    +x
    +x
    +x
    +x
    Class Ability
    10th
    +x
    +x
    +x
    +x
    Class Ability
    11th
    +x
    +x
    +x
    +x
    Class Ability
    12th
    +x
    +x
    +x
    +x
    Class Ability
    13th
    +x
    +x
    +x
    +x
    Class Ability
    14th
    +x
    +x
    +x
    +x
    Class Ability
    15th
    +x
    +x
    +x
    +x
    Class Ability
    16th
    +x
    +x
    +x
    +x
    Class Ability
    17th
    +x
    +x
    +x
    +x
    Class Ability
    18th
    +x
    +x
    +x
    +x
    Class Ability
    19th
    +x
    +x
    +x
    +x
    Class Ability
    20th
    +x
    +x
    +x
    +x
    Class Ability

    Class Features
    All of the following are class features of the CLASS NAME.

    Weapon and Armor Proficiencies: What weapons and armor your class is proficient in the use of!

    All other class features go here (Use the format shown directly below if you don't know what to do.)!

    CLASS FEATURE NAME (Ex, Su, Sp, Ps):


    ---------------------------------Full Spellcasting Classes----------------------------------------


    Base Class Name

    Put an optional image of your class here (getting permission from the artist beforehand unless they explicitly allow free use)

    Put a quote by or about a member of your class here!

    A general description of what your class is!

    Adventures: Why your class might adventure.

    Characteristics: What your class is capable of.

    Alignment: What alignment or alignments your class may have and why.

    Religion: What deities or ideals your class follows, if any, and why.

    Background: How you become part of your class and why.

    Races: What races most often have members of your class, as well as any races that cannot join, along with why.

    Other Classes: How your class relates to other classes, positively or negatively, and why.

    Role: What your class does in and for a party.

    Adaptation: How a DM might change your class to fit into their campaign or unique world setting.

    GAME RULE INFORMATION
    CLASS NAME's have the following game statistics.
    Abilities: A brief description of what ability scores are important to your class.
    Alignment: What alignments are available to your class are listed here. "Any" is a possibility.
    Hit Die: dx
    Starting Age: What age your class starts at level one as normally ("As barbarian," "As bard," and "As cleric" are the standard options, though feel free to put down the numbers, as well.).
    Starting Gold: What amount of currency your class starts at level one with normally ("As barbarian," "As cleric," "As druid," "As fighter," "As monk," and "As sorcerer" are the standard options, though feel free to put down the numbers, as well.).

    Class Skills
    The CLASS NAME's class skills (and the key ability for each skill) are...

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

    CLASS NAME
    Level Base Attack Bonus Fort Save Ref Save Will Save Special 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
    1st
    +x
    +x
    +x
    +x
    Class Ability x x - - - - - - - -
    2nd
    +x
    +x
    +x
    +x
    Class Ability x x - - - - - - - -
    3rd
    +x
    +x
    +x
    +x
    Class Ability x x x - - - - - - -
    4th
    +x
    +x
    +x
    +x
    Class Ability x x x - - - - - - -
    5th
    +x
    +x
    +x
    +x
    Class Ability x x x x - - - - - -
    6th
    +x
    +x
    +x
    +x
    Class Ability x x x x - - - - - -
    7th
    +x
    +x
    +x
    +x
    Class Ability x x x x x - - - - -
    8th
    +x
    +x
    +x
    +x
    Class Ability x x x x x - - - - -
    9th
    +x
    +x
    +x
    +x
    Class Ability x x x x x x - - - -
    10th
    +x
    +x
    +x
    +x
    Class Ability x x x x x x - - - -
    11th
    +x
    +x
    +x
    +x
    Class Ability x x x x x x x - - -
    12th
    +x
    +x
    +x
    +x
    Class Ability x x x x x x x - - -
    13th
    +x
    +x
    +x
    +x
    Class Ability x x x x x x x x - -
    14th
    +x
    +x
    +x
    +x
    Class Ability x x x x x x x x - -
    15th
    +x
    +x
    +x
    +x
    Class Ability x x x x x x x x x -
    16th
    +x
    +x
    +x
    +x
    Class Ability x x x x x x x x x -
    17th
    +x
    +x
    +x
    +x
    Class Ability x x x x x x x x x x
    18th
    +x
    +x
    +x
    +x
    Class Ability x x x x x x x x x x
    19th
    +x
    +x
    +x
    +x
    Class Ability x x x x x x x x x x
    20th
    +x
    +x
    +x
    +x
    Class Ability x x x x x x x x x x

    Class Features
    All of the following are class features of the CLASS NAME.

    Weapon and Armor Proficiencies: Which weapons and armor your class is proficient in!

    All other class features go here (Use the format shown directly below if you don't know what to do.)!

    Spells: Explain the spellcasting mechanics your class uses!

    CLASS FEATURE NAME (Ex, Su, Sp, Ps):



    Spoiler: Copy-Paste Code
    Show
    [CENTER][b][SIZE=3][U]Base Class Name[/U][/SIZE][/b]

    Put an optional image of your class here!

    [i]Put a quote by or about a member of your class here![/i][/center]

    A general description of what your class is!

    [b]Adventures:[/b] Why your class might adventure.

    [b]Characteristics:[/b] What your class is capable of.

    [b]Alignment:[/b] What alignment or alignments your class may have and why.

    [b]Religion:[/b] What deities or ideals your class follows, if any, and why.

    [b]Background:[/b] How you become part of your class and why.

    [b]Races:[/b] What races most often have members of your class, as well as any races that cannot join, along with why.

    [b]Other Classes:[/b] How your class relates to other classes, positively or negatively, and why.

    [b]Role:[/b] What your class does in and for a party.

    [b]Adaptation:[/b] How a DM might change your class to fit into their campaign or unique world setting.

    [B]GAME RULE INFORMATION[/B]
    CLASS NAME's have the following game statistics.
    [B]Abilities:[/B] A brief description of what ability scores are important to your class.
    [B]Alignment:[/B] What alignments are available to your class are listed here. "Any" is a possibility.
    [b]Hit Die:[/b] dx
    [B]Starting Age:[/B] What age your class starts at level one as normally ("As barbarian," "As bard," and "As cleric" are the standard options, though feel free to put down the numbers, as well.).
    [b]Starting Gold:[/b] What amount of currency your class starts at level one with normally ("As barbarian," "As cleric," "As druid," "As fighter," "As monk," and "As sorcerer" are the standard options, though feel free to put down the numbers, as well.).

    [B]Class Skills[/B]
    The CLASS NAME's class skills (and the key ability for each skill) are...

    [B]Skill Points at First Level:[/B] (x + Int modifier) x 4
    [B]Skill Points at Each Additional Level:[/B] x + Int modifier

    [B]C[SIZE=1]LASS NAME[/SIZE][/B]
    [table="class:grid head"]
    [tr]
    [th][b]Level[/b][/th]
    [th][b]Base Attack Bonus[/b][/th]
    [th][b]Fort Save[/b][/th]
    [th][b]Ref Save[/b][/th]
    [th][b]Will Save[/b][/th]
    [th][b]Special[/b][/th]
    [/tr]
    [tr]
    [td]1st[/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td]Class Ability[/td]
    [/tr]
    [tr]
    [td]2nd[/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td]Class Ability[/td]
    [/tr]
    [tr]
    [td]3rd[/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td]Class Ability[/td]
    [/tr]
    [tr]
    [td]4th[/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td]Class Ability[/td]
    [/tr]
    [tr]
    [td]5th[/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td]Class Ability[/td]
    [/tr]
    [tr]
    [td]6th[/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td]Class Ability[/td]
    [/tr]
    [tr]
    [td]7th[/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td]Class Ability[/td]
    [/tr]
    [tr]
    [td]8th[/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td]Class Ability[/td]
    [/tr]
    [tr]
    [td]9th[/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td]Class Ability[/td]
    [/tr]
    [tr]
    [td]10th[/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td]Class Ability[/td]
    [/tr]
    [tr]
    [td]11th[/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td]Class Ability[/td]
    [/tr]
    [tr]
    [td]12th[/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td]Class Ability[/td]
    [/tr]
    [tr]
    [td]13th[/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td]Class Ability[/td]
    [/tr]
    [tr]
    [td]14th[/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td]Class Ability[/td]
    [/tr]
    [tr]
    [td]15th[/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td]Class Ability[/td]
    [/tr]
    [tr]
    [td]16th[/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td]Class Ability[/td]
    [/tr]
    [tr]
    [td]17th[/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td]Class Ability[/td]
    [/tr]
    [tr]
    [td]18th[/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td]Class Ability[/td]
    [/tr]
    [tr]
    [td]19th[/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td]Class Ability[/td]
    [/tr]
    [tr]
    [td]20th[/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td]Class Ability[/td]
    [/tr]
    [/table]

    [B]Class Features[/B]
    All of the following are class features of the CLASS NAME.

    [b]Weapon and Armor Proficiencies:[/b] What weapons and armor with which your class is proficient!

    All other class features go here (Use the format shown directly below if you don't know what to do.)!

    [b]CLASS FEATURE NAME (Ex, Su, Sp, Ps):[/b]


    ---------------------------------Full Spellcasting Class----------------------------------------

    [CENTER][b][SIZE=3][U]Base Class Name[/U][/SIZE][/b]

    Put an optional image of your class here (getting permission from the artist beforehand unless they explicitly allow free use)

    [i]Put a quote by or about a member of your class here![/i][/center]

    A general description of what your class is!

    [b]Adventures:[/b] Why your class might adventure.

    [b]Characteristics:[/b] What your class is capable of.

    [b]Alignment:[/b] What alignment or alignments your class may have and why.

    [b]Religion:[/b] What deities or ideals your class follows, if any, and why.

    [b]Background:[/b] How you become part of your class and why.

    [b]Races:[/b] What races most often have members of your class, as well as any races that cannot join, along with why.

    [b]Other Classes:[/b] How your class relates to other classes, positively or negatively, and why.

    [b]Role:[/b] What your class does in and for a party.

    [b]Adaptation:[/b] How a DM might change your class to fit into their campaign or unique world setting.

    [B]GAME RULE INFORMATION[/B]
    CLASS NAME's have the following game statistics.
    [B]Abilities:[/B] A brief description of what ability scores are important to your class.
    [B]Alignment:[/B] What alignments are available to your class are listed here. "Any" is a possibility.
    [b]Hit Die:[/b] dx
    [B]Starting Age:[/B] What age your class starts at level one as normally ("As barbarian," "As bard," and "As cleric" are the standard options, though feel free to put down the numbers, as well.).
    [b]Starting Gold:[/b] What amount of currency your class starts at level one with normally ("As barbarian," "As cleric," "As druid," "As fighter," "As monk," and "As sorcerer" are the standard options, though feel free to put down the numbers, as well.).

    [B]Class Skills[/B]
    The CLASS NAME's class skills (and the key ability for each skill) are...

    [B]Skill Points at First Level:[/B] (x + Int modifier) x 4
    [B]Skill Points at Each Additional Level:[/B] x + Int modifier

    [B]C[SIZE=1]LASS NAME[/SIZE][/B]
    [table="class:grid head"]
    [tr]
    [th][b]Level[/b][/th]
    [th][b]Base Attack Bonus[/b][/th]
    [th][b]Fort Save[/b][/th]
    [th][b]Ref Save[/b][/th]
    [th][b]Will Save[/b][/th]
    [th][b]Special[/b][/th]
    [th][b]0[/b][/th]
    [th][b]1st[/b][/th]
    [th][b]2nd[/b][/th]
    [th][b]3rd[/b][/th]
    [th][b]4th[/b][/th]
    [th][b]5th[/b][/th]
    [th][b]6th[/b][/th]
    [th][b]7th[/b][/th]
    [th][b]8th[/b][/th]
    [th][b]9th[/b][/th]
    [/tr]
    [tr]
    [td]1st[/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td]Class Ability[/td]
    [td]x[/td]
    [td]x[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [/tr]
    [tr]
    [td]2nd[/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td]Class Ability[/td]
    [td]x[/td]
    [td]x[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [/tr]
    [tr]
    [td]3rd[/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td]Class Ability[/td]
    [td]x[/td]
    [td]x[/td]
    [td]x[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [/tr]
    [tr]
    [td]4th[/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td]Class Ability[/td]
    [td]x[/td]
    [td]x[/td]
    [td]x[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [/tr]
    [tr]
    [td]5th[/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td]Class Ability[/td]
    [td]x[/td]
    [td]x[/td]
    [td]x[/td]
    [td]x[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [/tr]
    [tr]
    [td]6th[/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td]Class Ability[/td]
    [td]x[/td]
    [td]x[/td]
    [td]x[/td]
    [td]x[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [/tr]
    [tr]
    [td]7th[/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td][center]+x[/center][/td]
    [td]Class Ability[/td]
    [td]x[/td]
    [td]x[/td]
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    [td]x[/td]
    [td]-[/td]
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    [tr]
    [td]8th[/td]
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    [td]9th[/td]
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    [td]10th[/td]
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    [/tr]
    [/table]

    [B]Class Features[/B]
    All of the following are class features of the CLASS NAME.

    [b]Weapon and Armor Proficiencies:[/b] Which weapons and armor your class is proficient in!

    All other class features go here (Use the format shown directly below if you don't know what to do.)!

    [B]Spells:[/B] Explain the spellcasting mechanics your class uses!

    [b]CLASS FEATURE NAME (Ex, Su, Sp, Ps):[/b]
    Base Class Contest XXXX - Happy Little Accidents
    Chat Thread

    Homebrew
    Please feel free to PM me any thoughts on my homebrew (or comment in the thread if it's not too old).

  3. - Top - End - #3
    Bugbear in the Playground
    Join Date
    Jun 2015

    Default Re: Base Class Contest XXXX - Happy Little Accidents

    I am super evil and so I steal the engineer name to make some kind of inventing bard.(using Jormengad system because I am an evil stealer made of coalesced evil)

    Engineer

    This is quite simple: it is a higher-dimensional analogue of a modular curve that arises as a quotient of a Hermitian symmetric space by a congruence subgroup of a reductive algebraic group defined over Q(Engineer speaking of Shimura curves(ps: I have no idea what he means))

    Engineers are people extremely good in their predilection domain and who spent most of their life learning various complex things.

    Adventures: Engineers often do not adventure but those who do adventure are motivated by the curious phenomenon that makes you better by clubbing enemies or do so for ideals like "!Science!" or because they learned too much amongst gnomes.

    Characteristics: Engineers

    Alignment: What alignment or alignments your class may have and why.

    Religion: What deities or ideals your class follows, if any, and why.

    Background: How you become part of your class and why.

    Races: What races most often have members of your class, as well as any races that cannot join, along with why.

    Other Classes: How your class relates to other classes, positively or negatively, and why.

    Role: What your class does in and for a party.

    Adaptation: How a DM might change your class to fit into their campaign or unique world setting.

    GAME RULE INFORMATION
    CLASS NAME's have the following game statistics.
    Abilities: A brief description of what ability scores are important to your class.
    Alignment: What alignments are available to your class are listed here. "Any" is a possibility.
    Hit Die: dx
    Starting Age: What age your class starts at level one as normally ("As barbarian," "As bard," and "As cleric" are the standard options, though feel free to put down the numbers, as well.).
    Starting Gold: What amount of currency your class starts at level one with normally ("As barbarian," "As cleric," "As druid," "As fighter," "As monk," and "As sorcerer" are the standard options, though feel free to put down the numbers, as well.).

    Class Skills
    The CLASS NAME's class skills (and the key ability for each skill) are...

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

    CLASS NAME
    Level Base Attack Bonus Fort Save Ref Save Will Save Special
    1st
    +x
    +x
    +x
    +x
    Class Ability
    2nd
    +x
    +x
    +x
    +x
    Class Ability
    3rd
    +x
    +x
    +x
    +x
    Class Ability
    4th
    +x
    +x
    +x
    +x
    Class Ability
    5th
    +x
    +x
    +x
    +x
    Class Ability
    6th
    +x
    +x
    +x
    +x
    Class Ability
    7th
    +x
    +x
    +x
    +x
    Class Ability
    8th
    +x
    +x
    +x
    +x
    Class Ability
    9th
    +x
    +x
    +x
    +x
    Class Ability
    10th
    +x
    +x
    +x
    +x
    Class Ability
    11th
    +x
    +x
    +x
    +x
    Class Ability
    12th
    +x
    +x
    +x
    +x
    Class Ability
    13th
    +x
    +x
    +x
    +x
    Class Ability
    14th
    +x
    +x
    +x
    +x
    Class Ability
    15th
    +x
    +x
    +x
    +x
    Class Ability
    16th
    +x
    +x
    +x
    +x
    Class Ability
    17th
    +x
    +x
    +x
    +x
    Class Ability
    18th
    +x
    +x
    +x
    +x
    Class Ability
    19th
    +x
    +x
    +x
    +x
    Class Ability
    20th
    +x
    +x
    +x
    +x
    Class Ability

    Class Features
    All of the following are class features of the CLASS NAME.

    Weapon and Armor Proficiencies: What weapons and armor with which your class is proficient!

    All other class features go here (Use the format shown directly below if you don't know what to do.)!

    CLASS FEATURE NAME (Ex, Su, Sp, Ps):
    Last edited by noob; 2017-06-11 at 11:49 AM.

  4. - Top - End - #4
    Dwarf in the Playground
     
    PaladinGuy

    Join Date
    Sep 2014
    Location
    Australia
    Gender
    Male

    Default Re: Base Class Contest XXXX - Happy Little Accidents

    Transcendent

    “There’s just… something about the forest. The way sunlight dapples the leaves, the way animals flit between the trees, the way the river burbles like it’s delighted to see the life all around. I just… there’s nothing more I want from life than a chance to put it all on canvas.” — Cadius Everseeker, Transcendent journeyman

    There was once a man who loved to paint. He would sit outside his hut in the depths of a great forest, and lovingly record the world around him upon his canvas. The animals would flock to him, the fey would dance about, and he would capture it all in landscape. One day, much to his delight, the man found that that which he painted would spring to life, animals leaping from the canvas and gambolling amongst the creatures that kept him company, trees taking root from their ochre origin. This was the Verdancy, the magic of nature that had chosen the man, the artist, to be a conduit for its gifts.

    The man became the first Transcendent, he who had transcended mortal art to achieve a finer form. He was not the only Transcendent for long.

    Adventures: For Transcendents, nature is the epitome of their desire. Whether confining themselves to the comfort of their own little plot of forest, or roaming the world’s untamed wilderness, the overall goals are the same: to enjoy nature, to indulge in wanderlust, to protect life. A Transcendent’s journey begins and ends in nature, and whatever comes in between is up to the individual.

    Characteristics: Transcendents have a diverse selection of spells, ranging from the versatile bard’s selection to the more powerful druid’s. Landscape Forge grants them the ability to provide weaponry and armour as needed, while Art Imitating Life brings them the ability to supplement a party with summoned animals. Various other utility abilities grant the Transcendent a range of options such as item creation, teleportation and resurrection.

    Alignment: A Transcendent is a free agent, who loves and cares for the natural world. While the magic of the Transcendent is such that a Lawful individual cannot grasp its vagaries, Transcendents run the gamut of alignments. Ethically Neutral and Chaotic Transcendents are equally common, and while the class’s reverence of life is generally a breeding ground for Good individuals, there have been known Evil Transcendents of some number.

    Religion: As one might imagine, a class so immersed in nature chooses most often to reverse deities of the same. Gods of the arts naturally follow, and in a class so widely embraced by the elves, elven gods are common.

    Background: Have you ever been struck by the majesty of a forest? Ever looked to the heavens, and seen the rays of the sun perfectly illuminate the clouds? In that moment of recognition, have you found yourself struck by the overwhelming urge to preserve that feeling, that image, forever? That is the path of the Transcendent. It is those so struck by nature’s majesty, those that wish to preserve such instances eternally, that come to learn the Transcendent’s craft. From the humblest farmer to the greatest king, all are vulnerable to the epiphany of nature’s timeless beauty; and in its discovery, should one be so fortunate, the wild, free magic of nature will express itself through their art, marking their first steps as a Transcendent.

    Races: With its love for nature and predisposition toward art, the Transcendent is a class primarily of the more creative and capricious races – humans, halflings, elves and half-elves in particular comprise the majority of the class’s members. Gnomes and dwarves are rare proponents of the class, given their racial predisposition to subterranean living, but are not unheard of in such a capacity.

    Other Classes: A Transcendent is many different things to many different people. To bards they are kin, who have found themselves on a similar yet diverse path to that of bardhood. To arcanists such as wizards and sorcerers, Transcendents are a limited group with their heads in the clouds – though sorcerers can certainly recognise and respect the intuitive nature of their magic. Paladins and clerics have similar, if notably different points of view regarding the class: both empathise with the Transcendent’s dedication to an ideal, but while clerics think of them in a manner akin to druids, paladins tend to liken a Transcendent to themselves, upholding and defending their ideal to the death. Of the more combative types, rangers and barbarians feel a kinship in the free spirits of the Transcendent, with rangers especially connecting to their love of nature. Fighters, conversely, are often struck by a lack of discipline from proponents of the class, considering them too scattered in their approach to life and to combat. Druids, perhaps surprisingly, are not fond of Transcendents. While the two share a love of nature, druids often find that the artistic obsession of a Transcendent is an abstraction, an obstacle between the person and the pines, as it were.

    Role: Transcendents serve to fill a similar position to that of a bard. Where they vary, however, is in the Trancendent’s lean towards personal power over party buffing. The Transcendent blends together the versatility of a bard with the power of a druid, giving the class a variety of potential roles – while it moves away from the bard’s skillmonkey capabilities, it embraces the ability to become a summoner or secondary melee; or even towards the end of its progression, to substitute for one of the most notable roles of a cleric, as healer and revivalist.

    Adaptation: While this class was originally designed with painting in mind, it could just as easily work with drawing, carving, or any other form of art.

