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    Firbolg in the Playground
     
    Temotei's Avatar

    Join Date
    Nov 2008
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    Minnesota
    Gender
    Male

    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 December 30th January 7th, 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; 2018-01-01 at 02:17 PM.
    Base Class Contest XXXXII - Entropy and Renewal
    Due January 7th

    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
    Gender
    Male

    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]
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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 January 7th

    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
    Titan in the Playground
     
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    Oct 2012
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    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

    Visions from the Skies
    You focus and touch the mind of the birds and the other flying creatures of this world. Through their eyes, you look down upon the world...

    Form of the Hawk (Sp)
    You gain access to the ability to turn into a tiny bird, which works much like the polymorph spell except that you can only turn into a hawk (or some other creature using the same statistics as a hawk), and your fly speed becomes five times your dexterity score rather than the listed fly speed of the hawk. You can turn back as a free action.

    Eye of the Eagle (Sp)
    You gain the ability to observe a specific location as though from the sky. You must name the location uniquely (though you cannot name the location of a specific creature, only take a guess at where they may be and target the sensor accordingly) and then spend 10 minutes in deep meditation. You view the area as though from open sky and do not gain the ability to view inside buildings or caves. You are able to view the location as though from as high or as low above the area as you wish, and can even move the sensor at a rate of up to 30 feet horizontally and up to 300 feet vertically each round.

    If you have no intelligence bonus, the sensor is no better than standard human vision. If you have an intelligence bonus, then it is a number of times better than human vision equal to one plus the intelligence bonus - this means that you can view things as though you were that many times closer while still fitting the same amount into your point of view. For example, a brahmin with 14 intelligence viewing from 300 feet away still fits as much into his visual range as if he were viewing from 300 feet up, but can see in the kind of detail that he could from 100 feet away.

    The sensor is directional and only visual. If you run the sensor into a barrier or someone or something moves into the sensor, it disappears. The sensor is not normally visible but can be sensed by any means that detect scrying.

    Cry of the Raven (Sp)
    Once per minute, you can let loose a cry which deals 1d6 points of sonic damage per level to each creature within 30 feet, except yourself. Each creature in the area must take a will save (DC 10 + half your brahmin level + your charisma modifier) or be frightened for one round; if they fail they are shaken for one round. You can unleash a more devastating cry which panicks creatures who fail the save and frightens those who pass it, but if you do, forget this incarnation. In any case, the fear effect is mind-affecting but the damage isn't.

    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.
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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})
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    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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    Default Re: Base Class Contest XXXXII - Entropy and Renewal

    Reserved for Animist Paths
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    Reserved for Insights
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    Sanity Reached Escape Velocity.
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    Sanity Reached Escape Velocity.
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    Sanity Reached Escape Velocity.
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    Sanity Reached Escape Velocity.
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    Kobold

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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.
    I possess the Addicted to Editing flaw. I have edit my posts 3 seconds after posting them for 10 minutes.

    Current Projects:

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    Default Re: Base Class Contest XXXXII - Entropy and Renewal

    USURY MAGE

    Life is about give & take - and I live quite well-Darius Blackthorn, Human Usury Mage

    The name ‘Usury Mage’ is a bit of a misnomer. Usury mages are not actually arcane casters; their power comes from divine sources. These casters, however, do not have any connection nor commitment to a proper deity, and are bound to no code of conduct based on the powers they receive. Clerics and Paladins appreciate them going by ‘mage’, as they do not wish to be associated with these unique spellcasters. Usury mages adopted it to begin with to avoid association with said holier-than-thou types in the first place.

    This spellcaster accesses the realm of the divine through obscure backdoors and shortcuts. This requires special knowledge, as well as assistance from certain extraplanar or powerful beings. This lends the class an unsavory predisposition; the concept that they cheat and trick their way into power precedes them. Given the mentality required to become a usury mage, too many of them help confirm this prejudice. Faithful divine casters especially show this distaste, while heavy physical combatants are more likely to overlook it in favor of having a reliable healer at their shoulder.

