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    Ogre in the Playground
     
    Alabenson's Avatar

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    Default 3.5e Class Contest XXXXIX: Getting Emotional

    Getting Emotional

    Welcome to the new and improved 3.5e Class Contest number forty nine! Let's have fun creating some breathtaking 3.5e classes, now both base and prestige! The rules are below, as always. Make an original D&D 3.5 class and fight for the right to... uh, brag that you won this contest!

    1. You will be creating an original 3.5e class based around a theme of emotions; anything is possible, from a magical master of fear to a warrior fueled by his rage to thief who can steal the emotions of others, 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. A deadline for submissions will be announced once a sufficient number of entries have been submitted for each category. Submissions 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 category (base and prestige) per contest.

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

    6. While not mandatory, contestants are encouraged to provide thoughts and comments on other entrant's submissions in the chat thread.


    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.

    May your swords stay sharp, may the odds be ever in your favor, and may all of your die rolls be high...

    Gentlemen, start your brewing!
    If brute force isn't working, that just means you're not using enough of it.

    When in doubt, set something on fire. If not in doubt, set something on fire anyway.

    My Homebrew


  2. - Top - End - #2
    Ogre in the Playground
     
    Alabenson's Avatar

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    Default Re: 3.5e Class Contest XXXXIX: Getting Emotional

    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]
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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]
    If brute force isn't working, that just means you're not using enough of it.

    When in doubt, set something on fire. If not in doubt, set something on fire anyway.

    My Homebrew


  3. - Top - End - #3
    Ogre in the Playground
     
    Alabenson's Avatar

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    Default Re: 3.5e Class Contest XXXXIX: Getting Emotional

    Basic Sample Prestige Class Template.

    PRESTIGE CLASS NAME



    Quote of Some Kind by a member of the class!

    ENTRY REQUIREMENTS
    :
    :
    :
    :
    :

    Class Skills
    The Class Name's class skills (and the key ability for each skill) are....
    Skills Points at Each Level: x + int

    Hit Dice: dx

    Level Base Attack Bonus Fort Save Ref Save Will Save Special
    1st
    +X
    +X
    +X
    +X
    Class Ability
    2nd
    +X
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    3rd
    +X
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    Class Ability
    4th
    +X
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    5th
    +X
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    6th
    +X
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    7th
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    8th
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    9th
    +X
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    10th
    +X
    +X
    +X
    +X
    Class Ability

    Weapon and Armor Proficiencies: A place to put the different proficiencies.
    Put all the different class abilities in here!

    Basic Sample Prestige Class Template, advances preexisting spell casting.

    PRESTIGE CLASS NAME



    Quote of Some Kind by a member of the class!

    ENTRY REQUIREMENTS
    :
    :
    :
    :
    :

    Class Skills
    The Class Name's class skills (and the key ability for each skill) are....
    Skills Points at Each Level: x + int

    Hit Dice: dx

    Level Base Attack Bonus Fort Save Ref Save Will Save Special Spells per Day/Spells Known
    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

    Weapon and Armor Proficiencies: A place to put the different proficiencies.
    Put all the different class abilities in here!
    If brute force isn't working, that just means you're not using enough of it.

    When in doubt, set something on fire. If not in doubt, set something on fire anyway.

    My Homebrew


  4. - Top - End - #4
    Ogre in the Playground
     
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    Default Re: 3.5e Class Contest XXXXIX: Getting Emotional

    The Hope Bringer


    In worlds torn by conflict, there are a select few who have embraced the power of hope and what it can represent. These spellcasters are living embodiments of the ideal that, no matter how dire a situation, there is always hope and potential for things to turn around. Able to bolster the will of their allies by their very presence and remarkably resistant to forces that could bring them down, hope bringers act as living beacons of light to those who need it most.

    Adventures: Hope bringers are almost instinctively drawn to areas in most dire need of their assistance, often as not for reasons that dictate the need for adventurers in general. Beyond that, adventuring can provide hope bringers with the resources they require to help those most in need.

    Characteristics: While not as versatile as clerics, hope bringers are still potent divine spellcasters able to provide healing and protection to allies, and if necessary to gently influence the minds of their enemies. Additionally, hope bringers are able to project an aura that bolsters the morale of those around them. In particularly dire situations, hope bringers can intensify this aura, increasing its power and allowing themselves to become a literal beacon against despair.

    Alignment: The very nature of a hope bringer's abilities would seem to preclude evil aligned individual's from taking up the mantle of the class. Hope is not only for the good-hearted, however, and on rare occasions a particularly perverse hope bringer will dedicate themselves to providing hope to the wicked.

    Religion: Hope bringers don't tend to gravitate towards any specific deities, though they are more likely to venerate good aligned gods.

    Background: Few hope bringers have any sort of formal training. Instead, most start on their path after surviving some event that shows them the importance and power of hope. From there, the hope bringer will usually be self-taught, though on rare occasions they will learn at least some of their skills from conventional clerics.

    Races: Among the common races halflings are particularly drawn to becoming hope bringers, in no small part due to hope being a natural part of their psyche. Humans and half-elves make up the majority of the remainder.

    Other Classes: As a rule, most classes welcome the presence of a hope bringer thanks to their ability to heal and bolster morale. Even those who are inclined to find a hope bringer's fixation on hope to be irritating are liable to prefer the hope bringer's presence over their absence.

    Role: Hope bringers first and foremost are focused on bolstering and buffing their allies, both with their magical spells and class abilities. Outside of combat, hope bringers are reasonable well equipped to function as the face of a party or as a tracker depending on what skills they select.

    GAME RULE INFORMATION
    Hope bringers have the following game statistics
    Abilities: Wisdom is one of the most important abilities for a hope bringer as it not only powers their spellcasting but also enhances their AC. Charisma is similarly valuable as it powers the hope bringer's class abilities as well as several of their class skills.
    Alignment: Any
    Hit Die: D8
    Starting Age: As bard
    Starting Gold: As sorcerer

    Class Skills:
    Concentration, Craft, Diplomacy, Gather Information, Heal, Knowledge (nature), Knowledge (religion), Listen, Profession, Sense Motive, Spellcraft, Spot, Survival
    Skill Points at 1st level: (4 + Intelligence Modifier) x4
    Skill Points at Each Additional Level: 4 + Intelligence Modifier

    Level BAB Fort Ref Will Special 0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
    1st +0 +2 +0 +2 AC bonus, Aura of Hope +1 3 2 -- -- -- -- -- -- -- --
    2nd +1 +3 +0 +3 Endure Elements 4 3 -- -- -- -- -- -- -- --
    3rd +2 +3 +1 +3 Beacon of Hope 1/day 4 3 2 -- -- -- -- -- -- --
    4th +3 +4 +1 +4 Surge of Resolve 5 4 3 -- -- -- -- -- -- --
    5th +3 +4 +1 +4 Sustenance 5 4 3 2 -- -- -- -- -- --
    6th +4 +5 +2 +5 Aura of Hope +2, Beacon of Hope 2/day 5 4 4 3 -- -- -- -- -- --
    7th +5 +5 +2 +5 Beacon of Hope (re-roll Will saves) 6 5 4 3 2 -- -- -- -- --
    8th +6 +6 +2 +6 Untarnished Health 6 5 4 4 3 -- -- -- -- --
    9th +6 +6 +3 +6 Beacon of Hope 3/day 6 5 5 4 3 2 -- -- -- --
    10th +7 +7 +3 +7 Surge of Resolve (+1d4 rounds) 6 5 5 4 4 3 -- -- -- --
    11th +8 +7 +3 +7 Aura of Hope +3, Beacon of Hope (remove conditions), Unfailing Resolve 6 6 5 5 4 3 2 -- -- --
    12th +9 +8 +4 +8 Beacon of Hope 4/day 6 6 5 5 4 4 3 -- -- --
    13th +9 +8 +4 +8 Mettle 6 6 6 5 5 4 3 2 -- --
    14th +10 +9 +4 +9 Tireless Spirit 6 6 6 5 5 4 4 3 -- --
    15th +11 +9 +5 +9 Beacon of Hope (haste) 5/day 6 6 6 6 5 5 4 3 2 --
    16th +12 +10 +5 +10 Aura of Hope +4, Surge of Resolve (+2d4 rounds) 6 6 6 6 5 5 4 4 3 --
    17th +12 +10 +5 +10 Lifeward 6 6 6 6 6 5 5 4 3 2
    18th +13 +11 +6 +11 Beacon of Hope 6/day 6 6 6 6 6 5 5 4 4 3
    19th +14 +11 +6 +11 Accelerated Healing, Beacon of Hope (death ward) 6 6 6 6 6 6 5 5 4 4
    20th +15 +12 +6 +12 Hope Never Dies 6 6 6 6 6 6 5 5 5 5

    Class Features

    Weapon and Armor Proficiency: A hope bringer is proficient with all simple weapons. Hope bringers are not proficient with any armor or shields.