    GAME RULE INFORMATION
    Transcendents have the following game statistics.
    Abilities: Wisdom is the primary casting stat for Transcendents, Intelligence improves their Craft (painting) skill, and Charisma affects some of the Trascendent’s secondary abilities. As always, Constitution and Dexterity help you to not die, and Strength lets you hit people harder.
    Alignment: Any Non-Lawful
    Hit Die: d6
    Starting Age: As bard
    Starting Gold: As bard

    Class Skills
    The Transcendent's class skills (and the key ability for each skill) are Appraise (Int), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Forgery (Int), Handle Animal (Cha), Heal (Wis), Knowledge (nature) (Int), Knowledge (geography) (Int), Listen (Wis), Profession (Wis), Sleight of Hand (Dex), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str), Use Magic Device (Cha)

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

    Transcendent
    Level Base Attack Bonus Fort Save Ref Save Will Save Special 0 1st 2nd 3rd 4th 5th 6th
    1st
    +0
    +2
    +0
    +2
    Landscape Forge: Craft weapons 2 - - - - - -
    2nd
    +1
    +3
    +0
    +3
    Silent Poetry 3 0 - - - - -
    3rd
    +2
    +3
    +1
    +3
    Landscape Forge: Enhance weapons 3 1 - - - - -
    4th
    +3
    +4
    +1
    +4
    3 2 0 - - - -
    5th
    +3
    +4
    +1
    +4
    Landscape Forge: Light weapons 3 3 1 - - - -
    6th
    +4
    +5
    +2
    +5
    Realism 3 3 2 - - - -
    7th
    +5
    +5
    +2
    +5
    Landscape Forge: Craft armour 3 3 2 0 - - -
    8th
    +6/+1
    +6
    +2
    +6
    Speed Paint (full-round) 3 3 3 1 - - -
    9th
    +6/+1
    +6
    +3
    +6
    Landscape Forge: Enhance armour 3 3 3 2 - - -
    10th
    +7/+2
    +7
    +3
    +7
    Life is Short, Art is Long 3 3 3 2 0 - -
    11th
    +8/+3
    +7
    +3
    +7
    Landscape Forge: Light armour 3 3 3 3 1 - -
    12th
    +9/+4
    +8
    +4
    +8
    Art Imitating Life, Speed Paint (standard) 3 3 3 3 2 - -
    13th
    +9/+4
    +8
    +4
    +8
    3 3 3 3 2 0 -
    14th
    +10/+5
    +9
    +4
    +9
    Arboreal Postern 4 3 3 3 3 1 -
    15th
    +11/+6/+1
    +9
    +5
    +9
    Art Imitating Life: Greenbound 4 4 3 3 3 2 -
    16th
    +12/+7/+2
    +10
    +5
    +10
    Speed Paint (swift) 4 4 4 3 3 2 0
    17th
    +12/+7/+2
    +10
    +5
    +10
    Still Life 4 4 4 4 3 3 1
    18th
    +13/+8/+3
    +11
    +6
    +11
    4 4 4 4 4 3 2
    19th
    +14/+9/+4
    +11
    +6
    +11
    Life-Like Portrait 4 4 4 4 4 4 3
    20th
    +15/+10/+5
    +12
    +6
    +12
    Exploding with Life, Speed Paint (free) 4 4 4 4 4 4 4

    Class Features
    All of the following are class features of the Transcendent.

    Weapon and Armor Proficiencies: A Transcendent is proficient with all simple weapons, and weapons created by their Landscape Forge class feature. Transcendents are proficient with light armour, but not shields.

    Spells: A Transcendent casts divine spells, which are drawn from the Bard and Ranger spell lists. The Druid spell list may also be used, but spells drawn from that list that aren’t on the Bard or Ranger lists are treated as being one level higher. They can cast any spell they know without preparing it ahead of time. Every Transcendent spell has a somatic component (painting). To learn or cast a spell, a Transcendent must have a Wisdom score equal to at least 10 + the spell’s level. The Difficulty Class for a saving throw against a Transcendent’s spell is 10 + the spell level + the Transcendent’s Wisdom modifier.

    Like other spellcasters, a transcendent can cast only a certain number of spells of each spell level per day. Their base daily spell allotment is given on the table above. In addition, they receive bonus spells per day if they have a high Wisdom score. When the table indicates that the transcendent gets 0 spells per day of a given spell level, they gain only the bonus spells they would be entitled to based on their Wisdom score for that spell level.

    Upon reaching 5th level, and at every third transcendent level after that (8th, 11th, and so on), a transcendent can choose to learn a new spell in place of one he already knows. In effect, the transcendent "loses" the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level spell the transcendent can cast. A transcendent may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.

    Spells Known: As bard, except using Wisdom for bonus spell slots.

    Landscape Forge (Su): A Transcendent may create their own weapons from nature. They do so by making a Craft (painting) check on a substance chosen from those below, with a DC equal to the appropriate Craft (weaponsmithing) check. This check takes one minute, and the weapon created by this ability is bound to the wielder – it falls apart after one minute outside of the Transcendent’s possession, and cannot be repaired. Ranged weapons made in this fashion are able to produce ammunition from their own substance, up to 100 pieces, and return to their original substance form once depleted.

    Depending on what substance they choose to paint upon, the Transcendent’s weapon takes on a special property.

    Wood: The weapon gains +10 hp

    Water: The weapon is half weight

    Stone: The weapon gains +5 hardness

    Light: At 5th level, a Transcendent may paint weapons on light. Light weapons have no miss chance against incorporeal creatures.

    Beginning at 3rd level, the Transcendent can forge weapons with an enhancement bonus. This bonus is equal to 1/3rd of their class level (rounded down), and may be used to imbue the weapon with enchantments.

    Beginning at 7th level, this ability may also be used to create armour. This process is similar to that of making weapons, with the DC equal to the appropriate Craft (armoursmithing) check. Armour made in this fashion is bound to the creator – it falls apart after one minute outside of the Transcendent’s possession, and cannot be repaired.

    Depending on what substance they choose to paint on, the Transcendent’s armour takes on a special property.

    Wood: DR 5/Slashing

    Water: DR 5/Bludgeoning

    Stone: DR 5/Piercing

    Light: At 11th level, a Transcendent may paint armour on light. Light armour applies half of its armour bonus (rounded down) against touch attacks.

    Beginning at 9th level, the Transcendent can forge armour with an enhancement bonus. This bonus is the same as that for enhancing weapons, and may be used to imbue the armour with enchantments.

    Silent Poetry: Beginning at 2nd level, the Transcendent can make a Craft (painting) check as though it were a Perform (poetry) check, with a bonus to the check equal to half the Transcendent’s Charisma modifier (rounded down).

    Realism (Su): At 6th level, a Transcendent masters the concept of realistic art. Up to a number of times per day equal to the Transcendent’s Charisma modifier, they may emulate the effect of Marvellous Pigments. However, items created with this ability only last for an hour, and then are reduced to dust.

    Speed Paint: Beginning at 8th level, Transcendents have learned to accelerate their art through repetition. Weapons created using the Landscape Forge abiity only require a full-round action.

    At 12th level, weapons created in this manner only require a standard action. Armour created using the Landscape Forge ability only requires a full-round action.

    At 16th level, weapons created in this manner only require a swift action.

    At 20th level, items created using Landscape Forge only require a free action to craft.

    Life is Short, Art is Long: Beginning at 10th level, a Transcendent may apply the effect of Extend Spell to a spell without adjusting the spell’s level, up to a number of times per day equal to their Charisma modifier.

    Art Imitating Life (Sp): At 12th level, a Transcendent can paint animals so realistically that they seem to leap off the canvas. The Transcendent can animate paintings of animals (specifically creatures of the Animal type), of a number up to and including their class level, that are loyal to the Transcendent as though conjured by a Summon Nature’s Ally spell. To paint such an animal, the Transcendent much make a Craft (painting) check equal to 10 + animal’s CR. This check takes one minute.

    At 15th level, the Transcendent may apply the Greenbound template to animals they animate in this fashion. The DC includes the CR adjustment from the template.

    Arboreal Postern (Sp): Beginning at 14th level, the Transcendent can travel through trees as gracefully as a fish through water. By painting a portal on one tree, they may pass through it and exit at another. This effect is identical to the spell Tree Stride, and may be used a number of times per day equal to the Transcendent’s Charisma modifier.

    Still Life (Su): By 17th level, a Transcendent begins to fully grasp how they might fully capture their subject in their art. Over the course of thirty minutes, the Transcendent may attempt a DC 30 Craft (painting) check. If successful, they may ‘capture’ 10 ft.3/level of terrain in a painting. This doesn’t affect the original terrain. If this painting is sundered or otherwise broken (which can be done as a standard action), the terrain ‘captured’ within replaces the equivalent terrain in the area, centred on the painting. Only four paintings of this kind by the same artist may exist at any one time.

    Life-like Portrait (Su): By 19th level, the Transcendent’s art has reached the point of utter mastery. They are so skilled that they can capture the very essence of a creature in their work. Over the course of thirty minutes, the Transcendent may attempt a DC 40 Craft (painting) check. If successful, they may create a perfect likeness of a creature. Should the subject of this painting ever be killed, the painting separates itself from the surface it was painted upon and becomes the subject, as they appeared when the painting was completed. This is functionally identical to True Resurrection, except that any changes to the character’s abilities, class, items, etc. after the creation of the painting are lost. Only one painting of a subject may exist at a time, and only four such paintings by the same artist may exist at one time.

    Exploding with Life (Su): At 20th level, the culminating power within the Transcendent reaches its peak, and through their art, can be unleashed as an expression of nature’s innate life. Once per week, they may produce a magical paint known as Ochre of Verdancy. They may apply this paint to themselves over the course of a minute, swiftly yet artfully styling images of nature across their bodies (doing so in combat provokes attacks of opportunity). Once complete, the ochre glows with an intense green light for an instant, before unleashing its energies, creating a 60 ft. aura around the Transcendent. This aura, which accentuates nature and binds it to the aura’s source, has a number of effects.

    Every plant of the Transcendent’s size and larger within range becomes animate, as though by the Animate Plants spell. Every animal within range (except for familiars, animal companions, and otherwise magically bonded animals) gains a number of bonus hit points equal to the Transcendent’s Wisdom score, and a bonus to attack and damage equal to the Transcendent’s Wisdom modifier. These effects are repeated at the beginning of the Transcendent’s turn, once per round.

    All creatures of the plant or animal type (except for familiars, animal companions, and otherwise magically bonded creatures of either type) within range view the Transcendent in the best possible light, as though affected by Charm Monster. They are willing to fight for the Transcendent, but will flee if their lives are at risk. Additionally, the Transcendent has a telepathic connection to every plant (animate or otherwise) and animal within range. This telepathy does not require a common language for any creature to understand the Transcendent or vice versa.

    A number of elementals of the Transcendent’s choice are summoned at the beginning of the aura’s duration, as though from two castings of Summon Nature’s Ally IX. They appear within the area of the aura, and persist for the aura’s duration unless destroyed.
    The Transcendent may commune with nature, as the spell of the same name, a number of times within the duration of the aura, equal to the Transcendent’s Charisma modifier.

    The aura lasts for ten minutes, during which time the Transcendent cannot use any of their other class features. When it ends, every plant and animal affected returns to its point of origin, provided they are capable of doing so. Animals lose their bonuses and plants their animation upon reaching this point. With the aura expired, the Transcendent is robbed of much of their power temporarily. They may not cast spells of any level higher than 3rd, summon any animals with Art Imitating Life of more than 3 HD, or create any weapons or armour with Landscape Forge with an enhancement bonus of more than +3, until they have rested for at least eight hours.
    Last edited by Eno Remnant; 2017-07-22 at 12:23 PM.
    Quote Originally Posted by TheCountAlucard View Post
    Eno said what I was going to say, better, and faster, too.
    My Homebrew: Wielder of the Missing Ache - Not even death shall separate us | The Skald - Sing a song of death and fury

    The Dashing Hero Handbook - Use your overwhelming personality as a weapon

    Jr. Tormlet badge granted by LoyalPaladin. Always keep fighting the Good fight.

    (Image no longer available. Pretend winged gauntlet of holiness is depicted)

  5. - Top - End - #5
    Bugbear in the Playground
     
    PirateGuy

    Join Date
    Apr 2009
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    Australia
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    Default Re: Base Class Contest XXXX - Happy Little Accidents

    Knitted Knight

    Would you be a dear and die! - Elder Cathy the Comforting before defeating the hooligan youth Daran the Disruptive.

    A knitted knight is a self equipping martial class, with the ability to create magical garments and weapons for itself as well as a few helpful constructs.

    Adventures: Knitted Knights seek to show off their latest creation, whether it be a simple scarf or an animated woolen construct. They are always on the lookout for new and rare patterns.

    Characteristics: A woolen knight is a capable fighter, and has a small following of minions and a companion to command. Their limited magical capabilities allow them to destroy and create constructs easily.

    Alignment: Good aligned Knitted Knights seek to warm the world because it's chilly outside. Evil Knitted Knights want to clothe people in scratchy wool, so that they have to put up with an itchy sweater. Lawful Knighted Knights have nicely patterned creations while those who are chaotic have colours and stitching change throughout their design.

    Religion: Mystra goddess of the weave is typically followed by Knitted Knights.

    Background: Typically a Knitted Knight is taken in as a Squire and trains until they become of age and can begin their own journey.

    Races: Knitted Knights are most common among races that have grandmas, and those in colder climates. Although any race or age can become a Knitted Knight if the have a knack for knitting.

    Other Classes: A knitted knight can work with any class.

    Role: Knitted Knights are strong front line fighters.

    Adaptation: In a campaign more seriously focused, A knitted knight might be an Armour Smith with a penchant for creating constructs.

    GAME RULE INFORMATION
    CLASS NAME's have the following game statistics.
    Abilities: Dexterity and Constitution are important as a Knitted Knight is a light weapon front line fighter and very good at using her hands for finicky tasks for a long time. Wisdom is important as it helps improve her creations and give sage advice.
    Alignment: Knitted knights can be of any alignment
    Hit Die: d10
    Starting Age: Knitted Knights are typically elderly, but could be younger if taught at a young age from and elder.
    Starting Gold: As cleric

    Class Skills
    The CLASS NAME's class skills (and the key ability for each skill) are...

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

    CLASS NAME
    Level Base Attack Bonus Fort Save Ref Save Will Save Special
    1st
    +1
    +0
    +2
    +2
    Basic Needle Combat, Basic Armoured Weave, Sage Wisdom
    2nd
    +2
    +0
    +3
    +3
    Woolen Familiar
    3rd
    +3
    +1
    +3
    +3
    Basic Magic of the Weave, Magical Knit
    4th
    +4
    +1
    +4
    +4
    Woolen Homunculus
    5th
    +5
    +1
    +4
    +4
    Lesser Armoured Weave
    6th
    +6/+1
    +2
    +5
    +5
    Lesser Needle Combat
    7th
    +7/+2
    +2
    +5
    +5
    Woolen Squire
    8th
    +8/+3
    +2
    +6
    +6
    Lesser Magic of the Weave
    9th
    +9/+4
    +3
    +6
    +6
    Woolen Warrior
    10th
    +10/+5
    +3
    +7
    +7
    Improved Armoured Weave
    11th
    +11/+6/+1
    +3
    +7
    +7
    Improved Needle Combat
    12th
    +12/+7/+2
    +4
    +8
    +8
    Woolen Fighter
    13th
    +13/+8/+3
    +4
    +8
    +8
    Improved Magic of the Weave
    14th
    +14/+9/+4
    +4
    +9
    +9
    Woolen Knight
    15th
    +15/+10/+5
    +5
    +9
    +9
    Greater Armoured Weave
    16th
    +16/+11/+6/+1
    +5
    +10
    +10
    Greater Needle Combat
    17th
    +17/+12/+7/+2
    +5
    +10
    +10
    Woolen Sentinel
    18th
    +18/+13/+8/+3
    +6
    +11
    +11
    Greater Magic of the Weave
    19th
    +19/+14/+9/+4
    +6
    +11
    +11
    Woolen Champion
    20th
    +20/+15/+10/+5
    +6
    +12
    +12
    Perfect Armoured Weave, Perfect Needle Combat, Perfect Magic of the Weave

    Class Features
    All of the following are class features of the Knitted Knight.

    Weapon and Armor Proficiencies: A Knitted Knight is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields). They are also proficient with any needle and any armour they create.

    Basic Needle Combat
    A Knitted Knight may create and wield two Needles. Treat these as exotic light weapons with the same statistics as a Rapier. A Knitted Knight is considered to have the Weapon Finesse feat when wielding at least one Needle and the Two-Weapon Fighting feat when wielding two. A Knitted Knight may create Needles with special materials or with enchantments for the same price as a Rapier.

    Basic Armoured Weave
    A Knitted Knight may create a set of armour for herself, made of wool to protect her and keep her warm. While wearing the Armoured Weave the Knitted Knight gains Armour Bonus equal to half her level rounded down, minimum 1. In addition she gains Cold resistance 5.

    Sage Wisdom
    This ability functions identically to the Bard feature Bardic knowledge with the following exceptions.

    A Knitted Knight may make a special knowledge check with a bonus equal to her Kintted Knight level + her Wisdom modifier to see whether she knows some relevant information about local notable people, legendary items, or noteworthy places. (If the Knitted Knight has 5 or more ranks in Knowledge (history), she gains a +2 bonus on this check.)

    Woolen Familiar
    This ability functions identically to the Sorcerer feature Familiar with the following exceptions.

    At second level a Knitted Knight can create a familiar out of wool. Doing so takes 24 hours and uses up magical materials that cost 100 gp. The Woolen Familiar has the same stats as a sorcerer familiar but is considered a construct and takes on construct traits.

    If the familiar dies or is deconstructed by the Knitted Knight, it cannot be resurrected, but a new one may be created with 24 hours time and 100gp of material. The Knitted Knight doesn't loose any experience points for the familiars death.

    A Woolen Familiar may be enchanted the same as magical armour using the magical weave ability.

    Basic Magic of the Weave (SP)
    A Knitted Knights knowledge of how weaves are constructed gives it insight into how the Weave was made.
    She can cast mending 3 times per day, using her Knitted Knight level as the caster level to repair damaged objects. In addition, she can cause extra damage to objects and construct creatures when striking them with a melee attack. Objects and constructs take an additional 1d6 points of damage. This attack bypasses an amount of damage reduction and hardness equal to her Knitted Knight level. She can use this ability a number of times per day equal to 3 + her Wisdom modifier.

    Magical Knit
    A Knitted Knight of third level may create magical armour and wondrous items that you wear in the Arm, Body, Feet, Hand, Head, Shoulder, Torso, and Waist slot, out of wool. She is considered to have a caster level equal to her knitted knight level and must be of an appropriate level to know the spell if she had taken a different class. She is considered to have any item creation feat required to create these items. She doesn't need to cast the spell but rather ingrains an image into the weave that represents what spell was used. For example, Boots of Levitation may have an image of a man floating above the ground woven into the side of the shoes. This allows anyone who views the item a DC 15 Knowledge (arcana) check to recognize the item and the bonus it confers. If the person has the appropriate Item creation feat they get a +5 bonus to this check. She must still pay the regular cost in material to create the item.

    Woolen Homunculus
    A Knitted Knight of 4th level can make a Homunculus out of wool. Doing so takes 24 hours and uses up magical materials that cost 1000 gp. The Woolen Homunculus has the same statistics as a regular Homunculus minus the Poison special attack.

    These creations are weak combatants but make effective spies, messengers, and scouts. A Homunculus’s creator determines its precise features. Homunculi are little more than tools designed to carry out assigned tasks. They are extensions of their creators, sharing the same alignment and basic nature. A homunculus cannot speak, but the process of creating one links it telepathically with its creator.

    It knows what its master knows and can convey to him or her everything it sees and hears, out to a distance of 1,500 feet. A homunculus never travels beyond this range willingly, though it can be removed forcibly. If this occurs, the creature does everything in its power to regain contact with its master. If the creature’s master is slain, the homunculus also dies, and its body swiftly unravels into a pile of tangled wool.

    For every 4th level you have after level 4 the Homunculus has an additional hit die. A Woolen Homunculus may be enchanted the same as magical armour using the magical weave ability. A Knitted Knight may have a number of homunculus under her control, equal to her character level divided by 4 rounded down.

    Lesser Armoured Weave
    A small amount of Adamantine thread is woven into the Armoured Weave. This increases its hit points to 15 and gives it a hardness of 10. The Armoured Weave is now considered Masterwork Light armour where beneficial and grants its wearer damage reduction of 1/-, but still imposes no disadvantage. The Armoured Weave now grants cold resistance 10.

    Lesser Needle Combat
    At 6th level a Knitted Knight is considered to have the Weapon Focus (Needle) feat when wielding at least one Needle and the Two-Weapon Defense feat when wielding two.

    Woolen Squire
    The Knitted Knight can upgrade one of her Homunculus to create a squire for herself. The Woolen Squire is a Small construct that is more humanoid in shape. It has hit die equal to the Knitted Knights level minus two. It gains an extra skill point per hit die and is proficient with simple weapons. See bellow for statistics for a Small Homunculus

    Lesser Magic of the Weave
    At 8th level a Knitted Knight can cast Animate Rope 3 times per day, animating a length of wool, or rope made from a wool knit. In addition you can now use your Basic Magic at will. Her ability to deal extra damage to objects and constructs increases to 2d6.

    Woolen Warrior
    The Woolen squire can now be further upgraded to become a Woolen Warrior. The Woolen Warrior gains a base attack bonus equal to its hit dice. In addition it gains proficiency in one martial weapon.

    Improved Armoured Weave
    Additional Adamantine thread is woven into the Armoured Weave. This increases its hit points to 20 and gives it a hardness of 15. The Armoured Weave is now considered Masterwork Medium armour where beneficial and grants its wearer damage reduction of 2/-, but still imposes no disadvantage. It also gains the benefits of Light Fortification, although this is not a magical effect. The Armoured Weave now grants cold resistance 15.

    Improved Needle Combat
    At 11th level a Knitted Knight is considered to have the Weapon Specialization (Needle) feat when wielding at least one Needle and the Improved Two-Weapon Fighting feat when wielding two.

    Woolen Fighter
    Further improvement of the Woolen Warrior allows it to become a Woolen Fighter. It becomes a medium construct and is now proficient in martial weapons. In addition it gains two bonus feats selected from the Fighter-bonus feat list. See bellow for statistics for a medium Homunculus

    Improved Magic of the Weave
    A 13th level Knitted Knight can cast Protection from Energy for the Cold energy type 3 times per day. In addition you can now use your Lesser Magic at will. Her ability to deal extra damage to objects and constructs increases to 3d6.

    Woolen Knight
    A Knitted Knight may now upgrade her Woolen Fighter into a Woolen Knight. The Woolen Knight gains proficiency in all armor and shields and gains another fighter bonus feat. In addition the Knitted Knight can create an armored weave for the Woolen Knight. Its bonuses are based on the Knitted Knights level and improve as she does.

    Greater Armoured Weave
    A large amount Adamantine thread is woven into the Armoured Weave. The Armoured Weave is now considered Masterwork Heavy armour where beneficial and grants its wearer damage reduction of 3/-, but still imposes no disadvantage. It also gains the benefits of Medium Fortification, although this is not a magical effect. The Armoured Weave now grants cold resistance 20.

    Greater Needle Combat
    At 16th level a Knitted Knight is considered to have the Greater Weapon Focus (Needle) feat when wielding at least one Needle and the Improved Critical (Needle) feat when wielding two.

    Woolen Sentinel
    A Knitted Knight may upgrade her Woolen Knight into a Woolen Sentinel. When the Woolen Sentinel takes the total defense action it provides a +4 dodge bonus to an adjacent allies AC for 1 round. It may also attack once when using total defense. In addition it gains a Fighter bonus feat.

    Greater Magic of the Weave
    At 18th level you can cast Minor Creation 3 times per day. Your creation must be made of wool instead of vegetable matter. In addition you can now use your Improved Magic at will. Her ability to deal extra damage to objects and constructs increases to 4d6.

    Woolen Champion
    A Knitted Knight may upgrade her Woolen Sentinel into a Woolen Champion. The Woolen Champion has the powerful build trait. It may make a second attack at -5 when using total defense. In addition it gains a Fighter bonus feat.

    Perfect Armoured Weave
    The Armoured Weave is now made from pure Adamantine thread. It gains the benefits of Heavy Fortification, although this is not a magical effect. The Armoured Weave now grants Immunity to cold damage.

