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    Firbolg in the Playground
     
    Temotei's Avatar

    Join Date
    Nov 2008
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    Minnesota
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    Default Base Class Contest XXXXII - Entropy and Renewal

    Entropy and Renewal

    Welcome to Base Class Contest number forty-two! 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 life and death; anything is possible, from a master of positive and negative energy to a strider of the barrier between life and the afterlife to a spring-and-autumn-themed nature class, 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 December 15th, 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. Feel free to discuss each other's creations, give critique, or talk about what you think of this contest there, but entries (and nothing else) belong in this challenge thread.

    Ready?

    Live it up (or don't)!
    Last edited by Temotei; 2017-10-31 at 11:09 PM.
    Base Class Contest XXXXII - Entropy and Renewal
    Due December 15th

    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
    Location
    Minnesota
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    Default Re: Base Class Contest XXXXII - Life and Death

    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]
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    [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 XXXXII - Entropy and Renewal
    Due December 15th

    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
    Orc in the Playground
     
    RedKnightGirl

    Join Date
    Oct 2016
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    smile Re: Base Class Contest XXXXII - Entropy and Renewal

    The Necrotheurge

    [Image pending selection and permission.]

    At first I thought she was a general, and then I realized that her army didn't have any skin. - Knight of the Sixth Thorn

    The Necrotheurge is a class that stradles many lines. Between warrior and mage, cleric and warlock and life and death you will find a warrior who brings the vengeful dead back to life so that they may take part in the justice that is rightfully their own. Necrotheurges are born from young warriors whose brush with death (or undeath) allows them to tap into the kind of innate magic that flows through the veins of warlocks and dragonfire adepts alike. The end result is a powerful and capable healer who is more than happy to lead and army of vengeful undead into the fray of battle.

    Adventures: Necrotheurges are most often adventurers before they enter the class. Typically they begin their careers as soldiers or warriors who experience near death experiences or close encounters with undead creatures before finding their magical powers. Occasionally necrotheurges begin life as quite dabblers in undeath and take up arms as a result of a higher calling instead.

    Characteristics: Low-level necrotheurges function similiar to fighters and battle clerics, bringing down enemies with thier weapons and healing their allies when they need to. Over time they gain the ability to raise greater and greater numbers of undead minions until to form their own elite squadron (or diverse army).

    Alignment: Necrotheurges are granted their higher level powers by celestials, inevitables and devils. Because of this connection a necrotheurge must be either good or lawful (and more than a handful are both). A character of any alignment may take the first level of necrotheurge, but once they become an agent of vengeance their focus is singular.

    Religion: Necrotheurges typically worship warriors gods who value skill at arms and do not shrink away from the responsibility of mass bloodshed. They are also drawn to gods of death, especially those who tolerate the creation of undead creatures. Minor gods of vengence also interest necrotheurges, but the lack of power tends to pull this type of tribute into the realm of acknowledgement rather than worship.

    Background: A necrotheurge requires a brush with death, and then sponsorship by a powerful force of justice or revenge. The first isn't typically too hard for an adventurer, but the second requires a certain amount of dedication.

    Races: Necrotheurges may be of any race, but those touched by undeath such as the necropolitans are slightly more prevelant due to instrictically meeting one of the key requirements of the class.

    Other Classes: Necrothreurges often have trouble getting along with clerics of any alignment. The good ones hate all undead regardless of intent, the evil ones generate vengeful souls and thus become the necrothuerges target, and the neutral ones are often found worshiping nature gods who equally revile the undead. They also have trouble getting along with most warlocks due to sharing only two possible alignments with them.

    Role: Necrotheurges are primarily healers with some decent melee abilities. While they are able to cure many debilitating conditions they cannot effectively use this ability on themselves and their saves tend to be poor. As such they are better alongside a primary melee combatant like a warblade or barbarian than they are on their own. Similiarly, parties with necrotheurges may find the presence of a heal oriented cleric to be redundant.

    Adaptation: Necrotheurges can have their alignment changed with no effect on the class. They can also be made more like their draconic or demonic counterparts without too much trouble.

    GAME RULE INFORMATION
    Necrotheurge's have the following game statistics.
    Abilities: A necrotheurge should possess high Charisma in order to get the most out of their invocations. High strength, dexterity and constutituion are also helpful for necrotheurges who wish to wade into the front lines of battle.
    Alignment: Any lawful or any good. Characters of any alignment may take the first level of necrotheurge, but subsequent level require a lawful or good alignment.
    Hit Die: d10
    Starting Age: As cleric.
    Starting Gold: As cleric.

    Class Skills
    The Necrotheurge's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Profession (Wis), Spellcraft (Int).

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

    Necrotheurge
    Level Base Attack Bonus Fort Save Ref Save Will Save Special Invocations Known
    1st
    +1
    +2
    +0
    +2
    Invocations (Least), Twilight Touch (1d6)
    1
    2nd
    +2
    +3
    +0
    +3
    Oath of Revenge
    2
    3rd
    +3
    +3
    +1
    +3
    Energy Resistance 5, Twilight Touch (2d6)
    2
    4th
    +4
    +4
    +1
    +4
    Twilight Armor
    3
    5th
    +5
    +4
    +1
    +4
    Twilight Touch (3d6)
    3
    6th
    +6
    +5
    +2
    +5
    Invocations (Lesser)
    4
    7th
    +7
    +5
    +2
    +5
    Energy Resistance 10, Twilight Touch (4d6)
    4
    8th
    +8
    +6
    +2
    +6
    Twilight Resilience
    5
    9th
    +9
    +6
    +3
    +6
    Twilight Touch (5d6)
    5
    10th
    +10
    +7
    +3
    +7
    Negative Level Resistance (1)
    6
    11th
    +11
    +7
    +3
    +7
    Twilight Touch (6d6), Invocations (Greater)
    7
    12th
    +12
    +8
    +4
    +8
    Twilight Weapons
    7
    13th
    +13
    +8
    +4
    +8
    Twilight Touch (7d6)
    8
    14th
    +14
    +9
    +4
    +9
    Negative Level Resistance (2)
    8
    15th
    +15
    +9
    +5
    +9
    Twilight Touch (8d6)
    9
    16th
    +16
    +10
    +5
    +10
    New Invocation (Dark)
    10
    17th
    +17
    +10
    +5
    +10
    Twilight Touch (9d6)
    10
    18th
    +18
    +11
    +6
    +11
    Negative Level Resistance (3)
    11
    19th
    +19
    +11
    +6
    +11
    Twilight Touch (10d6)
    11
    20th
    +20
    +12
    +6
    +12
    Revenge Eternal
    12

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

    Weapon and Armor Proficiencies: A necrotheurge is proficient with all simple and martial weapons and with all armor (heavy, medium and light) but not with shields.

    Invocations (Sp or Su): As warlock.

    Twilight Touch (Sp): As a standard action, the necrotheurge can touch one living or undead creature and heal them for 1d6 points of damage. This ability does not work on constructs or objects.
    The amount of damage twilight touch heals increases by 1d6 at 3rd level and again at every odd level after that. Twilight touch is considered to be a spell who’s level is equal to ½ the necrotheurge’s level +1 (maximum 9) and is subject to spell resistance. Feats the modify spell-like ability can alter twilight touch.
    A necrotheurge may only use twilight touch a number of times per day equal to 4 + their Charisma modifier. At each level after 1st, they can use twilight touch two additional times per day.

    Oath of Revenge (Sp): Starting at 2nd level, a necrotheurge swear an oath to serve the restless dead. They gain the ability to raise the dead with certain invocations, but only those who answer the question “Do you want revenge?” affirmatively. A necrotheurge must spend each day seeking to grant justice or revenge to one of their undead servants or risk losing this power. Additional, the necrotheuge can use speak with dead and detect guilt as a spell-like abilities. These abilities count as invocations of the same name, but do not count against the number of invocations a necrotheurge may know.

    Energy Resistance: Starting at 3rd level, a necrotheurge gains energy resistance 5 to positive and negative energy. (This does not hinder healing they would normally receive.) At 7th level this energy resistance improved to 10.

    Twilight Armor: Starting at 4th level, a necrotheurge adds any enhancement value from armor they are wearing or a shield they are wielding (but not both) to the natural armor of any undead they created with invocations.

    Twilight Resilence: Starting at 8th level, a necrotheurge gains fast healing 1.

    Negative Level Resistance: Starting at 10th level, the necrotheurge gains resistance to negative levels. Anytime they would be subject to one or more negative level, they reduce the number of negative levels they take by 1. Permanent negative levels are reduced before temporary negative levels if both would be applied by the same ability. At 14th level, and again at 18th level the number of negative levels that is reduced increases by 1.

    Twilight Weapons: Starting at 12th level, a necrotheurge adds any enhancement value they possess from on weapon weapon they are wielding to the attack and damage rolls of any undead they created with invocations.

    Revenge Eternal: At 20th level, whenever a necrotheurge is killed they are brought back to life within 24 hours as if True Resurrection had been cast upon them.

    Necrotheurge Invocations

    Necrotheurges utilize invocations, a system of spell-like abilities first introduced in Complete Arcana and expanded on in Complete Mage and Dragon Magic. Necrotheurges have their own list of invocations that include access to a select number of Warlocks and Dragonfire Adept invocations. Invocations from Complete Arcana are marked with CA, invocation from Complete Mage are marked with CM and invocation from Dragon Magic are marked with DM.
    Invocations are spell-like abilities and not spells. They are sorted by grade (least, lesser, greater or dark), and each possess an equivalent spell level for the purpose of calculating saving throw DCs and other factors. Any invocation can be dismissed as a standard action, just as any spell can be dismissed as a standard action.
    Twilight Touch is not an invocation.