    Spells: A hope bringer casts divine spells, which are drawn from the hope bringer spell list given below. A hope bringer must choose and prepare their spells in advance (see below).
    To prepare or cast a hope bringer spell, a hope bringer must have a Wisdom score of 10 + the spellís level. The Difficulty Class for a saving throw against a hope bringer spell is 10 + the spellís level + the hope bringerís Wis modifier.
    A hope bringer can cast only a certain number of spells of each spell level per day. The hope bringerís base daily spell allotment is given on the Table. In addition, a hope bringer receives bonus spells per day if he has a high Wisdom score.
    Hope bringers prepare and cast their spells the way a cleric does, though they cannot lose a prepared spell to cast a cure in its place. A hope bringer may prepare and cast any spell on the hope bringer spell list, provided they can cast spells of that level, but must choose which spells to prepare during their daily meditation.

    AC Bonus: A hope bringer can add their Wisdom modifier as a bonus to their Armor Class, so long as they are unarmored and unencumbered. This bonus to AC applies even against touch attacks or when the hope bringer is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.

    Aura of Hope (Su): A hope bringer continuously projects a potent aura that bolsters the spirits of their allies. As long as the hope bringer is conscious, all of their allies within 30 feet receive a +1 morale bonus to attack rolls and Will saves against fear effects. These bonuses increase by an additional +1 for every five class levels beyond 1st that the hope bringer possesses (+2 at 6th, +3 at 11th, and +4 at 16th). While maintaining this aura requires no action on the part of the hope bringer, they become unable to provide these bonuses should they be rendered helpless (i.e. unconscious, paralyzed or a similar effect).

    Endure Elements (Su): A hope bringer of 2nd level or higher is continuously protected from extremes of temperature, as though they were under the effect of the spell endure elements.

    Beacon of Hope (Su): Starting at 3rd level a hope bringer gains the ability to greatly enhance the power of their aura of hope for a brief period. As a swift action once per day, the hope bringer can transform their aura into a shining beacon, which has several effects;
    * The range of the hope bringer's aura doubles, affecting all allies within 60 feet of the hope bringer.
    * The hope bringer sheds bright light equivalent to daylight out in a 60-foot radius, with dim light for an additional 60 feet beyond that. This light suppresses magical darkness as though it were a spell with the light descriptor with a spell level equal to one-half the hope bringer's class level.
    * The bonuses provided by the hope bringer's aura are doubled, and apply to all attack rolls, damage rolls, skill and ability checks, and saves made by the hope bringer's allies
    These effects last for a number of rounds equal to 3 + the hope bringer's Cha modifier (if positive). The hope bringer gains an additional use of this ability per day at 6th level and every three levels thereafter (3/day at 9th, 4/day at 12th, 5/day at 15th, and 6/day at 18th).

    At 7th level, a hope bringer's beacon of hope begins providing additional protections against mental attacks. If an individual under the effect of a beacon of hope of a hope bringer of at least 7th level is subject to an effect that allows a Will save with a duration greater than one round fails their save, that individual may then make a second Will save the following round at the same DC to end the effect. An individual may only receive one extra chance per effect.

    Beginning at 11th level, whenever a hope bringer activates their beacon of hope ability all allies affected are instantly cured of any of the following conditions: blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, frightened, nauseated, panicked, paralyzed, shaken, sickened, and stunned. Furthermore, the beacon negates any sleep effects and ends any additional effects from poison as per the neutralized poison spell. The beacon only cures these conditions when it is initially activated, individuals subjected to these conditions after it is activated are effected normally.

    Whenever a hope bringer of 15th level or higher uses their beacon of hope ability, all allies in range receive the benefits of a haste spell for as long as they remain within the beacon's area of effect.

    At 19th level, a hope bringer's beacon of hope grants those affected by it immunity to negative energy and death effects, as per the spell death ward.

    Surge of Resolve (Su): As an instantaneous action, a hope bringer of 4th level or higher can grant an ally within 30 feet a morale bonus to attack rolls, saves, or skill and ability checks equal to the hope bringer's Cha modifier (if positive) for 1 round. This bonus stacks with the bonuses provided by the hope bringer's aura of hope and beacon of hope abilities, but does not stack with other morale bonuses. The hope bringer may use this ability a number of times per day equal to 1/2 their class level (rounded up) + their Cha modifier.
    Starting at 10th level the duration of this bonus increases to 1d4 rounds, and at 16th level the bonus persists for 2d4 rounds.

    Sustenance (Su): A hope bringer of 5th level or higher no longer needs to eat or drink.

    Untarnished Health (Ex): A hope bringer of 8th level or higher becomes immune to disease and poisons.

    Unfailing Resolve (Ex): A hope bringer of 11th level gains immunity to fear effects.

    Mettle (Ex): At 13th level and higher, a hope bringer can resist magical and unusual attacks with great willpower or fortitude. If the hope bringer makes a successful Fortitude or Will save against an attack that normally would have a lesser effect on a successful save they instead completely negate the effect. An unconscious or sleeping hope bringer does not gain the benefit of mettle.

    Tireless Spirit (Ex): A hope bringer of 14th level gains immunity to fatigue and exhaustion.

    Lifeward (Ex): At 17th level and beyond, a hope bringer's lifeforce becomes warded against magical attacks. The hope bringer becomes immune to death spells and effects, energy drain and negative energy effects.

    Hope Never Dies (Su): A hope bringer of 20th level masters the power of hope to such a degree that they can overcome death itself. If the hope bringer or an ally within the area of effect of their aura of hope ability is reduced to 0 or fewer hit points, the hope bringer can grant the subject the benefit of a heal spell (CL equals the hope bringer's class level) as an instantaneous action. The hope bringer may use this ability 3 times per day.

    Spoiler: Hope Bringer Spell List
    Show
    0: create water, cure minor wounds, daze, detect magic, guidance, light, mending, purify food and drink, resistance, virtue

    1: bless, bless water, calm animals, charm animals, charm person, comprehend languages, cure light wounds, death watch, detect animals or plants, detect chaos/evil/good/law, detect undead, endure elements, entangle, entropic shield, goodberry, hide from undead, obscuring mist, protection from chaos/evil/good/law, remove fear, sanctuary, shield of faith, sleep, speak with animals

    2: aid, augury, bear's endurance, bull's strength, calm emotions, consecrate, cure moderate wounds, daze monster, delay poison, eagle's splendor, enthrall, fog cloud, gentle repose, heroism, hold person, lesser restoration, make whole, owl's wisdom, remove paralysis, resist energy, shield other, soften earth and stone, status, wood shape, zone of truth

    3: continual flame, create food and water, cure serious wounds, daylight, deep slumber, dispel magic, good hope, helping hand, invisibility purge, locate object, magic circle against chaos/evil/good/law, neutralize poison, plant growth, prayer, protection from energy, quench, remove blindness/deafness, remove curse, remove disease, searing light, sleet storm, speak with dead, speak with plants, stone shape, suggestion, water breathing, water walk, wind wall

    4: air walk, charm monster, command plants, control water, cure critical wounds, death ward, dimensional anchor, divination, discern lies, dismissal, freedom of movement, ice storm, imbue with spell ability, lesser geas, lesser globe of invulnerability, repel vermin, restoration, sending, spell immunity, tongues

    5: atonement, break enchantment, commune, control winds, dispel chaos/evil/good/law, greater heroism, hold monster, mark of justice, mass cure light wounds, plane shift, raise dead, scrying, spell resistance, transmute mud to rock, transmute rock to mud, tree stride, true seeing, wall of stone, wall of thorns

    6: banishment, find the path, geas/quest, greater dispel magic, heal, heroes' feast, liveoak, mass bear's endurance, mass bull's strength, mass cure moderate wounds, mass eagle's splendor, mass owl's wisdom, mass suggestion, move earth, stone tell, transport via plants, wind walk, word of recall

    7: animate plants, control weather, ethereal jaunt, greater restoration, greater scrying, mass cure serious wounds, mass hold person, refuge, regenerate, repulsion, resurrection, sunbeam, transmute metal to wood

    8: antimagic field, control plants, dimensional lock, discern location, greater spell immunity, mass charm monster, mass cure critical wounds, mindblank, moment of prescience, sunburst, temporal stasis, whirlwind

    9: astral projection, ethrealness, foresight, mass heal, mass hold monster, storm of vengeance, shambler, true resurrection
    Last edited by Alabenson; 2019-11-14 at 09:00 AM.

