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    Default The L'Cie (Champion of the Spheres PF Base Class, PEACH)

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    "I'm no one's slave!"

    The L'Cie is a Spherescaster who is capable of utilizing many different types of talents, similar to a prodigy, and also follows the thematic pattern of a sort of round-to-round shift of abilities. However, where the prodigy increases their power with a single sphere over time, the L'Cie changes from sphere to sphere each round, allowing them to mix up different strategies and keep foes on their toes. It is definitely a class for someone who wants the feeling of "boss fight" encounters, and it allows for GMs to make much more powerful and longer lasting fights without the player feeling bored.

    HD: d8
    Alignment: Any
    Class Skills: The L'Cie selects 10 skills to be their class skills.
    Skill Points: 4+Int per level

    Level|BAB|Fort|Ref|Will|Special|Caster Level|Talents

    1st|+0|+0|+2|+0|Blended Casting, Paradigm Shift, Paradigm Specialization|1|0 (+2)

    2nd|+1|+0|+3|+0|Branded|1|1

    3rd|+2|+1|+3|+1|Evasion

    4th|+3|+1|+4|+1|Uncanny Dodge

    5th|+3|+1|+4|+1|Improved Specialization

    6th|+4|+2|+5|+2|Branded

    7th|+5|+2|+5|+2|Additional Specialization

    8th|+6/+1|+2|+6|+2|Improved Uncanny Dodge

    9th|+6/+1|+3|+6|+3|Improved Specialization

    10th|+7/+2|+3|+7|+3|Branded

    11th|+8/+3|+3|+7|+3|Improved Evasion

    12th|+9/+4|+4|+8|+4|Additional Specialization

    13th|+9/+4|+4|+8|+4|Improved Specialization

    14th|+10/+5|+4|+9|+4|Branded

    15th|+11/+6/+1|+5|+9|+5|Escape Your Fate

    16th|+12/+7/+2|+5|+10|+5|Hero's Revolt

    17th|+12/+7/+2|+5|+10|+5|Additional Specialization

    18th|+13/+8/+3|+6|+11|+6|Paradigm's Chosen

    19th|+14/+9/+4|+6|+11|+6|The L'Cie

    20th|+15/+10/+5|+6|+12|+6|Humanoid



    Weapon and Armor Proficiency: A L'Cie is proficient with all simple weapons, with light armor, and with shields (including tower shields). In addition, if this is the character's first level in any practitioner class, the character may take a Martial Tradition of their choice.

    Blended Casting: The L'Cie is marked with a brand that gives them power beyond measure. This brand may be on any place in their body, and it does not necessarily need to be visible, but it is obvious to anyone who sees them casting and can be interfered with through disruption. Often, the brand is the direct result of interaction with a powerful outsider, or perhaps the will of that outsider, but it may also be the result of powerful magic in the blood or some other disruptive influence. Unlike most other casters, L'Cie have their own casting tradition and every L'Cie character must use this casting tradition for their L'Cie abilities.

    The casting tradition includes the Verbal, Somatic, Witchmarked, and Center of Power drawbacks. L'Cie may not take any Sphere-specific drawbacks except for the Necromantic Limit (Reanimate) drawback, which all L'Cie have by default.

    L'Cie are considered Mid-Casters and use their Charisma score as their casting ability score and their practitioner modifier. If this is the first level the character gains in a casting class, they gain 2 bonus magical talents as usual. At every level that the L'Cie gains a caster level, they gain new talent, which they assign to every sphere they possess (see the paradigm shift feature). L'Cie do not have to spend any talents on acquiring the spheres or their base abilities, their talents are used to unlock new options within the spheres.

    Spell Points:L'Cie gain a pool of spell points equal to their level + their Charisma modifier. This is modified as usual by their casting tradition (because L'Cie have 4 drawbacks, they gain 1 bonus spell point at 1st level, plus an additional 1 per 1.5 levels in their casting class [+1 at 2, 3, 5, 6, etc]).

    Paradigm Shift (Su): L'Cie have access to a wide range of magical and combat oriented talents, but the nature of their brands means that they can only access some of this power at any given time. L'Cie have control over what powers they want access to, to a degree. The L'Cie has access to six different sets of talents and spheres, each of which is called a 'paradigm'. Whenever a L'Cie gains talents (including at 1st level if they gain 2 bonus magic talents), the L'Cie chooses talents for each of the spheres listed in the paradigms and gains those talents permanently, though access to them is limited.