    Usury mages adopt a certain, curiosity, unbecoming of the faithful. They reject the hyperbole of things such as 'good and evil’ – as much as is possible in a world where these are very tangible things. Many of these mages want to explore the grey area that exists between any two extremes, and expose themselves to either path in the process. Many still are less concerned with the grand philosophy and see the class for its other major aspect – business. Any party can benefit from a usury mage of any alignment can always find work with any party able to overlook the stigma of the class.


    Adventures: Business and pleasure are equal motivations for the usury mage. Some simply want the wealth or prestige of an adventurer without sticking their neck out, swearing fealty, or studying into their golden years. Others seek to explore the extremes of the world and question the status-quo. Dedicated usury mages eventually find themselves on the other side of the coin, getting power from younger adventurers who are working their way down this path.

    Characteristics: The primary function of the usury mage is a combat healer. Despite their low BaB, they can move around a considerable amount of damage with simple touch attacks. As a supportive spellcaster, they pick up a large and diverse array of spontaneous spells that they may cast a few times per day. Their high Wisdom scores serve them well for various perceptive skills & their class skills give them a decent chance for standing in for a rogue or bard in social situations.

    Alignment: Usury Mages must be neutral in some aspect. Being unable to look both left and right is anathema to the concepts they get their abilities from. In addition to this, their tendency to firmly believe that the ends justify the means requires some neutrality.

    Religion: Almost no usury mage would follow a deity & almost no deity would have them; that is, at least, until they stop taking levels in the class. The rare devout usury mage usually follows Boccob.

    Background: Have you ever met someone who is too smart for their own good? Someone who can see so many steps ahead that they miss a few that are at their feet? Usury mages often start out as someone who was looking for an easy way into the life of adventure & prestige. All-too-often they overlook what powerful beings they might be offending, what societies they might be drifting from, and what unknown entities they may be trucking with. Your usury mage probably thinks quickly & believes he knows more than everyone else; attributes that may have made him unwelcome in his home town to begin with. From initiation, usury mages find the class quickly and immediately rewarding; you give a set something, you get a set something. The promise of getting ever more and paying ever less tends to take people by the nose and they follow grinning into the deeper reaches of this life.

    There is, however, a notable second sort of common usury mage. Quite often, a character will start out as this class to get a feel for the world around them. A slightly agnostic young man who wants to believe may take a few levels of usury mage before committing to becoming a full Cleric. A young lady may use a few levels of the class to truly understand evil and chaos before taking her oath as a Paladin. Great wisdom and a broad worldview can be attained with just a few levels of this class, and nearly any adventurer can reap some benefit from a small dip.

    Races: Humans and gnomes are popular members of this class. While the role of usury mage is not appreciated by their society, many elves also join this class in lieu of becoming a wizard; half-elves tend to come in from being denied wizard training. The class opens its doors to virtually any race, however, and usury mages can be found from kobolds to storm giants. Dwarves rarely join this class, as their society discourages bending the rules. Half-Orcs are rarely cerebral enough to consider this class, but those few that do find it pairs well with their aggressive nature.

    Other Classes: Clerics, paladins, and other devout divine casters frown heavily upon the usury mage. While the class alone is usually not enough to make such a character refuse to work with a usury mage, they will be on the lookout for any reason to distance themselves from the mage. Wizards tend to dislike and distrust usury mages as well, partially because of the false title of ‘mage’ and partially because of the speed and ease at which they gain magical prowess. Even sorcerers can find themselves concerned about where the magic comes from when working with a usury mage. Druids and Rangers are often more understanding of the give-and-take relationship, as much as they are prone to trusting anyone. The usury mage is most accepted by melee classes that deal with little or no supernatural abilities; when presented with a healer that can also weaken their enemies & doesn’t need protection, your human swordsman doesn’t care where he came from & your half-orc barbarian thinks it’s funny that his fresh hit points were sucked out of his enemy.