  5. - Top - End - #5
    Barbarian in the Playground
     
    MindFlayer

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    Default Re: 3.5e Class Contest XXXXIX: Getting Emotional

    Pensive




    Adventures:

    Characteristics:

    Alignment:

    Religion:

    Background:

    Races:

    Other Classes:

    Role:

    GAME RULE INFORMATION
    Dragon priests have the following game statistics
    Abilities:
    Alignment: Any
    Hit Die: D12
    Starting Age: As wizard
    Starting Gold: As cleric

    Class Skills:
    Bluff, Concentration, Craft, Diplomacy, Gather Information, Knowledge (arcana), Knowledge (history), Knowledge (religion), Profession, Spellcraft
    Skill Points at 1st level: (4 + Intelligence Modifier) x4
    Skill Points at Each Additional Level: 4 + Intelligence Modifier

    Level BAB Fort Ref Will Special Strikes Boosts Counters Stances
    1st +1 +2 +0 +2 Measured Strikes +1d6 2 1 1 1
    2nd +2 +3 +0 +3 Contemplative Skill 2 2 1 1
    3rd +3 +3 +1 +3 - 2 2 2 1
    4th +4 +4 +1 +4 - 2 2 2 2
    5th +5 +4 +1 +4 Measured Strikes +2d6 3 2 2 2
    6th +6/+1 +5 +2 +5 - 3 3 2 2
    7th +7/+2 +5 +2 +5 - 3 3 3 2
    8th +8/+3 +6 +2 +6 - 3 3 3 3
    9th +9/+4 +6 +3 +6 - 4 3 3 3
    10th +10/+5 +7 +3 +7 Measured Strikes +3d6 4 4 3 3
    11th +11/+6/+1 +7 +3 +7 - 4 4 4 3
    12th +12/+7/+2 +8 +4 +8 - 4 4 4 4
    13th +13/+8/+3 +8 +4 +8 - 5 4 4 4
    14th +14/+9/+4 +9 +4 +9 - 5 5 4 4
    15th +15/+10/+5 +9 +5 +9 Measured Strikes +4d6 5 5 5 4
    16th +16/+11/+6/+1 +10 +5 +10 - 5 5 5 5
    17th +17/+12/+7/+2 +10 +5 +10 - 6 5 5 5
    18th +18/+13/+8/+3 +11 +6 +11 - 6 6 5 5
    19th +19/+14/+9/+4 +11 +6 +11 - 6 6 6 5
    20th +20/+15/+10/+5 +12 +6 +12 Measured Strikes +5d6 6 6 6 6


    Class Features

    Weapon and Armor Proficiency: A pensive is proficient with all simple weapons. Pensives are proficient with light armor and shields (but not tower shields).

    Measured Strikes: Whenever a pensive makes an attack not modified by a strike, spell, power, sneak attack, or similar effect they deal an additional 1d6 weapon damage. This damage is multiplied on critical hits. At every 5th level this damage increases by 1d6, +2d6 at 5th, +3d6 at 10th, +4d6 at 15th, +5d6 at 20th, etc.

    Fury: The Pensive has a pool of fury they can draw on to power their maneuvers. This pool has a maximum value of their constitution score, or class level + constitution modifier, whichever is greater. Each time a pensive is dealt a critical hit they gain 4 fury.

    Calm: The pensive has a pool of calm they can draw on to power their maneuvers. This pool has a maximum value of their wisdom score, or class level + wisdom modifier, whichever is greater. Calm is recovered at a rate of 1 + wisdom modifier (if positive) on each round a rage point is not gained.

    Pensive Maneuvers: A pensive does not learn maneuver from any school, instead they have a selection of abilities function identically to martial maneuvers. Their Initiator level is equal to their pensive level plus half other levels, and they can only learn maneuvers of a level no higher than half (IL+1).

    The pensive does not expend maneuvers instead they have all maneuvers ready at all times, and must spend resources to initiate a maneuver.

    At 4th level, the pensive can replace one of their maneuvers/stances with a new one they qualifies for, from that category (the new one doesn't need to be of the same level of the older one). The process takes 1 day per level of the new maneuver/stance and costs the same as a spell scroll of the same level.

    Contemplative Perfection: The Pensive chooses one stance to have active at all times, one strike to always apply to their attacks, one boost to always be active, and one counter to always go off when its condition is triggered. These effects do not count towards any limitations, IE normally you can only maintain 1 stance. These effects cannot be deactivated or forcibly ended. This ability cannot be retrained. Any costs related to the chosen maneuvers are removed.
    Last edited by Lanth Sor; 2019-11-11 at 06:36 PM.

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  6. - Top - End - #6
    Barbarian in the Playground
     
    MindFlayer

    Join Date
    Jan 2013

    Default Re: 3.5e Class Contest XXXXIX: Getting Emotional

    Strikes
    Spoiler
    Show

    Spoiler: Level 1
    Show

    Smite
    Level: Fury 1
    Initiation Action: 1 standard action
    Range: Melee attack
    Target: One creature
    Duration: Instantaneous

    You give into your primal instinct and lash out.

    Make an attack that adds Wisdom modifier to hit your IL to damage. Gain 2 fury.

    Furious Swing
    Level: 1
    Initiation Action: As an attack
    Range: Melee or ranged attack
    Target: One creature
    Duration: Instantaneous

    Make an attack with a -1 penalty to hit per odd level, and +2 damage per -1 to hit. When attacking with a two handed weapon the bonus increases to +3 to damage per -1 to hit. This cannot be used in conjunction with power attack. If the attack hits gain 1 fury, and if it misses gain 4 fury.

    Incision
    Level: Calm 1
    Initiation Action: 1 standard action
    Range: Melee or ranged attack
    Target: One creature
    Duration: Instantaneous

    Make a single attack and expend 1 calm, if the attack hits the attack deals normal damage and your measured strike damage as bleed. This attack does not generate fury.

    Viscous Strikes
    Level: 1
    Initiation Action: As an attack
    Range: Melee or ranged attack
    Target: One creature
    Duration: Instantaneous

    When a vicious strike hits an opponent, it creates a flash of disruptive energy that resonates between the opponent and the wielder at the cost of 1 fury. This energy deals an extra 2d6 points of damage to the opponent and 1d6 points of damage to the wielder. At the 5th level and every 5 levels there after this damage increases by 2d6 and 1d6.


    Spoiler: Level 2
    Show

    Mighty Leap
    Level: Fury 2
    Initiation Action: 1 swift action
    Range: Personal; See text.
    Target: One creature
    Duration: Instantaneous

    By expending 2 fury you may jump up to close range(25ft + 5ft/2 IL). You may spend 4 fury to increase the range to medium(100ft + 10ft/IL), 6 fury to increase the range to Long(400ft + 40ft/IL), or 8 fury to increase the range to regional( 1 mile +1 mile/IL).

    -
    Level: 2
    Initiation Action: 1 standard action
    Range: Melee or ranged attack
    Target: One creature
    Duration: Instantaneous

    -
    -
    Level: 2
    Initiation Action: 1 standard action
    Range: Melee or ranged attack
    Target: One creature
    Duration: Instantaneous

    -

    Spoiler: Level 3
    Show

    Whirlwind
    Level: 3
    Initiation Action: 1 standard action
    Range: Melee attack
    Target: One creature
    Duration: Instantaneous

    Make a single attack against every enemy in reach.

    Fury: Gain 1 fury per enemy hit.

    Bash
    Level: Fury 3
    Initiation Action: 1 standard action
    Range: Melee attack
    Target: One creature
    Duration: Instantaneous

    Make a melee attack and expend 1 fury. If you hit a corporeal opponent smaller than yourself with bash, your opponent must succeed on a Reflex save (DC=damage dealt) or be knocked flying 10 feet in a direction of your choice and fall prone. You can only push the opponent in a straight line, and the opponent canít move closer to you than the square it started in. If an obstacle prevents the completion of the opponentís move, the opponent and the obstacle each take 1d6 points of damage, and the opponent stops in the space adjacent to the obstacle.

    -
    Level: 3
    Initiation Action: 1 standard action
    Range: Melee or ranged attack
    Target: One creature
    Duration: Instantaneous

    -
    -
    Level: 3
    Initiation Action: 1 standard action
    Range: Melee or ranged attack
    Target: One creature
    Duration: Instantaneous

    -

    Spoiler: Level 4
    Show

    -
    Level: 4
    Initiation Action: 1 standard action
    Range: Melee or ranged attack
    Target: One creature
    Duration: Instantaneous

    -
    -
    Level: 4
    Initiation Action: 1 standard action
    Range: Melee or ranged attack
    Target: One creature
    Duration: Instantaneous

    -
    -
    Level: 4
    Initiation Action: 1 standard action
    Range: Melee or ranged attack
    Target: One creature
    Duration: Instantaneous

    -

    Spoiler: Level 5
    Show

    -
    Level: 5
    Initiation Action: 1 standard action
    Range: Melee or ranged attack
    Target: One creature
    Duration: Instantaneous

    -
    -
    Level: 5
    Initiation Action: 1 standard action
    Range: Melee or ranged attack
    Target: One creature
    Duration: Instantaneous

    -
    -
    Level: 5
    Initiation Action: 1 standard action
    Range: Melee or ranged attack
    Target: One creature
    Duration: Instantaneous

    -

    Spoiler: Level 6
    Show

    -
    Level: 6
    Initiation Action: 1 standard action
    Range: Melee or ranged attack
    Target: One creature
    Duration: Instantaneous

    -
    -
    Level: 6
    Initiation Action: 1 standard action
    Range: Melee or ranged attack
    Target: One creature
    Duration: Instantaneous

    -
    -
    Level: 6
    Initiation Action: 1 standard action
    Range: Melee or ranged attack
    Target: One creature
    Duration: Instantaneous

    -

    Spoiler: Level 7
    Show

    Unearth
    Level: Fury 7
    Initiation Action: 1 standard action
    Range: 50ft range increment
    Target: One creature
    Duration: Instantaneous

    By expending your remaining fury, rip a massive chunk of earth up and hurl it at your enemy. Make a ranged touch attack against the target dealing 2d6 bludgeon/piercing damage per fury expended.