    Perfect Needle Combat
    At 20th level a Knitted Knight is considered to have the Greater Weapon Specialization (Needle) feat when wielding at least one Needle and the Greater Two-Weapon Fighting feat when wielding two.

    Perfect Magic of the Weave
    At 20th level, as a standard action, you can give life to inanimate object made of wool. This ability functions as animate objects using your Knitted Knight level as the caster level. You can use this ability three times per day. In addition you can now use your Greater Magic at will. Her ability to deal extra damage to objects and constructs increases to 5d6.

    Alternative Class Feature: Crochet Champion
    Basic Crochet Combat
    Replaces: Basic Needle Combat
    A Crochet Champion may create and wield a Hook. Treat this as an exotic two handed weapon with the same statistics as a Greataxe. You can use a Hook to make trip attacks. If you are tripped during your own trip attempt, you can drop the Hook to avoid being tripped. Crochet Champion is considered to have the Improved Trip and Power Attack feats when wielding the Hook. A Crochet Champion may create Hooks with special materials or with enchantments for the same price as a Greataxe.

    Lesser Crochet Combat
    Replaces: Lesser Needle Combat,
    At 6th level a Crochet Champion is considered to have the Weapon Focus (Hook) and the Cleave feat when wielding a Hook.

    Improved Crochet Combat
    Replaces: Improved Needle Combat,
    At 11th level a Crochet Champion is considered to have the Weapon Specialization (Hook) and the Knock-Down feat when wielding a Hook.

    Greater Crochet Combat
    Replaces: Greater Needle Combat,
    At 16th level a Crochet Champion is considered to have the Greater Weapon Focus (Hook) and the Improved Critical (Hook) feat when wielding a Hook.

    Perfect Crochet Combat
    Replaces: Perfect Needle Combat,
    At 20th level a Crochet Champion is considered to have the Greater Weapon Specialization (Hook) and the Great Cleave feat when wielding a Hook.
    Last edited by Mangles; 2017-07-22 at 10:37 PM.

  6. - Top - End - #6
    Orc in the Playground
     
    RedWizardGuy

    Join Date
    Jan 2016
    Gender
    Male

    Default Re: Base Class Contest XXXX - Happy Little Accidents

    Storyteller

    Put a quote by or about a member of your class here!

    Some bards and scholars delve into the annals of history to drive their present work, but the preservation of the past is the calling and the mantra of the Storyteller. Through oral tradition Storytellers preserve the great heroes of the past and project them to listeners of the present day: heroic champions, pure maidens, wise wizards, and terrible conquerors. And let it never be said that words do not have power, as the ancient and well-kept magic of the Storytellers allows them empower those in the present with the skill and capabilities of those from the past.

    Adventures: Storytellers are often travelers by default, venturing from village to town to city and back again plying their trade and picking up new stories as they go. A Storyteller might be enticed into dungeon exploration or taking on an evil empire by the promise of gold, or maybe, and more importantly, the possibility that they themselves may go down in history to be told of by future generations- by far the highest honor to be bestowed upon a Storyteller.

    Characteristics: Storytellers are competent fighters and versed in a wide variety of skills, but their ability to infuse allies with the abilities of past heroes is where they truly shine. A Storyteller can infuse a wizard with the spirit of a champion and turn the wizard into an armored battle-mage, or infuse a fighter with the spirit of a minstrel and transform them into a smooth-talking, ballad-singing swordsman.

    Alignment: Storytellers come from varied groups and with many different motivations- one storyteller might be an adventurous scholar plotting the past of his civilization, another might be a lorekeeping shaman from a far-removed tribe- and as such can be of any alignment.

    Religion: Storytellers typically worship the particular gods of their native civilization or region, but also often pay deference to gods of knowledge, history, and travel.

    Background: Storytellers come from all walks of life, but all of them are motivated by a desire to explore and learn about the past. It is this pursuit that bestows upon them their profession and their unique magical gift.

    Races: Anyone from anywhere can be a Storyteller, though long-lived races with strong emphasis on tradition such as dwarves and elves typically see the most use for them.

    Other Classes: Storytellers are gregarious and get along with most anyone, but their shared fields of performance and knowledge bring them closest to Bards. Wizards of more elitist breeds look down at Storytelling as a poor imitation of true magic, and some Clerics may also take issue with the occupation's emphasis on reverence of mere mortals over the deities that guided them.

    Role: Storytellers function well in a variety of mundane roles- diplomats, scholars, and melee combatants are among their many secondary vocations- but a Storyteller is strongest when using their Storytelling abilities to amplify allies with the power of heroes of yore to cover their weaknesses, amplify their strengths, or gain entirely new abilities.

    Adaptation: Storytellers can be used in many cases as a replacement for Bards, and they can also function well substituting in for tribal shamans, mysterious magicians, and other casters with odd and unknown powers.

    GAME RULE INFORMATION
    Storytellers have the following game statistics.
    Abilities: Charisma is the most important class for Storytellers, as it empowers their core abilities and is also useful for a few of their class features. Beyond that, a Storyteller might have use for any ability score due to their diverse access to skills and the different KAMs (see below) necessitated by heroic spirits.
    Alignment: Any.
    Hit Die: d8
    Starting Age: As bard.
    Starting Gold: As bard.

    Class Skills
    The CLASS NAME's class skills (and the key ability for each skill) are...

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

    CLASS NAME
    Level Base Attack Bonus Fort Save Ref Save Will Save Special
    1st
    +0
    +0
    +0
    +2
    Storytelling, The Champion, Heroic Spirit, Historic Knowledge
    2nd
    +1
    +0
    +0
    +3
    Legendary Talent
    3rd
    +2
    +1
    +1
    +3
    4th
    +3
    +1
    +1
    +4
    Heroic Spirit, Legendary Talent
    5th
    +3
    +1
    +1
    +4
    6th
    +4
    +2
    +2
    +5
    Legendary Talent
    7th
    +5
    +2
    +2
    +5
    Heroic Spirit
    8th
    +6/+1
    +2
    +2
    +6
    Legendary Talent
    9th
    +6/+1
    +3
    +3
    +6
    10th
    +7/+2
    +3
    +3
    +7
    Heroic Spirit, Legendary Talent
    11th
    +8/+3
    +3
    +3
    +7
    12th
    +9/+4
    +4
    +4
    +8
    Legendary Talent
    13th
    +9/+4
    +4
    +4
    +8
    Heroic Spirit
    14th
    +10/+5
    +4
    +4
    +9
    Legendary Talent
    15th
    +11/+6/+1
    +5
    +5
    +9
    16th
    +12/+7/+2
    +5
    +5
    +10
    Heroic Spirit, Legendary Talent
    17th
    +12/+7/+2
    +5
    +5
    +10
    18th
    +13/+8/+3
    +6
    +6
    +11
    Legendary Talent
    19th
    +14/+9/+4
    +6
    +6
    +11
    Heroic Spirit
    20th
    +15/+10/+5
    +6
    +6
    +12
    True Storytelling

    Class Features
    All of the following are class features of the Storyteller.

    Weapon and Armor Proficiencies: A Storyteller is proficient with all simple weapons, plus two martial or exotic weapons of their choice. Storytellers are also proficient with light armor and shields (except tower shields).
    Last edited by ElFi; 2017-06-21 at 03:02 PM.

  7. - Top - End - #7
    Orc in the Playground
     
    RedWizardGuy

    Join Date
    Jan 2016
    Gender
    Male

    Default Re: Base Class Contest XXXX - Happy Little Accidents

    Saved for adding Heroic Spirits later.

  8. - Top - End - #8
    Titan in the Playground
     
    Jormengand's Avatar

    Join Date
    Oct 2012
    Location
    In the Playground, duh.

    Default Re: Base Class Contest XXXX - Happy Little Accidents

    Wizard of the Coast
    "Wow! Optimally tailored classes!"
    -William Osmund the Capricious, Wizard of the Coast

    While others take credit when optimal talent creates, Wizards of the Coast will often tailor classes with optimal talents, causing wonderful, or terrible, classes.

    AdventuresWanderings of true chance: Wizards of the Coast wander often to collect what only they can wonder on, taking curious writings of the civilisations.

    CharacteristicsWhat offers this class?: What other terrible classes weakly offer, true creators will only turn contrary with. On the character, wizards of the coast will often take characteristics with overpowering transfer capabilities, which only their casting will offer to counter.

    AlignmentWhat order to contrive?: Whichever of the customs. Wizards of the Coast will often take characteristics without one tiny constraint.

    ReligionWhich observance to choose?: Whatever. One true creator will offer true consistence, which offers trivial constraint.

    BackgroundWhat once took character: Wizards of the Coast were once the creators, who originally took control.

    RacesWho, oh the creator?: Whichever of the creatures.

    Other Classes: Wizards of the Coast wrought others: the classes. Which of them credit Wizards of their creation? Wavering on their commonality, with obligation thinly circulated.

    RoleWhat operation, this class?: Wizards of the coast wield otherworldly, terrible casting with other true capabilities.

    AdaptationWhat of this campaign?: Wizards of the Coast write only those campaigns with optimal, talented creation. Without offering that, create wierd orders complete with offering the characters Wizard of the Coast writing out their character.

    Level BAB Fort Ref Will Special 0lvl 1st 2nd 3rd 4th 5th 6th 7th
    1st +0 +0 +0 +2 Wright of Talented Chassis 1/day 3 1
    2nd +1 +0 +0 +3 Watching over the Cities 3 2
    3rd +1 +1 +1 +3 Waking of True Class 1/day 3 2 1
    4th +2 +1 +1 +4 Wright of Talented Chassis 2/day 3 3 2
    5th +2 +1 +1 +4 Wisdom of Trap Crafting 1/day 3 3 2
    6th +3 +2 +2 +5 Waking of True Class 2/day 3 3 3 1
    7th +3 +2 +2 +5 Wright of Talented Chassis 3/day 3 3 3 2
    8th +4 +2 +2 +6 Warden of Towering Creatures 1/day 3 3 3 2
    9th +4 +3 +3 +6 Waking of True Class 3/day 3 3 3 3 1
    10th +5 +3 +3 +7 Wright of Talented Chassis 4/day 3 3 3 3 2
    11th +5 +3 +3 +7 Wide Open Template Contraction 1/day, Wisdom of Trap Crafting 2/day 3 3 3 3 2
    12th +6/+1 +4 +4 +8 Waking of True Class 4/day 3 3 3 3 3 1
    13th +6/+1 +4 +4 +8 Wright of Talented Chassis 5/day 3 3 3 3 3 2
    14th +7/+2 +4 +4 +9 Wake of Terrible Cataclysm 1/day 3 3 3 3 3 2
    15th +7/+2 +5 +5 +9 Waking of True Class 5/day 3 3 3 3 3 3 1
    16th +8/+3 +5 +5 +10 Wright of Talented Chassis 6/day 3 3 3 3 3 3 2
    17th +8/+3 +5 +5 +10 Warden of Towering Creatures 2/day, Wisdom of Trap Crafting 3/day 3 3 3 3 3 3 2
    18th +9/+4 +6 +6 +11 Waking of True Class 6/day 3 3 3 3 3 3 3 1
    19th +9/+4 +6 +6 +11 Wright of Talented Chassis 7/day 3 3 3 3 3 3 3 2
    20th +10/+5 +6 +6 +12 Wrath of the Creator 3 3 3 3 3 3 3 2
    Alignment: Any
    Hit Die: 1d4

    Class Skills:
    The class skills of the wizard of the coast (and the key ability score for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), and Spellcraft (Int).
    Skill Points at 1st Level: (2 + Int modifier) × 4
    Skill Points at Each Additional Level: 2 + Int modifier

    Weapons of the Class
    Wizards of the coast are proficient in all simple weapons, but not with any kind of armour or shield.

    Wizardry of the Coast
    Wizards of the coast cast spells exactly like wizards do, except where noted on Table: The Wizard of the Coast.

    Wright of Talented Chassis (Sp)
    Once per day, plus once per day per 3 levels after first, the wizard of the coast can adjust a creature's class abilities (or abilities from racial hit dice) in terms of their proficiency, base attack bonus, hit dice, skills and saving throws. The adjustment lasts for the rest of the day (usually 16 hours, or 22 hours if the wizard of the coast uses a ring of sustenance) in each case. The effects stack where applicable, and the wizard of the coast can apply them to any creature by touching that creature. If the creature is hostile, the wizard of the coast must make a melee touch attack to hit but the attempt isn't wasted if the attack misses (a wizard of the coast at first level who misses an attack with this ability can still attempt to use it later).

    The wizard of the coast can, for any one save, cause all the creature's classes and hit dice to use the low progression (like a commoner's saves) or the high progression (like a monk's save). Instead, the wizard of the coast can either cause all the creature's classes and hit dice to use a base attack progression one higher, or conversely to use a progression one lower. For example, the wizard of the coast could cause a rogue wizard to use the fighter's base attack progression for rogue levels and the rogue's for wizard levels. Alternatively, the rogue wizard can be forced to use the wizard's base attack progression for all levels. With a second use of the ability, the wizard of the coast can make all levels and hit dice use either the fighter's or the wizard's base attack progression. The wizard of the coast can also, for any one category of weapons or armour (simple, martial, exotic, light, medium, heavy, shields, tower shields) add or remove proficiency from a creature.

    Alternatively, the wizard of the coast can add an additional skill rank per level and an additional class skill to all of the target's class levels. The target can then spend the skill ranks immediately, taking into account the new class skill (and doubling the efficiency of all previous cross-class ranks which were spent in that skill). However, when the ability expires, the same skill ranks must be removed. The wizard of the coast can target an enemy to reduce the enemy's skill ranks per level, but in this case the skill ranks are removed from a skill chosen by the wizard of the coast, and any remaining ranks are removed randomly. Again, the same ranks are restored later.

    Finally, the wizard of the coast can effectively increase or reduce a creature's hit die size, though for the sake of simplicity the effect either increases or reduces the target's current and maximum hit points by 1, plus 1 per hit die of the target, even if the hit die size would normally be increased by more or less than that (d12 to d20, for example). In either case, when the duration expires the creature's current hit points are not recalculated, so there is no chance of the creature dying at the end of the effect (if the creature's current hit points are higher than the new maximum, the excess is still lost).

    Watching Over the Cities (Ex)
    A wizard of the coast of at least second level is more comfortable in settlements than others, mainly because he can actually remember off the top of his head what the rules for settlements are. He can treat a settlement as one category bigger or smaller for whatever purposes that avails him in.

    Waking of True Class (Sp)
    A wizard of the coast can awaken or render dormant the class features of a creature for the rest of the day, once per day per three levels. In doing so, he chooses some class feature owned by the creature and either adds or subtracts one third his wizard of the coast level from the creature's effective level when using that class feature, and can even add or remove a class feature by changing the creature's effective level to the point where they can use it (such as by adding 1 to a paladin's effective level for the paladin's special mount), but cannot choose any feature which grants spells, powers, utterances, martial maneuvers, mysteries, invocations, vestiges, tricks, or anything else which can be considered a "Power source" (as per the Rules Compendium). The DM should determine what is and isn't a class's power source based on common sense and these examples, as there is no way to be exhaustive. The wizard of the coast additionally cannot target the Waking of True Class class feature, even of another wizard of the coast. That way lies headaches.

    In the case of an ability with multiple uses per day (or some other period of time), the current and maximum uses per day are both increased when the ability is activated and only the maximum uses are reassessed when it ends, except that the current uses left is reduced to the maximum if higher. In the case of an ability with some kind of cooldown that reduces as the class gains levels (such as changing from 1/hour to 1/minute), if they are delevelled in this way and their ability's cooldown is increased, then if the ability is currently cooling down the current remaining cooldown is not extended. If the waking of true class effect ends while the ability which it affected was on cooldown, the remaining time is reduced to the new cooldown if it's higher. Similarly, if you improve a creature's effective level while their ability is on cooldown, they only need to wait the new cooldown time at most.

    This ability has a range of touch and requires a touch attack to use on hostile targets, just like the Wright of True Chassis class feature.

    Some examples:
    • A ninth-level wizard of the coast uses this ability on a ninth-level fighter's bonus feats. The fighter either loses their last bonus feat (for being 8th level) for the duration, and regains that exact feat when the duration ends, or gains two new bonus feats (for being 10th and 12th level) and loses those exact feats when the duration ends.
    • A ninth-level wizard boosts the Lay on Hands ability of a 16-charisma paladin also of ninth level, increasing the healing per day from 27 to 36. If the paladin heals six hit points of damage in the next sixteen hours, then the total hit points aren't reassessed except to maximise them at 27.
    • The adventurer is a class which can use its Lucky Escape class feature 1/hour from eighth and 1/minute from fourteenth level. If a twelfth-level adventurer is boosted by a sixth-level wizard of the coast after using a lucky escape 10 minutes ago, she only needs to wait 1 minute to use it again, not 50. If she had used it fifty-nine minutes and 9 rounds ago, she would only have to wait a round, not a minute. The wizard of the coast can't improve the adventurer's "Adventurer talents" class feature, which gives an array of powerful, class-defining abilities and is considered a power source.


    Wisdom of Trap Crafting (Sp)
    Once per day at fifth level and every six levels thereafter, the wizard of the coast can as a standard action create and set up a trap of CR equal to up to half his level.

    Warden of Towering Creatures (Sp)
    The Wizard of the Coast can, once per day at eighth level and once more every nine levels thereafter, cause a creature to increase or decrease in size by touching them. The creature changes up to one size category per five wizard of the coast levels, to a maximum of colossal and a minimum of fine. If targeted at a dragon, the change can be up to colossal+ which is considered one size higher than colossal in this case. This lasts for the rest of the day and requires a touch attack against hostile creatures.

    Wide Open Template Contraction (Sp)
    Once per day at 11th level and every 12 levels thereafter, the wizard of the coast can add or remove a template with a level adjustment up to one third his level to or from a creature, or remove a template with a challenge rating adjustment up to one third his level from a creature, for the rest of the day with a successful touch. In the case that he removes a template, he must know which template he is attempting to remove, though he can guess at one. If the template cannot be added or removed, whether because the creature can't have the template applied, the creature doesn't have the template to be removed, the template's LA and/or CR adjustments are too high, or the touch attack misses, the use of the ability isn't wasted.

    Wake of Terrible Cataclysm (Sp)
    Once per day at 14th level and once more per day every 15 levels after 14th, the wizard of the coast can create a weather effect or other natural disaster. He can create a weather effect of CR up to half his level, treating a hurricane as CR 8 and all lower wind effects as a low enough CR that he can manage this from 14th level.

    Wrath of the Creator (Sp)
    At 20th level, the wizard of the coast gains the ability to copy in its entirety any class feature which isn't a power source, isn't a source of bonus feats, and doesn't have limited uses per day (cooldowns are fine), at his own level. As a swift action, he can change which class feature he is copying, so long as the ability isn't on cooldown. For example, he can copy a rogue's sneak attack special ability, gaining 1d6 sneak attack plus 1d6 for each wizard of the coast level after 2nd. If he copied a class's ability to use a dragon's breath weapon every 1d4 rounds (although he couldn't copy a dragonfire adept's breath weapon, which is its power source), he then can't change what ability he's copying during those 1d4 rounds.
    Last edited by Jormengand; 2017-07-05 at 09:20 AM.
    Blood, Sweat and Tiers: Epic Adventures in a World of Grievous Power Imbalance My homebrew.
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    You know, it would be really meta if I sigged this.

  9. - Top - End - #9
    Dwarf in the Playground
     
    RedKnightGirl

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    Post Re: Base Class Contest XXXX - Happy Little Accidents

    The Antiquarian

    “Lost antiques, forgotten relics, and ancient artifacts are prizes to any collector, but only I have the talent to restore their lost magic… for a price.” – Unscrupulous Antiquarian

    The Antiquarian is an alternative to a traditional spellcaster. Utilizing the powers of art restoration the Antiquarian takes powerless artifacts that have been discovered and traded on the free market and reawakens their latent powers. The antiquarian’s abilities are limited by their selection of artifacts as well as their reserve of essence, an otherworldly power source that accumulates over time.

    Adventures: Antiquarians often find themselves drawn to ancient ruins and traditional dungeons in order to unearth long buried antiques or their history. Many restless antiquarians find themselves drawn to adventuring to test the limits of their restores artifacts.
    Characteristics: The Antiquarian has a wide variety of abilities that are dependent on their selection of artifacts. Though they don’t have the sheer power of a traditional spellcaster, an antiquarian gains power the longer combat lasts and can loan artifacts to their companions in order to empower them.
    Alignment: Antiquarians may be of any alignment.
    Religion: Antiquarians typically worship eldritch gods beyond the knowledge of most mortals that provide them with their alien essence. These gods range in power from demonic princes to the heads of pantheons from other alternate planes of existence. Some more conventional antiquarians instead worship gods of knowledge and lore but more often than not a antiquarian who does not worship the source of their power eschewed deities altogether.
    Background: Antiquarians typically find their first power through searching through esoteric means to restore ancient artifacts that are personally important to them. The eldritch rituals of essence weaving are rare but the risks are so small and seemingly arbitrary that many young people might not blink twice as giving up their personal essence to a greater power.
    Races: Antiquarians come from all races and people. The longer lives races are more likely to delve into the antiquarian's art and know of the source of their power, but the shorter lives ones are more likely to embrace it. All that is required to be an antiquarian is a dedication to unearthing lost magic items and restoring them to power, the rest comes later.
    Other Classes: Antiquarians get along poorly with wizards who they view as simple minded and without an appreciation for the greater mysteries of the universe. Likewise they tend to dislike rogues and other thieving types who might give too greedy and eye to their precious artifacts. Conversely, Antiquarians get along well with Warlocks, who they view as understanding the compromises needed for true power, and bards who many see as scholarly peers.

    Role: Antiquarians provide a great amount of utility in problem solving and are more than capable of disarming traps both magical and mundane. Some Antiquarians tend towards scholarly knowledge as well, and a rare few are equipped with the appropriate artifacts to become effective front line warriors.

    Adaptation: Antiquarians don’t need to be linked to old gods and forgotten powers to explain their supernatural powers. In a campaign that doesn’t concern itself with such things an Antiquarian’s magical power might be hand waved to function in the same arbitrary way as a bard.

    GAME RULE INFORMATION
    Antiquarians’ have the following game statistics.
    Abilities: Antiquarians find all abilities useful, but tend to possess high Intelligence and Dexterity scores to better allow them to understand and exploit ancient artifacts.
    Alignment: Any.
    Hit Die: d6
    Starting Age: As wizard.
    Starting Gold: As rogue.