    Outside of combat, L'Cie have access to any talents they have learned, however, their main purpose is to use magic for fighting and thus they cannot spend any spell points outside of combat.

    Once a L'Cie enters combat, they immediately choose a paradigm to access. As a swift action, a L'Cie may change into a different paradigm, immediately gaining the benefits of that paradigm's specialization (if they have it) and access to the talents they have selected for the paradigm's spheres. While in that paradigm, they cannot use any talents other than talents from the spheres that are assigned to that paradigm.

    The paradigms are as follows:

    Commando - A powerful warrior who is capable of delivering devastating blows.
    Associated Spheres - War, Warleader, and one combat oriented sphere selected from: Duelist, Dual-Handed, Sniper, Barrage, Lancer, Berserker, Fencing. Once you have made the selection it cannot be changed.

    Defender - A defensive guardian who is capable of protecting their entire troop and enduring powerful hits.
    Associated Spheres - Protection, Guardian (Challenge), Shield

    Medic - A healer who quickly restores all wounds and helps the group get back into the fight
    Associated Sphere - Life

    Ravager - A blaster who delivers powerful magical attacks and weakens enemies with debilitating effects
    Associated Sphere - Destruction

    Saboteur - A focused debuffer who weakens enemies and makes them incapable of fighting properly.
    Associated Spheres - Death, Enhancement (Affect enemy equipment and creatures only), Time (Affects enemies only)

    Synergist - A focused buffer who improves allies' attacks and defenses.
    Associated Spheres - Protection, Enhancement (Affects ally equipment and creatures only), Alteration (Affects allies only), Time (Affects allies only)


    Paradigm Specialization: A L'Cie is capable of utilizing all six paradigms as they like, but each L'Cie can specialize in a set three roles that allow them to more properly focus on what kind of champion they want to be. The L'Cie selects three paradigms and gains their specialization features, unlocking additional specializations and additional features as they level up. The L'Cie only gains the benefit of a Paradigm Specialization while in that Paradigm. The L'Cie treats their caster level as equal to their class level for the associated spheres of any paradigm they have a specialization in. (Ex: A L'Cie who specializes in Medic has a CL equal to their class level for Life sphere effects).

    Commando:
    The L'Cie treats his BAB as being equal to his class level and gains the Weapon Focus feat as a bonus feat.

    At 5th level, the L'Cie gains Weapon Specialization as a bonus feat and can create a Totem as a move action whenever he shifts into the Commando stance (including at the beginning of combat). He does not need to spend a spell point to have the totem last without concentration, nor does he need to concentrate for the totem to remain, but it disappears as soon as he shifts out of the Commando Paradigm.

    At 9th level, the L'Cie gains Greater Weapon Focus as a bonus feat and all allies within the range of his Totems gain a +3 morale bonus on damage rolls, increasing by +1 per 5 levels after 9th.

    At 13th level, the L'Cie gains Greater Weapon Specialization as a bonus feat and as long as he remains within the range of his Totems, he has the Pounce special attack.


    Defender:
    The L'Cie gains 2 temporary hit points per level, which disappear immediately when he changes paradigm. The L'Cie can only gain these temporary hit points once per minute. If the temporary hit points are completely depleted by receiving damage (not by changing paradigms), the L'Cie may gain them again in 1d4 rounds rather than one minute.

    At 5th level, the L'Cie gains DR/- equal to half his class level while in the Defender Paradigm, which doubles against nonlethal damage.

    At 9th level, the L'Cie reduces the damage that all allies (not him) within 30 feet of him take from AOE effects that he is also a part of, as if they had energy resistance equal to his class level. This effect only applies to fire, cold, electricity, and acid damage.

    At 13th level, any creature affected by the L'Cie's Challenge may not attack anyone other than him. This is a mind-affecting compulsion effect.


    Medic:
    The L'Cie can use the Cure basic ability without spending a spell point. Any talents that modify Cure and cost additional spell points must be paid for as normal.

    At 5th level, the L'Cie gains a +4 bonus to concentration checks when casting defensively.

    At 9th level, the L'Cie restores the maximum amount of health when using Cure.

    At 13th level, the L'Cie gains the Resuscitate talent as a bonus talent (if he already has it, he gains any Life sphere talent as a bonus talent) and any creatures affected by it do not gain a negative level when they rise.