    Role: Combat healer is where it’s at for the usury mage; virtually any way of building them fulfills this role. With a focused build, the usury mage can also make an acceptable stand-in for having a primary spellcaster if a proper wizard or cleric is not available. A wealth of secondary roles is available for the usury mage, depending on the domains selected & their associated powers.

    Adaptation: The most obvious alteration would be to change the Diversified Domains list to more suit their setting, or to restrict certain pairings that are out of place in the campaign. They might raise or lower the power of the hit point transferring abilities based on the number of viable targets; a campaign heavy in constructs might raise it to a d12 and one virtually lacking non-targets might be reason to drop it to d8.

    Table: The Usury Mage
    Level BaB Fort Save Ref Save Will Save Special Spells lvl 1 Spells lvl 2 Spells lvl 3 Spells lvl 4 Spells lvl 5 Spells lvl 6 Spells lvl 7 Spells lvl 8 Spells lvl 9
    1 +0 +2 +0 +2 Diversified Domains, Alignment Protection, Soul Draft 1d10, Divine Deposit, Overhead 50% 2 - - - - - - - -
    2 +1 +3 +0 +3 3 - - - - - - - -
    3 +1 +3 +1 +3 Soul Draft 2d10, Spiritual Reserve 2x 4 - - - - - - - -
    4 +2 +4 +1 +4 4 2 - - - - - - -
    5 +2 +4 +1 +4 Soul Draft 3d10, Overhead 40% 4 2 - - - - - - -
    6 +3 +5 +2 +5 Diversified Domains, Distance Banking 30 ft., Spiritual Reserve 5x 4 3 1 - - - - - -
    7 +3 +5 +2 +5 Soul Draft 4d10 4 4 2 - - - - - -
    8 +4 +6 +2 +6 4 4 3 1 - - - - -
    9 +4 +6 +3 +6 Soul Draft 5d10, Overhead 30% 4 4 4 2 - - - - -
    10 +5 +7 +3 +7 Base Assets 4 4 4 4 3 1 - - - -
    11 +5 +7 +3 +7 Diversified Domains, Soul Draft 6d10, Distance Banking 60 ft. 4 4 4 4 2 - - - -
    12 +6/+1 +8 +4 +8 Investment Option 4 4 4 4 3 1 - - -
    13 +6/+1 +8 +4 +8 Soul Draft 7d10, Overhead 20% 4 4 4 4 4 2 - - -
    14 +7/+2 +9 +4 +9 4 4 4 4 4 3 1 - -
    15 +7/+2 +9 +5 +9 Soul Draft 8d10, Junior Partner 4 4 4 4 4 4 2 - -
    16 +8/+3 +10 +5 +10 Base Assets 6 4 4 4 4 4 4 3 1 -
    17 +8/+3 +10 +5 +10 Soul Draft 9d10, Overhead 10% 4 4 4 4 4 4 4 2 -
    18 +9/+4 +11 +6 +11 Liquidize Assets 4 4 4 4 4 4 4 3 1
    19 +9/+4 +11 +6 +11 Soul Draft 10d10 4 4 4 4 4 4 4 4 2
    20 +10/+5 +12 +6 +12 Management Track 4 4 4 4 4 4 4 4 4

    Abilities: Wisdom is the spellcasting attribute for usury mages. Intelligence and Charisma are important for skill-based characters, and Dexterity is important for touch attacks and armor class.

    Alignment: Chaotic Neutral, Lawful Neutral, Neutral, Neutral Evil, Neutral Good

    Hit Die: D8

    Starting Age: As Sorcerer

    Starting Gold: As Sorcerer

    Class Skills: The usury mage’s class skills are Appraise (Int), Balance (Dex), Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Knowledge (Religion) (Int), Profession (Wis), Search (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Spot (Wis), and Tumble (Dex).

    A usury mage who chooses the Animal or Plant domain adds Knowledge (Nature) to the usury mage class skills listed above. A usury mage who chooses the Knowledge domain adds all Knowledge skills to the list. A usury mage who chooses the Travel domain adds Survival to the list. A usury mage who chooses the Trickery domain adds Disguise to the list.