    Class Skills
    The Antiquarian's class skills (and the key ability for each skill) are...
    Appraise (Int), Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Disable Device (Int), Forgery (Int), Hide (Dex), Knowledge (all) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Profession (Wis), Search (Int), Spellcraft (Int), Spot (Wis), Use Magic Device (Cha), and Use Rope (Dex)
    Skill Points at First Level: (4 + Int modifier) x 4
    Skill Points at Each Additional Level: 4 + Int modifier

    Antiquarian
    Level Base Attack Bonus Fort Save Ref Save Will Save Special Artifacts Restored
    1st
    +0
    +0
    +0
    +2
    Antique restoration, trapfinding
    3
    2nd
    +1
    +0
    +0
    +3
    Evasion
    3
    3rd
    +1
    +1
    +1
    +3
    -
    4
    4th
    +2
    +1
    +1
    +4
    Trap Sense +1
    4
    5th
    +2
    +1
    +1
    +4
    -
    5
    6th
    +3
    +2
    +2
    +5
    Ancient Power
    5
    7th
    +3
    +2
    +2
    +5
    -
    6
    8th
    +4
    +2
    +2
    +6
    Trap Sense +2
    6
    9th
    +4
    +3
    +3
    +6
    -
    7
    10th
    +5
    +3
    +3
    +7
    Ancient Power
    7
    11th
    +5
    +3
    +3
    +7
    -
    8
    12th
    +6
    +4
    +4
    +8
    Trap Sense +3
    8
    13th
    +6
    +4
    +4
    +8
    -
    9
    14th
    +7
    +4
    +4
    +9
    Ancient Power
    9
    15th
    +7
    +5
    +5
    +9
    -
    10
    16th
    +8
    +5
    +5
    +10
    Trap Sense +4
    10
    17th
    +8
    +5
    +5
    +10
    -
    11
    18th
    +9
    +6
    +6
    +11
    Ancient Power
    11
    19th
    +9
    +6
    +6
    +11
    -
    12
    20th
    +10
    +6
    +6
    +12
    Trap Sense +5
    12

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

    Weapon and Armor Proficiency:
    Antiquarians are proficient with simple weapons, short bows and light armor, but not with shields. Antiquarian spells are not hindered by armor they are proficient with.
    Essence of Discovery: Antiquarians have a reserve of supernatural energy called essence. Essence is present in all creature, but antiquarians and other essence users have their natural essence stripped from them by eldritch rituals in order to serve as vessels for a more potent and rarefied version of the energy. An antiquarians starts every day with no essence (plus one for each ancient power the antiquarian has unlocked, see below), but gains one point of essence whenever they roll for initiative or locate a previously unknown trap. An antiquarian has a maximum essence pool equal to ½ their antiquarian level (minimum 1).
    Antique Restoration: Antiquarians possess a number of ranks in Craft (Antique Restoration) equal to their class level. Additionally they gain the ability to restore a number of powerful artifacts from the list below. Each of these artifacts is a minor artifact with a caster level equal to the Antiquarian’s class level, these artifacts only retain their power for a week when outside the care of a skill Antiquarian, and an Antiquarian may only maintain a number of artifacts in this condition as listed in the ‘Artifacts Restored’ column. An Antiquarian who comes across a new artifact must spend a week restoring it before it's powers can be used (in addition to maintaining their current artifacts) essentially trading out one artifact for another. An Antiquarian’s artifacts have a number of hit points equal to ten times the antiquarian’s level, and a hardness equal to three times the antiquarian’s level. An Antiquarian may employ restored artifacts themselves or spend a single hour to attune another individuals essence to artifacts they have restored, allowing that individual access to the artifact's powers for 24 hours.
    Trapfinding: An antiquarian can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it. Antiquarians can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell use to create it. A antiquarian who beats a trap’s DC by 10 or more with a Disable Device check can study the trap, figure out how it works, and bypass it (with her party) without disarming it.
    Evasion (Ex): At 2nd level and higher, an antiquarian can avoid even magical and unusual attack with great agility. If they make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, they instead take no damage. A helpless Antiquarian does not gain the benefit of evasion.
    Trap Sense (Ex): At 4th level, an antiquarian gains an intuitive sense that alerts them to danger from traps, giving them a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the antiquarian reaches 8th level, to +3 when they reach 12th level, to +4 when they reach 16th level, and to +5 when they reach 20th level.
    Trap sense bonuses gained from multiple classes stack.
    Ancient Power (Ex, Su or Sp): At 6th level, an antiquarian begins to unlock further powers related to their artifacts. The antiquarian choses one artifact that they have restored and unlock that item’s ancient power. The antiquarian can unlock the ancient power of an additional artifact at 10th level, and every four level thereafter.
    Last edited by Knitifine; 2017-07-23 at 07:37 PM.

  10. - Top - End - #10
    Dwarf in the Playground
     
    RedKnightGirl

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    Post Re: Base Class Contest XXXX - Happy Little Accidents

    Antiquarian Artifacts
    Antiquarians may choose from the following list of artifacts.

    Bow of Purification
    Slot: None
    School: Abjuration, Conjuration (Healing)
    Weight: 1 lbs.
    Description: The Bow of Purification is a shortbow made of darkwood that has the ability to bestow magical power upon the arrows it fires. The arrows fires from this bow glow with an otherworldly light.
    Base Power: Enemies hit by the Bow of Purification take additional force damage equal to the antiquarian’s Wisdom modifier while allies hit by the arrows are unharmed and gain 1d6 + the antiquarian’s Wisdom modifier in temporary hit points. An antiquarian automatically succeeds at hitting willing allies with the arrow just as any beneficial touch spell.
    Essence: For each point of essence the antiquarian possesses the bow gains a +1 sacred bonus to attack rolls and deals 2 additional points of force damage on all damage rolls. If the bow is used to bestow temporary hit points, those hit points increase by 2 for each point of essence the antiquarian possesses.
    Ancient Power: The Bow of Purification’s ancient power allows the wielder to create and fire a single arrow of pure force that explodes upon impact. As a standard action the wielder can fire an arrow that deals all its damage as force damage. Whether the arrow hits or misses it explodes and deals its damage to all creatures within 30 ft.

    Grimorie of the Antediluvians
    Slot: None
    School: Evocation, Necromancy
    Weight: 3 lbs.
    Description: The Grimorie is an ancient tome filled with numerous notes on the nature of magic and Spellcraft written in a language that hasn’t been spoken since the dawn of civilization. It is delicate and feels like it might fall apart in moments if not for magical reinforcements keeping its aging pages together.
    Base Power: The wielder of this tome may animate a body (as the animate dead spell), but applies an addition hit die to their creation at the antiquarian’s 3rd level and every level thereafter. Undead created by this tome are neutral creatures, and becomes dormant, taking no actions if no one wields the grimorie. If a new undead is animated with the grimorie while an older creation still exists, the older creation’s alignment changes to neutral evil and it seeks out nearby living creatures to kill until it is destroyed.
    Essence: For each point of essence, the undead animated by the grimoire gains a +1 sacred bonus to AC, attack rolls, and damage rolls as well the toughness feat.
    Ancient Power: The Grimoire of the Antidelivusan’s ancient power allows the wielder cast a small number of spells. The wielder gains the ability to cast the following spells, once per day, if they have the appropriate amount of essence. The save DC for their spells are based on the Antiquarian’s Intelligence

    Antediluvians Spells
    Essence Spell
    1
    Read Magic
    2
    Deathwatch
    3
    Death Knell
    4
    Speak with Dead
    5
    Death Ward
    6
    Slay Living
    7
    Undeath to Death
    8
    Destruction
    9
    Symbol of Death
    10
    Wail of the Banshee

    Staff of the Great Circle
    Slot: None
    School: Transmutation
    Weight: 6 lbs.
    Description: The Staff of the Great Circle is a plain quarterstaff that appears to have been roughly crafted from the branch of a great tree, but is in fact made of petrified wood.
    Base Power: The staff deals damage as if it were two sizes larger than it actually is (1d8 for a small creature, 2d6 for a medium creature), and once per day it can be used to cast entangle with a radius of 15 ft. (instead of 40) and a DC of 15 (instead of 20).
    Essence: For each point of essence the antiquarian possess the DC for the initial reflex save against the entangling effect is increased by 1. For every odd point of essence the antiquarian possesses, the staff of the great circle gains a +1 enhancement bonus to attack and damage. For every even point of essence the antiquarian possess, the staff gains a +1 bonus to the DC to break free of its entangle ability and the radius expands by 5 ft.
    Ancient Power: The Staff of the Great Circle’s ancient power allows the wielder to imbue up to 2d4 berries with healing power once per day (similar to the goodberry spell). Each of these berries restores a number of hit points equal to 2 x the antiquarian’s level. Additionally, the antiquarian may cast entangle a number of additional times each day equal to their essence.

    Helm of Mind Protection
    Slot: Head
    School: Abjuration
    Weight: 1 lbs.
    Description: The Helm of Mind Protection is a full helmet made out of a brass and decorated with peridots along the crown. The helmet hums pleasantly when struck even to the wearer’s ear.
    Base Power: The Helm of Mind Protection allows its wearer to keep a clear mind in combat, providing a +2 bonus against mind-affecting abilities and illusions.
    Essence: Each point of essence the antiquarian possesses reduces the duration of mind-affecting spells and abilities cast on the wearer by 1 round. An effect with a duration of 0 or less rounds is negated. At 10 essence, the wearer becomes immune to mind-affecting spells and abilities.
    Ancient Power: Every time the wearer succeeds on a saving against a mind-affecting ability or is otherwise unaffected due to a reduction in duration or immunity, the ability is reflected back on to the caster, treating the wearer as the caster and the caster as the target.

    Oracle’s Circlet
    Slot: Head
    School: Divination
    Weight: -
    Description: The Oracle Circlet is a simple band of silver with a polished diamond in the center that gleams with a rainbow of light.
    Base Power: The wearer of the circlet may glimpse into the future, allowing them to cast Divination as a spell-like ability once each day using their character level as their caster level.
    Essence: Each point of essence the antiquarian possesses grants the wearer a +1 sacred bonus to their initiative.
    Ancient Power: The Oracle’s Circlet’s ancient power augments its future sight. The wielder adds a 1% chance to the success of their divination for each point of essence (to a maximum of 70% base chance, 20% chance from caster level, and 10% chance from essence, resulting in an always correction prediction). Additionally, the wielder of the circlet cast Divination three times per day, instead of only once.

    Lens of Truesight
    Slot: Head
    School: Divination
    Weight: -
    Description: The Lens of Truesight is a powerful artifact that allows the wielder to see the world as it truly is. It appears as a circular disk of crystal clear glass contained in a well-worn set of goggles, spectacles or a monocle.
    Base Power: The wearer of the Lens of Truesight gains gain the ability to identify the magical properties of any item with an hour of examination (as the identify spell).
    Essence: The wearer gains truesight (as the true seeing spell) with a range of 5 ft. per point of essence the antiquarian possesses.
    Ancient Power: The Lens of Truesight ancient power allows the wearer treats creatures within their area of true sight as being flat-footed unless the creature has uncanny dodge or similar abilities.

    Amulet of Eternal Life
    Slot: Neck
    School: Transmutation, Necromancy
    Weight: 1/2 lb.
    Description: The Amulet of Eternal Life is a golden chain and setting that holds a blood red crystal whose insides seem to swish as if it was a glass imitation filled with liquid.
    Base Power: The wearer of this amulet does not suffer penalties from old age, any penalties previously incurred are removed. The wearer of this amulet cannot die from old age.
    Essence: Each point of essence the antiquarian possess the wearer gains 1d6 temporary hit points that last until the end of the day.
    Ancient Power: The Amulet of Eternal Life’s ancient power provides the wisdom of ancients to the wearer. The wearer gains a +2 bonus to all their mental ability scores plus an additional +2 bonus for every 5 essence they possess. This bonus does not stack with the bonuses from age.

    Amulet of Deep Ones
    Slot: Neck
    School: Transmutation
    Weight: 1/2 lbs.
    Description: The Amulet of Deep Ones is a bronze chain and setting that holds a blue-green gem. The gemstone always seems wet to the touch and the chain and setting seems to always be on the verge of tarnishing no matter how skillfully restored.
    Base Power: The wearer of the Amulet of Deep Ones can breathe and fight underwater without the normal penalties involved.
    Essence: Each point of essence the antiquarian possesses the wearer gains a +1 racial bonus to Swim checks.
    Ancient Power: The Amulet of Water Breathing’s ancient power gives the wearer a swim speed of 30 ft.

    Heart of the Lich
    Slot: Neck
    School: Necromancy
    Weight: -
    Description: The Heart of the Lich is an ancient phylactery that still brims with spiritual power, it can take a variety of forms but the most common in a small square locket that has been painstaking sealed, leaving its innermost contents to the imagination.
    Base Power: The wearer of this amulet possess an aura of fear that effects all living creatures within 30 ft. of them. Any living creature of equal or lesser HD who enters or starts their turn in the affected area becomes shaken for 1d4 rounds. A creature may only be effected by this ability once per day, a creature who succeeds on their save does not need to make another save for 24 hours.
    Essence: For each point of essence the antiquarian possesses the wearer gains DR 1/Bludgeoning and Magic.
    Ancient Power: The Heart of the Lich’s ancient powers allows it to function as a phylactery for its wearer. When the wearer dies, they are returned to life within 24 hours. Additionally, the wearer gains immunity to any effects the attempt to steal their soul.

    Cloak of the Dragon
    Slot: Shoulders
    School: Abjuration, Transmutation
    Weight: 2 lbs.
    Description: The Cloak of the Dragon is a massive flowing piece of leather and silk that is covered in glimmering blue dragon scales. The cloak acquires static electricity fairly easily and is likely to shock anyone who touches it after being unattended for only a few moments.
    Base Power: The wearer gains a +1 bonus to natural armor and resist 5 electricity.
    Essence: Each point of essence the antiquarian possesses grants the wearer and additional +1 bonus to natural armor and increases their electricity resistance by 5.
    Ancient Power: The Cloak of the Dragon’s ancient power allows the wearer to transform the cloak into a pair of dragon wings, granting them to fly at a speed of 60 ft. with good maneuverability. For every point of essence the antiquarian possesses this fly speed is increase by 5 ft.

    Cloak of the Night
    Slot: Shoulders
    School: Illusion
    Weight: 1 lbs.
    Description: The Cloak of Night is a dull grey cloth filled with holes and loose strands. The strange material it’s made of appears to fade out of existence towards the bottom of the cloak, with the ends existing in an ethereal state mystically tethered to the more material beginnings.
    Base Power: The wearer gains a +2 bonus to hide and move silently rolls. As a full round action, the wearer can activate the cloak’s magic to become semi-invisible while in area of dim light, allowing them to make a hide check without cover or concealment. This ability lasts for a number of rounds equal to the wearer’s essence.
    Essence: Each point of essence the antiquarian possesses grants the wearer a further +1 bonus to hide and move silently rolls.
    Ancient Power: The Cloak of Night’s ancient powers allows the wearer to use the cloak’s magic to become completely invisible as a full round action, maintaining invisibility for a number of rounds equal to the wearer’s essence. The wearer loses this invisibility whenever they attack a creature, cast a spell, or take damage.

    Cloak of Deflection
    Slot: Shoulders
    School: Abjuration [Force]
    Weight: -
    Description: The Cloak of Deflection is a flowing transparent garment with a strange and otherworldly intelligence. Though it seems to have no desires or personality of its own, it swiftly reacts to protect its wearer from attacks, catching blades and throwing enemies off balance.
    Base Power: The wearer gains a +2 deflection bonus to AC. Additionally, whenever an enemy misses the wearer’s AC by 2 or less with a melee attack the enemy becomes flat-footed.
    Essence: Each point of essence the antiquarian possesses grants the wearer a further +1 bonus to AC as well as increases the maximum number a melee attack can miss by before triggering the cloak’s additional effect by 1.
    Ancient Power: The Cloak of Deflection’s ancient power reflects rays and arrows back at their attacker rendering a foe flat-footed on ranged attacks, as well as melee, when they miss the wearer by an amount equal to lesser than the cloak’s deflection bonus.

    Armor of the Dungeoneer
    Slot: Body
    School: Conjuration
    Weight: 13 lbs.
    Description: The Armor of the Dungeoneer is a light-weight set of tough leather armor stitched with additional extradimensional pockets. The armor feels spacious and breezy even when tightly fit to a wearer.
    Base Power: Each of the Armor of the Dungeoneer’s eight pockets can hold 20 pounds or 2 cubic feet of volume. Because the items held in these pockets exist in an extra dimensional space they do not weigh down the wearer. Additionally, the wearer can retrieve any item stored in one of these pockets as a swift action.
    Essence: For every odd point of essence the antiquarian possesses the armor gains a +1 enhancement bonus to its armor bonus, and for every even point of essence the antiquarian possesses, the armor grants its wearer a +1 dodge bonus to AC.
    Ancient Power: The Armor of the Dungeoneer’s ancient power allows the wearer of the armor extraordinary swiftness. The wearer gains evasion. If they already possess evasion they gain improved evasion.

    Field Medic’s Plate
    Slot: Body
    School: Conjuration (Healing)
    Weight: 26 lbs.
    Description: This light-weight breastplate appears to be made of meteoric iron and cephalopod leather and possesses the holy symbol of an ancient and alien god of healing emblazoned on the front of it. When worn by a cleric or paladin or similar character the symbol twists and squirms like alien tendrils before adopting the symbol of their faith.
    Base Power: The wearer of this armor emits an aura that immediately stabilizes all creatures who are dying within 30 ft. of the wearer. The wearer can provide first aid to a creature with 0 or less hit points to immediately restore them to 1 hit point.
    Essence: For each odd point of essence the antiquarian possesses the armor gains a +1 enhancement bonus to its armor bonus. For each even point of essence the antiquarian possesses, the armor grants its wearer fast healing 1.
    Ancient Power: The Field Medic’s Plate’s ancient power gives the wearer the ability to bring people back from the brink of death. Whenever the wearer provides first aid to a creature they gain 2d6 hit points per point of essence the antiquarian possesses. When the wearer has provided first aid to a number of creatures equal to the Antiquarian’s current essence this ability is exhausted (though it may no remain so if the Antiquarian gains more essence).

    Robe of Spell Mastery
    Slot: Body
    School: Abjuration, Divination
    Weight: 4 lbs.
    Description: The robe of spell mastery is a flowing azure robe made of fine silk and stitched with strange runes and swirling abstract tendrils that seem to shift their placement whenever no one is watching.
    Base Power: The wearer of the robe of spell mastery gains spell resistance 10 + the antiquarian’s essence + the antiquarian's Intelligence modifier. Any spell negated by the wearer is automatically identified by the antiquarian.
    Essence: In addition to increases the spell resistance of the robe, the wearer gains a +1 bonus to all Spellcraft skill checks for each point of essence the antiquarian possesses.
    Ancient Power: The Robe of Spell Mastery’s ancient power allows it to negate even the most powerful spells. The robe’s spell resistance now applies to all spells that target the wearer, their possessions, or an area in which they are present, even those that normally don’t apply spell resistance.

    Bracers of the Magician
    Slot: Hands
    School: Universal
    Weight: 1/2 lbs.
    Description: These bracers appear to be made of a strange green leather that feels moist and spongey to the touch. They’re remarkable resistant to electricity and acid but stiffen uncomfortable when exposed to cold.
    Base Power: The wearer gains a +1 bonus to Sleight of Hand, and Use Magic Device checks. Additionally the wearer gains a number of spells per day equal to the antiquarian’s essence, as details on the table below. They wearer does not gain bonus spell slots due to having a high casting ability. These bonus spells per day can be used to cast any spell the wearer knows of the appropriate level, but they do not learn any spells from the Bracers themselves.
    Essence: In addition to providing spell slots, the wearer gains a further +1 bonus to Sleight of Hand and Use Magic device checks for each point of essence the antiquarian possesses.
    Ancient Power: The Bracers of the Magician’s ancient powers grants the wearer gains two additional spells per day for each level of spell they can cast from the bracers.

    Magician Spells Per Day
    Essence 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
    1
    1
    -
    -
    -
    -
    -
    -
    -
    -
    -
    2
    1
    1
    -
    -
    -
    -
    -
    -
    -
    -
    3
    1
    1
    1
    -
    -
    -
    -
    -
    -
    -
    4
    1
    1
    1
    1
    -
    -
    -
    -
    -
    -
    5
    1
    1
    1
    1
    1
    -
    -
    -
    -
    -
    6
    1
    1
    1
    1
    1
    1
    -
    -
    -
    -
    7
    1
    1
    1
    1
    1
    1
    1
    -
    -
    -
    8
    1
    1
    1
    1
    1
    1
    1
    1
    -
    -
    9
    1
    1
    1
    1
    1
    1
    1
    1
    1
    -
    10
    1
    1
    1
    1
    1
    1
    1
    1
    1
    1

    Gauntlets of Heroic Might
    Slot: Hands
    School: Transmutation
    Weight: 1 lbs.
    Description: These ancient gauntlets are hard, crafted from the bone or shell of some ancient and bizarre creature. And yet they feel strangely comfortable to wear, like an old familiar pair of gloves one hasn’t touched for a few years.
    Base Power: The wearer gains a +1 enhancement bonus to their Strength. This bonus is counted twice for determining carrying capacity.
    Essence: For every two points of essence the Antiquarian possesses, the wearer gains a further +1 bonus to Strength.
    Ancient Power: The Gauntlets of Heroic Might’s ancient power grants the wearer the skill at arms of ancient heroes. The wearer gains proficiency in all martial weapons, and treat their BAB as equal to the Antiquarian’s level (if higher).

    Gloves of the Pugilist
    Slot: Hands
    School: Transmutation
    Weight: 1/2 lbs.
    Description: These leather gauntlets are worn down, marked with scuff marks and scars and scratches that resist even the most talented efforts at restoration.
    Base Power: The wearer gains Improved Unarmed Strike as bonus feat, and increases their unarmed strike damage to 1d8. Unarmed strikes made with these gauntlets are always treated as magic.
    Essence: For each odd point of essence the Antiquarian possesses, the wearer gains a +1 enhancement bonus to attack and damage rolls with their unarmed strikes. For every even point of essence the Antiquarian possesses, the wearer gains a +1 bonus to grapple checks.
    Ancient Power: The Gloves of the Pugilist’s ancient power allows the wearer’s unarmed strikes to be treated as adamantine for the purpose of overcoming damage reduction and ignore the hardness of objects.

    Ring of Elementalist
    Slot: Ring
    School: Evocation
    Weight: -
    Description: This shining orichalcum ring has a transparent glass bead set upon it like a conventional gemstone. When exposed to element energy ring burns with an intense angry energy.
    Base Power: The wearer of this ring gains the ability to catch flasks of acid, alchemist’s fire, and projectiles made from conjured energy (such as Orb of Acid but not Scorching Ray) once per round as long as they have a free hand. Caught objects may be dropped, stowed or used as normal, they do not detonate. Stowed or dropped magical energy is dispelled.
    Essence: For each point of essence the antiquarian possesses, the wearer of the Ring of the Elementalist can catch such objects one additional time each round.
    Ancient Power: The Ring of the Elementalist’s ancient power ancient power allows the wielder cast a small number of spells. The wielder gains the ability to cast the following spells, once per day, if they have the appropriate amount of essence. The save DC for their spells are based on the Antiquarian’s Intelligence.