    Twilight Essence Invocations
    Like, Eldritch Blast before it, Twilight Touch can be modified with a group of invocations called Twilight Essences. These essences change the ability of twilight touch, typically allowing it to cure various conditions or grant the target some boon. A twilight touch may be modified only be a single Twilight Essence.

    Least Twilight Essence Invocation
    Encouraging Touch: Twilight touch cures shaken.
    Refreshing Touch: Twilight touch cures sickened.
    Reconstructing Touch: Twilight touch affects constructs and objects.

    Lesser Twilight Essence Invocation
    Amplifying Touch: Twilight touch cures deafness.
    Enlightening Touch: Twilight touch cures blindness.
    Steadfast Touch: Twilight touch cures frightened.

    Greater Twilight Essence Invocation
    Clarifying Touch: Twilight touch cures confusion.
    Purging Touch: Twilight touch cures nausea.
    Unifying Touch: Twilight touch pulls the target closer to you.

    Dark Twilight Essence Invocation
    Elevating Touch: Twilight touch cures the target of all negative levels, or grants temporary levels.
    Emancipating Touch: Twilight touch cures charm and compulsion effects, stunning and gains freedom of movement for 1 round.

    Touch Shape Invocations
    Like, Eldritch Blast before it, Twilight Touch can be modified with a group of invocations called Touch Shapes. These essences change the range of twilight touch, typically allowing it to be used at range, or on more than one target. A twilight touch may be modified only be a single Touch Shape.

    Least Touch Shape Invocations
    Twilight Bolt: Twilight touch range increases to 30 ft.
    Twilight Hammer: Twilight touch can be channeled through the necrotheurge’s weapon and does damage.

    Lesser Touch Shape Invocations
    Twilight Aura: Twilight touch affects all allies within 5 ft.

    Greater Touch Shape Invocations
    Twilight Teleportation: Teleport to a target within 30 ft, then touch them.

    Dark Touch Shape Invocations
    Twilight Bond: Twilight touch affects any ally you know about, who is also on the same plane.

    Other Invocations
    In addition to Twilight Essences and Touch Shapes, the Necrotheurge gains access to a number of spell like abilities that allow them to manipulate the world in unusual ways. Several of these abilities allow the necrotheurge to raise and undead servant, but they require that the necrotheuge possesses the Oath of Vengence class feature. Unlike other characters and classes, a necrotheurge’s ability to control undead is limited by CR instead of HD, as described in Oath of Vengeance.

    Least Invocations
    Breath of the NightCA: Create a fog cloud as the spell.
    Daylight: Create daylight as the spell.
    Magic InsightDM: Detect magical auras; identify magic items.
    Otherworldly WhispersCM: Gain bonus on Knowledge checks.
    Shadow Eyes: Gain darkvision and low-light vision.
    Soulreaving AuraCM: As reaving aura, plus gain temporary hit points if nearby creature dies.
    -The Following Invocation Require Oath of Vengeance and are not done!-
    Fleshy Friend: Summon one (1) fleshy servant.
    Bonepal: Summon one (1) bone buddy.
    Scare-a-buddy: Summon one (1) ghost infused scarecrow.


    Lesser Invocations
    Cold ComfortCM: You and nearby allies protected by endure elements.
    Fell FlightCA: Gain a fly speed with good maneuverability.
    Frightful PresenceDM: Makes nearby enemies shaken.
    Relentless DispellingCM: As targeted dispel magic, with additional targeted dispel magic the next turn.
    VoidsenseCA: Gain blindsense 30 feet.
    Walk UnseenCA: Use invisibility (self only) as the spell
    -The Following Invocation Require Oath of Vengeance and are not done!-
    Wight Light: Summon one (1) wight.
    Ghoul Girl: Summon one (1) ghoul.
    Ghost Gal: Summon one (1) ghost.


    Greater Invocations
    Baleful GeasDM: A single creature becomes your servant, but slowly sickens and dies.
    Chilling FogDM: Create solid fog that deals cold damage.
    Devour MagicCA: Use targeted greater dispel magic with a touch and gain temporary hit points based on the level of spells successfully dispelled.
    -The Following Invocation Require Oath of Vengeance and are not done!-
    Wraith Date: Summon one (1) wraith.
    Shadow Follower: Summon one (1) shadow.
    Skeleton Mage: Summon one (1) skeleton friend with like 5 level in warlock.


    Dark Invocations
    Caster's LamentCM: Your touch can break enchantment, and you can counterspell.
    Dark ForesightCA: Use foresight as the spell, and communicate telepathically with a close target of the effect.
    Steal SummoningCM: Take control of another caster’s summoned monster.
    -The Following Invocation Require Oath of Vengeance and are not done!-
    Blood Bud: Summon one (1) vampire.
    Lich Friend: Summon one (1) lich.
    Off Duty Death Knight: Summon one (1) death knight.
    Last edited by Knitifine; 2017-11-07 at 11:57 PM.
    Professional Sorcerer Advocate.

    Winner of the Base Class Contest XXXX 'Happy Little Accidents'
    Winning Entry: The Antiquarian (Artifacts, Options).
    Runner Up for Base Class Context XXXXI 'It's In Our Nature'
    Entry: The Egregore (Vermin Companion)

  4. - Top - End - #4
    Orc in the Playground
     
    RedKnightGirl

    Join Date
    Oct 2016
    Gender
    Female

    Default Re: Base Class Contest XXXXII - Entropy and Renewal

    Amplifying Touch
    [Lesser][1st][Twilight Essence]
    This twilight essence allows you to change your twilight touch into an amplifying touch. Creatures healed by your amplifying touch are cured of the deafened condition. If a creature would be damaged by your amplifying touch, they are deafened for 1 round unless they succeed on a Fortitude save.

    Clarifying Touch
    [Greater][5th][Twilight Essence]
    This twilight essence allows you to change your twilight touch into a clarifying touch. Creatures healed by your clarifying touch are cured of the confusion condition. If a creature would be damaged by your clarifying touch, they are confused for 1 round unless they succeed on a Will save.

    Daylight
    [Least][3rd]
    You can create an area of bright light, as the daylight spell.

    Elevating Touch
    [Dark][6th][Twilight Essence]
    This twilight essence allows you to change your twilight touch into an elevating touch. Creatures healed by your elevating touch also recover all negative levels. If the creature had no negative level, they instead gain 1d4 temporary levels for 1 round. Temporary levels grant a creature a +1 bonus on all skill checks, ability checks, attack rolls, saving throws and spell save DCs. They also gain 5 temporary hit points (which stack with other temporary hp from temporary levels) and gain one effective level or hit dice (whenever level is used in a die roll or calculation) for each temporary level. If they have a least 1 caster level, they also gain +1 caster level in one class for each temporary level. If a creature would be damaged by your enlightening touch, they suffer 1d4 negative levels unless they succeed at a Fortitude save.

    Emancipating Touch
    [Dark][6th][Twilight Essence]
    This twilight essence allows you to change your twilight touch into an emancipating touch. Creatures healed by your emancipating recover from the stunned condition and gain the benefits of freedom of movement for 1 round. If the creature is under the effect of a charm or compulsion spell, that spell ends. If a creature would be damaged by your emancipating touch, they are stunned for 1 round unless they succeed at a Fortitude save and a Will save.

    Encouraging Touch
    [Least][2nd][Twilight Essence]
    This twilight essence allows you to change your twilight touch into an encouraging touch. Creatures healed by your encouraging touch are cured of the shaken condition. If a creature would be damaged by your encouraging touch, they are shaken for 1 round unless they succeed at a Will save.

    Enlightening Touch
    [Lesser][4th][Twilight Essence]
    This twilight essence allows you to change your twilight touch into an enlightening touch. Creatures healed by your enlightening touch are cured of the blinded condition. If a creature would be damaged by your enlightening touch, they are blinded for 1 round unless they succeed at a Will save.

    Purging Touch
    [Greater][4th][Twilight Essence]
    This twilight essence allows you to change your twilight touch into a purging touch. Creatures healed by your purging touch are cured of the nauseated condition. If a creature would be damaged by your nauseated touch, they are nauseated for 1 round unless they succeed on a Fortitude save.

    Reconstructing Touch
    [Least][2nd][Twilight Essence]
    This twilight essence allows you to change your twilight touch into a reconstructing touch. Constructs and objects can be healed by your reconstructing touch as if they were living or undead creatures. Additionally, they gain hardness (or increase their existing hardness) equal to the number of dice rolled for 1 round. Hardness reduces all damage taken (from both magic and mundane sources) by it’s value.

    Refreshing Touch
    [Least][2nd][Twilight Essence]
    This twilight essence allows you to change your twilight touch into a refreshing touch. Creatures healed by your refreshing touch are cured of the sickened condition. If a creature would be damaged by your refreshing touch, they are sickened for 1 round unless they succeed at a Fortitude save.

    Shadow Eyes
    [Least][3rd]
    You gain great visual acuity, allowing you to see perfectly in areas of darkness and dim light, but not magical darkness.

    Steadfast Touch
    [Least][2nd][Twilight Essence]
    This twilight essence allows you to change your twilight touch into a steadfast touch. Creatures healed by your steadfast touch are cured of the frightened condition. If a creature would be damaged by your steadfast touch, they are frightened for 1 round unless they succeed at a Will save.

    Twilight Aura
    [Lesser][5th][Touch Shape]
    This touch shape invocation changes the range from melee touch into a radius centered on the caster that effects every creature within 5 ft. If your twilight aura would damage a creature that creature gets a fortitude save for half damage.