    Skill Points at 1st Level
    (4 + Int modifier) ×4.

    Skill Points at Each Additional Level
    4 + Int modifier.

    CLASS FEATURES

    Weapon & Armor Proficiency: Usury Mages are proficient with all simple weapons & light martial weapons. They are proficient with light armor and the buckler.

    Spells
    A Usury Mage casts divine spells.

    To cast a spell, the usury mage must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a usury mage’s spell is 10 + the spell level + the usury mage’s Wisdom modifier.

    Like other spellcasters, a usury mage can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Usury Mage. In addition, he receives bonus spells per day if he has a high Wisdom score. His caster level is equal to his Usury Mage level.

    A usury mage need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his spells per day for that spell level. He does not have to decide ahead of time which spells he’ll cast.

    The usury mage’s spells come from his Diversified Domains class feature (below). He cannot use his usury mage spell slots to cast spells from domains acquired from other classes.

    A usury mage must spend one hour to regain his spell slots. During this hour he must be uninterrupted as he deals with the entities that facilitate his powers. The first time he recharges his spells for a day, he must sacrifice 10% of his maximum HP (not including his Spiritual Reserve, below). The usury mage can recharge his spells additional times in a day, but each time requires another hour and the cost doubles each time; 20% for a second time, 40% for a third, 80% for a fourth, etcetera.

    Diversified Domains
    A usury mage’s knowledge lies in balance. For every particular thing he knows, he must understand the opposite of that thing. Usury mages get their spells from domains. These domains are not granted by any particular deity and instead reflect knowledge gained by the usury mage. Domains selected by the usury mage are not restricted by his alignment. At first level, the usury mage selects a domain from column A in Table: Diversified Domains. They get the granted power of this domain and the spells of the domain become available for them to cast when they reach appropriate level. When they choose this domain, they also receive the opposing domain in column B, gaining the domain power & ability to cast those spells when of proper level. The usury mage is considered a cleric of his level for the purpose of domain abilities. At sixth level, the usury mage chooses a second domain from column A and receives the opposing domain; he chooses a third time at level 11.
    Usury Mages may not take the ‘Bonus Domain’ feat.

    Turn or Rebuke Undead (Su)
    A usury mage can turn or rebuke undead as a Cleric of level equal to their usury mage level. They may do this once per day. Regardless of alignment, the usury mage can choose to turn or rebuke on a case-by-case basis and is not locked into the choice at character creation.

    Alignment Protection (Su)
    In a world where many things are very black-and-white, usury mages stand out against inherent labels. No act is inherently evil, no good; there is order in chaos & an exception to every rule. A Good usury mage knows that paralyzing an enemy with pain or fear is better than killing him; an Evil one knows that providing bread to the masses is a fine distraction from less savory works.

    Usury Mages are not at risk of having their alignment changed by casting spells that oppose their alignment. Changes to their alignment are based on their desired outcome, not the magic they use to get there. This protection does not apply as much to actions outside spellcasting, but usury mages should not be penalized for their meandering logic.

    When a usury mage casts a spell that agrees with their alignment, he is treated as having +1 Caster level. When he casts a spell that conflicts with his alignment, he is treated as having -1 Caster Level. Because usury mages must be neutral in some aspect, a spell cannot conflict with both sides of their alignment, however, see ‘Former Usury Mages’, below.

    Soul Draft (Su)
    The primary feature of the usury mage is his ability to transfer about the life force of himself and others. The first half of this is his Soul Draft ability. Soul Draft is a touch attack that drains hit points from the target and adds it to the usury mage’s own hit point total or his Spiritual Reserve (below). Points in excess of the usury mage’s maximum hit points & Spiritual Reserve can be spent on Overhead (below); further points are NOT lost by the victim. Creatures that are immune to healing or negative energy are also immune to the Soul Draft. Soul Draft cannot take more hit points than a target has. Using Soul Draft on a creature with a negative energy life-force, such as an Undead, draws negative energy into the usury mage. The creature still loses hit points, but a living usury mage takes damage from this. Soul Draft is a standard action. Soul Drafts are subject to Overhead.