    Elementalist Spells
    Essence Spell
    1
    Ray of Frost
    2
    Shocking Grasp
    3
    Scorching Ray
    4
    Lightning Bolt
    5
    Ice Storm
    6
    Cone of Cold
    7
    Chain Lightning
    8
    Delayed Blast Fireball
    9
    Polar Ray
    10
    Meteor Swarm

    Ring of the Illusionist
    Slot: Ring
    School: Illusion
    Weight: -
    Description: This simple wooden ring possesses shifting runes of black paint. When it isn’t worn it projection a duplicate image of itself at a random location within 400 ft.
    Base Power: The wearer of this ring gains the ability to project a single illusion (as the spell major image). The DC to disbelieve this spell is 10 + the antiquarian’s essence + the antiquarian's intelligence modifier. The wearer’s CL is equal to their antiquarian level.
    Essence: In addition to increasing the DC for the illusion granted by this spell, the antiquarian provides the wearer with a +1 bonus to will saves against illusion spells for each point of essence they possess.
    Ancient Power: The Ring of the Illusionist’s ancient power allows the wielder to take control of one illusion they can see with a spell level lesser than or equal to the the amount of essence the antiquarian possesses. The original caster of the illusion must succeed on a Will Save (DC equal to the save for the base power) or have the illusion brought under the wearer’s control and they are treated as the caster for the spell’s remaining duration. The wearer can only control a single illusion with the ring at one time (either stolen or created by the ring).

    Paladin’s Ring
    Slot: Ring
    School: Conjuration (Healing)
    Weight: -
    Description: This glimmering silver ring is set with a dull sapphire that springs to life when it comes into contact with blood or fresh wounds, shimmering with alien energy.
    Base Power: The wearer may heal a total number of hit points equal to the antiquarian’s level x the antiquarian’s Intelligence bonus. They may choose to divide the healing between multiple recipients and it doesn’t have to use it all at once. Using this ability is a standard action.
    Essence: For each point of essence the antiquarian possesses, the healing available increases by 10.
    Ancient Power: The Paladin’s Ring’s ancients power allows the wearer to cure a living creature of all diseases they’re suffering from (as the remove disease spell) once per day as a standard action.

    Ring of Undead Kinship
    Slot: Ring
    School: Necromancy
    Weight: -
    Description: This thorny iron ring bites into the flesh when donned.
    Base Power: The ring alters the wearer’s life force, causing positive energy to harm them and negative energy to heal them. The wearer is ignored by unintelligent undead unless an intelligent force specifically orders them to attack the wearer. Additionally, all undead start with an attitude one step friendlier to the wearer.
    Essence: For each point of essence the wearer possesses they gain a +1 bonus to mind-affecting abilities, diseases, and poisons.
    Ancient Power: The Ring of Undead Kinship’s ancient power allows the wearer to heal undead with a touch, as the Paladin’s Ring’s default ability.

    Ring of Essence Gathering
    Slot: Ring
    School: Universal
    Weight: -
    Description: This glass ring glows with a yellow-orange light proportional to the wearer’s essence.
    Base Power: The ring of essence gathering allow the wearer to steal essence from nearby creatures. As an immediate action, the wearer may deny a creature gaining essence the point of essence, gaining it for themselves instead. A fortitude save negates this effect. The DC is equal to 10 + the antiquarian’s essence + the antiquarian’s Intelligence modifier.
    Essence: For each point of essence the wearer possesses, they gain a +1 bonus to Listen checks, Spot checks and Spellcraft checks made to identify spells.
    Ancient Power: The Ring of Essence Gathering’s ancient power allows the wearer to gain a surge of essence. Once per day, as a swift action the wearer may gain 1d4 - 2 essence (minimum -1, a creature that gains a negative number of essence instead loses that much essence, a creature with no essence to lose gains a temporary negative level).

    Ring of the Summoner
    Slot: Ring
    School: Conjuration
    Weight: -
    Description: This adamantine ring is set with a glimmering ruby and allows the wearer to control summoned creatures. The ring emits a pulse similar to a heartbeat whenever it’s close by such a creature.
    Base Power: The wearer of this ring gains a familiar (as the Wizard and Sorcerer class feature). This familiar has the extraplanar subtype and is banished back to its home plane when the ring is removed. If the familiar would die it is instead banished and may be summoned again at full health the next day at no cost.
    Essence: For each point of essence the antiquarian possesses, the skill bonus granted by most familiars increases by 1. If the familiar grants a bonus to hit points, that bonus increases by 3. Finally, if the familiar grants a bonus to a particular save, that bonus increases by 1 for every two points the Antiquarian possesses.
    Ancient Power: The Ring of the Summoner’s ancient power allows the wearer to take control of a summoned creature. As a standard action the wearer may enslave a summoned creature, requiring the summoner to make a Will Save (DC 10 + the antiquarian’s essence + the antiquarian’s Intelligence modifier) or have the spell that brought the creature into existence brought under the control of the wearer.

    Force Boots
    Slot: Feet
    School: Conjuration (Creation) [Force]
    Weight: -
    Description: These leather boots have sturdy plates made of force sewn on to them as if they were ordinary metal. The plates give an unpleasant shock to anyone who touches them.
    Base Power: The wearer of these boots gains the supernatural ability to create a temporary platform made of force beneath them. This platform is a 5 foot diameter disk that can support up to 500 lbs and last for only a single round. The boots need 1d4 round to recharge before they can make a new platform.
    Essence: For each point of essence the wearer possesses they gain a +1 bonus to Jump and Balance checks.
    Ancient Power: The Force Boots’ ancient power allows the wearer to create multiple force platforms. For each point of essence the wearer possesses the boots can produce another temporary platform before the recharge time sets in.

    Feathered Sandals
    Slot: Feet
    School: Transmutation
    Weight: -
    Description: These simple sandals are made of an extremely light material and have pristine feathers woven into the straps. Oddly despite their thin soles the wearer can barely feel the ground beneath their feet while wearing these sandals.
    Base Power: The wearer constantly gains the benefit of the feather fall spell.
    Essence: For each point of essence the wearer possesses they grant another creature the benefits of feather fall as an immediate action.
    Ancient Power: The ancient power of the Feathered Sandals grant the wearer gains the ability to fly at a speed of 30 ft. with perfect maneuverability.

    Dwarven Boots
    Slot: Feet
    School: Transmutation [Earth]
    Weight: -
    Description: These heavy armored boots appear to have been crafted from some thick strange hide and adamantine. The boots seem to age and tarnish when exposed to bright light.
    Base Power: The wearer gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground.
    Essence: For each point of essence the antiquarian possesses the wearer may reduce the distance any successful bull rush (or similar ability) moves them by 5 feet.
    Ancient Power: The Dwarven Boot’s ancient power allows the wearer to bond with the earth. The wearer gains the earth glide ability as an earth elemental, though they do not gain the ability to see through rock and may become lost if this ability is used foolishly.
    Last edited by Knitifine; 2017-07-23 at 09:11 PM.

  11. - Top - End - #11
    Dwarf in the Playground
     
    RedKnightGirl

    Join Date
    Oct 2016
    Gender
    Female

    Post Re: Base Class Contest XXXX - Happy Little Accidents

    Antiquarian Feats

    These feats are available to any character who meets the prerequisites but typically depend on or enhance mechanics of the Antiquarian class.

    Ancestral Artifact
    Benefit: You gain a number of skill ranks equal to your level, these ranks must be invested in Craft (Antique Restoration), and any ranks already invested in that skill are refunded beforehand. Each time you gain a level, you gain an additional rank in Craft (Antique Restoration). Additionally, you gain an antiquarian artifact of your choice but none of its powers are available, for the purpose of that artifact you are counted as the antiquarian who owns it even though you are not an antiquarian.
    Special: If you have the Antique Restoration class feature you may not choose this feat. If you later gain the Antique Restoration class feature, this feat is replaced with Skill Focus (Craft (Antique Restoration)) and the artifact you gained from these feat must be chosen as one of your starting artifacts.

    Ancestral Awakening
    Prerequisites: Ancestral Artifact, Character level 4th or higher.
    Benefit: You gain the ability to restore and maintain one artifact of your choice. The artifact has a number of hit points equal to ten times your Hit Dice, and a hardness equal to three times your Hit Dice. You gain the base power of the artifact and an essence pool equal to 1 plus 1 for every 4 levels you possesses. You start each day with 0 essence.
    Special:If you have the Antique Restoration class feature you may not choose this feat. If you later gain the Antique Restoration class feature, this feat is lost and may be replaced with any feat you qualified for when you first took it.

    Ancestral Power
    Prerequisites: Ancestral Awakening, Character level 6th or higher.
    Benefit: You gain the ability to use the ancient power of your ancestral artifact. Additionally, you begin each day with 1 essence and gain an additional point of essence whenever you roll for initiative.
    Special: If you have the Antique Restoration class feature you may not choose this feat. If you later gain the Antique Restoration class feature, this feat is lost and may be replaced with any feat you qualified for when you first took it.

    Battle Sense
    Prerequisite: Trap Sense
    Benefit: You gain a bonus on initiative rolls equal to your Trap Sense bonus.

    Essence Purge
    Prerequisite: Must have an essence pool.
    Benefit: As a full round action you make forsake all your essence, losing all essence immediately and becoming exhausted for 1 hour. You are immediately freed from any enchantment, transmutation or curse, including instantaneous ones.

    Essence Discharge
    Prerequisite: Must have an essence pool.
    Special: As a full round action you may forsake all your essence, losing all essence immediately and becoming exhausted for 1 hour. The essence discharges in a 10 ft. burst centered on you. All creatures in the area (besides yourself) takes 2d6 force damage for each point of essence you forsook with a fortitude save to halve the damage. The DC for this ability is 10 + the essence you forsook + your Constitution modifier.

    Pitch-Black Spirit
    Prerequisites: Dark Power Class feature
    Benefit: You gain one point of essence at the beginning of each day. Additionally, you may use your darkness spell-like ability two additional times each day.

    Collection Feats
    Collection Feats are unique feats that apply a benefit to the wielder of their three prerequisite artifacts. The benefit only applies when all three artifacts are being utilized by the same character. The character does not need to possess these artifacts as part of their class to choose one of these feats, and may instead rely on a friendly antiquarian to provide them. A character may only have one collection feat.

    Ancient Servitors [Collection]
    Prerequisite: Grimoire of the Antediluvians, Heart of the Lich, Ring of Undead Kinship, Character level 6th or higher.
    Benefit: You may animate up to two additional servants using the Grimoire of the Antediluvian's base power.

    Concord with Destiny [Collection]
    Prerequisite: Infernal Keepsake, Clockwork Armor, Sword of Truth, Character level 6th or higher.
    Benefit: You gain damage reduction 1/chaos for each point of essence you possess. Additionally, you may use your true strike spell-like ability two additional times each day.

    Essence Spellweaving [Collection]
    Prerequisite: Grimoire of the Antediluvians, Bracers of the Magician, Ring of the Elementalist, Character level 6th or higher.
    Benefit: You gain two additional spells known from the Sorcerer/Wizard list for each spell level you can cast from the Bracers of the Magician. Once these spells are chosen the decision cannot be changed later on.

    Heroic Spirit [Collection]
    Prerequisites: Gauntlets of Heroic Might, Field Medic’s Plate, Dwarven Boots, Character level 6th or higher.
    Benefit: Whenever you are reduced to 0 hit points or fewer you may remain conscious and continue to fight, though you are still staggered and lose 1 hit point each round. You gain a bonus on all attack and damage rolls equal to your negative hit points.

    Nature’s Favor [Collection]
    Prerequisite: Amulet of the Deep Ones, Feathered Sandals, Staff of the Great Circle, Character level 6th or higher.
    Benefit:Your base land speed increases by 10 ft. and you gain a +1 bonus to natural armor for each point of essence you possess.

    Uncanny Agility [Collection]
    Prerequisites: Armor of the Dungeoneer, Force Boots, Gloves of the Pugilist, Character level 6th or higher.
    Benefit: Climb becomes a class skill for you, you gain a +1 bonus to climb checks for each point of essence you possess and any cross-class ranks you have in Climb double. You gain the ability to make a force platform (as the force boots base power) at the level of your hands and use them to climb (these platforms follow the same rules as the ones created at your feet). Finally, whenever you make a full attack using only unarmed strikes you may climb, move and/or jump at your base land speed before or after the attack as long as you a wearing the force boots.

    Racial Substitution Levels

    Tiefling (MM) and Zenythri (MM2) Antiquarians are provided with additional options to highlight their unique abilities as well as mitigate some of the pitfalls of starting a level behind their peers.

    Tiefling Antiquarian Racial Substitution Levels
    Tiefling Antiquarians often find themselves being called by forces beyond their control to collect artifacts for a greater and darker purpose. They give up some of their natural ability to find and react to traps in order to benefit from the dark spirits that plague their lives.
    Hit Die: d8.

    Requirements
    To take a Tiefling Antiquarian substitution level, a character must be a Tiefling and about to take their 1st, 4th, or 6th level of Antiquarian.

    Class Skills
    Tiefling antiquarian substitution levels have the class skills of the standard antiquarian class plus Bluff, Hide and Move Silently.
    Skill Points at Each Level: 6 + Int Modifier (or four times this number as a beginning character).

    Class Features
    All the following are features of the tiefling antiquarian’s racial substitution levels.

    Tiefling Antiquarian Racial Substitution Levels
    Dark Spirit (Su): At 1st level, the tiefling gains a dark spirit that is bound to their body and offers forbidden wisdom. The dark spirit can be detected with detect evil and has an aura of evil equal to an outsider of the tiefling’s level. The dark spirit can be exorcise, banishing it back to the lower planes but it returns in 24 hours unharmed. The dark spirit speaks Abyssal and Infernal and grants the tiefling the ability to take 10 on Knowledge (Arcana), Knowledge (Religion), Knowledge (The Planes), and Spellcraft skill checks even when it stressful situations.
    This benefit replaces Trapfinding.
    Spirit Claimed (Su): At 4th level, the dark spirit gains the ability to ward off other evil forces from controlling the tiefling. As long as the dark spirit exists on the same plane as the tiefling, the tiefling gains a +1 bonus to Will Saves against the spells, supernatural abilities, and spell-like abilities of evil outsiders and a +1 dodge bonus to AC against attacks made by evil outsiders. These bonuses rise to +2 when the tiefling antiquarian reaches 8th level , to +3 when they reach 12th level, to +4 when they reach 16th level, and to +5 when they reach 20th level.
    This benefit replaces Trap Sense.
    Dark Power: At 6th level, the tiefling’s ability to create an area of darkness becomes a supernatural ability with an equivalent spell level equal to ½ the tieflings HD -1. Enemies in this area must make a saving throw (DC 10 + equivalent spell level + the tiefling Intelligence modifier) or else be infected by the tiefling’s dark spirit, giving them a -2 penalty to Will Saves.
    This benefit replaces the tiefling’s first ancient power.

    Zenythri Antiquarian Racial Substitution Levels
    Zenythri origin is a long forgotten mystery that many zenythri antiquarian’s obsess over. These antiquarian’s forgo the typical broadness of their more traditional peers and instead collect artifacts from alien angels, eldritch inevitables and long sealed away devils in an attempt to unearth the history of their ancient heritage. This leads them to greater martial prowess than their peers, but a stricter set of rules which suits the zenythri’s nature all too well.
    Hit Die: d8.

    Requirements
    To take a Zenythri Antiquarian substitution level, a character must be a Zenythri and about to take their 1st, 2nd, or 6th level of Antiquarian.

    Class Skills
    Zenythri antiquarian substitution levels have the class skills of the standard antiquarian class plus Climb, Jump and Swim.
    Skill Points at Each Level: 6 + Int Modifier (or four times this number as a beginning character).

    Class Features
    All the following are features of the zenythri antiquarian’s racial substitution levels.
    Weapon and Armor Proficiency: Zenythri antiquarians are proficient with simple weapons, longswords, and light armor, but not with shields. Antiquarian spells are not hindered by armor they are proficient with.
    Resonate Artifacts: Rather than choose any three artifacts, at 1st level the Zenythri antiquarians acquires the Infernal Keepsake, Clockwork Armor, and Sword of Truth. These artifacts are details below.
    Mettle: At 2nd level, the zenythri antiquarian can resist magical and unusual attacks with great willpower or fortitude. If they make a successful Will or Fortitude saves against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry or Will partial or Fortitude half), they instead completely negate the effect. An unconscious or sleeping zenyhri antiquarian does not gain the benefit of mettle.
    This ability replaces the standard antiquarian’s evasion class feature.
    Resonate Power: Rather than choose an ancient power to unlock, at 6th level, the Zenyhri antiquarian may use the ancient power of all of her resonate artifacts, but only when they are all restored and worn together.
    This ability replaces the standard antiquarian’s first ancient power.

    Zenythri Antiquarian Artifacts

    These artifacts are granted by Zenthri Antiquarian substitution levels, but may be made available to other antiquarians at the DM's discretion.

    Infernal Keepsake
    Slot: Neck
    School: Abjuration, Conjuration
    Weight: -
    Description: This golden locket hangs from a thin gold chain and feels hot to the touch regardless of weather conditions. The complex lock (DC 40) holds within is the pictures of a long lost child whose heritage can be traced back to the lower planes. Typically a tiefling, half-fiend, cambion, or unholy scion.
    Base Power: The locket provides a clarity of purpose and protective aura when worn. Giving the wearer a +2 bonus to Will saves against mind-affecting spells or abilities.
    Essence: For each point of essence the antiquarian possesses, the wearer’s bonus to Will saves increases by +1.
    Ancient Power: The ancient power of the infernal keepsake may be used to bolster the defense of a companion. The antiquarian may expend a use of their true strike spell-like ability and touch a chosen ally to bestow them with a +20 deflection bonus to AC for one round.

    Clockwork Armor
    Slot: Body
    School: Abjuration
    Weight: -
    Description: This suit of clockwork armor looks like it was cobbles together from a variety of strange and alien devices. It provides a +6 bonus to AC, a -6 armor check penalty, and a maximum dexterity bonus of +0. It has no arcane spell failure chance if worn by someone with proficiency, but a 40% chance if worn by a nonproficent user. This suit of armor is considered heavy armor.
    Base Power: The clockwork armor does not reduce the run speed of its wearer.
    Essence: For each point of essence the antiquarian possesses, the armor provides it’s wearer with a 5% chance to negate sneak attacks and critical hits, forcing the damage to be rolled normally.
    Ancient Power: The ancient power of the clockwork armor grants the wearer a 50% chance to negate sneak attacks and critical hits. This is in addition to the benefit granted by the antiquarian’s essence.

    Sword of Truth
    Slot: None
    School: Enchantment
    Weight: -
    Description: This glimmering sword has a golden handle and a blade made from mithril. It functions as a typical longsword except that it may bypass damage reduction that is negated by silver.
    Base Power: Any creature touching the sword’s blade is forced to tell the truth as if affecting by a Zone of Truth spell. The DC for this ability is equal to 10 + the antiquarian’s essence + the antiquarian’s Intelligence modifier. A creature who saves against the sword’s effect cannot be forced to make a save for 24 hours.
    Essence: In addition to increasing the DC for the Zone of Truth effect described above, the sword gains a +1 enhancement bonus to attack and damage rolls for every odd point of essence the antiquarian possesses. For every even point of essence the antiquarian possesses, they gain a +1 bonus on Sense Motive skill checks.
    Ancient Power: The sword of truth can be used to cut through illusions. Any time the wielder attacks an illusion, the antiquarian may make a caster level check (1d20 + 2 per point of essence the antiquarian possesses) to dispel the illusion as if using dispel magic. Additionally, the antiquarian may expend one use of their true strike spell-like ability to gain a +20 bonus to their caster level check as an immediate action.

    Alternate Class Features

    The alternate class features below are intended for Antiquarians who already have a trapfinding companion in the party or do not intend on dealing with such contrivances.

    Essence of Initiative
    Many antiquarians find their travels draw them into wars, politics or other realms of conflict where traps make little or no appearance. Such antiquarians have learned the value of acting first and acting fast.
    Level: 1st
    Replaces: Essence of Discovery.
    Benefit: Antiquarians have a reserve of supernatural energy called essence. Essence is present in all creature, but antiquarians and other essence users have their natural essence stripped from them by eldritch rituals in order to serve as vessels for a more potent and rarified version of the energy. An antiquarians starts every day with one essence (plus one for each ancient power the antiquarian has unlocked, see below), but gains one point of essence whenever they roll for initiative plus one additional point of essence if they may act in a surprise round. An antiquarian has a maximum essence pool equal to ½ their antiquarian level (minimum 1).

    Scholarly Combatant
    Many antiquarians find their travels draw them into wars, politics or other realms of conflict where traps make little or no appearance. Such antiquarians have learned the value of acting first and acting fast.
    Level: 1st, 4th, 8th, 12th, 16th, and 20th.
    Replaces: Trapfinding and Trapsense
    Benefit: The Antiquarian gain proficiency in medium armor at 1st level and the ability make attacks of opportunity while flat-footed. At 4th level and every four levels thereafter they gain an additional attack of opportunity each round.
    Last edited by Knitifine; 2017-07-23 at 09:26 PM.

  12. - Top - End - #12
    Orc in the Playground
     
    Lanth Sor's Avatar

    Join Date
    Jan 2013

    Default Re: Base Class Contest XXXX - Happy Little Accidents

    The Artist Macabre
    "Sometimes the news doesn't need pictures, a few words can convey my art, and only true connoisseur truly would understand its beauty." Selina Sinclair the Black Buther of Westromere


    Many men venerate the field of battle, know the horror and macabre beauty of the scene after. Some say the sky is painted in red the morn after a great battle. And still, there are those who experience this an estimate to the horrors of war. While few men would argue the horror there in the Artist Macabre is one of those few. Masters of murder, Butcher, serial killers, artist macabre provide a vital service bringing beauty into the world.

    Bards sing songs and recite poetry to be passed on through word and pen, while painters create beautiful image venerated and put on a show by the masses. The artist macabre carves their art into the skin of the subjects, and perform diligent work in the aftermath of a fresh kill to ensure not an ounce goes to waste. There are those who relish in the artist's work, but constraints of society get in the way. It is not uncommon for an artist to begin by following a fellow artist or believe they are. Should they find their inspiration to be less it's not uncommon for the inspiration to become the art.

    Hit Die: d8
    Skill Points: 8+ Intelligence Modifier
    Class Skills: Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge(any) (Int), Listen (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (none), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Rope (Dex)
    Proficiencies: Artist Macabre are proficient with simple weapons, but no armor.

    Level BAB Fort Ref Will Special Unearthly
    Meins
    Techniques
    Known
    1st +1 +0 +2 +2 Dance of Blood, Unearthy Grace 0 1
    2nd +2 +0 +3 +3 - 1 2
    3rd +3 +3 +3 +3 - 1 3
    4th +4 +4 +4 +4 Unearthly Nervel 2 3
    5th +2 +4 +4 +4 - 2 4
    6th +3 +5 +5 +5 - 3 5
    7th +3 +5 +5 +5 - 3 6
    8th +4 +6 +6 +6 Unearthly Fortitude 4 6
    9th +4 +6 +6 +6 - 4 7
    10th +5 +7 +7 +7 - 5 8
    11th +5 +7 +7 +7 - 5 9
    12th +6/+1 +8 +8 +8 Unearthly Guise 6 9
    13th +6/+1 +8 +8 +8 - 6 10
    14th +7/+2 +9 +9 +9 - 7 11
    15th +7/+2 +9 +9 +9 - 7 12
    16th +8/+3 +10 +10 +10 Uneartly Presence 8 12
    17th +8/+3 +10 +10 +10 - 8 13
    18th +9/+4 +11 +11 +11 - 9 14
    19th +9/+4 +11 +11 +11 - 9 15
    20th +10/+5 +12 +12 +12 Unearthly Dance Imortalis 10 15

    Dance of Blood (Ex): Artists earn their name not only from the scenes the scenes they leave behind but also the beauty of their combat. Whenever an artist provokes an attack of opportunity and the attack misses they add 1d8 precision damage to their next attack, if multiple attacks miss adding 1 die per attack that missed. In a round, the artist moves at least 10ft they add their level precision damage to the damage roll of any attack they make until the end of their next turn. All damage from this ability stacks. While using a 2 handed weapon the damage dice increase to 1d12 and the move damage is 1.5 times your level precision damage. If an attack benefiting from dance of blood would bring a target to 0hp or less they must fort save or die DC equal to the damage dealt. If an artist makes a perform check of anykind and uses the remains of someone that was killed by the artist they add the bonus damage from Dance of Blood they dealt to the victim, to the perform check.