    Twilight Bolt
    [Least][2nd][Touch Shape]
    This touch shape invocation allows you to make a twilight touch against any creature within 30 ft. who you have both line of sight and line of effect to. If your twilight touch would damage the creature, resolve this ability as a ranged touch attack.

    Twilight Bond
    [Dark][9th][Touch Shape]
    This touch shape invocation allows you to use your twilight touch on any creature you know, as long as they are on the same plane as you. This does not grant you any special knowledge of whether they need the benefit of your twilight touch. If your twilight touch would harm the creature, this ability fails, though there is no way to tell it has failed if you cannot see the creature.

    Twilight Hammer
    [Least][1st][Touch Shape]
    As a standard action, you can make a single melee attack. This touch shape invocation allows you to infuse a weapon with a damaging twilight touch. You deal additional positive or negative energy damage (whichever would hurt the creature) equal to the normal amount of damage healed by your twilight touch. If the creature cannot be harmed by either type of energy (such as a twilight elemental) then this ability heals them instead (though they take regular damage from the weapon).

    Twilight Teleportation
    [Greater][6th][Touch Shape]
    As a standard action, you can teleport up to 30 ft. and use twilight touch on one creature within your melee touch range. You must teleport to a space where you can reach a creature with your twilight touch ability. If your twilight touch would harm the creature you target, resolve it as a melee touch attack.

    Unifying Touch
    [Greater][5th][Twilight Essence]
    This twilight essence allows you to change your twilight touch into a unifying touch. Creatures healed by your unifying touch may allow themselves to be pulled 10 feet in your direction. If a creature would be damaged by your unifying touch, they are pulled unless they succeed at a Reflex save.
    Last edited by Knitifine; 2017-11-08 at 12:10 AM.
    Professional Sorcerer Advocate.

    Winner of the Base Class Contest XXXX 'Happy Little Accidents'
    Winning Entry: The Antiquarian (Artifacts, Options).
    Runner Up for Base Class Context XXXXI 'It's In Our Nature'
    Entry: The Egregore (Vermin Companion)

  5. - Top - End - #5
    Orc in the Playground
     
    RedKnightGirl

    Join Date
    Oct 2016
    Gender
    Female

    Default Re: Base Class Contest XXXXII - Entropy and Renewal

    Reserve for the Necrotheurge (2/3).

    Spoiler: Monsters
    Show
    New Monsters (Necrotheurge Minions)

    Twilight Subtype: Undead creatures with the Twilight subtype are infused with positive energy (in addition to negative energy). This gives them resistance to positive and negative energy that varies depending on their CR, as well as allowing them to heal at the same rate as living creatures. However, as a result they are harmed by both positive and negative energy. Twilight undead tend towards neutral alignments as a result of decreased or absent hunger for the living.

    Tier 1

    Twilight Scarecrow, 1st-Level Sorcerer
    TN Medium Undead (Twilight)
    Initiative +7
    Hit Points 7 hp (1d6+1)
    Speed 30 ft.
    Armor Class 11 (+1 Dex), touch 11, flat-fooded 10
    Base Attack Bonus/Grapple +0/+0
    Attack Melee +0 Claw (1d4 slashing)
    Full Attack Melee +0 2 Claws (1d4 slashing)
    Space/Reach 5 ft./5 ft.
    Special Attacks -
    Special Qualities Damage reduction 5/, darkvision 60 ft., resistance to cold, negative energy and positive energy 10, undead traits, vulnerability to fire
    Saves Fort +0, Ref +0, Will +2
    Abilities Str 10, Dex 12, Con 12, Int 14, Wis 10, Cha 14
    Skills Concentration +5, Knowledge (arcana) (Int) +6, Spellcraft +6, Stealth +3
    Feats Eschew MaterialsB
    Environment Any
    Organization Any
    Challenge Rating 1/3
    Treasure None
    Advancement -
    Level Adjustment +0

    Twilight Scarecrow Racial Traits
    -2 Strength, +2 Intelligence, -2 Wisdom +2 Charisma:
    Medium: As Medium creatures, twilight scarecrows have no special bonuses or penalties due to their size.
    Twilight Scarecrows base land speed is 30 feet.
    Darkvision: Twilight scarecrows can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and twilight scarecroew can function just fine with not light at all.
    Claws: Twilight scarecrows have two claw attacks that are primary natural attacks and deal 1d4 slashing damage each.
    Eschew Materials: Twilight scarecrows get eschew materials as a bonus feat.
    Twilight Resistance: Twilight scarecrows have resistance to cold, negative energy and positive energy 10.
    Twilight Subtype: Because twilight scarecrows have the twilight subtype, they have a constitution score, they are not immune to mind-affecting effects unless they are mindless. They are not immune to paralysis or stunning. They are subject to critical hits. They are not immune to ability drain, energy drain, or damage to physical ability scores. They are not immune to any effect that requires a Fortitude save, they use their Constitution modifier for Concentration checks. Finally, they can heal damage on their own like living creatures, and they are harmed by both negative energy and positive energy.
    Undead Traits: Twilight scarecrows are undead and thus have darkvision 60 ft, immunity to poison, sleep effects, disease and death effects. They are immune to fatigue and exhaustion. They are not at risk for massive damage, and not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect undead creatures. These spell turn undead creatures back into the living creature they were before becoming undead. They are proficient with their natural weapons. Finally, they do need to breath, eat or sleep.
    Vulnerability to Fire: Twilight scarecrows take half as again as much (+50%) damage as normal from fire damage.
    Automatic Languages: Common. Bonus Languages: Any (other than secret languages, such as Druidic). See the Speak Language skill.
    Favored Class: Sorcerer.


    Twilight Skeleton
    TN Medium Undead (Twilight)
    Initiative +7
    Hit Points 7 hp (1d12)
    Speed 30 ft.
    Armor Class 15 (+1 Dex, +2 natural), touch 11, flat-fooded 12
    Base Attack Bonus/Grapple
    Attack +0 Claw
    Full Attack +0 2 Claws
    Space/Reach 5 ft./5 ft.
    Special Attacks -
    Special Qualities Damage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold, undead traits
    Saves Fort +0, Ref +1, Will +2
    Abilities Str 13, Dex 13, Con Ø, Int Ø, Wis 10, Cha 1
    Feats Improved Initiative
    Environment Any
    Organization Any
    Challenge Rating 1/3
    Treasure None
    Advancement -
    Level Adjustment +0

    Twilight Zombie
    TN Medium Undead (Twilight)
    Initiative +7
    Hit Points 7 hp (1d12)
    Speed 30 ft.
    Armor Class 15 (+1 Dex, +2 natural), touch 11, flat-fooded 12
    Base Attack Bonus/Grapple
    Attack +0 Claw
    Full Attack +0 2 Claws
    Space/Reach 5 ft./5 ft.
    Special Attacks -
    Special Qualities Damage reduction 5/-, darkvision 60 ft., resistance to cold, negative energy, positive energy 10, undead traits, vulnerability to fire
    Saves Fort +0, Ref +0, Will +2
    Abilities Str 13, Dex 13, Con Ø, Int Ø, Wis 10, Cha 1
    Skills
    Feats Improved Initiative
    Environment Any
    Organization Any
    Challenge Rating 1/3
    Treasure None
    Advancement -
    Level Adjustment +0

    Tier 2

    Twilight Ghoul
    Twilight Shadow
    Twilight Wight

    Tier 3

    Twilight Vampire, Lesser
    Twilight Mummy
    Twilight Wraith

    Tier 4

    Twilight Knight
    Twilight Lich
    Twilight Vampire


    Additional Monsters
    Twilight Elemental (CR 1 - 11)
    Twilight Imp (CR 2)
    Twilight Drone (CR 6)
    Twilight Horror (CR 17)
    Twilight Manipulator (CR 20)
    Last edited by Knitifine; 2017-11-10 at 04:52 PM.
    Professional Sorcerer Advocate.

    Winner of the Base Class Contest XXXX 'Happy Little Accidents'
    Winning Entry: The Antiquarian (Artifacts, Options).
    Runner Up for Base Class Context XXXXI 'It's In Our Nature'
    Entry: The Egregore (Vermin Companion)

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

    Join Date
    Oct 2016
    Gender
    Female

    Default Re: Base Class Contest XXXXII - Entropy and Renewal

    Reserve for the Necrotheurge (3/3).



    Spoiler: Prestige Classes
    Show
    Twilight Sage (Necrotheurge 1/Warlock 4)
    Blends invocations, Twilight Blast, 10 - 15 Levels.

    Hit Die: d8

    Requirements
    Skills: Knowledge (Arcana) 8 ranks.
    Class Feature: Eldritch Blast (2d6)
    Class Feature: Twilight Touch (1d6)
    Invocations: 4

    Class Skills
    The Twilight Sage's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Spellcraft (Int), and Use Magic Device (Cha).

    Twilight Sage
    Level Base Attack Bonus Fort Save Ref Save Will Save Special Invocations Known
    1st
    +0
    +0
    +0
    +2
    Twilight Blast (1d6), Twisting Invocations (Lesser)
    1
    2nd
    +1
    +0
    +0
    +3
    Protective Shroud[
    2
    3rd
    +1
    +1
    +1
    +3
    Twilight Blast (2d6)
    2
    4th
    +2
    +1
    +1
    +4
    Concealing Mask
    3
    5th
    +2
    +1
    +1
    +4
    Twilight Blast (3d6)
    3
    6th
    +3
    +2
    +2
    +5
    Twisting Invocations (Greater)
    4
    7th
    +3
    +2
    +2
    +5
    Twilight Blast (4d6)
    4
    8th
    +4
    +2
    +2
    +6
    Alter Affinity
    5
    9th
    +4
    +3
    +3
    +6
    Twilight Blast (5d6)
    5
    10th
    +5
    +3
    +3
    +7
    Life and Death
    6

    Devil's Advocate (Necrotheurge 2/Warlock 2, Level 5)
    Blend Invocations, encourages use of brimestone blast, damns souls, summons devils, 5 - 10 levels.