    At first level, the Soul Draft drains 1d10 hit points from the target. The amount goes up by 1d10 every third level to a maximum of 10d10 at level 19.

    Divine Deposit(Su)
    The Divine Deposit removes hit points from the usury mage’s hit point total or Spiritual Reserve and adds them to a touched target. This is a ranged touch attack and a standard action. Hit points cannot be transferred into a creature who is not a valid target for Soul Draft. Hit points transferred are considered to be positive energy for the purpose of creatures that are damaged by positive energy. Divine Deposits are subject to Overhead. A usury mage can transfer up to five hit points per usury mage level in a single use of Divine Deposit; this number is calculated before Overhead.

    Facilitators
    The magic of usury does not come from any specific deity, nor even any specific entity per use. Usury is facilitated by an eclectic collection of outsiders, fey, elementals, ancient dragons, and even powerful spellcasters. Each time the usury mage attempts to recharge his spells or use his Soul Draft or Divine Deposit, a random appropriate being will anonymously answer the call and handle the transaction. The usury mage does not know with whom or what he is dealing, however, entities of conflicting alignment will not deal with the mage. A Good mage does not have to worry about unknowingly dealing with a devil and an Evil one needs not fear the secret hand of an angel.

    Why do they do it? For the most part, it’s business – a way to get a little power from the mortal world without any grand expectations on either side. For more neutral entities, sometimes that’s all it needs to be. Some entities do it for enjoyment, getting to pretend they are some sort of minor god with followers. Angels and demons may have more complex considerations; a demon may like the idea of putting Evil magic in the hands of a Good man, and an Angel might be inspired to see how that same Good man uses those dark powers for the benefit of others.

    Overhead
    In a business relationship, nothing is free. In lieu of worship, the Facilitators get a fraction of every transaction they make. They are the ones who receive the 10% of hit points sacrificed to restore the usury mage’s spells. They also skim off the top of all transactions made through Soul Draft and Divine Deposit. At first level, any HP drained by Soul Draft or given through Divine Deposit are reduced by 50%. Every 4 levels, this fee reduces by ten percentile; 40% at fifth level, 30% at ninth level, 20% at thirteenth level, and 10% at seventeenth level. When dealing with Facilitator fees, be they spell slot restoration, Overhead, or any other arrangement, always round the numbers in their favor – it’s just the cost of doing business.

    Spiritual Reserve (Su)
    Beginning at third level, the usury mage gains a reserve of temporary hit points. Any hit points gained over the usury mage’s maximum hit points go into this reserve. These temporary hit points never fade, but also do not refill from resting. The maximum the usury mage can hold is equal to 2x his class level.
    At sixth level, this increases to 5x class level.


    Distance Banking (Su)
    Starting at sixth level, the usury mage can perform a Soul Draft or a Divine Deposit as a ranged touch attack, with a range of thirty feet. When using the ability this way, calculate Overhead as if the usury mage was four levels lower.
    At eleventh level, the range increases to sixty feet.

    Base Assets (Su)
    A usury mage of tenth level can dabble in commodities more varied than HP. A usury mage can make a touch an opponent to give them a -4 usury penalty on a single attribute. Usury penalties do no stack. This is a touch attack and a standard action. The victim is entitled to a save to negate the effect (DC= 15+1/2 usury mage level + Wisdom modifier). If the usury mage is attempting to drain Strength, Dexterity, or Constitution, the save is Fortitude; Intelligence, Wisdom, and Charisma are defended by a Will save.
    After draining an attribute, the usury mage gets a +4 Usury bonus to the same attribute. Usury bonuses do not stack. As another standard action, the usury mage may touch another creature and transfer this bonus to them. Regardless of whether it is kept or shared, the penalty and bonus fade one minute after they begin. If the attribute taken was at less than 4 to begin with, the attribute drops to zero for the duration but the usury mage gets no bonus.
    Use of Base Assets costs the mage 10 hit points, both for taking from a target and giving to another.
    A usury mage cannot use Base Assets against a creature that is not a valid target for a Soul Draft. A usury mage cannot use this ability to give an ability bonus to a creature that lacks the given ability.
    At sixteenth level, the bonus and penalty increase to 6.