    Unearthly Mien (Su): Artist draw on an otherworldly power that makes others unnerved. At the start of each day, they begin with unearthly mien points equal to class level and loose any points beyond that. Their maximum number of mien points is equal to class level times charisma modifier. Whenever an attack benefits from Dance of Blood they gain 1 point of unearthly mien, when they score a critical hit they gain a number of points equal to the weapons critical multiplier, when they kill something they gain points equal to its HD. All supernatural abilites of the class are tied to their mien as such they provide a mien bonus if a bonus is provided, mien bonus functions similar to deflection bonus for armor and is negated against anything that instills fear to the source of the mien bonus, IE the artist is the source of their bonus.
    Spoiler
    Show

    Aether Step (Su): If the artist spends a move action traveling in a strait line they may spend a standard action to teleport as dimension door in a random direction out of line of sight by spending 2 points. Requires 7th level.
    Blood Stained Laughter (Su): While performing a preform check the artist can make some audible display, laughter is a favorite, and intimidate all in audible range to shaken. If they have sight of the gore and you exceed the DC by 10 they are frightened, if you exceed the DC by 20 they are panicked.
    Collateral Damage (Su): The artist gains the collateral damage ability of a hobkins gremlin. Activating the ability costs 1 point.
    Out of Phase (Su): The artist gains the out of phase ability of a hobkins gremlin. Additionally they gain the benfit of blur spell as a supernatural ability, activating the ability costs 3 points and last 1 minute.
    Preternatural Grace (Su): While benefiting from unearthly grace the artist additionally gains evasion as the rogue ability. Requires 3rd level
    Preternatural Fortitude (Su): When the artist makes a fortitude save for partial, on a successful save they instead negate the effect. Requires 11th level.
    Preternatural Nerve (Su): When the artist makes a will save for partial, on a successful save they instead negate the effect. Requires 7th level.
    Psuedonatural Grace (Su): While benefiting from unearthly grace the artist additionally gains improved evasion as the rogue ability. Requires 7th level
    Psuedonatural Fortitude (Su): When the artist makes a fortitude save for partial, on a failed, save they instead take the partial effect. Requires 15th level.
    Psuedonatural Nerve (Su): When the artist makes a will save for partial, on a failed save they instead take the partial effect. Requires 11th level.
    Unearthly Strikes (Su): The artist can use thier charisma modifer instead of strength or dexterity modifier for weapons attack and damage rolls. By spending a swift action and a point the artist's attacks ignore miss chance.
    Sinister Bladework (Su): While benefiting from Dance of Blood the artist can expend points equal to 1/2 their level to add an additional die per point spent.
    Sanguine Leak (Su): When dealing damage with Dance of Blood the artist can spend 1 point to cause 1 bleed damage per die of precision damage.
    Sanguine Slick (Su): When causing bleed damage the artist can spend 1 points to unleashe a torrent of blood form their victim creating the greese spell. Unlike the spell this is blood and cannot burn.


    Techniques (Ex):
    Spoiler
    Show

    Bash Their Brains In (Ex): While attacking with a bludgeoning weapon, the artist can make a perform check against the targets AC on a success the target is dazed for 1 round, in addition to the other effects of the attack.
    Deadly Finesse (Ex): The artist gains the weapon finese feat as a bonus feat, and any wepon that benefits from weapon finesse also replaces dex of damage.
    Death Attack (Ex): The artist gains Death Attack as the Assassin class feature. DC 10 + 1/2 class level + Charisma Modifier. Requires 6th level.
    Frightener (Ex): The artist gains frightener ability of a hobkins gremlin.
    Weapon Training, Advanced (Ex): The artist gains weapon specialization with chosen weapon, and greater weapon focus at the 10th level. The artist must have wepaon focus and be level 6 to learn technique.
    Weapon Training (Ex): The artist gains proficiency with a weapon chosen and weapon focus with the weapon. This may be taken multiple times. Each time take for a new weapon.
    Weapon Mastery (Ex): The artist gains melee weapon mastery or ranged weapon mastery depnding on weapon type, and gains . The artist must have Advanced Weapon Training with the weapon.
    Poison Training (Ex): Gain poison use as an assassin class feature. Any poison the artist uses has its DC increased by 1/2 class level.
    Poke Phem Full of Holes (Ex): While attacking with a piercing weapon, the artist can make a perform check against the targets AC on a success the target gains bleed damage equal to the artist charisma modifer, in addition to the other effects of the attack. Because of the nature of the wound the heal DC is increased by 1/2 class level + charisma modifier.
    Slice Them to Ribbons (Ex): While attacking with a slashing weapon, the artist can make a perform check against the targets AC on a success the target looses your dexterity modifier + charisma modifer in armor bonus to AC to a maximum penalty equal to the artist level. If the target has natural armor any excess pnealty is applied to thier natural armor. Any repair spell fixes the damge to the armor and any healing spell restores the natural armor, other wise the armor can be fixed with a craft check and a days work, and natural armor heals at the same rate has hitpoints.
    Sneak Attack(Ex): Gain 1d6 of sneak attack damage, to a maximum of 1/3 level sneak attack die.


    Unearthly Grace (Su): The first indication of their unearthly mien comes with their odd way of moving that almost twists their bodies in ways it shouldn't. As long as the artist wears no armor or light armor and is not above light load, they add their charisma modifier to AC and reflex saves. Additionally, if they wear no armor they add 1/2 their class level to AC in addition to their charisma modifier.

    Unearthly Nerve (Su): The next sign is their dead eyes, alight with glee. Though the sign is their eyes the true concern is their mind, starting at the 4th level artist gain immunity to fear and emotion based effects and add their charisma modifier to Will saves.

    Unearthly Fortitude (Su): There is something wrong almost dead in the flesh of an artist. At the 8th level, the artist adds becomes immune to disease and adds their charisma modifier to Fortitude saves.

    Unearthly Guise (Su): Artists lose something along the way normal people covet. The flesh is so universal, the artist learns to meld their own and use their other worldly abilities to change faces as easily as you or I change clothes, starting at the 12th level, artists gaining Alter Self at-will, and are constantly under the effects of a nondetection spell, both have a caster level equal to class level and are supernatural abilities. The form they take with alter self becomes their new form after 1 week in the form, at which point they can only change their base form back to their original form by spending a week in the form via this alter self ability.

    Unearthly Presence (Su): Begining at the 16th level the artist projects an aura of abnormality even when people are not directly aware of the artist's presence they feeling unease. The aura of unease causes all with in 30ft of the artist to make a Fortitude save or be sickened on a failed roll. If someone knows who the artist is, the line of sight is enough to force them to save, at level 20 someone aware of the artist is instead affected if they are with-in 1 mile of the artist. While making a perform check using a victim the aura quadruples in size, Anyone witnessing the event is nauseated on a failed save.

    Unearthly Dance Imortalis (Su): At the 20th level the artist learns the cadence of immortals. When an attack benefiting from Dance of Blood would knock a target below 25% health, it must make a Fortitude save DC equal to the damage dealt or die. This is not a death effect. Any attack benefiting from Dance of Blood ignore precision damage immunity and critical immunity.
    Last edited by Lanth Sor; Yesterday at 01:00 AM.

    My Home Brew: Here

  13. - Top - End - #13
    Ogre in the Playground
     
    bekeleven's Avatar

    Join Date
    Aug 2013

    Default Re: Base Class Contest XXXX - Happy Little Accidents

    Spoiler: The Bridge
    Show

    Claude Monet


    Richard gave the brush a practiced twirl. The bristles curled around the motion, completing a black whirl on the blue pauldron. It wasn’t a perfect reversal of the whirl on the right side; the squirrel-hair bristles hadn’t even been good new. And Richard wasn’t good, neither. He’d never had a teacher, just books, and books without pictures at that.

    Besides, Richard had to work fast.

    “Rick!” hissed a voice through the doorway. “You in there again? M’lord’s on his way! The gnolls are through the pass!”

    Richard backed up to survey his work. The breastplate bore the sigil of house Midvane, a river - a stream, morelike - under stars. He’d extended the blues and whites across a simple black matte he’d done his best to layer into the pitted metal, with the stream running around one back to be swallowed by the Midvane cloak, and the starfield expanding out across the chest and shoulders in an awe-inspiring depiction of the infinity of the gods.

    Nothing looked quite how Richard wanted. The smears, the off-whites, the blobs around the gorget. It was a failure of tools, and of supplies, and time. Skill too. But maybe it was good enough; certainly better than the muddy mural his lord the old Baron had commissioned years afore Richard was even born.

    And complaining wouldn’t do anything. Like or not, this was Richard’s opus. His greatest and final work before he died.

    He jumped through the window, leaving his brushes and paints. He’d have no further use for them.




    They formed up in the town square, the seventy that remained. The rest had left, those as could. Merchants, aristocrats, the wealthier businessmen. Them with horses, mostly, except for Baron Midvane, who would never leave his people. The town’s lord, knight, and protector. The Midvanes had ruled the river crossing since it had been weeks from any border, years and ages ago. Maybe that was why the town had no walls. But here they were now, ready to make the gnolls pay with blood. Richard’s hands tightened around his spear. Meech the smith had cut the handle down so it wasn’t taller than him.

    The baron surveyed his troops. The paltry town guard; the farms and townsfolk, mostly the older, and younger, and weaker; and his servants, Richard among them. He’d known the risks when he’d asked for the position, but he couldn’t very well learn to paint tending his uncle’s crops.

    The Baron hadn’t said a word to him, or even glanced his way. But Richard wanted to believe he was standing up straighter with his symbol shining across his chest.

    “First line, form up across the river,” the Baron shouted. He’d been trained in war, once. “Retreat across the bridge after their lines make contact.” He swung his legs onto his horse with stable boy Adam’s help and led the way to the crossing. The town followed, most stopping before the bridge. The time for running had passed. Gnolls were faster than unmounted men, and there was no hiding from their trackers. The men braced their line against the old stone guardhouse past the river, forced laughter and tension drifting back to Richard’s ears.

    The gnolls were visible, a wave of them cresting a hill a few miles away. Fifty? A hundred? More? It was hard to tell at this distance. Richard moved to the edge of the silent crowd to get a better look. He couldn’t see the gnolls very well, but he could still imagine them, their red fur between the green hills blue sky. The image was striking. It should hang in an armory somewhere.

    That was why they had to win. If Richard died, that image would be lost.

    “Excuse me,” said a voice to Richard’s left. “Is there a reason this bridge is so crowded?”

    Richard turned to find a cloaked elderly man atop a horse. No, not a horse. It shared a horse’s general shape and color, but looking more closely, it was made of paint. The horse’s mane was scumbled, and the rest of its hair was impressed with a flat brush of some kind. It stared at Richard with one giant disinterested eye, highlights imperfectly blended.

    The man on the horse, white hair poking out of his hood, was still waiting for an answer. “Gnolls, M’Lord,” Richard stammered. “Coming.”

    The man nodded and nudged his painted-horse-thing into a trot. The nearby villagers took notice and gave way, leading others to do the same. The man walked his horse down the path the crowd opened for him and out onto the bridge.

    The town guard took note as he neared the other side. They turned back and some shouted, but a wave of the man’s hand silenced them. Baron Midvane rode closer but pulled back on his reins when he was close enough to study the man’s horse.

    That horse. What was it? Did the man make it? Did he paint it?

    He rode through the line of guards up to the top of the closest low hill and dismounted. From his horse’s pack he pulled...

    He pulled out an easel.

    Richard pushed his way through the crowd to the bridge. By the time he made it, the man — the painter — was all set up, with a canvas on his easel and a brush in his hand. Curiously, he had a stack of other canvasses of varying sizes propped up against the bottom of his easel. How much painting was he planning to do? And where were his paints themselves?

    Richard could hear the gnolls now, a rumble and a shout on the wind. What did the painter plan to do about them?

    The painter threw his brush across his canvas, and a picture began to form. It was painted, somehow, but the paint seem to come out of the brush as it moved, a scintillating rainbow that hardened into blocks of color as it hit the canvas. Reds, oranges, yellows... all fading into blue at the edges, with a green strip along the bottom, but with empty canvas still visible in a vertical column at the center. Then the painter flicked his wrist upwards to color in the last missing strip, finishing a painting of a ball of light overhanging fields in a summer afternoon sky. Following his motion, a ball of light shot up from his canvas. Its light prickled Richard’s skin even as it drifted forward, away from the town and towards the gnolls.

    The gnolls, their shouts louder now, crested a closer hill and let loose a barrage of arrows. The painter turned around and waved his brush towards the guards in front of the bridge, in an instant pulling a stone wall from the side of the guardhouse and stretching it in front of their lines. Richard dashed around the side of the guardhouse for a better view, the baron noticing him just as he passed and reaching down to stop him. Richard let go of the spear when the baron grabbed it and rounded the guardhouse to see the painter still hard at work.

    He was wearing armor now, a suit of armor far too large to have been hidden in one of his saddlebags, and far too complex to have been put on in mere seconds. As arrows clattered off the armor, his horse galloped out in front of him. The painter finished the final touches on a new painting, flat sable depicting a pile of plants, and his horse transformed as it galloped, crashing into the gnoll lines with a flurry of vines lashing out at half a dozen targets at once. Richard crested the man’s hill, the better to see the painting. Live or die — and such a decision would surely be decided here, not with the baron at the bridge — this was what he’d want to see as it happened.

    The artist wasn’t done, but he’d begun to skip his canvas, drawing more and more directly onto the air. Stippled reds and yellows became a ball of fire, flung at a group of approaching gnolls. A fireball on its way back, flung from an unarmed gnoll before the vine creature grabbed it, fizzled out feet before hitting the easel. Wet-blended greens and browns formed another beast when his vines were hacked to pieces, this one an angry giant with a mace fused to its right hand.

    One gnoll got past the giant, so close Richard could smell his breath. The painter reached a hand out and waved, the image of a skull appearing in its wake. The gnoll yipped and ran.

    And then there was nothing. He waved a hand at the sky and his ball of light erased itself, ceding dominance to the sun. Then he picked up his unused canvasses and his giant lumbered past gnoll bodies to pick up the saddlebags that had been tangled up in the vine creature. Half a dozen gnolls in various states of injury were making good time back to the pass. The painter ran a hand across his body and the armor vanished. From this close, the brush strokes on it were clear.

    “Sir mage.” Baron Midvane eased his horse to a stop in front of the easel. “I can’t thank you—”

    “Stop,” the man commanded, and the Baron did. Then the man pointed at Richard. “Speak.”

    “Can I come with you?” Richard found himself asking.

    The man paused for a second, then selected his smallest canvas and fitted it to the easel. His giant returned with his bags. He pulled out a few vials of paints and a brush, then placed them into Richard’s hands.

    “Show me.”


    Photorealist

    Jason Rainville

    “Paintings traditionally do one of two things: They depict the world as it is, or depict the world how it could be. Many of those who paint the world as it could be seek to use their art to influence the world and make itself into reality.

    This is that. But faster.”

    — Gowad Zubin, Photorealist

    The photorealist is an artist. He creates. He can create in proasic ways, through paints and brushes, wood, lathes, and the ache in his muscles after the day is out. Such work can be rewarding, meaningful, and permanent.

    His magic is temporary, but if used correctly, its changes are permanent as well. It is a lesson taught many aspiring artists that they must let their art go into the world and come what may, keep creating instead of growing too attached. The photorealist learns this lesson every day. Art is a lens through which we view, and change, our own lives and the lives of others around us.

    Making a Photorealist
    A photorealist is a mage whose specific complement of powers depends on his genre(s) of choice. He can do a little bit of everything, or be very good at a few things.

    Abilities: All abilities are important to a photorealist, with each ability required to get the most out of a different artistic genre. His strengths and weaknesses here inform how he will build his character’s portfolio, and what he does in combat. However, all photorealists will prize dexterity and constitution, for keeping them alive, as well as intelligence and wisdom, for helping them with crafts and professions that keep them going.

    Races: Photorealists are common among humans, elves, and gnomes. Humans, because they try anything. Elvish dilettantes will spend decades honing a profession or a craft until magic is the next logical step. Gnomes just make stuff and find that being a photorealist can help them make more, cooler stuff.

    Alignment: Photorealists can be any alignment, with their artistic sensibilities parallelling their morals. Lawful photorealists like creation as a process for bringing order from chaos, while chaotic photorealists view painting as a process of growth and change. More photorealists are good than evil: Many skills in art require, or develop, empathy.

    Starting Gold: 3D4x10 (75 GP).

    Starting Age: As Bard.

    Hit Die: D6.

    Table: The Photorealist

    Level BAB Fort Ref Will Portfolio Colors Special
    1st
    +0
    +0
    +0
    +2
    2
    4
    Painting, Passion Project, Trapfinding
    2nd
    +1
    +0
    +0
    +3
    3
    9
    Craftsman's Eye
    3rd
    +1
    +1
    +1
    +3
    4
    15
    Expert
    4th
    +2
    +1
    +1
    +4
    5
    22
    Specialty
    5th
    +2
    +1
    +1
    +4
    6
    30
    Novice Paintings
    6th
    +3
    +2
    +2
    +5
    7
    39
    Craftsman's Soul
    7th
    +3
    +2
    +2
    +5
    8
    49
    Craft Versatility 1/Day
    8th
    +4
    +2
    +2
    +6
    9
    60
    Imbue Item
    9th
    +4
    +3
    +3
    +6
    10
    72
    Apprentice Paintings
    10th
    +5
    +3
    +3
    +7
    11
    85
    Second Specialty
    11th
    +5
    +3
    +3
    +7
    12
    99
    Extra Paints (60 Minutes)
    12th
    +6
    +4
    +4
    +8
    13
    114
    Craft Versatility 2/Day
    13th
    +6
    +4
    +4
    +8
    14
    130
    Journeyman Paintings
    14th
    +7
    +4
    +4
    +9
    15
    147
    Bonus Creation Feat
    15th
    +7
    +5
    +5
    +9
    16
    165
    Extra Paints (30 Minutes)
    16th
    +8
    +5
    +5
    +10
    17
    184
    Third Specialty
    17th
    +8
    +5
    +5
    +10
    18
    204
    Masterpiece Paintings
    18th
    +9
    +6
    +6
    +11
    19
    225
    Craft Versatility 3/Day
    19th
    +9
    +6
    +6
    +11
    20
    247
    Extra Paints (10 Minutes)
    20th
    +10
    +6
    +6
    +12
    21
    270
    Gray Portrait
    Class Skills (4 + Int modifier per level, x4 at 1st level): Appraise, Concentration, Craft, Decipher Script, Diplomacy, Disable Device, Disguise, Forgery, Gather Information, Heal, Hide, Knowledge (All), Listen, Open Lock, Perform, Profession, Search, Sense Motive, Sleight of Hand, Speak Language, Spellcraft, Spot, Tumble, Use Magic Device, Use Rope.

    Class Features
    A photorealist’s main assets in combat are his paintings, which change the world around him as long as he uses enough colors of paint. Outside of combat, he has many ways to use his crafts and professions to get what he wants done, especially if what he wants is to make a living.

    Weapon and Armor Proficiency: A photorealist is proficient in simple weapons and light armor. However, he faces some problems with all armor except for the lightest, as explained below.

    Painting (Sp): A photorealist’s defining abilities are his paintings. By combining one or more colors of magical paint into a composition, a photorealist has the ability to breathe truth and reality into his pieces, achieving effect similar to those of spells. Creation is a beautiful thing, a whirling blend of art and magecraft with elements unique to each artist. Some slather their paint onto a two-dimensional plane before animation; others prefer to paint in 3D. Not all model their magic directly on painting: Others might sculpt, build, or even place their painting’s effects into the world directly. Those that do so may feel free to refer to their class features using different terminology.

    A photorealist’s artist level is equal to his class level. By default, painting a painting is a standard action. Paintings with durations last 1 minute per artist level unless stated otherwise. The most expansive color scheme (the total colors of paint) a photorealist can use in a single painting is also equal to his artist level. A photorealist has a caster level equal to his artist level, which is used for spell-like abilities he learns as well as other uses. All painting saving throws are equal to 10 + 1/2 the painting’s color scheme + the key ability modifier for that painting’s genre. Every painting that targets can be resisted with spell resistance, using Artist level as caster level. A painting’s effective spell level is equal to half its color scheme. Erasing an active painting is a standard action.

    All paintings have somatic components. A photorealist can ignore the first 10% of arcane spell failure he suffers. Thereafter, he may reduce his spell failure by using more paint to hit all of the right areas and cover his mistakes. Each additional color he uses reduces his spell failure by an additional 10%, although this does not let him exceed his color scheme.

    All paintings also have focus components. A photorealist uses brushes to paint. Most also carry an easel, although it’s too cumbersome to set up during combat. Painting while distracted or under attack requires concentration checks (and can be performed defensively, like casting). No painting stacks with itself. Overlaying a new painting on top of a previous version of the same painting will overwrite the old one.

    Color Palette: A photorealist’s magical abilities are channeled through magical paints. Each photorealist has a certain number of colors he can use per day in his paintings, indicated on Table: The Photorealist. The fewer the colors used in a painting, the more obviously unreal the creation appears; anybody can tell that the object is magical in nature with a spot check, DC 5 + colors used. A photorealist may always choose to add more colors than a painting calls for, so long as he does not exceed his maximum color scheme. He must rest for 8 hours to refill his palette, like a spellcaster.

    Sketch paintings require 1 color, while novice paintings require 4 colors, apprentice paintings require 7 colors, journeyman paintings require 10 colors, and masterpiece paintings require 13 colors. Every painting can be enhanced by using its style’s technique, or by adding flourishes, which are detailed in the painting description.

    Portfolio: A photorealist begins play knowing two sketch paintings and/or techniques. Each level, a photorealist learns a single painting or style technique. He may use known paintings and techniques as many times per day as he has colors to use them. He may learn sketch paintings at first level, novice paintings starting at 5th level, apprentice paintings starting at 9th level, journeyman paintings at 13th level, masterpiece paintings starting at 17th level.

    At 5th, 9th, 13th and 17th levels, in addition to learning a new painting or technique, he may also swap a known painting for another painting within the same tier.

    Passion Project (Ex): Photorealists are driven by the act of creation. Although they must devote the majority of their time to magic, the visual arts, and the melding thereof, they always have other pursuits. This pursuit is often related to his primary skills as an artist, although it is not required that it be.