    Protective Shroud: You gain the Protective Shroud invocation. This is a least invocation with an effective spell level of 3rd. You can cast protective shroud on one creature, granting them the benefits of evasion and mettle for 24 hours. If you cast protective shroud on another creature within the same 24 hour period, the old effect immediately ends.

    Hit Die: d8

    Requirements
    Alignment: Lawful Evil
    Skills: Knowledge (Religion) 8 ranks, Knowledge (The Planes) 8 ranks.
    Class Feature: Eldritch Blast (1d6)
    Class Feature: Twilight Touch (1d6)

    Class Skills
    The Devil's Advocate's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Knowledge (religion) (Int), Knowledge (the planes) (Int), Spellcraft (Int), and Use Magic Device (Cha).

    Devil's Advocate
    Level Base Attack Bonus Fort Save Ref Save Will Save Special Invocations Known
    1st
    +0
    +0
    +0
    +2
    Eldritch Blast (1d6), Imp Familiar
    1
    2nd
    +1
    +0
    +0
    +3
    -
    2
    3rd
    +1
    +1
    +1
    +3
    Eldritch Blast (2d6)
    2
    4th
    +2
    +1
    +1
    +4
    -
    3
    5th
    +2
    +1
    +1
    +4
    Eldritch Blast (3d6)
    3
    6th
    +3
    +2
    +2
    +5
    -
    4
    7th
    +3
    +2
    +2
    +5
    Eldritch Blast (4d6)
    4
    8th
    +4
    +2
    +2
    +6
    -
    5
    9th
    +4
    +3
    +3
    +6
    Eldritch Blast (5d6)
    5
    10th
    +5
    +3
    +3
    +7
    -
    6


    Twilight Disciple (Necrotheurge 1/Favored Soul 4)
    Makes Favored Soul a better class, 10 - 15 levels.

    Twilight Theurge (Necrotheurge 1/Sorcerer 4)
    Make Sorcerers better necromancers, 5 - 10 levels.

    Twilight Blade (Necrotheurge 1/Crusader 4)
    Makes Crusader a better class, 10 - 15 levels.


    Spoiler: Detect Guilt
    Show

    Detect Guilt
    Level: Cleric/Favored Soul 1, Paladin 1
    Components: DF
    Range 60 ft.
    Area: Cone-shape emanation
    Duration: Concentration, up to 10 min./level (D)
    Saving Throw: None
    Spell Resistance: No

    You can sense the presence of guilt. The amount of information revealed depends on how long you study a particular subject.

    1st Round
    Presence or absence of a guilty person.

    2nd Round
    Number of guilty creatures in the area and the power of the most potent guilt aura present.

    If the strongest guilt aura is overwhelming, you are stunned for 1 round and the spell ends.

    3rd Round
    The power and location of each aura. If an aura is outside your line of sight, then you discern its direction but not exact location.

    Aura Power
    A guilt aura's power depends on the intensity of the guilty; see the accompanying table. If the aura somehow falls into more than one strength category, the spell indicates the stronger of the two.

    Wronged a stranger, but did not harm them. (None)
    Wronged a friend, or harmed a stranger. (Faint)
    Wronged a true friend or partner, harmed a friend, or killed a stranger. (Moderate)
    Harmed a true friend or partner, or killed a friend. (Strong)
    Killed a true friend or partner. (Overwhelming)
    Last edited by Knitifine; 2017-11-08 at 07:46 AM.
    Professional Sorcerer Advocate.

    Winner of the Base Class Contest XXXX 'Happy Little Accidents'
    Winning Entry: The Antiquarian (Artifacts, Options).
    Runner Up for Base Class Context XXXXI 'It's In Our Nature'
    Entry: The Egregore (Vermin Companion)

  7. - Top - End - #7
    Titan in the Playground
     
    Jormengand's Avatar

    Join Date
    Oct 2012
    Location
    In the Playground, duh.

    Default Re: Base Class Contest XXXXII - Entropy and Renewal

    The Brahmin



    "Everyone lives a thousand lives and a thousand more, and yet so few of us can remember any but this one!"

    A brahmin is the reincarnated soul of many virtuous predecessors, whose infinite courage, power and wisdom he can call upon in battle and out of it. He can remember the skills and deeds of his past ancestors and use them to his advantage.

    Adventures: Brahmins usually adventure to seek enlightenment or karma, or in their capacity as spiritual leaders to dispense guidance to those in need of it.

    Characteristics: Brahmins have the ability to recall abilities from their past selves, which enables them to adapt to fit almost any situation. Apart from that, they are spiritual leaders, able to perform priestly functions, though they don't have innate access to divine magic. A brahmin who isn't recalling their past abilities is exceptionally weak in combat, however.

    Alignment: Brahmins are usually any good alignment. A brahmin was invariably good in their past lives more often than not, as becomine a brahmin is essentially their spiritual reward. However, they can equally be lawful or chaotic - it is written that a brahmin who follows the path of righteousness but does not know the spritual law is far better than one who knows the law but flaunts the good. In any case, there's nothing stopping the brahmin from being evil, though he might not wish to forsake his reward of being a brahmin in the next life as well.

    Religion: Brahmins usually worship gods of knowledge, life or rebirth.

    Background: One doesn't become a brahmin through training - brahmins are born into the role. The only way to become a brahmin is to do good, and then die and be reborn.

    Races: Any mortal race can have brahmins, though the same cosmic reward system that creates brahmins tends to dictate that they are more likely to be among the more well-respected races, such as humans and elves rather than goblins. Still, goblin brahmins exist. The only criterion is mortality.

    Other Classes: Brahmins are respected much like other holy leaders, such as clerics, although they don't have to suffer being bothered for healing to the same extent! Their variety of abilities is also appreciated by their more practically-minded fellows, and their memory of aeons past is of great interest to wizards and their ilk. That said, there are some who dislike the brahmin's inability to stick to one speciality.

    Role: A brahmin recalls a variety of different abilities to aid in whatever situation is current. While he cannot possibly specialise in exploiting the knowledge and power of all his past lives, this gives him a variety of possible abilities to use to adapt to the situation. Alternatively, a brahmin can choose to fulfil a particular party role.

    Adaptation: The idea of reincarnation might not make sense for your setting. Consider making it a recollection of one's ancestors or great historical figures instead.

    GAME RULE INFORMATION
    Brahmins have the following game statistics.
    Abilities: Any. A brahmin requires different ability scores to fully realise the powers from different lives.
    Alignment: Any (usually good)
    Special: Only a creature with a separate body and soul can be a brahmin, including undead which are souls detached from their bodies but not the converse (ghosts but not skeletons). Usually, outsiders and constructs cannot be brahmins.
    Hit Die: d8
    Starting Age: As cleric.
    Starting Gold: As cleric.

    Class Skills
    The brahmin's class skills (and the key ability for each skill) are Autohypnosis (Wis), Climb (Str), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Heal (Wis), Knowledge (All skills, taken individually) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Spot (Wis), Swim (Str) and Use Rope (Dex)

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

    BRAHMIN
    Level BAB Fort Ref Will Special
    Maximum Incarnation Level
    Maximum Recalls
    Maximum Combined Level
    1st +0 +0 +0 +0 Incarnation Recall, Spiritual Might
    1
    1
    1
    2nd +1 +0 +0 +0
    1
    1
    2
    3rd +1 +1 +1 +1
    1
    1
    3
    4th +2 +1 +1 +1
    2
    2
    3
    5th +2 +1 +1 +1
    2
    2
    4
    6th +3 +2 +2 +2
    2
    2
    4
    7th +3 +2 +2 +2
    3
    2
    4
    8th +4 +2 +2 +2
    3
    2
    5
    9th +4 +3 +3 +3
    3
    3
    5
    10th +5 +3 +3 +3
    4
    3
    6
    11th +5 +3 +3 +3
    4
    3
    7
    12th +6/+1 +4 +4 +4
    4
    3
    8
    13th +6/+1 +4 +4 +4
    5
    3
    10
    14th +7/+2 +4 +4 +4
    5
    4
    11
    15th +7/+2 +5 +5 +5
    5
    4
    12
    16th +8/+3 +5 +5 +5
    6
    4
    15
    17th +8/+3 +5 +5 +5
    6
    4
    17
    18th +9/+4 +6 +6 +6
    6
    4
    20
    19th +9/+4 +6 +6 +6
    7
    5
    22
    20th +10/+5 +6 +6 +6
    7
    5
    24

    Weapon and Armour Proficiency
    The brahmin is proficient in no type of weapon, armour or shield except those listed in his creature type.

    Incarnation Recall (Su)
    The brahmin gains the ability to recall incarnations, previous lives of the brahmin or memories from those previous lives. An incarnation imparts several abilities to the brahmin, which empower him in battle and outside of it. A brahmin can recall any number of incarnations up to the maximum recalls value on Table: The Brahmin by taking a minute to meditate. The brahmin can only recall incarnations of individual levels up to the maximum incarnation level on the table, and the total level of the incarnations cannot be greater than the maximum combined level on the table. When the brahmin meditates, he can change all his recalled incarnations for any number of new ones within these parameters at once.

    While recalling an incarnation, the brahmin has access to the features it grants as though those were among the class features of the brahmin. Some of these class features may give you the option to forget the incarnation, which means that you lose its benefits until you rest to recall it again.

    Recalling an incarnation isn't supernatural, but changing it is. Incarnations don't go away in an antimagic field, though some of their features might, because until the brahmin recalls new incarnations, those are the brahmin's real class features.