    Investment Option
    At twelfth level, the usury mage gets an option to improve how he does business. This comes in the form of a bonus feat, and a related class feature. The usury mage may take the bonus feat even if they do not meet the prerequisites, or may take the class feature even if they already have the feat. In the latter case, the feat can be taken if it can be taken more than once. See the list of Investment Options below.

    Junior Partner (Su)
    A usury mage of fifteenth level is on his way to becoming a Facilitator himself. When a character within 60 feet of the usury mage casts a Cure or Inflict spell, or a Heal or Harm spell, they may choose to offer it to the usury mage instead of discharging it into a target themselves. As a free action, the usury mage may accept this and either keep the points or transfer them to another creature with a touch attack, or a ranged touch attack with a range of sixty feet. Whether the usury mage keeps or shares the points, the Overhead is only paid once. Transferring the points from the usury mage to another at range incurs the same Overhead as using Distance Banking.

    Liquidize Assets (Su)
    At eighteenth level, the usury mage can transfer in points of his Usury Bonus for hit points. As a standard action, he can trade any number of points from his Usury Bonus and receive ten hit points. If he has a Usury Bonus to more than one attribute, he may spend them at the same time. When a bonus is spent this way, the associated penalty lasts for an additional two minutes.

    Management Track (Su)
    At twentieth level, the usury mage gets closer to his destiny. As a full-round action, he can open himself for business to lesser usury mages on his plane. This requires Concentration as per casting a spell, but the usury mage may take the Total Defense action while doing so. At the end of his turn, roll a 1d100. See Table: Management Track for the results. He may choose to collect hit points as per his Soul Draft ability, or points of a chosen attribute per his Base Assets ability. Overhead does not apply to this transaction – essentially, he is charging Overhead to someone else. This ability can be used once per day, plus one additional time per day per 2 points of the usury mage’s wisdom modifier.

    INVESTMENT OPTIONS

    Toughness: the character gains the Toughness feat. They may now add half their Constitution bonus to their Soul Draft rolls.

    Two-Weapon Fighting: The character gains the two-Weapon Fighting Feat. They may now us their primary hand to make a Soul Draft or Divine Deposit attack, and then use their off-hand to make the opposite action. This works with Distance Banking. Overhead applies to both actions.

    Improved Familiar: The character gains the Familiar class feature as per a Wizard of their level, and may make an appropriate choice from the Improved Familiars selection. Their Familiar gains the Soul Draft and Divine Deposit abilities of a usury mage half their master’s level, though they use their master’s Overhead calculation. They do not gain Distance Banking. They get a Spiritual Reserve equal to one point per their master’s caster level. A creature that cannot be a valid target for Soul Draft can still be a familiar, but does not gain the usury mage abilities.
    If the usury mage already has a familiar, they can improve it with a feat or simply gain an additional familiar.

    Domain Focus: You gain the Domain Focus feat for one of your domains, and it applies to the opposing domain as well. Additionally, you can use the granted power of each of these domains one additional time per day.

    Weapon Focus: You gain Weapon Focus with a melee weapon that you are proficient with. You may also channel your Soul Draft and Divine Deposit through this type of weapon. You may make a nondamaging touch attack within the weapon’s reach, or you may use the ability as part of an attack with that weapon. Either way, the ability can only be used once per round.

    UNDEAD AND OTHER USURY MAGES

    A creature that is not a valid target of a Soul Draft cannot take this class.

    A creature whose life force is negative energy, such as an Undead, operates slightly differently in this class. If they use Soul Draft on a living creature, the creature loses hit points but the undead usury mage takes damage instead of gaining hit points. Using Soul Draft on a fellow negative creature removes hit points from the creature and adds them to the undead usury mage. Using Divine Deposit transfers negative energy instead of positive, harming leaving creatures and healing the undead.