    At first level, a photorealist chooses a single craft or profession skill. He automatically gains 1 rank in that skill, and gains an additional rank in it every time he gains another photorealist level. These ranks can never put him over his normal maximum skill ranks.

    Trapfinding (Ex): A first level photorealist understands how things are put together. He may detect traps with DCs greater than 20.

    Craftsman’s Eye (Ex): A second level photorealist understands materials, effort, and craftsmanship that goes into objects of all manufactures. He can appraise any nonmagical item as a free action, besides natural items like unworked gems. In addition, whenever he passes within 5 feet of a secret door, he may make a free search check as though actively looking for it. If he already his this ability, its range increases by 5 feet.

    Expert (Su): A third level photorealist can use small amounts of magic to enhance his mundane skills. Whenever he makes a craft or profession check to earn a living, the amount of money he makes is doubled. In addition, he crafts mundane and alchemical items twice as fast.

    Specialty: Although photorealists are by their nature dabblers, it’s inevitable that an artist will find a form that speaks to him. Through practice, photorealists can train themselves to paint in certain styles with a minimum of effort.

    At fourth level, a photorealist chooses a single painting style. Paintings he paints in this style use 1 fewer color from his palette, to a minimum of 0. A painting that consumes fewer colors is indistinguishable from a painting painted normally; the photorealist simply employs a lighter touch with his brush in order to conserve resources.

    At 10th level, a photorealist gains another specialty. He may gain the same benefit for a second style or use both of his specialties in a single style. A style with dual specialty uses up to 2 fewer colors for flourishes with each painting.

    At 16th level, a photorealist gains a third specialty, which can be used in any style. A style with triple specialty uses up to 3 fewer colors on its style technique.

    Craftsman’s Soul (Su): A sixth level photorealist can use Detect Magic at will. By handling an examining a magical item for one minute, he may Identify it.

    Craft Versatility (Su): A seventh level photorealist has learned to get very creative with his crafting. Once per day, when making a skill check, he may substitute a craft or profession check for any other skill. He must be able to justify this somehow: For instance, crafting pads to place on his shoes for move silently, or learning to bluff from his job as a high-pressure salesman. The DM is the final arbiter of what is allowed, but allowances should be lenient, as the ability is supernatural. This substitution does not change the time required for the check.

    He may use Craft Versatility twice per day at twelfth level and three times per day at seventeenth level.

    Imbue Item (Su): An eighth level photorealist can craft magical items without knowing the prerequisite spells. He must substitute those spells with a painted representation, using colors equal to twice the spell level, and such paintings must be within his maximum color scheme.

    Extra Paints (Ex): An eleventh level photorealist regains 1 color of paint per hour, up to his maximum color palette. At 14th level, this doubles to 1 every thirty minutes. At 17th level, he regains paints at a speed of 1 every ten minutes.

    Bonus Crafting Feat: A thirteenth level photorealist gains a bonus feat. He may select any artist feat, any item creation feat for which he qualifies, or skill focus for any craft or profession skill.

    Gray Portrait: By spending 24 hours on a painting over three or more days, spending no more than eight hours per day, a 20th level photorealist can paint a painting containing his own life-force. So long as the painting is intact, he can’t be killed or knocked unconscious based on his hit point total. In addition, should he be killed in another fashion, he may climb out of the portrait over the course of one day, destroying it but returning himself to life with no loss of level.

    However, the portrait has downsides. Creating it takes 5000 XP and 5000 GP in materials. The portrait has 20 HP and hardness 1. Should it be destroyed in any way while the artist is alive, he immediately loses 5000 additional XP.

  14. - Top - End - #14
    Ogre in the Playground
     
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    Aug 2013

    Default Re: Base Class Contest XXXX - Happy Little Accidents

    Paintings

    John Singer Sargent

    A photorealist doesn’t paint like most painters, at least not when painting with pure magic. Some paintings move; others behave like different forms of art entirely. All of them seek to improve reality by making it just a bit more beautiful.

    Paintings are organized by styles. Each style has an associated technique which, if learned, can be applied to paintings of that style. Not all styles or techniques seem at first glance to make sense with physical paints, but that’s why there’s magic involved.
    Interactive Art (Str) Type Description
    Lead Paint Technique Companions have more HP, last longer.
    Whistlejacket Sketch Painting Create a mount.
    Octopos Vulgo Graeco Novice Painting Create a many-armed grappler.
    The Painter and his Pug Apprentice Painting Create a strong attacker.
    Dragon Journeyman Painting Create a big, strong attacker and fast mount.
    Apollo L'Uomo Vitruviano Masterpiece Painting Make a companion out of any monster.
    Lightpainting (Dex) Type Description
    Impasto Technique Double range or area.
    Childhood of Christ Sketch Painting Create bright figments, pop them to blind.
    Portrait of a Young Man Novice Painting Shoot fiery rays or explosions.
    The Starry Night Apprentice Painting A bright light helps allies see, destroys illusions.
    The Burning of Rome Journeyman Painting Passively Counter spells to refill your paint.
    Oak Fractured by a Lightning Masterpiece Painting Become living lightning.
    Danse Macabre (Con) Type Description
    Memento Mori Technique Affect all types of creatures.
    Earthly Delights (Hell) Sketch Painting Debuff a target.
    Last Judgement Novice Painting Scare an enemy to make them flee.
    Dance of Death Apprentice Painting Target follows spoken commands.
    Shimobe Fudesuke and the Ghost of the Woman in the Waterfall Journeyman Painting Move between planes.
    Resurrection of the Flesh Masterpiece Painting Bring the dead to life.
    Subtractive Art (Int) Type Description
    Mosha Technique Affect two targets.
    The Healing of the Lame Man Sketch Painting Heal a target.
    Le Paysage de Baucis Novice Painting Make somebody invisible.
    L’homme Invisible Apprentice Painting Make somebody ethereal.
    The Expulsion from Paradise Journeyman Painting Banish a target far away.
    Watson and the Shark Masterpiece Painting Permanently change a target’s alignment or allegiance..
    Still Life (Wis) Type Description
    Landscapes Technique Double painting size.
    Still Life with Ewer, Vessels and Pomegranate Sketch Painting Create temporary mundane items.
    Children on a Path Outside a Thatched Cottage West Horsley Surrey Novice Painting Paint a cottage with beds that lasts the night.
    Relativity Apprentice Painting Add or change features in a building.
    Happy Little Trees Journeyman Painting Change the nearby landscape.
    The Creation of Adam Masterpiece Painting Create a new plane.
    Portraiture (Cha) Type Description
    Patronage Technique Use Portraits on others.
    Self-Portrait with Thorn Necklace and Hummingbird Sketch Painting Disguise yourself and your clothing.
    Anatomical Studies Novice Painting Gain senses and movement modes.
    Nebuchadnezzar Apprentice Painting Paint natural weapons.
    Apollo and Daphne Journeyman Painting Change shape into other creatures.
    Self Portrait, Multiple Mirrors Masterpiece Painting Paint a copy of yourself.

    Interactive Art
    Not all art is static, meant to sit in a gallery and be admired. While all art is fleeting, extant only in the culture and context of its creation, some art takes this to the extreme by existing only as a relationship between form and spectator. This art is not viewed, but experienced.

    Interactive art is an umbrella term that includes many concepts, but usually refers to installations that react in some way to stimulus. This can be as simple as requiring the audience to move a curtain aside to see the piece, or as complex as changing form based on the sights and sounds around it. Interactive Art can’t exist purely as a painting in a static frame. At least, not without magic.

    To make art impact the world around him, an artist must use Strength.

    Interactive Art behaves differently than other styles. Only one painting of the style can be active at any given time. A new painting will erase any previous.

    Lead Paint [Technique]
    Oil paints containing lead are some of the best. While they have plenty of drawbacks, lead paints are known for being strong, flexible, and fast-drying. For long periods of time, lead was also the only practical white pigment available to painters.

    By adding three colors to an interactive painting, its duration changes from the default minutes/level to hours/level and its hit points increase by 50% to (Artist level + Strength bonus)*3. If making a second painting before that duration is up, you may choose to modify the existing painting instead of dismissing and recreating, meaning that the new painting will continue the previous painting’s duration. The companion keeps its old hit points, but heals hit points equal to the color scheme of the new painting.

    Whistlejacket [Sketch]
    Spoiler: George Stubbs
    Show

    You paint a companion, who can act as a mount or help you flank. It can be given rudimentary telepathic commands if within 100 feet. If out of range or not given any commands, it will attack your enemies to its greatest ability or stand still if not are obvious.

    This companion can take many forms. Those not looking to stand out too much typically paint horses, but the form of the creature is immaterial, so long as it’s a long, large creature that can move reasonably fast and fit a rider or two. Since so much of its actual construction is up to the artist, some of the statistics below are speculative. For instance, the 2 hoof attacks may not take the form of hooves, depending on the creature’s form. Rename them if desired.

    Many of the companion’s statistics depends on the artist’s artist level. Many other refer to the artist’s strength. Replace any mention of “artist level,” “artist’s strength” or “strength bonus” with your own statistics.

    The statistics presented below are for a large companion. You may instead paint a medium companion, with these statistics: Size Medium; Strength -4; Dex +2.

    The companion has the following statistics:
    Artist’s Companion
    Alignment Neutral Large Construct
    Init +0; Senses Darkvision 60 ft., Low-Light Vision; Listen +0, Spot +0
    Languages
    AC 9 + Artist level, touch 9 + Artist level, flat-footed 9 + Artist level (-1 size, +Artist level deflection)
    hp (Artist Level + Strength bonus)*2 (Artist Level HD)
    Immune Construct immunities
    Fort +Strength bonus, Ref +Strength bonus, Will +Strength bonus
    Speed 40 ft. (8 squares)
    Melee 2 Hooves +(Strength bonus + 1/2 Artist level -1) (1D4+Strength bonus)
    Space 10 ft.; Reach 5 ft.
    Base Atk +0; Grp +4+Strength bonus
    Abilities Str Artist’s strength, Dex 10, Con —, Int 2, Wis 10, Cha 10
    Skills No skill ranks; all dexterity and strength-based skills have bonuses equal to the artist’s Strength bonus.

    Flourish: For every color added, you increase the companion’s base land speed by 5 ft.

    By adding four colors, you may paint a companion with means of flight (typically wings) or means of aquatic locomotion. This gives it a Fly (Good) speed or a Swim speed equal to its base land speed.

    Octopos vulgo Graeco [Novice]
    Spoiler: Pierre Belon
    Show

    This painting works like Whistlejacket, except as noted here. You create a many-limbed companion capable of attacking all of your foes at once. This can take many forms, although typically it appears similar to an octopus or grick.

    Artist’s Companion
    Alignment Neutral Large Construct
    Init +0; Senses Darkvision 60 ft., Low-Light Vision; Listen +0, Spot +0
    Languages
    AC 12 + Artist level, touch 9 + Artist level, flat-footed 12 + Artist level (-1 size, +3 natural, +Artist level deflection)
    hp (Artist Level + Strength bonus)*2 (Artist Level HD)
    Immune Construct immunities
    Fort +Strength bonus + 1, Ref +Strength bonus + 1, Will +Strength bonus + 1
    Speed 10 ft. (2 squares), Swim 10 ft.
    Melee Multiple Tentacles* +(Strength bonus + 1/2 Artist level + 1) (1D6+Strength bonus), Bite +(Strength bonus + 1/2 Artist level -4) (1D4 + 1/2 Strength bonus)
    Space 10 ft.; Reach 10 ft.
    Base Atk +1/2 Artist level; Grp 1/2 Artist level + Strength bonus + 6
    Atk Options Improved Grab
    Abilities Str Artist’s strength+4, Dex 10, Con —, Int 2, Wis 10, Cha 10
    Skills No skill ranks; all dexterity and strength-based skills have bonuses equal to the artist’s Strength bonus.

    *The Artist’s companion has tentacles (or equivalent attacks) equal to one plus the artist’s strength bonus.
    Improved Grab (Ex) Against enemies of its own size or smaller.

    Flourish: Every color added gives your companion +1 to grapple checks.

    You may add any number of additional colors to grant your companion that many additional attacks of opportunity per round.

    The Painter and his Pug [Apprentice]
    Spoiler: William Hogarth
    Show

    This painting works like Whistlejacket, except as noted here. You create a powerful companion capable of dealing devastating damage to your foes. This can take many forms, although it’s often humanoid. This companion has one natural attack, which can be a claw, a slam, or something else fitting its shape.

    Artist’s Companion
    Alignment Neutral Large Construct
    Init +0; Senses Darkvision 60 ft, Low-Light Vision, Scent; Listen +Strength bonus, Spot +Strength bonus
    Languages
    AC 13 + Artist level, touch 9 + Artist level, flat-footed 13 + Artist level (-1 size, +4 natural, +Artist level deflection)
    hp (Artist Level + Strength bonus)*2 (Artist Level HD)
    Immune Construct immunities
    Fort +Strength bonus + 4, Ref +Strength bonus + 4, Will +Strength bonus + 4
    Speed 40 ft. (8 squares), Climb 20 ft.
    Melee Slam +(Strength bonus + 1/2 Artist level + 4) (1D8 + 1.5*Strength bonus + 7)
    Space 10 ft.; Reach 10 ft.
    Base Atk +1/2 Artist level; Grp 1/2 Artist level + Strength bonus + 8
    Abilities Str Artist’s strength+8, Dex 10, Con —, Int 2, Wis 10, Cha 10
    SA Powerful Charge, Enchanted Body
    Skills No skill ranks; all dexterity, strength and wisdom-based skills have bonuses equal to the artist’s Strength bonus.

    Enchanted Body (Su): The companion’s natural attack counts as a magical weapon.
    Powerful Charge (Ex): The slam attack at the end of a charge deals 2D8 + 2*Strength bonus + 9 damage.

    Flourish: Adding any number of colors increases the companion’s natural armor bonus by that number.

    You may add two colors and choose a special material. The companion’s natural attacks will bypass damage reduction as that material.

    Dragon [Journeyman]
    Spoiler: Utagawa Kuniyoshi
    Show

    This painting works like Whistlejacket, except as noted here. You create a companion capable of battle as well as carrying multiple smaller creatures on its back. It can appear as a winged quadruped, or a giant bird, or another similar creature.

    Artist’s Companion
    Alignment Neutral Huge Construct
    Init +0; Senses Darkvision 90 ft, Low-Light Vision, Scent; Listen +1/2 Artist level, Spot +1/2 Artist level
    Languages
    AC 12 + Strength bonus + Artist level, touch 8 + Strength bonus + Artist level, flat-footed 12 + Artist level (-2 size, +6 natural, +Strength bonus Dexterity, +Artist level deflection)
    hp (Artist Level + Strength bonus)*2 (Artist Level HD)
    Immune Construct immunities
    Fort +Strength bonus + 1/2 Artist level, Ref +Strength bonus + 1/2 Artist level, Will +Strength bonus + 1/2 Artist level
    Speed 40 ft. (8 squares), Fly 120 feet (Average)
    Melee 2 Claws +(Strength bonus + 1/2 Artist level + 5) (1D8 + Strength bonus + 7) and Bite +(Strength bonus + 1/2 Artist level) (1D8+ 1/2 Strength bonus + 5)
    Space 10 ft.; Reach 10 ft.
    Base Atk +1/2 Artist level; Grp 1/2 Artist level + Strength bonus + 14
    Atk Options Improved Grab
    Special Actions Breath Weapon
    Abilities Str Artist’s strength+12, Dex Artist’s strength, Con —, Int 2, Wis 10, Cha 10
    SA Enchanted Body
    SQ See Invisibility
    Skills No skill ranks; all dexterity, strength and wisdom-based skills have bonuses equal to 1/2 Artist level.

    See Invisibility (Su): With a 60 ft. range.
    Enchanted Body (Su): The companion’s natural attack counts as a magical weapon.
    Improved Grab (Ex): When biting a smaller enemy. Unlike normal, the companion takes only -10 to grapple checks if doing other things while grappling with its mouth.
    Breath Weapon (Su): 30-foot cone, once every 1D4 rounds. Damage (Strength bonus + 1/2 Artist level) D6 fire damage. Reflex (10 + Strength bonus + 1/2 Artist level) half. Can’t be used while grappling.

    Flourish: By adding any number of colors, you may give your companion that amount of fast healing.

    By adding one color in addition to the normal flourish cost, you may apply a flourish from any lower-tier Interactive Art painting you know to your Dragon companion.

    Apollo L'Uomo Vitruviano [Masterpiece]
    Spoiler: Leonardo da Vinci
    Show

    This painting works more similar to a summon spell than the previous interactive art paintings. You can make a companion of any creature you know with hit dice equal to or less than both your strength and this painting’s color palette. Its hit points are still double your artist level plus your strength bonus, and it can’t use any spells, spell-like abilities, or abilities that duplicate spells.

    Flourish: You may treat your strength as higher than it is by spending 2 colors per point you’re increasing. This does not allow you to break your maximum color palette.

    Lightpainting
    Art, especially visual art, has no temporal component. It exists in a static state. It can appear in a museum. But there are visual forms of art that can only exist while the artist creates them. Straddling the line between a visual and a performing art, Lightpainting is art formed by paths and afterimages of lights.

    Requiring not only precise motions but exacting speed, lightpainting is a genre of Dexterity.

    Impasto [Technique]
    Impasto is a technique where paint is layered thickly on a canvas, allowing the artist to give the work texture, even in areas of solid color. The texture added is unique in that it changes how the painting reflects light, creating a 3D work. Impasto makes a painting thicker, makes its textures stronger, and makes the whole canvas more powerful.

    By adding two colors to a painting, you can double the its radius, area, or range.

    Childhood of Christ [Sketch]
    Spoiler: Gerrit van Honthorst
    Show

    You paint a figment of light, which can remain stationary in space or be anchored to yourself or an object or creature within 5 feet (will save negates). These figments are colorful, translucent, and shed light like candles or torches (your choice on creation), although they don’t hurt to look at. Figments can look however you want, but they are fuzzy and don’t retain much detail. A figment’s maximum size is equal to its color scheme, in inches.

    You may choose to burst a figment as a move action. It sheds light in either a burst or a cone, with a range of 5 feet plus 5 feet per point of dexterity bonus. Anybody within that range must make a fortitude save or be blinded for 1 round.

    Flourish: You may add one color to a figment to draw it more concretely. Its duration increases from one minute per level to one hour per level, but it can no longer be burst.

    Portrait of a Young Man [Novice]
    Spoiler: Alessandro Allori
    Show

    You paint raw energy, which explodes. You can fire it as a ray, using a ranged touch attack. It deals 4D6 fire damage and its maximum range is 10 feet per artist level.

    Flourish: By adding two colors, you can change the attack’s energy type from fire to force.

    You may add any number of colors to increase the painting’s damage by 1D6 per color.

    By adding up to two colors, you can change the attack type from range to a burst with a radius of 10 feet per color added (10 or 20 feet). You no longer make an attack roll. Instead, anybody within the burst must may make a reflex save for half damage.

    The Starry Night [Apprentice]
    Spoiler: Vincent van Gogh
    Show

    You may only paint this painting with access to the sky. You create a ball of light in the air far above your head. It appears 10 feet above you per artist level, and its diameter is 5 feet per artist level. The ball provides bright illumination on the ground with a radius of 15 feet per artist level around you (and shadowy illumination for twice that). This illumination is treated as sunlight for creatures that have adverse reactions. All other effects refer to the area of bright illumination.

    The light illuminates the battlefield. It suppresses all invisibility and illusion effects, although effects with effective spell level greater than half of this painting’s color scheme are canceled only if a ½ artist level + dexterity check is passed (DC 10 + spell level + caster’s ability modifier). All allies within the area ignore miss chances due to concealment.

    Flourish: By adding one color, you can make the light comforting and warm. Creatures in range can exist comfortably in the light with outside temperatures of down to -50 degrees fahrenheit. They get a +4 to saves against cold effects and all cold damage they take is halved.

    By adding any number of colors, you can move the location where the light appears by up to 20 feet per color. You can’t move it further than its range.

    By adding four colors, you can change the nature of the light. All creatures in range, including yourself, will take 2 fire damage per round as long as they are receiving direct light. This may slowly burn through flimsy structures, although not stone or treated wood. It can light fires with exposed kindling, but such fires never spread beyond its range.

    The Fire of Rome [Journeyman]
    Spoiler: Hubert Robert
    Show

    With a few strokes of your brush, you annex a large area around you from the realm of magic. This area is centered on you and has a radius of 5 feet plus 5 feet per two points of dexterity bonus. Whenever a spell is cast from within the field or into or through the field, you may attempt to counter that spell for free (rolling your artist level + your dexterity bonus). If you succeed, you gain colors equal to that spell’s level. This also affects spell-like abilities, and those without level equivalents count as first level. You won’t gain colors past your maximum color palette, and once you’ve stopped spell levels equal to half your color palette the effect ends, even if your palette was too full to gain any of them.

    Flourish: By spending two colors, The Fire of Rome remains active for its duration regardless of how many spells it counters.

    You may add four colors to make it so that the painting’s area also acts as an Antimagic Field, although that field does not affect your paintings. By adding two additional colors, it also does not affect magical items in your possession.

    Oak Fractured by a Lightning [Masterpiece]
    Spoiler: Maxim Vorobiev
    Show

    You become living lightning. While in this state, your only movement mode is Fly (Perfect) at a speed of 10 feet per point of dexterity. You are immune to weapon damage, anything that requires a discernable anatomy, and anything that affects only living creatures. As lightning, you don’t need to breathe. Electricity attacks heal you instead of damaging you.

    All of your objects meld with you and become nonfunctional for the duration. You cannot paint while lightning (although you can erase any active paintings as normal). You can move through other creatures and small obstacles freely. At the conclusion of each of your actions in which you move, you deal electricity damage equal to 1D6 for every artist level, divided evenly among everything you passed through that action (reflex half).

    You are partially incorporeal. You can’t be entangled, grappled, or trapped in anything that air can escape. You also can’t manipulate objects finely and anything you touch takes damage. If you wish, you may change your voice while lightning.

    Flourish: You may add three colors. If you do, anything you move through that fails the reflex save is stunned for 1 round. If you add three additional colors, they are stunned for 2 rounds instead.

    Danse Macabre
    All die.

    Not all genres of art are distinguished by their mechanical techniques. Some are ideas, rather than styles. Beliefs, rather than skills. Statements.

    One such statement being that everyone dies. It’s a simple truth, if one that some in higher stations like to forget.

    This truth is not for the faint of heart. If one truly wishes to draw power from their future demise, they need a steely Constitution.

    Memento Mori [Technique]
    There is no escaping the Dance of Death. That said, there are plenty who would like to forget.

    Creatures like undead and constructs don’t like to believe that they can die. Creatures like elementals and outsiders might find it hard to believe that life and death are a cycle. You can remind them.

    By adding two colors to a Danse Macabre painting, you can affect any creature with it, even if that creature would normally be immune to that painting’s effects. They may still make saves, as appropriate.

    Earthy Delights (Hell) [Sketch]
    Spoiler: Heironymus Mosch
    Show

    You paint a dark vision of the end of days, unsettling target creature within 20 feet per artist level. If they fail a will save, they take a -2 penalty to armor class, saves, and checks.