    Spiritual Might (Su)
    The brahmin's innate abilities are not strong, but he can recall a different set of abilities to aid him. By meditating for one minute, he can reassign his abilities to fit the kshatriya ("KY-stra-va"), vaishya ("VY-sha") or shudra ("SHOO-dra") arrays. The kshatriya array is designed for fighting and the shudra array focuses on defense against magic, while the vaishya array does a little of both. The arrays are as follows:

    Kshatriya: You get a high base attack bonus, just like a barbarian does. You are proficient in all simple and martial weapons, all types of armour, and shields including tower shields. One of your saving throws follows the strong progression, like a monk's.
    Vaishya: You get a medium base attack bonus, just like a rogue does. You are proficient in all simple weapons, plus the rapier, sap, shortbow and short sword, and with medium armour and shields, but not tower shields. Two of your saving throws follow the strong progression, like a monk's.
    Shudra: You are proficient with all simple weapons and light armour. All your saving throws follow the strong progression, like a monk's.

    Having an array isn't supernatural, but changing it is. They don't go away in an antimagic field because until the brahmin changes the array, those are the brahmin's real bonuses and proficiencies.

    Incarnation List

    1st-level Incarnations

    Burning Memories
    The fire in your past wells up inside you, allowing you to burn all that stands in your path. Your hands and weapons light up, doing them no harm but empowering their attacks.

    Hands Afire (Su)
    You have resistance to fire equal to your level, and your attacks with any kind of weapon deal extra fire damage equal to your strength modifier. Any creature or flammable object struck by your attacks must take a reflex save (DC 10+half your brahmin level + your strength modifier) or Catch on Fire. Further, you can walk through nonmagical fire without being harmed, even if your fire resistance isn't enough to do so yet.

    All Shall Burn Before Me! (Su)
    You can concentrate your burning rage against a stationary object within 60 feet by concentrating as a standard action in successive rounds. This deals 1d6 points of fire damage in the first round, 2d6 in the second, and so forth, up to a maximum of 1d6 points per 2 levels, plus 1d6 per point of strength modifier you have. Continuing to concentrate after this point continues to deal the maximum damage. The damage is not divided for being fire damage if the target is flammable, and it also ignores hardness in this case. In any case, if the object moves at all or you move out of range, your concentration is broken.

    Flaming Bolt of Burning (Sp)
    You can fire a bolt of fire at a creature or object within 90 feet, which does 1d6 points of fire damage, plus 1d6 per 3 levels, as a standard action. That creature or object must take a reflex save (DC 10 + half your brahmin level + your dexterity modifier) or Catch on Fire. The bolt doesn't deal damage to objects which aren't flammable, but carries enough force to knock objects over, potentially scattering objects on a table.

    Alternatively, you can fire a single bolt which covers a 10 foot radius sphere, again within 90 feet. In this case all creatures who pass the save against catching on fire also take only half damage, but everything in the sphere is damaged. If you do this, the fire inside you burns out, and you forget this incarnation.

    Rascal's Ascent
    You look at the buildings before you and intrinsically know how to climb them, run on them, jump between them... you almost feel as though you're up there already.

    Flawless Motion (Ex)
    You gain a bonus to climb, jump and tumble checks equal to your brahmin level plus 3. You can use your dexterity modifier instead of your strength modifier for climb and jump if it's higher.

    Momentous Strike (Ex)
    If you move and attack in the same turn, you can add your dexterity modifier to attack and damage rolls.

    Great Leap (Su)
    You take no damage from falling less than 30 feet. If you fall more than 30 feet, you can either take the damage as though you'd fallen 30 feet less, or take no damage and forget this incarnation.

    Scholar's Thoughts
    You recall memories of reading through books and libraries, researching obscure minutae which you would never actually get to use... until now.

    Recall Weakness (Ex)
    You can remember the weak points of enemies using your knowledge of them. Whenever you attack an enemy, make a relevant knowledge check. You add 1 to your attack and damage rolls for every 5 points of that knowledge check. If you're attacking a deathless, this doesn't work because deathless are weird and there is no relevant knowledge check. You'll manage.

    Scholar's Sight (Su)
    You can detect magic and read magic at will, as the spells (if it matters, the save DC is intelligence-based). You can also use identify, but if you do, forget this incarnation. You can also read written information ten times as fast as normal.

    Lore (Ex)
    You can recall a relevant legend or piece of lore about something just by hearing about it or seeing it, though how useful this is varies. You usually can't recall legends about things and people who aren't well-known enough to have legends about them, though you might be able to recall rumours about them. In general, you shouldn't try to recall lore about every sword you come across, for example.

    2nd-level Incarnations

    Breaker Aspect
    You remember a feeling of violence inside you, which pushes you to a destructive urge. Your attacks take on the power of this damaging force that wells up inside you.

    Strike of Fury (Ex)
    Your attacks are imbued with your destructive impulse, causing you to do an extra damage with your attacks. You deal extra damage equal to 1d6 plus your strength modifier (for melee or thrown attacks) or your dexterity modifier (for projectile attacks). This extra damage increases by 1d6 per 5 levels.

    Defeat Obstacle (Ex)
    You get a +4 bonus, plus 1 per 3 levels, on strength- or dexterity-based checks, including skill checks, to damage or bypass some kind of object physically impeding you.

    Tackle Enemy (Ex)
    You can use your fury to attempt to tackle an enemy as a standard action, or the attack at the end of a charge. If you do, you must first hit them with a melee touch attack, then defeat them on an oppsed strength check. You then have two choices. Either you can send them back a single square where they fall prone (if flying, they fall 2d6 squares and take damage if this is enough to reach the ground), or you can unleash your anger fully. In this latter instance, you throw them back 2d6 squares, where they take damage equal to 2d6 plus twice your strength modifier plus 1d6 per 5 levels and then fall prone (if flying, they fall 4d6 squares and take falling damage if this is enough to reach the ground). Doing this fulfils your anger, leaving you calm inside: in this case, forget this incarnation.

    Towering Past
    You remember being larger than this, standing over the creatures before you. You don't know whether you were a giant or something else, but you do have an overwhelming urge to throw rocks.

    Powerful Build (Ex)
    Your physical stature lets you function in many ways as if you were one size category larger. Whenever you are subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), you are treated as one size larger if doing so is advantageous to you. You are also considered to be one size larger when determining whether a creature's special attacks based on size (such as improved grab or swallow whole) can affect you. You can use weapons designed for a creature one size larger without penalty. However, your space and reach remain those of a creature of your actual size. The benefits of this class feature stack with the effects of powers, abilities, and spells that change the subject's size category. If you have powerful build from your race, the effects stack.

    You can remember yourself as being even larger, but doing so shatters your connection to the memory. You can elect to be treated as colossal for the purposes of a single check, which is a supernatural ability used as a free action during the action relevant to the check (even if it's not your turn). If you do, forget this incarnation afterwards.

    Hurl Rocks (Ex)
    You gain rock hurling and improved rock hurling as bonus feats (which allows you to throw small-sized rocks, weighing 40 to 50 lbs, as a standard action with a range increment of 80 feet, dealing 2d6 points of damage plus your strength modifier). Rocks you throw deal splash damage even if they miss their target, usually dealing 2 points of damage plus damage equal to your strength modifier to each creature in an adjacent square (and the creature you attacked if you missed).

    Rampage (Ex)
    You can smash through anything in your way. You gain a bonus equal to half your level on strength checks to break or burst objects. You can unleash the rage inside you to double the result of a single strength check: if you do, forget this incarnation.

    3rd-level Incarnations

    4th-level Incarnations

    I Was a Dragon Once
    You recall memories of having once been a dragon in a past life. This recollection manifests with physical form, altering your appearance and abilities.

    When you recall this incarnation, choose an energy type and either cone or line

    Draconic Body (Ex)
    You gain immunity to the energy type you chose as well as a natural armour bonus to AC equal to 4, plus 1 per 4 levels. You also have wings, which allow you to fly at a speed equal to five times your dexterity score with average maneuverability.

    Draconic Mind (Ex and Sp)
    You get a bonus to diplomacy and gather information checks equal to half your level, and you can gather information three times as fast. You can cast suggestion as a spell-like ability, but once you do, forget this incarnation.

    Draconic Soul (Su)
    You can use an energy breath weapon that deals 1d6 points of damage per level of the chosen energy type and can be used once per minute. It uses a 30 ft cone or 60 ft line, as chosen by you when you recalled the incarnation. A reflex save (DC 10 + half your brahmin level + your constitution modifier) halves the damage. In addition you may breathe a particularly strong breath weapon which in addition to the normal damage, inflicts a condition on targets who failed a reflex save based on the damage type:

    Fire: Catches on Fire. The target also catches on fire even if they passed the reflex save.
    Cold: Frozen Solid for one round. A creature who is Frozen Solid cannot take actions or defend themselves properly; they are denied their dexterity bonus to AC.
    Acid: Sickened for one minute.
    Electricity: Stunned for one round.
    Sonic: Deafened for 5 rounds.

    If you use this stronger breath weapon, forget this incarnation.

    5th-level Incarnations

    6th-level Incarnations

    7th-level Incarnations

    Nothing is True, Everything is Permitted
    What, and I suppose you thought we'd get through a class about recalling past lives without an Assassin's Creed reference?

    Stay your Blade From the Blood of an Innocent (Su)
    You gain the innate ability to discern the motivations and intentions of those around you. Simply looking at a bystander, ally or enemy is enough to discern which is which, and a sense of what they are planning to do and why. Further, you gain the sneak attack ability of a rogue of your level, and if you strike an enemy who was unaware of you before the attack, they must take a fortitude save (DC 10 + half your brahmin level + your dexterity modifier) or die.