    If a creature has special rules for spells of the Healing school, such as a Warforged, these apply to Soul Draft and Divine Deposit as well, whether said creature is the usury mage or the target.

    Table: Diversified Domains
    LIST A LIST B
    Balance Madness
    Cold Fire
    Community Competition
    Courage Fear*
    Creation Destruction
    Feast Hunger
    Good Evil
    Healing Slaying*
    Joy Hatred
    Law Chaos
    Liberation Domination
    Light* Darkness
    Luck Fate
    Peace* War
    Pleasure Pain
    Protection Tyranny
    Purification Corruption
    Renewal Death
    Sanctified Slime
    Strength Suffering
    Wealth Pestilence

    *new domain for this class

    Table: Management Track
    d% Hit Points Attribute
    1%-10% No Effect No Effect
    11%-50% Gain 3d10 HP +1d4 Usury Bonus to selected attribute
    51%-80% Gain 5d10 HP +2d3 Usury Bonus to selected attribute
    81%-100% Gain 8d10 HP +2d3 Usury Bonus to selected attribute & another +2d3 usury bonus to another attribute.





    NEW DOMAINS

    Fear Domain
    Granted Power: A cleric with the fear domain can terrify those around them. As a full-round action, they can produce an effect identical to a chromatic dragon's Frightful Presence ability as though they were a Medium dragon with HD equal to their cleric level. They need not charge or make any other action to create the effect. This ability is useable once per day.

    1.Bane
    2.Vertigo
    3.Engulfing Terror
    4.Adoration of the Frightful
    5.Spiritwall
    6.Wail of Doom
    7.Death Dragon
    8.Absolute Terror*
    9.Weird
    *New spell for this domain


    Light Domain
    Granted Power: Clerics with the Light Domain can cause their entire body to glow at will, shedding light as a torch. Activating or deactivating this power is a Move action.

    1.Dawn Burst
    2.Wall of Light
    3.Rainbow Blast*
    4.Blistering Radiance
    5.Crown of Brilliance
    6.Radiant Assault
    7.Rejuvenating Light
    8.Blinding Glory
    9.Deadly Sunstroke
    *Clerics of Light casting Rainbow Blast do not require the material component.

    Peace domain
    1.Calm Emotions
    2.Awaken Sin
    3. Summon Clockwork Mender Swarm*
    4.Hold Monster**
    5.Zone of Peace
    6.Wall of Force
    7.Peace Ward***
    8.Aspect of the Deity****
    9.Time Stop
    *The Clockwork Mender Swarm summoned by a Cleric of Peace can repair objects and structures as well as constructs.
    **The Hold Monster spell ends if the creature is attacked.
    ***New spell for this domain
    **** In Deity form, the cleric may not be an aggressor. He may not attempt of deal lethal damage to (a living creature) someone who has not attempted to harm one of his allies in the current combat. If he attacks someone he does not know has attempted to harm his ally, or mistakenly attacks someone who he thought had but actually had not, the spell ends instantly. He may choose to have any damage he deals treated as nonlethal; nonlethal damage does not violate the restrictions of non-aggression.


    Slaying Domain
    Granted Power: You cast negative energy spells at +1 caster level.

    Slaying Domain Spells
    1.Inflict Light Wounds
    2.Inflict Moderate Wounds
    3.Inflict Serious Wounds
    4.Inflict Critical Wounds
    5.Inflict Light Wounds, Mass
    6.Harm
    7.Degenerate*
    8.Inflict Critical Wounds, Mass
    9.Harm, Mass
    *New spell for this domain

    Absolute Terror
    Necromancy (Fear, Mind-Affecting)
    Level: Fear 8
    Components: V

    Absolute Terror functions as Irresistible Dance, however, instead of dancing in place, each turn the target moves in a random direction at their base speed. They trigger attacks of opportunity as normal and will move through the spaces of other creatures or potentially harmful effects, but will stop if they encounter a barrier they cannot pass through. Running into something that would result in their likely death, such as the edge of a cliff or pool of lava, entitles the victim to a Will save to stop in the last safe square. Spell effects resume normally on the next turn if the spell has not ended. This is a Fear effect.