    -
    Level: 7
    Initiation Action: 1 standard action
    Range: Melee or ranged attack
    Target: One creature
    Duration: Instantaneous

    -

    Spoiler: Level 8
    Show

    -
    Level: 8
    Initiation Action: 1 standard action
    Range: Melee or ranged attack
    Target: One creature
    Duration: Instantaneous

    -
    -
    Level: 8
    Initiation Action: 1 standard action
    Range: Melee or ranged attack
    Target: One creature
    Duration: Instantaneous

    -

    Spoiler: Level 9
    Show

    Moment of Perfect Clarity
    Level: Fury 9

    As the diamond mind martial maneuver of the same name. You must expend 9 fury to initiate this maneuver.

    Perfect Strike
    Level: 9
    Initiation Action: Standard Action
    Range: Melee or ranged attack
    Target: One creature
    Duration: Instantaneous

    Make a single attack against you




    Boosts
    Spoiler
    Show

    Spoiler: Level 1
    Show

    -
    Level: 1
    Initiation Action: 1 standard action
    Range: Melee or ranged attack
    Target: One creature
    Duration: Instantaneous

    -
    -
    Level: 1
    Initiation Action: 1 standard action
    Range: Melee or ranged attack
    Target: One creature
    Duration: Instantaneous

    -
    -
    Level: 1
    Initiation Action: 1 standard action
    Range: Melee or ranged attack
    Target: One creature
    Duration: Instantaneous

    -

    Spoiler: Level 2
    Show

    Mighty Leap
    Level: Fury 2
    Initiation Action: 1 swift action
    Range: Personal; See text.
    Target: One creature
    Duration: Instantaneous

    By expending 2 fury you may jump up to close range(25ft + 5ft/2 IL). You may spend 4 fury to increase the range to medium(100ft + 10ft/IL), 6 fury to increase the range to Long(400ft + 40ft/IL), or 8 fury to increase the range to regional( 1 mile +1 mile/IL).

    -
    Level: 2
    Initiation Action: 1 standard action
    Range: Melee or ranged attack
    Target: One creature
    Duration: Instantaneous

    -
    -
    Level: 2
    Initiation Action: 1 standard action
    Range: Melee or ranged attack
    Target: One creature
    Duration: Instantaneous

    -

    Spoiler: Level 3
    Show

    Focused Action
    Level: Calm 3
    Initiation Action: 1 swift action
    Range: Personal
    Target: Self
    Duration: 1 round

    You may expend 3 calm to take 10 your next roll. At IL 10 the you instead take 12, at IL 15 you instead take 14, at IL 20 you take 16. You may use this to "take 10" even when normally not able for any reason including the skill not allowing you to.

    Force the Matter
    Level: 3
    Initiation Action: 1 swift action
    Range: Personal
    Target: Self
    Duration: Instantaneous

    You may expend 3 fury to gain +15 to a skill roll. You may expend additional fury to increase the bonus by 5 per additional fury expended.

    -
    Level: 3
    Initiation Action: 1 standard action
    Range: Melee or ranged attack
    Target: One creature
    Duration: Instantaneous

    -

    Spoiler: Level 4
    Show

    -
    Level: 4
    Initiation Action: 1 standard action
    Range: Melee or ranged attack
    Target: One creature
    Duration: Instantaneous

    -
    -
    Level: 4
    Initiation Action: 1 standard action
    Range: Melee or ranged attack
    Target: One creature
    Duration: Instantaneous

    -
    -
    Level: 4
    Initiation Action: 1 standard action
    Range: Melee or ranged attack
    Target: One creature
    Duration: Instantaneous

    -

    Spoiler: Level 5
    Show

    -
    Level: 5
    Initiation Action: 1 standard action
    Range: Melee or ranged attack
    Target: One creature
    Duration: Instantaneous

    -
    -
    Level: 5
    Initiation Action: 1 standard action
    Range: Melee or ranged attack
    Target: One creature
    Duration: Instantaneous

    -
    -
    Level: 5
    Initiation Action: 1 standard action
    Range: Melee or ranged attack
    Target: One creature
    Duration: Instantaneous

    -

    Spoiler: Level 6
    Show

    -
    Level: 6
    Initiation Action: 1 standard action
    Range: Melee or ranged attack
    Target: One creature
    Duration: Instantaneous

    -
    -
    Level: 6
    Initiation Action: 1 standard action
    Range: Melee or ranged attack
    Target: One creature
    Duration: Instantaneous

    -
    -
    Level: 6
    Initiation Action: 1 standard action
    Range: Melee or ranged attack
    Target: One creature
    Duration: Instantaneous

    -

    Spoiler: Level 7
    Show

    -
    Level: 7
    Initiation Action: 1 standard action
    Range: Melee or ranged attack
    Target: One creature
    Duration: Instantaneous

    -
    -
    Level: 7
    Initiation Action: 1 standard action
    Range: Melee or ranged attack
    Target: One creature
    Duration: Instantaneous

    -

    Spoiler: Level 8
    Show

    -
    Level: 8
    Initiation Action: 1 standard action
    Range: Melee or ranged attack
    Target: One creature
    Duration: Instantaneous

    -
    Path of Fury
    Level: 8
    Initiation Action: 1 standard action
    Range: Self
    Area: 80-ft.-radius emanation
    Target: One creature
    Duration: 1 round

    You become the epicenter of the earthquake spell. The earthquake shakes with each of your steps and applies to any square the emanation covers until the start of your next turn.


    Spoiler: Level 9
    Show

    -
    Level: 9
    Initiation Action: 1 standard action
    Range: Melee or ranged attack
    Target: One creature
    Duration: Instantaneous

    -
    -
    Level: 9
    Initiation Action: 1 standard action
    Range: Melee or ranged attack
    Target: One creature
    Duration: Instantaneous

    -

    Last edited by Lanth Sor; 2019-11-19 at 12:33 PM.

    My Homebrew: Here
    Competitions and Substystem Compendium: Here
    Mythos Stuff
    Index Discord

  7. - Top - End - #7
    Barbarian in the Playground
     
    MindFlayer

    Join Date
    Jan 2013

    Default Re: 3.5e Class Contest XXXXIX: Getting Emotional

    Counters
    Spoiler
    Show

    Spoiler: Level 1
    Show

    Dodge Roll
    Level: Calm 1
    Initiation Action: 1 immediate action
    Trigger: Attack roll is made against you.
    Range: 5ft.
    Target: One creature
    Duration: Instantaneous

    Gain a dodge to AC bonus vs the triggering attack equal to your current calm pool. After the attack is resolved you move 5ft in any legal direction as if you had made a 5ft step, and expend 1 calm.

    Fury: If the attack hits gain 2 fury.

    -
    Level: 1
    Initiation Action: 1 standard action
    Range: Melee or ranged attack
    Target: One creature
    Duration: Instantaneous

    -
    -
    Level: 1
    Initiation Action: 1 standard action
    Range: Melee or ranged attack
    Target: One creature
    Duration: Instantaneous

    -

    Spoiler: Level 2
    Show

    Skill Over Failure
    Level: Calm 2
    Initiation Action: 1 immediate action
    Trigger: Fail a skill check.
    Range: personal
    Duration: Instantaneous

    When initiating this maneuver you must expend 2 calm. You reroll the skill check, but must take the second roll.

    -
    Level: 2
    Initiation Action: 1 standard action
    Range: Melee or ranged attack
    Target: One creature
    Duration: Instantaneous

    -
    -
    Level: 2
    Initiation Action: 1 standard action
    Range: Melee or ranged attack
    Target: One creature
    Duration: Instantaneous

    -
    -
    Level: 2
    Initiation Action: 1 standard action
    Range: Melee or ranged attack
    Target: One creature
    Duration: Instantaneous

    -

    Spoiler: Level 3
    Show

    Bloodied Glee
    Level: Fury 3
    Initiation Action: 1 immediate action
    Trigger: You take damage.
    Range: Personal
    Duration: Instantaneous

    Gain 1 fury per damage die taken or per 10 damage taken, which ever is greater.