    If you kill an innocent or an ally, forget this incarnation.

    Hide in Plain Sight (Ex)
    This ability works much like others of the same name, but it literally allows you to hide even if there is nothing to hide behind. Enemies walk by you as though there were nothing there.

    If you deliberately reveal yourself to an enemy for the sake of revealing yourself (rather than via an attack or in order to strike), forget this incarnation.

    Never Compromise the Brotherhood (Su)
    You can never be tracked or traced by any means, mundane or magical. Your enemies even lose their object permanence with respect to you if you can stay hidden from them for more than 5 rounds - they forget you exist entirely.

    If you betray or compromise your allies, forget this incarnation.
    Last edited by Jormengand; Yesterday at 01:00 AM.
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    Quote Originally Posted by Jormengand View Post
    You know, it would be really meta if I sigged this.

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    Default Re: Base Class Contest XXXXII - Entropy and Renewal

    I am, on balance, quite unlikely not to need to reserve a post, so let me just do that here.

    (Also, so I don't lose it, {c{N^0.7}*{l1N-9}^0.3*{l1N-14}^0.2})
    Last edited by Jormengand; 2017-11-07 at 08:06 PM.
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    Quote Originally Posted by Jormengand View Post
    You know, it would be really meta if I sigged this.

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    Default Re: Base Class Contest XXXXII - Entropy and Renewal

    The Animist

    *Image to be uploaded once I find a good one*

    "Those religious zealots and their fuddy-duddy deities preach that creating and destroying life are two aspects to be kept separate. In truth, they are but two sides of the same coin."- Bella Wolfe, master Animist

    All is life, and everything is possessed of life, regardless of first appearances- everything from a living being to a gust of wind to a pebble on the road is suffused with a unique energy that gives it form and purpose. This is the belief espoused by the animists, a unique creed of life-venerating monastics who wield the ability to manipulate that same life energy in their hands as a potter does with clay. Many animists, even those with good intentions, can come across as odd and off-putting with their strange methods and targets of worship, but the power they possess over anything, living or not, is undoubtable.

    Adventures: Many animists adventure simply for the sake of traveling, wanting to experience the world to the fullest and observe all the different sorts of life it holds. Some animists make journeys to espouse their faith to the masses, while others might do so as a motive of altruism; to heal the sick and wounded.

    Characteristics: Any animist can choose to heal or destroy with but a touch, and all possess the ability to suffuse a bit of their life force into the environment to animate it to fight for them. As animists grow, their powers increase in both strength and variety, gaining new options to fix debilitating conditions (or to inflict them), increase the variety of their construct allies, or acquiring a new and better understanding of the world around them.

    Alignment: Animists can be of any alignment. While most use their ability to mend almost any injury to pursue the path of healer and aid, there are also many animists that use their newfound understanding of life manipulation for the purposes of villainy and cruelty.

    Religion: Most animists do not follow deities, as their vocation places far more emphasis on the reverence of life itself, regardless of mortality or divinity. The rare animist that is more religiously-inclined tends to worship nature- and healing-oriented deities above any other.

    Background: How an individual becomes an animist varies. Some are classically trained in schools of thought similar to clerics or wizards, while others unlock their powers after a sudden and powerful mental revelation. The method an animist takes to achieve their status is often irrelevant compared to what they choose to do upon reaching it.

    Races: Any race can become an animist, though the more reverent towards nature and the life cycle, especially elves and halflings, are particularly predetermined towards such a path.

    Other Classes: The emphasis animists place on mortal life and the eternal cycle tend to see them clashing with clerics and other religious types, but they get along quite well with spiritually-minded classes such as monks and druids who follow similar philosophies.

    Role: Any animist can use their gifts to mend, destroy, or create new life as they desire, but which role they choose to specialize in, if any, is dependent on their chosen path.

    Adaptation: Giving an animist more traditional spellcasting would bring them in line with a less martially-oriented cleric, and they can also be given shapeshifting abilities to function like a druid.

    GAME RULE INFORMATION
    Animists have the following game statistics.
    Abilities: All Animists will want a high Charisma score to make the most of their powers and increase their save DC's, and most will likewise want a good Wisdom score to make the most of the Heal skill. Decent Dexterity is, as always, desired for an adequate personal defense.
    Alignment: Any.
    Hit Die: d6
    Starting Age: As cleric.
    Starting Gold: As druid.

    Class Skills
    The Animist's class skills (and the key ability for each skill) are Autohypnosis (Wis), Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (nature) (Int), Knowledge (the planes) (Int), Knowledge (religion) (Int), Listen (Wis), Profession (Wis), Search (Int), Spot (Wis), and Survival (Wis).
    Skill Points at First Level: (4 + Int modifier) x 4
    Skill Points at Each Additional Level: 4 + Int modifier

    ANIMIST
    Level Base Attack Bonus Fort Save Ref Save Will Save Special
    1st
    +0
    +2
    +0
    +2
    Animist's touch 1d6, animate nature, lifesense, well of spirit
    2nd
    +1
    +3
    +0
    +3
    Animist's path, insight
    3rd
    +1
    +3
    +1
    +3
    Animist's touch 2d6, indomitable health
    4th
    +2
    +4
    +1
    +4
    Insight
    5th
    +2
    +4
    +1
    +4
    Animist's touch 3d6 (ranged)
    6th
    +3
    +5
    +2
    +5
    Insight, path epiphany
    7th
    +3
    +5
    +2
    +5
    Animist's touch 4d6, healer's training, lifesense (area)
    8th
    +4
    +6
    +2
    +6
    Insight, path ability
    9th
    +4
    +6
    +3
    +6
    Animist's touch 5d6, sustained spirit
    10th
    +5
    +7
    +3
    +7
    Insight, path epiphany
    11th
    +5
    +7
    +3
    +7
    Animist's touch 6d6, enlightened body, lifesense (extraordinary)
    12th
    +6/+1
    +8
    +4
    +8
    Insight, path ability
    13th
    +6/+1
    +8
    +4
    +8
    Animist's touch 7d6, animate nature (improved)
    14th
    +7/+2
    +9
    +4
    +9
    Insight, lifesense (flawless)
    15th
    +7/+2
    +9
    +5
    +9
    Animist's touch 8d6, surge of life
    16th
    +8/+3
    +10
    +5
    +10
    Insight, path epiphany
    17th
    +8/+3
    +10
    +5
    +10
    Animist's touch 9d6, border of eternity
    18th
    +9/+4
    +11
    +6
    +11
    Insight, path ability
    19th
    +9/+4
    +11
    +6
    +11
    Animist's touch 10d6, animate nature (greater)
    20th
    +10/+5
    +12
    +6
    +12
    Path mastery

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

    Weapon and Armor Proficiencies: Animists are proficient with simple weapons, but not with any kind of armor or shield.

    Well of Spirit (Su): The animist's unique connection to the source that powers all creation causes her to be endowed with more life energy than most other living creatures. The animist possesses a well of spirit, an inner power reserve of raw creation, which contains a number of points equal to her class level + her Charisma modifier (minimum 2). Once per 1d6 rounds, as a free action that can be taken even when it is not her turn, the animist can expend a point from her well to immediately reroll a failed Fortitude save, as she channels internal power to fight off any assault on her form. In addition, the animist must also expend points from her well in order to activate some of her class abilities; she may never spend more points on any one action than what is equal to her class level (for example, a 4th-level animist may expend a maximum of 4 points in one action). The well completely refills after 8 hours of rest, and an animist can also regain points through a variety of methods depending on her chosen path (see below).

    Some of the animist's abilities inflict "spirit damage" to her well of spirit, representing a large expenditure of the animist's life energy that cannot be regained without significant effort. Spirit damage temporarily reduces the amount of points the animist's well of spirit can contain equal to the damage inflicted; should the animist possess any points in excess of this new maximum, she immediately loses them (for example, an animist with a normal total of 12 points in her well of spirit and currently possessing the same number of points takes 3 spirit damage, reducing her new maximum and her new point total to 9 points). An animist can remove a single point of spirit damage with one hour of continuous meditation, and loses all spirit damage with 8 hours of rest, but does not regain any points she might have lost as a result of initially taking the damage. The exception to this is spirit damage inflicted by the animist's animate nature class feature (see below), which cannot be removed by any means until the construct created the damage was taken to create is destroyed or otherwise removed. As with points, the animist can never take more spirit damage in a single action than would be equal to her class level.

    Should the animist's spirit damage total become equal to the maximum number of points in her well of spirit, she becomes significantly weaker as her very life-force stands at ebb. An animist who reaches this point cannot use any of her supernatural class features (though any constructs she has already created remain in effect) and is considered fatigued until she removes at least one point of spirit damage. The animist's spirit damage total can never exceed the maximum number of points in her well of spirit.

    Animist's Touch (Su): An animist's command over life energy manifests most prominently in her ability to mend or damage the spirit of a creature with nothing but a touch and a moment of concentration. At will as a standard action, an animist may use this power, choosing whether to heal or harm every time she does so.

    If the animist chooses to harm, she must succeed on a melee touch attack, and if successful, inflicts 1d6 damage to her target, plus 1d6 per every odd animist level. This damage is untyped, ignores damage reduction, and inflicts full damage to incorporeal creatures (though the animist must still succeed against incorporeal miss chance, as normal), as the animist reaches beyond a target's physical form and inflicts direct injury to their personal life-force. The animist may also add this damage as bonus damage inflicted as part of an unarmed strike or natural attack, but must succeed on an attack roll and cannot add the bonus more than once per round. The animist may not damage objects with this ability.