    Degenerate
    Necromancy [Evil]
    Level: Slaying 7
    Range: Touch

    This spell functions as Wither Limb, with the following exceptions:
    Range is Touch. The caster need not touch the specific part they wish to wither.
    The caster may choose to target the victim’s mouth to render them unable to speak.
    The caster may choose to target the victim’s ears to render them deaf.
    The caster may choose to target the victim’s eyes to make them blind.
    The caster may choose to target the victim’s brain to give them a -10 penalty to all Intelligence, Wisdom, and Charisma-related skill checks.
    The caster may choose to target the victim’s body to give them a -4 penalty on attack rolls, saves, ability checks, and skill checks. This also reduces their movement speeds by half, to a minimum of 5 feet.

    Regardless of the targeted body part, the spell deals 4d8 +1 point per caster level (maximum 35) negative energy damage to the target. If the target is suffering exhaustion or fatigue, they remain exhausted or fatigued permanently (until Degenerate is dispelled). Finally, any nonlethal damage they are suffering turns to lethal damage.

    The effects of Degenerate can be restored to normal by a successful Dispel Magic or Remove Curse from a spellcaster of a level higher than the level of the Degenerate caster. Individual castings of Degenerate must be removed individually.


    Peace Ward
    Abjuration (Good)
    Level: Peace 7
    Components: S, M
    Casting Time: 1 standard action
    Range: Personal
    Target: You
    Duration: 1 round/level

    This spell grants the user the benefits of the Vow of Peace feat. Breaking the tenements of the Vow reduce the duration of the spell by 1 round per infraction; this increases to 2 rounds per infraction if the violation was intentional.

    Material Component: Two handfuls of white feathers that are tossed into the air.


    Development Notes:

    I have wanted to make the Usury Mage pretty much since I entered the foray of homebrew. I picked up the word ‘Usury’ from Wraith the Oblivion & used its innocent meaning but distasteful reputation to flavor the class.

    I reduced the spells-per-day from Sorcerer by roughly 2 per day to make up for the Soul Draft ability; that ability I attempted to balance against the Warlock’s Eldritch Strike. Soul Draft does more ‘damage’, but starts out as a touch attack & has a decent list of targets it does not work well or at all against, so I gave it a bigger die.

    They do know a lot of spells in the end; 54 to be exact, but of those 54 spells they technically only get to pick three of them, and are otherwise stuck with whatever shows up in the associated domains.

    I was trying to do polar-opposite skills; it did not work out very well. Still, I am satisfied with the skills the usury mage has as a sneaky in-the-fray spellcaster.

    I created some domains I felt were lacking to help balance out existing domains that definitely needed to be included. The ‘Death’ domain does not particularly mirror the ‘Healing’ domain, so ‘Slaying’ came to pass. I chose Engulfing Terror for the ‘Fear’ domain – I know it’s not a proper fear spell and there are probably plenty of more appropriate options, but the name sold me. On top of that, conjuring a gelatinous cube into a crowded area would definitely cause the fear and panic a Fear-worshipper would crave. Also, I know ‘Summon Clockwork Mender Swarm’ isn’t the first thing that comes to mind when you think of ‘Peace’, but consider what they do; As a swarm, they are very hard to damage with brute violence. Their venom does Dexterity damage, which can leave enemies paralyzed but very much alive. Finally, their primary purpose is to fix and repair; the modified version the Peace domain gets can repair buildings & restoration is an important thing once the violence has been stopped.

    I hope that my banking-term-names for abilities tickled you enough for the effort, and that you all enjoy my submission.

    -Malapterus
    Last edited by Malapterus; 2018-01-03 at 10:45 PM. Reason: formatting tables; to boldly bold what I forgot to bold before

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