    Ravager:
    The L'Cie gains a +1 bonus on destructive blast damage rolls when he casts a destructive blast with a different blast type group as the one he cast last round. This bonus stacks with itself up to +5. The bonus on damage rolls is the same type of damage as the type of damage used by the destructive blast. The L'Cie can alternate within the same chain, as long as the last round type is different than this round (for example, Searing Blast into Electric Blast into Searing Blast would count as +3).

    At 5th level, the L'Cie can spend an additional spell point to add +1 damage per die to his destructive blast. This stacks with the Focused Blast talent.

    At 9th level, the L'Cie can spend an additional spell point to double the radius of any destructive blast.

    At 13 level, the L'Cie gains the Gather Energy talent as a bonus talent (if the L'Cie already has this talent, he can pick any other Destruction talent as a bonus talent). When he uses the Gather Energy talent on a blast that gains +5 damage from his 1st level Ravager Specialization ability, he can spend 2 spell points to maximize the damage dealt with that blast.


    Saboteur:
    The L'Cie imposes a -1 penalty on all saving throws against sphere abilities he casts on enemies. This penalty increases by 1 for every 4 class levels the L'Cie has.

    At 5th level, the L'Cie increases penalties to rolls inflicted by his sphere conditions by 1, and penalties to ability scores inflicted by his sphere conditions by 2. (For example, if a creature is affected by the L'Cie's Exhausting Strike ghost strike talent, the fatigued version would give a -4 penalty to Str and Dex instead of -2, and the exhausted version would give a -8 penalty to Str and Dex instead of -6. If the creature was affected by the Cripple Enhancement talent, the base penalty would be -2, increasing by 1 every 5 caster levels as normal). This increased penalty lasts for the duration of the condition inflicted, even if the L'Cie shifts away from the Saboteur paradigm.

    At 9th level, whenever a creature makes a saving throw against the L'Cie's sphere effects, they must roll twice and take the lower result.

    At 13th level, if the L'Cie chooses to start a battle in the Saboteur paradigm, he may cast a single sphere effect against an enemy within range as a free action as part of rolling initiative. The L'Cie does not gain this benefit if he was surprised at the start of the encounter.


    Synergist:
    The L'Cie gains three bonus spell points which may only be used to allow effects cast on allies to persist without concentration. The L'Cie can only gain these bonus spell points once per minute.

    At 5th level, the L'Cie gives additional bonuses to allies who receive his enhancements. These additional bonuses last one minute.
    If the ally is affected by an Enhancement ability, he gains a +2 morale bonus on damage rolls. This bonus increases by +1 per 5 levels after 5th.
    If the ally is affected by a Protection ability, he gains 2 temporary hit points per level.
    If the ally is affected by an Alteration ability, he gains a +10' enhancement bonus to all forms of movement speed.
    If the ally is affected by a Time ability, he can make one additional attack at his highest attack bonus as part of an attack action rather than a full-round attack.

    At 9th level, the L'Cie gives further additional bonuses to allies who receive his enhancements. These additional bonuses last one minute and stack with the bonuses from 5th level.
    If the ally is affected by an Enhancement ability, his weapon gains the shocking burst, flaming burst or freezing burst bonus.
    If the ally is affected by a Protection ability, he gains DR/- equal to half the L'Cie's caster level.
    If the ally is affected by an Alteration ability, he gains an additional 5' of reach and all his natural weapons deal damage as if they were one size larger.
    If the ally is affected by a Time ability, he gains the Pounce special attack.

    At 13th level, the L'Cie's sphere effects can target any ally within Close range and he can cast these effects as a move action, allowing him to buff allies twice per round.


    Branded (Su): The L'Cie's Brand expands as time passes, becoming more noticeable and ominous on the part of the body it occupies. L'Cie experience guidance and relief in addition to power as a result of their brand. At 2nd level, the L'Cie chooses either Knowledge (Religion) or Knowledge (The Planes) (based on whether his brand came from a god or just a powerful outsider) and gains benefits related to it.

    At 2nd level, the L'Cie can make the chosen Knowledge check in place of Survival or Knowledge (Geography) to avoid getting lost and to follow paths.

    At 6th level, the L'Cie can make the chosen Knowledge check in place of an Intimidate check (or in place of a Diplomacy check when interacting with those who would have a friendly or helpful attitude towards the deity or outsider in question), but doing so requires displaying the brand to those you interact with.

    At 10th level, the L'Cie can make the chosen Knowledge check in place of a Knowledge (Arcana), Spellcraft, or any other skill check related to spheres they have access to.