    -
    Level: 3
    Initiation Action: 1 standard action
    Range: Melee or ranged attack
    Target: One creature
    Duration: Instantaneous

    -
    -
    Level: 3
    Initiation Action: 1 standard action
    Range: Melee or ranged attack
    Target: One creature
    Duration: Instantaneous

    -

    Spoiler: Level 4
    Show

    Undying
    Level: 4
    Initiation Action: 1 standard action
    Range: Melee or ranged attack
    Target: One creature
    Duration: Instantaneous

    -
    -
    Level: 4
    Initiation Action: 1 standard action
    Range: Melee or ranged attack
    Target: One creature
    Duration: Instantaneous

    -
    -
    Level: 4
    Initiation Action: 1 standard action
    Range: Melee or ranged attack
    Target: One creature
    Duration: Instantaneous

    -

    Spoiler: Level 5
    Show

    -
    Level: 5
    Initiation Action: 1 standard action
    Range: Melee or ranged attack
    Target: One creature
    Duration: Instantaneous

    -
    -
    Level: 5
    Initiation Action: 1 standard action
    Range: Melee or ranged attack
    Target: One creature
    Duration: Instantaneous

    -
    -
    Level: 5
    Initiation Action: 1 standard action
    Range: Melee or ranged attack
    Target: One creature
    Duration: Instantaneous

    -

    Spoiler: Level 6
    Show

    -
    Level: 6
    Initiation Action: 1 standard action
    Range: Melee or ranged attack
    Target: One creature
    Duration: Instantaneous

    -
    -
    Level: 6
    Initiation Action: 1 standard action
    Range: Melee or ranged attack
    Target: One creature
    Duration: Instantaneous

    -
    -
    Level: 6
    Initiation Action: 1 standard action
    Range: Melee or ranged attack
    Target: One creature
    Duration: Instantaneous

    -

    Spoiler: Level 7
    Show

    -
    Level: 7
    Initiation Action: 1 standard action
    Range: Melee or ranged attack
    Target: One creature
    Duration: Instantaneous

    -
    -
    Level: 7
    Initiation Action: 1 standard action
    Range: Melee or ranged attack
    Target: One creature
    Duration: Instantaneous

    -

    Spoiler: Level 8
    Show

    -
    Level: 8
    Initiation Action: 1 standard action
    Range: Melee or ranged attack
    Target: One creature
    Duration: Instantaneous

    -
    -
    Level: 8
    Initiation Action: 1 standard action
    Range: Melee or ranged attack
    Target: One creature
    Duration: Instantaneous

    -

    Spoiler: Level 9
    Show

    -
    Level: 9
    Initiation Action: 1 standard action
    Range: Melee or ranged attack
    Target: One creature
    Duration: Instantaneous

    -
    -
    Level: 9
    Initiation Action: 1 standard action
    Range: Melee or ranged attack
    Target: One creature
    Duration: Instantaneous

    -



    Stances
    Each stance provides a Fury: section, this section denote a new way the pensive can gain fury.
    Spoiler
    Show

    Spoiler: level 1
    Show

    Measured Stance
    Level: Calm 1
    Initiation Action: 1 swift action
    Range: Personal
    Target: You
    Duration: Stance

    While this stance is active measured strikes adds 1/5th your current calm to its damage.
    At initiator level 5 this increases to 1/4th your current calm to its damage.
    At initiator level 9 this increases to 1/3th your current calm to its damage.
    At initiator level 13 this increases to 1/2th your current calm to its damage.
    At initiator level 17 this increases to your current calm to its damage.

    Fury: Gain 1 fury on any hit that deals measured strike damage.

    Focused Stance
    Level: Calm 1
    Initiation Action: 1 swift action
    Range: Personal
    Target: You
    Duration: Stance

    While this stance is active add 1/5 current (Calm - Fury) to one skill chosen upon entering the stance.
    At initiator level 5 this increases to 1/4th current (Calm - Fury) to one skill chosen upon entering the stance.
    At initiator level 9 this increases to 1/3th current (Calm - Fury) to one skill chosen upon entering the stance.
    At initiator level 13 this increases to 1/2th current (Calm - Fury) to one skill chosen upon entering the stance.
    At initiator level 17 this increases to equal current (Calm - Fury) to one skill chosen upon entering the stance.

    Fury: Each time a skill check is failed gain 2 fury.

    Rolling Defense Stance
    Level: Calm 1
    Initiation Action: 1 swift action
    Range: Personal
    Target: You
    Duration: Stance

    While this stance is active gain dodge bonus to AC equal to your number of measured strike die.

    Fury: Each time you are hit with an attack gain 1 fury.

    - Stance
    Level: 1
    Initiation Action: 1 swift action
    Range: Personal
    Target: You
    Duration: Stance

    While this stance is active

    Fury: Each time you are hit with an attack gain 1 fury.


    Spoiler: Level 2
    Show
    - Stance
    Level: 2
    Initiation Action: 1 swift action
    Range: Personal
    Target: You
    Duration: Stance

    While this stance is active


    Fury: Each time you are hit with an attack gain 1 fury.

    - Stance
    Level: 2
    Initiation Action: 1 swift action
    Range: Personal
    Target: You
    Duration: Stance

    While this stance is active


    Fury: Each time you are hit with an attack gain 1 fury.

    Sanctioned
    Level: 2
    Initiation Action: 1 swift action
    Range: Personal
    Target: You
    Duration: Stance

    While this stance is active any aggressive action against you requires a will save to initiate. Recover an additional 2 calm each round. If you preform an action prohibited by the spell sanctuary you are forced out of the stance.

    Fury: Each time you are hit with an attack gain 4 fury.


    Spoiler: Level 3
    Show

    Blood Quenched
    Level: Fury 3
    Initiation Action: 1 swift action
    Range: Personal
    Target: You
    Duration: Stance

    While this stance is active, heal 1d4 hp per fury spent.

    Fury: Each time someone else is healed in 120ft of you gain 1 fury.

    Unseen
    Level: 3
    Initiation Action: 1 swift action
    Range: Personal
    Target: You
    Duration: Stance

    While this stance is active you are invisible per the spell. Any time the invisibility would be broken you are forced out of the stance.

    Fury: Gain 5 fury if someone else breaks you invisibility.

    - Stance
    Level: 3
    Initiation Action: 1 swift action
    Range: Personal
    Target: You
    Duration: Stance

    While this stance is active

    Fury: Each time you are hit with an attack gain 1 fury.


    Spoiler: Level 4
    Show

    -
    Level: 4
    Initiation Action: 1 swift action
    Range: Personal
    Target: You
    Duration: Stance

    While this stance is active


    Fury: Each time you are hit with an attack gain 1 fury.

    - Stance
    Level: 4
    Initiation Action: 1 swift action
    Range: Personal
    Target: You
    Duration: Stance

    While this stance is active


    Fury: Each time you are hit with an attack gain 1 fury.

    - Stance
    Level: 4
    Initiation Action: 1 swift action
    Range: Personal
    Target: You
    Duration: Stance

    While this stance is active

    Fury: Each time you are hit with an attack gain 1 fury.


    Spoiler: Level 5
    Show
    - Stance
    Level: 5
    Initiation Action: 1 swift action
    Range: Personal
    Target: You
    Duration: Stance

    While this stance is active


    Fury: Each time you are hit with an attack gain 1 fury.

    - Stance
    Level: 5
    Initiation Action: 1 swift action
    Range: Personal
    Target: You
    Duration: Stance

    While this stance is active


    Fury: Each time you are hit with an attack gain 1 fury.

    - Stance
    Level: 5
    Initiation Action: 1 swift action
    Range: Personal
    Target: You
    Duration: Stance

    While this stance is active

    Fury: Each time you are hit with an attack gain 1 fury.


    Spoiler: Level 6
    Show
    - Stance
    Level: 6
    Initiation Action: 1 swift action
    Range: Personal
    Target: You
    Duration: Stance

    While this stance is active


    Fury: Each time you are hit with an attack gain 1 fury.

    - Stance
    Level: 6
    Initiation Action: 1 swift action
    Range: Personal
    Target: You
    Duration: Stance

    While this stance is active


    Fury: Each time you are hit with an attack gain 1 fury.

    - Stance
    Level: 6
    Initiation Action: 1 swift action
    Range: Personal
    Target: You
    Duration: Stance

    While this stance is active

    Fury: Each time you are hit with an attack gain 1 fury.


    Spoiler: Level 7
    Show
    Avatar of Wrath
    Level: 7
    Initiation Action: 1 swift action
    Range: Personal
    Target: You
    Duration: Stance

    While this stance is active grow two size categories, reduce any damage taken by 10 per fury spent.


    Fury: Gain fury each round equal to the number of creatures larger than you.