    If the animist chooses to heal, she must touch a creature within her reach, healing 1d6 hit points plus 1d6 per every odd animist level. Unlike most healing abilities, this is not a positive energy effect, and can heal constructs and undead as if they were living creatures. However, this type of healing is not flawless, and the animist can only heal a creature up to 50% of their normal hit point total before she must tap into her internal reserves to repair a creature's life energy further. To heal a creature's hit points above 50%, the animist must expend a point from her well of spirit for every 10 points above the target's normal 50% total that she heals. The animist can use this ability to heal herself with the normal restrictions, but may do so as a swift action.

    At 5th level, an animist's power grows to the point that she no longer needs to touch a target to injure or heal them. When using her animist's touch, she may choose to affect any one creature within her Close range (25 feet + 5 feet / 2 class levels), and does not need to make an attack roll when using this ability to harm.

    Animate Nature (Su): Empowered by her knowledge that everything, even inanimate objects, are suffused with life energy, the animist can instill some of her own personal life-force into inanimate material to animate it into a construct to aid her in combat. [More to be added later]

    Lifesense (Su): The animist's acute connection to all things living allows her to ascertain the condition of any creature with but a glance. As a swift action, the animist can make a Heal check (DC 15) to study any target she can accurately perceive. If the check is successful, the animist learns the target's current hit point total as well as any conditions (negative or positive) it is currently suffering from, including poisons, disease, and insanity. At 7th level, the animist automatically succeeds on this check, and can examine all creatures simultaneously within the radius of her animist's touch. At 11th level, this ability becomes extraordinary rather than supernatural, as the animist becomes able to naturally pick up on the movements of life energy without reliance on magic. At 14th level, the animist can use this ability as a free action and examine any number of creatures regardless of range, provided she can accurately perceive them.

    Animist's Path: A critical decision presents itself to the animist from early on: she must choose what sort of path in life she desires to take as she develops her abilities further. Each path revolves around a certain focus of an animist's powers, and play an important role in determining how they develop as she grows in experience in knowledge. At 2nd level, the animist chooses between one of four paths: Creator, Destroyer, Healer, or Shaper (this decision cannot be changed once made). She immediately gains that path's 2nd-level ability and well of spirits recovery method. At 8th, 12th, and 18th level, the animist gains additional abilities associated with her chosen path. In addition, she may only select certain insights if she has chosen the path associated with them. Animist paths are detailed in their own section below.

    Insight: The animist measures her progress through the acquisition of insights: new levels of understanding into the function of life energy that allow the animist to manipulate it in new and unique ways. The animist gains an insight at 2nd level and every even level thereafter except for 20th level. Insights cannot be chosen more than once unless explicitly stated, and some have prerequisites (such as other insights or a specific animist's path) that must be met before they can be selected. Insights that call for saving throws have a DC equal to 10 + 1/2 the animist's class level + her Charisma modifier, and are always supernatural in nature unless stated otherwise. Insights are detailed in their own section below.

    Indomitable Health (Ex): At 3rd level, the animist adds her Charisma modifier (if any) as a bonus to all saving throws. In addition, she may use her Charisma modifier instead of Constitution modifier (if it is higher) when determining her bonus to hit points (this change is retroactive), and may substitute her Charisma modifier for any Constitution-based ability or skill checks.

    Path Epiphany: At 6th, 10th, and 16th level, the animist gains a bonus insight dependent on her chosen path. She must qualify for this insight. If she already possesses all insights offered by her path at any given level, she may instead gain any one insight that she qualifies for.

    Healer's Training (Su): At 7th level, the animist's control over life energy is such that she can perform complex medical aid even over a significant distance. The animist no longer needs to be adjacent to an ally to make Heal checks on them, and can instead do so from anywhere within the range of her animist's touch ability. Functions of the Heal skill which require prolonged work still necessitate that the animist remain within range of the ally throughout to gain the benefits of this ability, and any abilities that require uses of a healer's kit still do so.

    Sustained Spirit (Ex): At 9th level, as a free action, the animist can expend one point from her well of spirit and take one spirit damage to stabilize her life-force in her current state, staving off any mortal concerns. An animist who chooses to do so does not need to eat, drink, sleep or breathe for 24 hours, though she still may choose to do those things, and must sleep for 8 hours to recover any lost points to her well of spirit and remove spirit damage as normal.

    Enlightened Body (Su): At 11th level, the animist gains DR/- equal to half her class level (round down). In addition, as an immediate action, the animist can expend three points from her well of spirit and take three spirit damage to reinforce her life energy, and by extension her physical form, increasing her DR/- to be equal to her class level for a number of minutes equal to her Charisma modifier.

    Surge of Life: At 15th level, the animist gains the surge of life ability associated with her chosen path. These abilities are detailed in the Animist Paths section.

    Border of Eternity (Ex): At 17th level, the animist possesses such fine control over her own life-force that she may stop her own aging. She no longer takes ability score penalties for aging and cannot be magically aged. Any penalties she may have already incurred remain in place, and bonuses continue to accrue as she grows in age. However, an animist who does not desire to acquire immortality may instead bestow it upon another creature. In a painstaking ritual requiring 24 hours of continuous concentration and prayer, in which both the animist and a willing creature whom she wishes to make immortal must be present throughout, the animist may pass off this class ability to the chosen creature, causing them to gain all of its benefits except for the ability to transfer the ability's benefits to somebody else. The ritual is a supernatural effect, but the immortality is not.

    An animist who chooses to lose her immortality in this fashion immediately ages to her true chronological age, gaining any ability penalties this would incur, then resumes aging normally. However, if her chronological age is beyond where a member of her race would die from old age normally, she immediately dies unless she possesses some other method of staving off death from old age.

    Path Mastery: At 20th level, the animist has reached the apex of her power and mastery over life itself. She gains the mastery ability associated with her chosen path. Mastery abilities are detailed in the Animist Paths section.
    Last edited by ElFi; 2017-11-10 at 02:09 PM.

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    RedWizardGuy

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    Default Re: Base Class Contest XXXXII - Entropy and Renewal

    Reserved for Animist Paths
    Last edited by ElFi; 2017-11-10 at 02:10 PM.

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    RedWizardGuy

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    Default Re: Base Class Contest XXXXII - Entropy and Renewal

    Reserved for Insights
    Last edited by ElFi; 2017-11-10 at 02:10 PM.

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    Default "In All Things There is a Law of Cycles"[Mythos, 3.5/PF]

    Related content can be found at these polite links: Compendium of Other Mythic Terrors and Where Simplicity Goes to Die

    [IMG][/IMG]
    You, who link the fire, you, who bear the curse…
    Once the fire is linked, souls will flourish anew, and all of this will play out again.
    It is your choice…To embrace, or renounce this…
    Great Sovereign, take your throne.
    What lies ahead, only you can see."
    -The Emerald Herald Dark Souls II



    The Recidivus





    Hit Die: d8
    Skill Points: 6+ 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: Recidivus are proficient with simple weapons, as well as light armor.

    Level BAB Fort Ref Will Special Mythos Excellencies
    1st +1 +2 +2 +2 Turn's Mythos, Mythos Known, Exceptional Mythos, Cyclical Excellence, Cogs of Fate +2 +1
    2nd +2 +3 +3 +3 - +0 +1
    3rd +3 +3 +3 +3 - +1 +0
    4th +4 +4 +4 +4 - +0 +1
    5th +5 +4 +4 +4 - +1 +0
    6th +6/+1 +5 +5 +5 +0 +1
    7th +7/+2 +5 +5 +5 Fantastic Mythos +1 +1
    8th +8/+3 +6 +6 +6 - +0 +1
    9th +9/+4 +6 +6 +6 - +1 +0
    10th +10/+5 +7 +7 +7 - +0 +1
    11th +11/+6/+1 +7 +7 +7 - +1 +0
    12th +12/+7/+2 +8 +8 +8 - +0 +1
    13th +13/+8/+3 +8 +8 +8 Legendary Mythos +1 +1
    14th +14/+9/+4 +9 +9 +9 - +0 +1
    15th +15/+10/+5 +9 +9 +9 - +1 +0
    16th +16/+11/+6/+1 +10 +10 +10 - +0 +1
    17th +17/+12/+7/+2 +10 +10 +10 - +1 +0
    18th +18/+13/+8/+3 +11 +11 +11 - +0 +1
    19th +19/+14/+9/+4 +11 +11 +11 Exalted Mythos +1 +1
    20th +20/+15/+10/+5 +12 +12 +12 - +1 +1

    Turn’s Mythos: An Recidivus's power is expressed in terms of one or more "Mythos", the building blocks of the legend that they are, and the stories that they have told and will tell. While any given Mythos varies from the rest, they share some similar traits. They are always Extraordinary abilities, and when they reference a difficulty class for an imposed saving throw, that saving throw is always calculated as (10 + 1/2 class level + Charisma modifier, unless otherwise stated). When a Mythos references a "level" that is not clearly defined in some other way, such as "character level", it refers to "class level" as in the number of levels one has in the Recidivus class. When a Mythos references "allies", it specifically does not refer to the Recidivus using it. When a Mythos grants a feat as a bonus feat, it is regardless of whether the character meets the prerequisites for that feat (unless otherwise stated), and if the character already possesses that feat (in some permanent fashion - via the normal allotment gained by leveling up, or through another Mythos, and so on, but not those gained temporarily, such as via a "Heroics" spell), they must replace the prior instance of that feat with another feat that they qualify for.