    At 14th level, the L'Cie can make the chosen Knowledge check in place of a saving throw, a number of times per day equal to their Charisma modifier (minimum 1).

    Evasion (Ex): At 3rd level, the L'Cie can avoid damage entirely when he succeeds a Reflex saving throw to take half damage from an attack. The L'Cie can use this ability while wearing light or no armor. The L'Cie can use this ability when wearing medium or heavy armor while in the Commando or Defender paradigms only.

    Uncanny Dodge (Ex): At 4th level, the whispers from the L'Cie's patron make him paranoid, and he is never truly caught off-guard. A L'Cie cannot be caught flat-footed, nor does he lose his Dex bonus to AC if the attacker is invisible. He still loses his Dexterity bonus to AC if immobilized. A L'Cie with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action against him.

    If a L'Cie already has uncanny dodge from a different class, he automatically gains improved uncanny dodge (see below) instead.

    Additional Specializations: At 7th level, and every 5 levels after that, the L'Cie chooses an additional paradigm to specialize in.

    Improved Uncanny Dodge: At 8th level, the L'Cie's heartbeats quicken even when he has no idea his enemies are there. The L'Cie can no longer be flanked, and this denies bonus damage from precision effects like Sneak Attack or the Fatal Thrust feature of the Fencing sphere, unless the attacker has four or more class levels in the class that grants the precision feature, or +4 or more BAB than the L'Cie's class level if using Fatal Thrust.

    If the L'Cie has levels in another class with Uncanny Dodge or Improved Uncanny Dodge, those levels stack with his class levels for determining the minimum level or BAB to flank him.

    Improved Evasion (Ex): Starting at 11th level, the L'Cie only takes half damage when he fails a Reflex saving throw against an effect that allows for half damage on a success. He still takes no damage on a successful save. This ability is lost when the L'Cie is helpless.

    Escape Your Fate (Su): As the brand begins to take the L'Cie apart, a desire to fight back may flare up. The humanoid's greatest resource is their will to survive. At 15th level, the L'Cie may make a special Charisma check to unlock his true potential. When combat begins, the L'Cie may make a DC 15 Charisma check as part of his initiative roll. If he succeeds, he is not bound by Paradigms for this combat session and may use all talents available to him as if they were part of his repetoire. However, he gains none of the benefits of Paradigm Specializations if he does this (including no increased caster level).

    Hero's Revolt (Ex): The magic granted by the Brand is often seen as a curse by others. Sometimes, a more direct approach is required. Starting at 16th level, a L'Cie who succeeds his Charisma check against his Paradigms with Escape Your Fate may instead choose to suppress his Brand entirely for the duration of combat. Doing so negates all benefits of the Branded ability and seals away all spellcasting, but gives the L'Cie 5 temporary hit points per class level, BAB equal to his class level, and 10 bonus combat talents which he immediately selects. He must qualify for all of these talents and they can be used to allow him to qualify for each other.

    (WIP)
    Last edited by NeoSeraphi; 2019-09-07 at 05:12 PM.

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    PaladinGuy

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    Default Re: The L'Cie (Champion of the Spheresr PF Base Class, PEACH)

    I recommend against naming a class feature "Sentinel", as this is also the name of a Spheres of Might class.
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    Default Re: The L'Cie (Champion of the Spheresr PF Base Class, PEACH)

    Oh hell, I completely forgot about that! lol. Thanks for the advice. I'll change it to 'Defender'.

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    Default Re: The L'Cie (Champion of the Spheres PF Base Class, PEACH)

    and small problem sphere classes do nat gain here is your tradition option in their class otherwise i see no problem.
    Quote Originally Posted by Dark Shadow View Post
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    Default Re: The L'Cie (Champion of the Spheres PF Base Class, PEACH)

    What? I appreciate the feedback but I'm not sure what you meant...are you saying that there's a problem with this class if you multiclass into another spheres class?

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    Default Re: The L'Cie (Champion of the Spheres PF Base Class, PEACH)

    Quote Originally Posted by NeoSeraphi View Post

    The casting tradition includes the Verbal, Somatic, Witchmarked, and Center of Power drawbacks. L'Cie may not take any Sphere-specific drawbacks except for the Necromantic Limit (Reanimate) drawback, which all L'Cie have by default.
    this paragraf needs to go as no sphere class shoehorns you to use these following boons and drawbacks to play this class. other wise it looks okay for me.
    Quote Originally Posted by Dark Shadow View Post
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