    - Stance
    Level: 7
    Initiation Action: 1 swift action
    Range: Personal
    Target: You
    Duration: Stance

    While this stance is active

    Fury: Each time you are hit with an attack gain 1 fury.


    Spoiler: Level 8
    Show

    -
    Level: 8
    Initiation Action: 1 swift action
    Range: Personal
    Target: You
    Duration: Stance

    While this stance is active

    Fury: Each time you are hit with an attack gain 1 fury.

    -
    Level: 8
    Initiation Action: 1 swift action
    Range: Personal
    Target: You
    Duration: Stance


    Fury: Each time you are tripped gain 4 fury.


    Spoiler: Level 9
    Show
    Absolute Calm
    Level: 9
    Initiation Action: 1 swift action
    Range: Personal
    Target: You
    Duration: Stance

    While this stance is active, you only count as a type or subtype if it would be beneficial, and you gain DR x/- where x is your current calm. You gain the benefits of the spell true seeing with a range of your sight. You receive instantaneous warnings of impending danger or harm. You are never surprised or flat-footed. In addition, the stance gives you a general idea of what action you might take to best protect yourself and gives you a insight bonus to Hit, AC, and all saves. The bonus is equal to 1/2 your max calm. This insight bonus is lost whenever you would lose a Dexterity bonus to AC.

    You must have less fury then your wisdom modifier + 1 to enter absolute calm. While in absolute calm you cannot gain fury and entering the stance removes your current fury.

    You become fatigued when you leave absolute calm. If in absolute calm your base wisdom modifier rounds you are instead exhausted upon leaving. If in absolute calm for twice your base wisdom modifier rounds you are instead are unconscious upon leaving. These effects last 1 hour after leaving the stance. These effects are not the actual conditions and any immunities do not apply.

    Fury: Each time you gain fury half the fury gained.

    Pristine Instinct
    Level: 9
    Initiation Action: 1 swift action
    Range: Personal
    Target: You
    Duration: Stance

    Entering this stance expends all of your current fury. While this stance is active, add the expended fury as an morale bonus to all damage dealt and to all ability scores. You cannot be flat-footed or surprised. You cannot use non-lethal force. Additionally all your move speeds are doubled.

    You gain 2 fury per round in Pristine Instinct before modifiers.

    You become fatigued when you leave pristine instinct. If in pristine instinct your base constitution modifier rounds you are instead exhausted upon leaving. If in pristine instinct for twice your base constitution modifier rounds you are instead are unconscious upon leaving. These effects last 1 hour.

    Fury: Each time you gain fury double the fury gained.


    Last edited by Lanth Sor; 2019-11-19 at 01:27 PM.

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    Default Re: 3.5e Class Contest XXXXIX: Getting Emotional

    Conduit


    This is not a fight you wish to have, your mind is not capable of withstanding the maelstrom of my magic
    - Sylnesh Moonwhisper, Elven Conduit


    Info: The plane of shadows is a plane of infinite darkness, a shadowy reflection of the material plane. Objects, people and all manner of things can be found reflected on the malleable plane. But these things are often not a 1-1 reflection of their forms on the material plane. Buildings are warped and locations and stretched and displaced when reflected on the plane of shadows. While many travelers and scholars focus on the physical objects displaced and warped due to the obviousness of their transformation they neglect other things shifted and warped in their reflection of the plane of shadows. Thoughts and emotions neatly trapped in a beingís mind on the material plane can find themselves freed and spread about on the plane of shadows, a building who houses a being drenched in despair can find itís shadowy equivalent imbued with those emotions. Likewise a garden of a joyful child might have lingering remnants of hope imbued in the corresponding location in plane of shadows. Even simply wandering in the plane of shadows might have a travelers idle thoughts leak out from their mind harmlessly and seep into the surroundings. In fact these lingering emotions and thoughts can often form the undead that occasionally wander the plane.

    Conduits are shadowcasters who specialize in drawing in and manipulating these emotions on the plane of shadows. They can cast mysteries as normal shadowcasters but excel at casting mysteries relating to the mind causing fear and hope to spring up. Drawing in these ephemeral echoes of emotions from the plane of shadows is actually easier to channel than raw shadowstuff but it can be exceptionally more dangerous as Conduits expose themselves to the very thoughts and emotions that they are channeling which can drive those not focused and centered to be driven insane.

    Adventures: Conduits are not particularly common in the first place as shadow magic is not a well practiced school of magic in most settings. Those that uptake the calling tend to adventure to find lost pieces of lore or to journey with friends and other companions. The call to adventure depends on each Conduit and their reason for picking up the mantle of a Conduit in the first place.

    Characteristics: Conduits are often thought of as stoic and introverted individuals. They have to have a powerful will and keen sense for emotions in order to survive the emotional influences they receive from their magic and keep themselves sane. This characteristic makes them good companions for those wanting a steadfast and insightful advisor. Because they channel their shadow magic via intuition they need to make a connection with the plane of shadows and form the mysteries they need for the day with force of will rather than precise arcane knowledge they are often less often from schools and universities compared to regular wizards and shadowcasters.

    Alignment: Conduits don't tend to follow any particular alignment. Many find themselves neutral aligned and some have a slight tendency towards law just due to their nature of being self disciplined but its not a hard fast rule.

    Religion: Conduits aren't generally religious though some find solace in other powers and use that strength of faith to maintain their will when channeling their mysteries.

    Background: Conduits are most often tutored by another Conduit, shadow magic is rare as it is, a particular branch of shadow magic focused on channeling raw emotions through oneís self isnít particularly popular.

    Races: Conduits often come from races with a culture of stoicism or endurance. Those from cultures which focus on enduring hardships in order to achieve your goals are more likely to accept the sometimes brutal nature of Conduitís magic.

    Other Classes: Conduits often work well with Clerics and Druids due to their shared outlook on dedication and will. Interestingly enough they can often find companions with rogues and beguilers, having a variety of stealthy options to help those companions while also understanding the social situations that might drive many rogues to fall to thievery and such.

    Role: The main role a Conduit plays is that of a primary spell caster. They in particular excel in debuffs and mind affecting abilities and also have quite a knack for stealth and subterfuge as well as scouting.


    GAME RULE INFORMATION
    Conduits have the following game statistics.
    Abilities: Wisdom is the most important ability for Conduits by far. Not only is it the ability score related to their mysteries DC and other effects, but it also increases their will save and thus their passion channeling bonus and various other class features. Intelligence is also important for casting higher level mysteries and for improving their spellcraft skill which in turns increases their passion channeling bonus. Dexterity is important for the various stealth skills shadow magic is good at improving such as hide/move silently and sleight of hand.

    Hit Die: d6
    Starting Age: As Wizard.
    Starting Gold: As Wizard

    Class Skills
    The Conduitís class skills (and the key ability for each skill) are Autohypnosis (Wis), Concentration (Con), Craft (Int), Heal (Wis), Hide (Dex), Knowledge (Arcana) (Int), Knowledge (The Planes) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Spellcraft (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis),

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

    Conduit
    Level Base Attack Bonus Fort Ref Will Special Mysteries
    1st
    +0
    +0
    +0
    +2
    Mind Flay (1d6), Fundamentals, Apprentice Mysteries, Passion Channeling 2
    2nd
    +1
    +0
    +0
    +3
    Focused Will (+1) 3
    3rd
    +1
    +1
    +1
    +3
    Mind Flay (2d6), Umbral Counterpart (Lesser) 4
    4th
    +2
    +1
    +1
    +4
    Talent 5
    5th
    +2
    +1
    +1
    +4
    Mind Flay (3d6), Mind Shards (1) Void Sense (10ft) 6
    6th
    +3
    +2
    +2
    +5
    Focused Will (+2) 7
    7th
    +3
    +2
    +2
    +5
    Mind Flay (4d6) Initiate Mysteries 8
    8th
    +4
    +2
    +2
    +6
    Fundamentals (At Will), Talent 9
    9th
    +4
    +3
    +3
    +6
    Mind Flay (5d6), Umbral Counterpart (Greater) 10
    10th
    +5
    +3
    +3
    +7
    Void Sense (15ft), Focused Will (+3) 11
    11th
    +5
    +3
    +3
    +7
    Mind Flay (6d6), Mind Shards (2) 12
    12th
    +6
    +4
    +4
    +8
    Talent 13
    13th
    +6
    +4
    +4
    +8
    Mind Flay (7d6),Master Mysteries 14
    14th
    +7
    +4
    +4
    +9
    Focused Will (+4) 15
    15th
    +7
    +5
    +5
    +9
    Mind Flay (8d6), Void Sense (20ft), Umbral Counterpart (Perfect) 16
    16th
    +8
    +5
    +5
    +10
    Talent 17
    17th
    +8
    +5
    +5
    +10
    Mind Flay (9d6), Mind Shards (4) 18
    18th
    +8
    +6
    +6
    +11
    Focused Will (+5) 19
    19th
    +9
    +6
    +6
    +11
    Mind Flay (10d6) 20
    20th
    +10
    +6
    +6
    +12
    Void Sense (25ft), Talent 21
    Weapon and Armor Proficiencies: Conduits are proficient with all simple weapons as well as light armor but not shields.