    Every Mythos has a Tier. The Tier of a Mythos ranges from 1 to 4, typically referred to as Exceptional, Fantastic, Legendary, and Exalted. Exceptional Mythos tell the story of heroes that have defended the villages from attack or trapped souls recounting lost eons. An Recidivus with Fantastic Mythos is has gained the powers of the cycle, while normal persons would know an end or beginning they know only the next story. The world around them seems to have minor repetitions. A Legendary Recidivus binds the world in their cycles, but only the most astute notice. They guide the cycles of life death, menial or major tasks, the world repeats or breaks stride on its whim. An Exalted Recidivus is an eternal cycles or the end of cycles. When the story of king Arthur is told it is the the cycle manifesting that drives a young boy to follow Arthur's path. When the final Chosen Undead snuffs out the flame they have truly surmounted the cycle.

    Some Mythos, in addition to their initial stated effect, have Basic and Advanced manifestations. When an Recidivus gains access to a Mythos with a list of Basic manifestations, they may choose one such manifestation, and they gain that benefit immediately as well. This choice may not be changed later. When an Recidivus gains access to a Mythos with a list of Advanced manifestations, they may choose one such manifestation, and they gain that benefit upon achieving their next level of Recidivus . This choice may be changed at any point before receiving the chosen manifestation itself, but not after (choosing beforehand is just a easy way to mark it down on your character sheet so you don't forget that you'll be getting something later).

    Mythos Known: A 1st level Recidivus begins play with two Exceptional Mythos that he qualifies for if this is his first level in a PC character class. At higher levels, he gains additional Mythos as noted on the Recidivus class table.

    For characters that multiclass into Recidivus after having taken levels in another PC character class, the 1st level of Recidivus grants only a single Exceptional Mythos, rather than two.

    An Recidivus also has the ability to learn more Mythos, above the ones automatically allotted to him by leveling up, by pursuing inner strength at the expense of external strength. The exact method varies for each Recidivus ; Weather binding a blade in stone, kindling the flame of rebellion, funding a kings theft of a princess, or placing a job with a reward they provide to a quest to kill a dragon. In all cases, the Recidivus must somehow lose gold or items, in such a way that does not otherwise mechanically benefit him or his allies, with the understanding that he will never attempt to reclaim what was lost (otherwise, the sacrifice would mean nothing, and therefore yield no enlightenment). He then gains Mythos Points equal to the gold piece value of the currency or items removed.

    By spending 1,000 Mythos Points, and 250xp, an Recidivus may learn an Exceptional Mythos. A Fantastic Mythos requires 5,000 Mythos Points and 500xp. A Legendary Mythos takes 10,000 Mythos Points, and 1,000xp. And an Exalted Mythos takes 20,000 Mythos Points and 2,000xp.

    For half the listed price for a given Tier, an Recidivus may learn a Basic or Advanced manifestation of a Mythos they already know of that Tier.

    Learning Mythos above the standard amount requires astounding, nearly single-minded devotion to the story of the Recidivus . One may only utilize this ability while more than half of his effective character level (ECL) is devoted to levels in the Recidivus class.

    Cyclical Excellence: As denoted on their class table, an Recidivus gains a certain number of abilities known as "Excellencies". These tend to be more general, generic, and passive than a Mythos, but are useful nonetheless, and are drawn from their own separate list, unsegregated by Tiers. Like a Mythos, an Recidivus may learn more Excellencies above their allotted amount. Each one costs 1,000 Mythos Points and 100xp, plus an additional 1,000 Mythos Points and 100xp for each time a new Excellency is innovated beyond the first. (So, 2,000mp and 200xp for the second, 3,000mp and 300xp for the third, etc.)

    Cycle and Ending: All mythos of the Recidivus are either cycle making/maintaining or cycle ending.
    [Cycle] +1 on any d20 roll that perpetuates a cycle per ability with the [Cycle] tag.
    [Ending] +1 on any d20 roll that ends a cycle per ability with the [Ending] tag.
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    Returned

    Put an image of your class here!

    Dying is only truly painful the first time.

    Death is frightening, terrifying even to those who have never experienced it. Even in a world of magic and fate, and resurrection, maybe still die and succumb to the ravages of life. For many, that is the end, for others, death is only the beginning. Some remain dead, but others find themselves tormented in the afterlife or are under some sort of necromantic influence that renders them the servants to some dark powers or undying hatred. Still, rarer than those are those who return to life, not in undead, but in the twilight, between life and death.

    The returned are unique individuals, people whose defining trait is that they have died and rose again, changed. Whether it be the work of some dark power that accidentally rose them with a surge of necromantic energies, the failure of traditional resurrection magic, or even the result of the natural eddies in the Sothic cycle, the returned live on borrowed time, under the understanding that their existences are a pale shadow of true life and real undeath, never truly benefiting from either and in a constant state of decay not too dissimilar to accelerated aging.

    Most do not pursue their unusual condition, instead preferring to live life as they used to, considering the fluke of their existence and their frailties to be preferable to the state of death or worse, undeath. Yet every now and again, one of the returned seeks to know what truly happened to them, to exploit their unique conditions for gain and, if possible, remove the curse that afflicts them so heavily.



    Adventures: The returned who travel do so out of a desire to understand their condition better, such as to find out if their existence is a fluke or part of some grander design. Most have no other choice but to do so.

    Characteristics: The returned walk a complex boundary between life and death, wielding strange powers normally reserved for a lifetime of study and dedication to faith, yet are blessed by neither. A strong will is necessary to hold onto that power as is physical fortitude.

    Alignment: Any. The returned exist as a fluke of fate, and as such, there are no standards, no rules, that they need to follow or align by.

    Religion: The returned who worship deities favor gods who have life and or death as focus spheres, preferably both.

    Background: No real background is required, save that at some point, the character experienced death and a resurrection that makes no sense.

    Races: All mortal races are able to have returned. Only immortal races that cannot die or be resurrected cannot make returned.

    Other Classes: Religious classes have a tangled relationship with returned. Many have a hard time sorting out what returned even are supposed to be, whether or not they should be treated as real undead or as plague victims, sometimes within the same fate.


    Role: Returned bring an array of magical and physical abilities, with the most notable of which being their sheer staying power despite possessing one of the biggest drawbacks in the game. Expect your typical returned to act in an up close fashion, similar to a paladin.


    [Spoiler=Class Table and Information]
    GAME RULE INFORMATION
    Returned have the following game statistics.
    Abilities: Returned favor high constitution and wisdom in equal measure. Constitution increases the duration effectiveness of Surging. While Wisdom advances the Returned’s magical prowess.

    Hit Die: d12 (roll twice pick highest)

    Starting Gold: 1d6x10 gp
    StartingAge: Special (See The Withering)


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

    Skill Ranks per Level: (x + Int modifier)


    Returned
    Level Base Attack Bonus Fort Save Ref Save Will Save Special
    1st
    +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):
    s


    Half-Life:
    The returned suffers a bizarre condition that leaves him between life and death.

    The returned will always gravitate his hit points towards 1/2 his his maximum total. If he is under half, he has fast healing equal to his returned level. If he is above ½ his maximum total, he loses enough hitpoints to place him at half hitpoints within an hour since the last time his hitpoints changed. Temporary hitpoints are lost as well and counted towards the return’s maximum.

    Also, positive or negative energy effects that affect hitpoint totals such as Heal, Cure, Inflict, or Harm will always perform damage instead of healing.

    The returned may not be resurrected and has a bonus equal to half his class level to resisting death effects.





    The Wasting:
    The returned’s condition threatens to consume everything. It leaves him a withered husk eventually.

    Regardless of the character’s actual age, the youngest age the returned can be is Middle-Age.
    At 8th level, the wasting forces the returned to becoming Old. At 16th, to Venerable. At 20th level, if the returned does not obtain immortality within a month of gaining 20th, he dies of old age.

    He gains the penalties for older age, but does not gain bonuses for aging prematurely in this fashion. All class levels the returned possesses count for the purposes of advancing The Wasting.

    Effects that would alter the returned’s age last at most 24 hours unless said effect is Epic level, grants immortality or some other form of eternal life,

    At every level up, there is a 50% chance that the returned must trade one of his or her class levels in another class for another level in returned, recalculating hitpoints, saving throws, class features, feats, skill, ect as needed. This occurs regardless what class the returned was leveling.



    The Stillbirth:
    At 10th level, many of the returned tire of their burden and instead abandon the path to redemption entirely.

    At any point between 10th level and 19 level, the returned may choose to exchange all of his levels in returned for an equal number of levels in a single valid base class, retraining class features, feats, skills, ect in order from start to finish as he needs. He loses all returned class features except The Wasting. The Wasting only causes him to age prematurely and die of old age if possible; it does not cause him to trade class levels for returned levels.





    The Rebirth:
    At 20th level, the returned has his victory; he is made whole and has been given the chance to remake himself as his his heart desires.


    The Returned loses the Wasting class feature. His physical age changes to whatever suits him, gaining the attribute modifiers he desires and he becomes ageless and immortal.

    He may then choose to stay as a returned or to exchange all returned levels for a new class.

    If he chooses to stay as a returned, he no longer gravitates towards 1/2 his maximum hitpoints, he will always trend towards maximum hit points.

    If he chooses to remake himself, the turned dissolves himself in his current form and returns as a new being. He may choose a new race, exchange all of his feats, skills, and levels in returned for any changes he would like to make. He may even shuffle the base values of his attributes around to better suit his new life. This includes, but is not limited to taking monster classes and monstrous races with level adjustments. The returned has free reign to “reinvent” himself (or even herself… or itself. Really, free reign means free reign) provided to the total effective level of the changes is 20 and the changes are legal.

    Regardless of what else, the returned may no longer use the Stillbirth class feature.
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    Kobold

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    Default Re: Base Class Contest XXXXII - Entropy and Renewal

    Reserved for class entry.
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