    Flourish: For every three colors added, the penalty increases by 1.

    Last Judgement [Novice]
    Spoiler: Coppo di Marcovaldo
    Show

    Detail

    You paint a primally terrifying image, scaring a foe within 30 feet. If they fail a will save, they are frightened; if they succeed, they are shaken. Both last for the painting’s duration.

    Flourish: By adding two colors, you can affect every creature in a 30-foot cone. By adding two more colors, you can change that cone to a burst.

    You may add three colors to change the imparted condition from frightened to panicked.

    Dance of Death [Apprentice]
    Spoiler: Michael Wolgemut
    Show

    Using eerie images, you get inside the head of a single creature within 30 feet and make them unable to tell reality from dreams. If they fail a will save, that person will listen to any spoken instruction they can hear and understand, although instructions that cause them to go against their moral codes or place them in danger can give them new saves to end the effect.

    Flourish: By adding four additional colors, you can cause the target to ignore instructions given by others.

    Shimobe Fudesuke and the Ghost of the Woman in the Waterfall [Journeyman]
    Spoiler: Tsukioka Yo****oshi
    Show

    This painting projects souls across planar boundaries. You, and up to one adjacent living creature per point of constitution bonus, teleport to the plane of your choosing (will negates). You can specify a location on that plane, and your group will end up within 300 miles of it. Otherwise, you end up in a random location.

    Flourish: The first five colors added reduce your inaccuracy by 50 miles each, cutting it down to 50 miles with 5 colors added. The next four added reduce your error by 10 miles each, to a minimum error range of 10 miles with 9 additional colors.

    Resurrection of the Flesh [Masterpiece]
    Spoiler: Luca Signorelli
    Show

    Your painting wills a target back to life, if their soul consents. As long as the target has been dead for at most ten minutes per point of constitution bonus and you have their body on hand, you can resurrect them into it. They are restored to their full health and vigor, but lose one level, or two points of constitution if at first level. This painting takes 1 minute to paint.

    Flourish: By adding two colors, you can resurrect somebody that died within 1 hour per point of constitution bonus. Two more colors increases this to one day per point.

    You may add four colors to resurrect somebody without their body.

    By adding six colors, the target will not lose a level when resurrected.


    Subtractive Art
    Pictures are one of many forms of art. Paintings and drawings are different forms of pictures, categorized by the technique by which the two-dimensional image is created.

    Addition - of paint, or of material, or of color - is one type of art. Removal is another. Be it stonecutting or charcoal erasure, many artist practice a form in which they say what needs to be said purely by taking away.

    This technique does not permit the fixing of mistakes: What’s gone is gone. Therefore, use of subtractive art requires planning and Intelligence.

    Mosha [Technique]
    One way to train is to copy, and many masters swear by rote repetition. This practice is not iteration, meant to improve upon the work or to teach conceptual skills like composition or lighting. It is designed only to enforce mechanical skills such as colors, shading, and brushstrokes.

    By adding two colors to a subtractive painting, you can affect two targets in range with the same painting.

    The Healing of the Lame Man [Sketch]
    Spoiler: Raphael
    Show

    By erasing wounds, you heal yourself or a touched target. This painting heals 1D8 + Int bonus hit points.

    Flourish: Adding any number of additional colors increases the healing by 1D8 per color.

    For every two colors you add, you can heal one point of ability damage, one negative level, one poison, or one status from the following list: Fatigued, exhausted, staggered, nauseated, dazzled, dazed, and stunned.

    Le Paysage de Baucis [Novice]
    Spoiler: René Magritte
    Show

    By erasing their appearance, you turn yourself or a touched target invisible (fort save negates). This is an illusion effect, and ends upon attacking, defined in the same way as the Invisibility spell.

    Flourish: You may add two colors to erase the target’s scent.

    You may add four colors to disguise all sounds made by the target, save speech.

    By adding eight colors, the invisibility does not end after an attack.

    L’homme invisible [Apprentice]
    Spoiler: Salvador Dali
    Show

    By slightly smudging someone’s connection with the material plane, you can cause yourself or a touched target to become ethereal (fort save negates). Any such target may spend a standard action to leave the plane.

    Flourish: You may add two colors to quadruple movement speed inside the ethereal plane - from half normal speed, to double normal speed.

    The Expulsion from Paradise [Journeyman]
    Spoiler: James Tissot
    Show

    You erase someone’s presence, moving them far away (fort save negates). You can target any creature within 5 feet per artist level. The target is teleported to a random location inside or nearby a population center on their home plane. If you are already on the target’s home plane, they are always moved at least 100 miles, except in cases of very small planes. The target is always moved to something that can support its weight.

    Flourish: You may add two colors to banish the target to an uninhabited area on their plane. They will end up with no population centers within 25 miles, if feasible. They still must land on solid ground (or in water, if aquatic).

    Watson and the Shark [Masterpiece]
    Spoiler: John Copley
    Show

    You cause a target to permanently rethink their allegiance to something. You can choose a concept, such as an alignment (good, evil, chaos, law) or something more concrete such as a particular nation, organization, or even another person. If they held no allegiance to the item chosen, or the target succeeds in a will save, this painting has no effect.

    This change almost never affects their actions in the short-term; the target will continue on their current course due to inertia and lack of consideration for some period from multiple minutes to multiple weeks, depending on their capacity and opportunities for self-reflection. If they understand that you are the source of this change, it will not cause particular ill-will, but there is no guarantee it will improve their opinion of you. Painting this painting costs 50 XP.

    Flourish: You may add four colors to implant a mild antipathy or distaste to replace any previous allegiance. It won’t be strong enough to spur them to fight the target of their previous loyalty (and an evil character will not immediately become good), but might set them up for more proactive actions in the future with the right urging.

    Still Life
    Still Life paintings depict inanimate objects, typically of small or moderate size. Still life is a style famed for artistic freedom as it allows the artist to arrange and compose elements of the reference when painting. Due to the manageable reference objects, it is also an excellent style for beginners to learn elements of composition and photorealistic reproduction.

    Painting still lifes requires wisdom, due to the observation and intuitive reproduction of lighting, perspective, and shapes.

    Landscapes [Technique]
    A related technique to still lifes, landscapes also concerned with largely inert subject matter, but with larger scale, greater artistic ambition, and frequent inclusion of dynamic elements such as people, although they are not the genre’s focus. Landscape painting often depicts the relationship between the earth and sky, especially through phenomena like weather, and places an artistic focus on light and color.

    You may paint a larger still life by using three additional colors per size category. Any sizes measured in squares can be doubled.

    Still Life with Ewer, Vessels and Pomegranate [Sketch]
    Spoiler: Willem Kalf
    Show

    You paint one or more objects, which then instantiate themselves. These items must be nonmagical and nonliving, and cannot be used as spell components. The total value for all items created this way must be under 10GP per painting, and each item must be tiny or smaller.

    The total number of items created cannot exceed your wisdom bonus.

    The following are examples of what counts as a single item: A barrel of wine, a plate of food (which can contain multiple dishes), a set of silverware rolled up in a napkin, a weapon or masterwork weapon, a quiver of arrows, armor or masterwork armor, a set of fancy clothing (including inset jewels) or another outfit, masterwork manacles, a small box containing a poison, a masterwork tool or other skill kit, a thunderstone, a gem, a map, or a painting. Items with moving parts more complicated than wheels, such as crossbow traps or locks, do not function; an item cannot have detail beyond its surface layer. Writing on these objects is illegible. They appear on the ground in your square, in adjacent squares, on your body, or in your hands, as appropriate.

    Flourish: For every color added, the total GP limit of objects created increases by 10.

    Children On A Path Outside A Thatched Cottage West Horsley Surrey [Novice]
    Spoiler: Helen Allingham
    Show

    You paint a homey wooden cottage, which appears on reasonably clear ground adjacent to you. It contains a fireplace with firewood, a table, dishes, pots, and utensils. You may also paint a number of chairs, and a number of beds, up to your wisdom bonus. The beds are made with sheets and a blankets. The cottage has one door and a few windows. The layout of the interior is up to you, but its maximum size is one square per artist level. The number of chairs and beds assumes medium furniture, halving with each size category; a large bed counts as two beds, a huge chair counts as four chairs, and so on.

    Thatched Cottage lasts one hour per artist level.

    Flourish: By adding two colors, the cottage remains a comfortable temperature regardless of exterior conditions, as though the spell Endure Elements had been cast on all occupants.

    You may add two colors per medium-sized person to increase the cottage’s capacity by that many people. Convert sizes as appropriate. This changes the seating, betting, and food (below) as appropriate.

    You may add one color to stock the cottage with ingredients for food. It creates enough food for a large meal that serves the number of people the cottage can hold. The ingredients are not expensive or elaborate, but the food will be hearty and filling if prepared reasonably.

    Relativity [Apprentice]
    Spoiler: M. C. Escher
    Show

    You literally paint doors, windows, or other architectural features onto (and into) buildings. Doors through any wall, peepholes, one-way mirrors, stairs, brick walls or iron grates across hallways, all are within your reach. You may alter the architecture of up to one five-foot cube per wisdom bonus. All of your changes must work with the architecture, for corrupting the harmony of the work is an artistic sin. For instance, you can build a brick wall across a hallway in a building made wholly or partially with brick, but you cannot make a 5-foot brick cube, because that doesn’t make sense in a hallway (or at all, really). You cannot make an adamantine wall for the same reason, except in buildings that feature significant adamantine features.

    Flourish: For every two colors you add, you may make one additional architectural addition or removal in the same painting. This does not change the area affected.

    Happy Little Trees [Journeyman]
    Spoiler: Bob Ross
    Show

    You paint a landscape, which overlays on top of the world around you. You can paint new environments and terrain features onto the ground as well as raise the ground by up to 5 feet per point of wisdom bonus. If you do so, creatures can walk on top of the ground you created, which is for all intents and purposes real. Those under your new “ground” will be able to see through it, although they can only see 5 feet past and anything on the ground will have concealment. If they get onto your new ground level, they can’t pass back through. This spell affects the land around you with a radius of 5 feet per artist level, and the edges must be flush with the ground.

    Flourish: For every color added, you can add one 5-foot cube of artificial structure to the land you’ve created. Like all paintings, these buildings cannot have detail past their surface layer. Any interiors are empty. None of these squares can be occupied space.

    The Creation of Adam [Masterpiece]
    Spoiler: Michelangelo
    Show

    By spending 8 hours a day for 10 straight days, you can paint a masterpiece depicting an entire new world. You can construct a demiplane with a radius of 20 feet per point of wisdom bonus, and control its natural makeup as well as its planar traits. You may give it light, normal, heavy, or objective directional gravity, normal time, alterable morphic, and air, earth, fire, or water dominant. It is mildly neutral-aligned. This painting requires 5000 XP to finish.

    Flourish: By adding two colors per trait, you can give your plane the no gravity, subjective directional gravity, timeless, highly morphic, static, minor positive or negative dominant, and/or mild alignment traits.

    Portraiture
    Portraits are depictions of people. Rather than candid shots meant to display life in motion, portraits are deliberate compositions, painted with intent. A portrait is designed to showcase: A person’s moon, their bearing, their likeness as a whole. Good portraits are intimate. They let you meet their subjects.

    Portraits, as reproductions of people and their personalities, require charisma to master.

    Patronage [Technique]
    While it’s unknown whether the earliest depictions of people are self-portraits, the portraiture industry quickly became an outlet for both the currency and the vanity of the rich and powerful. Many painters throughout history have made the bulk of their living through accurate, or just flattering, depictions of others.

    You may paint a portrait of another person by adding 2 colors. Without this technique, all portraits are self-portraits.

    Self-Portrait with Thorn Necklace and Hummingbird [Sketch]
    Spoiler: Frida Kahlo
    Show

    You paint yourself - idealized or otherwise altered. Your appearance changes to match the painting. The DC to recognize your appearance as painted on is tripled (15 + 3 per color), but onlookers can also see through any disguises you make in more mundane ways. You may alter the length of each limb by up to 1 inch per per point of charisma bonus, and your height by twice this number. You can change your skin tone, apparent race, and your body type to some extent but cannot alter gross physical features like number of limbs. You may paint new clothing over your current set. Modifications to your clothing and other objects are illusions, but changes to yourself are real physical alterations.

    Flourish: By adding two colors, you may change your voice to another that fits your new appearance.

    By adding two colors, you can make your painting partially tactile, able to hold up to cursory touches. For instance, you could brush past somebody in a crowd without arousing suspicion that they felt plate mail instead of a dress, or somebody could tweak your ear even if they actually touch the space above your head. Any attack or sustained search still penetrates the illusion.

    Anatomical Studies [Novice]
    Spoiler: Peter Paul Rubens
    Show

    You gain one or more senses or movement modes. Choose a number of entries from this list equal to your charisma bonus.[UL][*]A climb speed equal to your base land speed[*]A swim speed equal to your base land speed[*]A Fly (Poor) speed equal to your base move speed[*]A burrow speed equal to half of your base move speed[*]Superior Low-Light vision[*]Scent[*]Tremorsense 30 feet[*]Blindsense 30 feet[*]Darkvision 30 feet
    [/UL]

    Flourish: You may upgrade your flight maneuverability by 1 level per color used.

    You may increase the range of darkvision, tremorsense, or blindsense by 15 feet per color added.

    By adding two colors, you may change blindsense to blindsight.

    Nebuchadnezzar [Apprentice]
    Spoiler: William Blake
    Show

    Tate Impression

    You may give yourself natural weapons. Choose a number of natural weapons up to your charisma bonus. Each must fit your form, meaning that, for instance, a human can grow claws on his fingers, fangs in his mouth, or horns on his head, but cannot grow attacks that don’t fit his body such as tentacles or stings. You gain those attacks, with damage appropriate to your form. (Most medium natural attacks deal 1D4 or 1D6 damage.)

    Flourish: For each of up to 5 colors added, you get a +1 enhancement bonus to attack and damage for one natural attack type. These natural attacks become magical attacks.

    Apollo and Daphne [Journeyman]
    Spoiler: Antonio Pollaiuolo
    Show

    You transform into a beast or other creature.This functions like the Alternate Form ability, except as noted here. You may transform into any creature with hit dice less than or equal to your artist level. You may only transform into tiny, small, medium, or large forms. You may not turn into animated objects or swarms. You may not paint while in a form that cannot hold a brush. None of your ability scores can increase by a number beyond your charisma score. For instance, your strength’s maximum score when transformed is your strength score + your charisma score, even if the form you transformed into normally has a greater strength.

    Flourish: For every 2 colors added, you may expand the size range of your available forms by 1. (2 colors for huge, 4 for gargantuan, etc.)

    For every two colors added, you may gain one extraordinary special quality of a form you assume.

    By adding two colors, you may assume the form of a creature with a single template, so long as that creature’s statistics block was presented in the creature’s entry and it is otherwise a legal alternate form target (no advanced hit dice or class levels). For instance, you may assume the form of an owlbear skeleton or a troll skeleton.

    Self-Portrait, Multiple Mirrors [Masterpiece]
    Spoiler: William Orpen
    Show

    You create a copy of yourself in a square adjacent to you. It has nonmagical versions of all items on your person, although you can duplicate a value of magical items equal to your charisma score times 1000 GP. It can perform all actions that you can perform at will. When you create it, you may designate any number of your resources (such as spells or spell-like abilities you have prepared, spell slots, colors in your palette, daily or single uses of magical items retained, and so on). Your copy gains the designated resources and may use them. Any not used by the end of the painting are lost. The copy shares any cooldowns you had as you created it, but further cooldowns are not shared.

    Flourish: You may retain an additional 4,000 GP of items for every color you add. These items disappear at the end of the painting, like the copy himself.

  15. - Top - End - #15
    Ogre in the Playground
     
    bekeleven's Avatar

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    Aug 2013

    Default Re: Base Class Contest XXXX - Happy Little Accidents


    René Magritte


    Feats
    Self Study [Artist]
    You never stop training.
    Prerequisite: Artist level 1st.
    Benefit: You learn an additional painting or technique. It must be within the range of paintings that you can paint.
    Special: You may take this feat multiple times. Each time, you learn an additional painting or technique.

    Smoother Gradient [Artist]
    You’re an expert shader.
    Prerequisite: Artist level 1st.
    Benefit: The DC to tell that your paintings aren’t real is increased by 2 for each artist feat you have.

    Speedpaint [Artist]
    You’ve practiced your painting skills enough that you can get things right on your first try.
    Prerequisite: Artist level 3rd.
    Benefit: Once per encounter, you may paint a painting as a swift action. You may use this a number of times per day equal to the number of artist feats you have.

    Wide Palette [Artist]
    You can fit more colors in.
    Prerequisite: Artist level 5th.
    Benefit: Once per encounter, you can paint a painting with more colors than your normal maximum color scheme. Your maximum color scheme for these paintings increases by 1 for each artist feat you have. You may use this a number of times per day equal to the number of artist feats you have.
    Special: You must still use the appropriate number of colors.

    Items
    Name Cost Weight
    Easel 20 gp 3 lb.
    Masterwork Easel 120 gp 5 lb.
    Sketch Canvas (Tiny) 5 gp .5 lb.
    Novice Canvas (Small) 10 gp 1 lb.
    Apprentice Canvas (Small) 20 gp 4 lb.
    Journeyman Canvas (Medium) 80 gp 8 lb.
    Masterpiece Canvas (Medium) 160 gp 12 lb.
    Masterwork Brush (Fine or Wide) 200 gp

    Prices and weights for these items depict the minimum. More elaborate or more beautiful supplies may cost, and weigh, more.

    Easel and Masterwork Easel
    An easel is standard painting equipment, allowing an artist to set up a canvas anywhere they wish to work. A photorealist may choose to set up an easel and place a canvas in it, a process taking 5 rounds. Painting with an easel and appropriately-sized canvas set up grant mental focus to the artist, giving +4 to concentration checks required to paint. A masterwork easel also grants +1 artist level to paintings painted with it. These paintings can either be painted into the air in front of the canvas, or be painted onto the canvas directly, which has additional benefits (see below).

    An easel has 6 AC, hardness 2, and 10 hit points. A masterwork easel has hardness 4 and 20 hit points. Easels share the artist’s square.

    Canvases
    It takes twice as long to paint onto a canvas as it does to paint directly into the ether - two standard actions, typically - but once the composition is finished, the canvas anchors it to our reality, and the painting’s duration is doubled. The painting remains visible on the canvas during the entirety of this duration, but at its end, the paints will burn, smear, or simply evaporate, ruining the canvas forever. If the canvas is dealt 10 or more damage, it is destroyed, erasing the painting.

    Each tier of painting requires a minimum canvas size, as seen on Table: Items.

    Masterwork Brushes
    Painting with magic is as metaphysical as it is physical. While many artists use expensive brushes, there is no inherent reason why they are required. A photorealist can paint holding a stick, so long as he is capable of making the fine gestures that let him paint his magic into the air.

    This is not to say that expensive brushes confer *no* benefit. An artist can use two types of brushes: fine, or wide. Each will serve as a focus to channel his magic, granting him benefits when painting.

    A fine brush is exacting, allowing an artist to paint precisely what he means and not make mistakes. Any random error in a fine-brush painting is reduced by 25%. The saving throws for those paintings are increased by 1. The artist gets a +2 to checks made to penetrate spell resistance with those paintings.

    By contrast, wide-brush paintings allow an artist to complete the broad strokes of a painting simply and surely. A broad-brush painting that uses at least 10 colors consumes 1 less color from the artist’s palette, although it is treated as using its full color scheme in all other ways. In addition, the range of the painting increases by 5 feet after all other modifiers. If it affects adjacent or touched targets, it instead can affect targets 5 feet away or 5 feet out of the artist’s reach. Replace any touch attacks with ranged touch attacks, as appropriate.

    Photorealists in the World
    While it’s possible for a photorealist to sit back and live a quiet life off the strength of their trade, it’s incredibly uncommon. Photorealists are not subtle. Art is change. Art is creation. A photorealist is out in the world, changing and creating.

    Many photorealists adventure or otherwise travel. New experiences lend themselves to new knowledge and new art. Some are stationary, but rarely in small towns. A photorealist needs a constant influx of new experiences: Discovery is not about seeing something new, but in becoming new by seeing. Photorealists can be found in high-profile government institutions or universities, not necessarily in positions of official import, but always in places where they speak with new people and try new things every day.

    A minority of photorealists can be solitary creatures, working over canvasses in isolation until every color and every shade is just so. The paradox of creation is that this group rarely grows as artists. Occasionally one will emerge having invented some new painting or style, but more often they’ve reinvented something they would’ve known already existed had they gotten out more.

    NPC Reactions
    A photorealist garners many of the reactions common among mages, but they have two all their own. The first is that their craft is more tactile, and to some, that makes it easier to identify and understand. Some people unnerved by a wizard waving his hands in the air and summoning a beast, or conjuring fire, or controlling another’s mind, or any other unrelated effect, might find it comforting that a photorealist instead must lay bare his intentions with an image before their magic goes into effect. However, others find it hard to get over the unreality of a photorealist’s paint-borne creations. The eerie similarity to what should be, especially when painting with smaller color schemes, is something that those who spend time with photorealists must simply accept.

    Photorealist Lore
    Character with ranks in Knowledge (Arcana) or relevant profession skills research photorealists to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
    DC 10: A photorealist is a mage who works magic by painting. They have mundane grounding, as capable crafters even without magic.
    DC 15: Photorealists can paint to create creatures, erase wounds, disguise themselves or even throw fire. Their art is divided into different styles, each with its own strengths.
    DC 20: Photorealists have a palette of magical paints they use in their painting. The more colors they use in a painting, the more realistic it looks. But some paintings can be effective even with just a few colors.

    Photorealists in the Game
    Some photorealists can be encountered as other adventurers, delving through dungeons for the spark they need or for mundane reasons. However, it’s not hard to include photorealists in other ways. Photorealists in towns tend to be outgoing and interact with many people when they’re not developing their art. This makes them perfect for roles as shopkeeps, hosts for organizations, or even organizational leaders.

    Photorealist characters generally show interest in art as they adventure. Let them explore their passions, adding treasure to the loot and working it into quests when possible. Less directly but no less importantly, Photorealists are both beauty-oriented and results-oriented, with the dominance of those two goals depending on the individual. Let exposure to art change others, and let the photorealist’s paintings change the world around them. In that respect, they’re like any other adventurer, if a little less concerned with material enrichment.

    Adaptation
    Some of the class text hints that photorealists can use arts other than painting. This is the simplest and most obvious change: Let one sculpt, or carve, or even cook.

    The actual underlying abilities of the class, however, are not intrinsically tied to artistry. Craftsmanship, yes, but not artistry. The photorealist, with a lot of renaming and almost no mechanical tweaking, could easily be just another spellcaster (or just another psion). If a player objects to the flavor of the class, or you don’t think it would fit into your game world, how dare you the photorealist could easily become just another mage. The grouping of the abilities might be a little strange, with things like an intelligence-based spell school capable of healing and invisiblity, or a constitution-based school capable of debuffs, mind control, plane shifting and resurrection. But assuming those issues are solved or ignored, feel free to rename the photorealist “The Engineticist,” give it autohypnosis as a class skill, and be on your way.

    Special Thanks
    Abyssal Jaguar helped me brainstorm this class.

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