    Spoiler: Class Features
    Show

    Fundamentals of Shadow (Su): As a Conduit, you must master certain basic powers before proceeding to deeper secrets of shadow. These powers, known as fundamentals, function as supernatural abilities usable three time per day. You begin play with three fundamentals and gain an additional fundamental at 4th level and every four additional levels beyond 4th. At 8th level you can use your fundamentals an unlimited number of times per day as long as your Umbral Counterpart is summoned and alive. If your Umbral Counterpart is destroyed you are still limited to using each fundamental three times per day and you can't use a fundamental anymore that day if you have already used it three times that day. You can, when gaining a new level, choose a new fundamental in place of another mystery. When choosing a fundamental, you can "relearn" an already known fundamental, thus gaining another set of uses of that fundamental per day. The save DC of any fundamental is equal to 10 + your Wis modifier.

    Mysteries and Paths: You do not cast spells as other classes do, but instead invoke mystical secrets called mysteries. You know two mysteries at 1st level and gain one additional mystery every class level but can learn additional mysteries beyond this (See Umbral Counterpart Below). Up to 6th level, you can learn only apprentice mysteries. At 7th level, you gain access to initiate mysteries, and at 13th level you become able to use master mysteries. You can choose your new mystery from any category you have access to (including fundamentals). For instance, at 8th level, you could select either a fundamental, an apprentice mystery, or an initiate mystery.

    Shadow magic progresses in very specific stages, the ephemeral mysteries of the plane of shadows need to be grouped together with other similar mysteries to be given proper form. Unlike regular shadowcasters however you may "jump ahead" in a path and you do not need to grab each previous mystery in a path to grab the next one. However, you do gain a bonus feat for each path you know all of the mysteries of. Mysteries learned from your Umbral Counterpart do not count for completing a path for this purpose. You must meet the prerequisite(if any) in order to select a feat as a bonus feat. The list of feats you can select includes any metamagic feat (as described in the Player's Handbook), Favored Mystery, Greater Path Focus, Nocturnal Caster, Path Focus, Shadow Vision, and any metashadow feat.

    In order to learn a mystery you must have a base caster level of at least enough to cast the mystery (CL 1 for 1st level mysteries, CL 3 for 2nd CL 5 for 3rd, etc). A base caster level in this instance refers to your caster level for all mysteries not just specific ones without taking into account magic items or other temporary bonuses to caster level. You can learn any mysteries available to the Shadowcaster (See Tome of Magic and Below for Addition Mysteries)

    Mysteries represent thought patterns and formulae so alien that other spells seem simple in comparison. As you progress, however, you connection to the Plane of Shadow grows stronger, and your mysteries become more ingrained in your essence. When you are capable of casting only apprentice mysteries, you cast them as though they were arcane spells. They all have somatic components, armor-based spell failure chance, and are subject to interruption (but they do not require verbal components). Whenever you cast a mystery as an arcane spell, observers can make a DC 15 Spot Check to note that your shadow is making different gestures from the ones you make when you cast the mystery.

    At 7th level, when you become capable of casting initiate mysteries (whether or not you choose to learn any your apprentice mysteries become so much a part of you that they now function as spell-like abilities, and they no longer require somatic components. You new initiate mysteries (when you learn them) function as arcane spells and follow the rules described above.

    When you reach 13th level and become capable of casting master mysteries, another chance occurs. Your master mysteries now function as arcane spells, and your initiate mysteries function as spell-like abilities. Your apprentice mysteries become supernatural abilities and their saving throw DC becomes 10 + 1/2 Conduit Level + Wisdom Modifier.

    Unlike other Shadowcasters you can'y learn a mystery more than once to gain multiple sets of uses.

    You can use each mystery you know a certain number of times per day depending on whether it is cast as a spell(twice), a spell-like ability(three times), or a supernatural ability(four times). The allotments per level are given on Table 2-2, but only apply if you are able to cast mysteries of the level indicated. For example, if you choose breadth over depth and know no 4th-level mysteries as a 7th-level shadowcaster, you cannot take advantage of the one use per mystery per day detailed in the table. Unlike spellcasters, you don't get bonus mysteries for a high ability score. You must rest for 8 hours and meditate for 15 minutes each day to regain use of mysteries just as a sorcerer or bard must rest and meditate to regain use of spell slots. After you have meditated to regain the use of mysteries you select one mystery per class level that you know, either from being selected upon leveling up or from your Umbral Counterpart (See Below). These are the only mysteries that you can cast for the day until you regain uses of mysteries again.

    In order to cast a mystery, you must have an Intelligence score of at last 10 + the mystery's level. The save DC for your mysteries equals 10 + mystery level + your Wis modifier. Even though as a Conduit you do not "cast spells" in the traditional sense, your levels in this class count for the purposes of determining your overall caster level.

    Passion Channeling: (Su) The Conduit channels thoughts and fleeting emotions lingering in the plane of shadows by their material plane counterparts. While these thoughts and emotions are more fluid to channel than raw shadowstuff that shadowcasters normally deal with, they also carry risks and can drive the caster insane with intrusive and disruptive thoughts and alien emotions. Still this risk gives them a better ability to cast "Void Mysteries" which are detailed below. Void Mysteries are specific paths of mysteries concerning themselves with this field of shadow magic and require a passion channeling check in order to cast without backlash. Characters without this class feature take a -5 on all passion channeling checks when trying to cast such mysteries. A character's passion channeling bonus is equal to their will save plus their bonus to spellcraft checks.

    The Conduit can also each day spend 10 minutes meditating in shadowy illumination to regain the use of one mystery she has cast this day. She may regain a number of mystery uses equal to her intelligence modifier in this way in a given day. Each time she does so however she must make a passion channeling check against a dc of X or take 1 point of ability damage in all of her mental ability scores.

    Mind Flay: (Sp) The main offensive tool for any Conduit. As a standard action they channel raw essence of the shadow plane and use it to inflict horrific mental pain upon a target within medium range (100ft +10ft/CL). A purplish beam shoots out from the Conduit to the target automatically hitting and inflicting the indicated amount of damage to the target. This attack is highly disorientating to the target and halves the targets move speed and inflicts a -1 penalty to attack rolls, armor class, spot and listen checks and will saves for as long as mind flay is channeled on the target and one round after. These penalties increase by 1 for every 5 caster levels of the Conduit. A successful will saving throw halves the damage and prevents the application of the penalties but does not remove them if the target has already failed a saving throw. The saving throw for this ability is 10 + 1/2 the Conduit's Class Level + their Wisdom Modifier.

    The damage of this ability increases by one point of damage per damage die per point of wisdom penalty the target has. Thus at level 5 a Conduit hitting a target with 8 wisdom would deal 3d6+3 damage because of the target's -1 penalty to wisdom.

    The Conduit can maintain this effect with concentration as a move action until the target dies or she loses concentration, repeating the damage at the start of her turn. She may only have one mind flay active at a time and unlike most other abilities she may cast mysteries or other effects while channeling mind flay. This is a mind affecting spell like ability which can be used at will and is treated as a spell of the enchantment school for purposes of effects.

    Focused Will: (Ex): At 2nd level the Conduitís meditation and iron will hardens allowing them to wether all sorts of mental assaults. They gain the indicated number as a bonus to will saves. This bonus increases by 1 every 4 levels after 2nd, (+2 at 6th, +3 at 10th, etc).

    Umbral Counterpart: (Su): At 3rd level the Conduit constructs a duplicate of themselves made via raw shadowstuff in an 8 hour long ritual. Once summoned this construct lasts until destroyed. Upon reaching level 3 the Conduit must select one of three tracks for their Umbral Counterpart. Hope, Discipline or Despair, this choice canít be changed and determines the abilities and appearance of their Umbral Counterpart. The Umbral Counterpartís true form regardless of the track is a featureless version of the Conduit made from black shadows. The various appearances displayed are illusionary and a true seeing or similar effect reveal the true appearance of the counterpart.

    Counterparts have half the amount of hit points as the Conduit and have the incorporeal subtype and are mindless. They can not attack, use mysteries or other spell like, supernatural or extraordinary abilities beyond the ones they gain for their track (See below). Otherwise they share the same statistics as the Conduit, AC, Saves, Ability Scores, etc. The Conduit shares senses with the counterpart and controls it perfectly. The counterpart can't go beyond 100ft from the Conduit however, and if it does for some reason it dissipates and reforms next to the Conduit in the next round.

    Counterparts have another critical function beyond their use as a scout and their track abilities however, and thats for the Conduit to bolster their shadowcasting and to channel emotions through. Even the most steadfast of Conduits can't reliably manage the emotional backlash of channeling their power easily. Thus they create their counterparts and let their counterparts suffer most of the backlash from channeling the raw shadowstuff of the planes. While active she gains a +5 bonus on any passion channeling checks and does not gain any mind shards when failing these checks. As well as acting as a dump for spellcasting backlash the counterparts can act as a makeshift spellbook for the Conduit. Whenever the Conduit encounters a mystery she does not know, either from observing it and successfully making a spellcraft check to identify it or from a scroll or similar item. She may within 24 hours of observing the mystery have her counterpart remain motionless and meditate for an hour per spell level of the mystery to store that mystery within itself. If the mystery was in a scroll or similar item this destroys the item, if it was simply observed than the Conduit needs to provide 50gp per spell level for material components for the ritual. Since the Counterpart is tied to the Conduit she must remain within range of the Counterpart for the entirety of this ritual or it is disrupted.

    If destroyed the counterpart is automatically resummoned 24 hours after it was slain next to the Conduit. While it is destroyed the Conduit can't cast any mysteries stored in the Counterpart and any such mysteries she had prepared for the day immediately lose their uses for that day when the counterpart is initially slain.

    Spoiler: Hope Counterparts
    Show

    Description: Hope Umbral Counterparts look like a more regal version of the Conduit. Their clothes turn white and gold trimmed and their face often shows a calm and joyful expression. Wings and various appendages tend to take on a more celestial and angelic appearance than normal. Hope Counterparts can transfer and dispel fear and other harmful emotions from allies.
    Lesser Abilities: While the counterpart is active the Conduit and all allies within 10ft of the counterpart are immune to fear, pain or effects relying on negative emotions such as the spell Crushing Despair. If they move near the counterpart while already such an effect it is suppressed while they remain within range of the counterpart. Allies within the radius can still feel pain but it is simply not debilitating for them.
    Greater Abilities: The counterpart now removes ongoing fear effects from allies instead of merely suppressing them. In addition, allies are inspired and motivated while within 10ft of the counterpart and now the conduit and any ally within 10ft of the counterpart gains a +2 morale bonus on saving throws, skill checks and attack rolls while they stay within range.
    Perfect Abilities: The counterpart can now as a standard action touch a creature and grant them a surge of hope. For an hour the creature is always treated as if within 10ft of the counterpart and gains a +10ft bonus to movement speed and +2 bonus to all ability scores. The Counterpart can only do this a number of times per day equal to the Conduit's wisdom modifier.


    Spoiler: Discipline Counterparts
    Show

    Description: Discipline Umbral Counterparts look identical to the Conduit themselves except their face is featureless. Discipline Counterparts allow the Conduit to more easily channel emotions through the counterpart and improve their Passion Channeling ability.

    Lesser Abilities: While the counterpart is active the Conduit's passion channeling bonus is increase by 5, in addition every round the conduit or an ally starts their turn within 10ft of the counterpart they gain 5 temporary hit points that last a single round. The counterpart gains double this amount of temporary hit points each round and the temporary hit points are represented as a faint white transparent shield surrounding the target which shatters when the hit points are expended.
    Greater Abilities: The amount of temporary hit points improves to 20 hit points and they last for one minute before being expended. In addition, the conduit no longer is required to make a passion channeling check in order to regain uses of mysteries as described in their passion channeling class feature.
    Perfect Abilities: The temporary hit points granted by the counterpart improves to 40. The counterpart can now redirect any mind affecting effect to his companion rendering him effectively immune to mind affecting abilities.


    Spoiler: Despair Counterparts
    Show

    Description: Despair Umbral Counterparts look like the Conduit except their clothes take on a more dark and drab appearance and a veil of shadows covers the counterpartís face and orbs of darkness float around their head. Despair counterparts draw hope and joy from enemies.
    Lesser Abilities: No enemies within 10ft of the Counterpart can benefit from any morale bonuses as their hope and effects of those abilities are leeched into the umbral counterpart and those abilities are effectively suppressed while within the radius. The counterpart also gains an incorporeal melee touch attack, those hit gain a -2 penalty to AC, attack rolls, skill checks and saving throws for one minute. This is a mind affecting ability.
    Greater Abilities: The counterpart's melee touch attack also embeds one mind shard into the target's psyche. While enemies are within 10ft of the counterpart they lose any immunity to fear they have unless the CL (Or HD if the effect has no caster level) is at least 3 higher than the conduit's caster level
    Perfect Abilities: The counterpart automatically inflicts the effects of their touch attack on any enemy who starts their turn within 10ft of the counterpart as those enemies' minds are assaulted with intense feelings of horror and dread. In addition, the suppression of morale bonuses and immunity to fear lasts for one minute after leaving the counterpart's radius.

    Talents: At 4th level and every 4th level after the Conduit gains a talent, a small modification or improved to an ability of theirs to represent personal training and study. The Conduit must meet all prerequisites of the talents she takes and once selected canít be changed. A list of talents is below.

    Spoiler: Talents
    Show

    Spoiler: General Talents
    Show

    Umbral Stealth: You gain the Darkstalker feat as a bonus feat.

    Shadow Step: You gain the Shadow Dancer's Shadow Jump class feature except you can jump a total of 10ft per Conduit Level per day.

    Inner Darkness: You gain the Dark template for free without incurring any level adjustment.
    Prerequisites: Umbral Stealth Talent, Conduit Level 12

    Shadow Familiar: You gain the Shadow Familiar feat as a bonus feat regardless of not meeting the prerequisites.


    Spoiler: Mind Flay Talents
    Show

    Extended Mind Flay: Mind Flay's range is now increased to Long Range (400ft + 40ft/CL)

    Supernatural Mind Flay: Mind Flay is now a supernatural ability, not provoking attacks of opportunity when cast, not being able to be disrupted via concentration and no longer being able to be resisted by spell resistance. The Conduit still needs to spend a move action each round to maintain the effect.

    Dual Mind Flay: You can now maintain two Mind Flays at a single time, spending a move action to maintain each one. You must target two separate creatures with these Mind Flays

    Improved Dual Mind Flay: You can now maintain your two Mind Flays with a single move action.
    Prerequisites: Dual Mind Flay Talent

    Exploit Weakness: Mind Flay now deals an extra two points of damage per dice for every point of wisdom penalty the target has instead of a single point of extra damage per dice.

    Blackout: If a target fails a saving throw by rolling a natural one and takes damage from your mind flay then they are stunned for 1d4 rounds from the intense surge of forces assaulting their psyche.


    Spoiler: Void Sense Talents
    Show

    Shard Sense: Your void sense becomes more attuned to certain types of mental states and you can automatically pinpoint the square of any creature within 100ft who has at least one mind shard embedded in them and they do not gain total concealment against you. Anything blocking Void Sense's normal sight still blocks this extra functionality.

    Grant Vision: As a standard action with a touch you can grant a creature the ability to use your void sense class feature for one minute. The creature functions as if they had your void sense class feature for all purposes for one minute. The Conduit can use this ability once per day per point of wisdom modifier they have.

    Greater Grant Vision: Now your grant vision talent lasts for 10 minutes instead of one minute.
    Prerequisites: Grant Vision Talent

    Clarity of the Void: You can see perfectly fine in magical darkness and gain darkvision 60ft. At level 10 you gain a +5 insight bonus to spot checks while observing things within at least shadowy concealment.



    Spoiler: Umbral Counterpart Talents
    Show

    Enduring Counterpart: Your Umbral Counterpart gains DR 10/- and Energy Resistance 10 to all energy types. At level 14 this improves to DR 15/- and Energy Resistance 20.

    Efficient Storage : When your Umbral Counterpart meditates to learn a new mystery you reduce GP cost and time spent needed to meditate by 3/4ths. This doesn't reduce the GP cost when using a scroll or similar item.

    Dark Counterpart : Your Counterpart now gains the dark template and can use your hide and move silently skill ranks when making the relevant skill checks.

    Distant Counterpart : Your counterpart can now go within medium range (100ft + 10ft/HD) of your position before fading.

    Scapegoat : Once per day as an immediate action when affected by a spell, spell like or supernatural ability you can transfer the effects of the ability to your Umbral Counterpart if it is summoned. You are no longer affected by the effect and instead your counterpart takes the full effect, failing any relevant saving throws automatically. This does not help protect any other creatures caught in the effect if it affected multiple creatures. At 10th level you can use this talent twice per day. At 20th you can use it three times per day.

    Umbral Familiar: Your Umbral Counterpart and your familiar merge into one entity. Your familiar now gains the effects of the counterparts track abilities, any relevant talents boosting or affecting the counterpart as well as becoming incorporeal. Your familiar can now store mysteries just as your Umbral Counterpart could and retains any mysteries already stored in your counterpart. Upon dying your familiar no longer costs you experience points and can be resummoned as normal for an Umbral Counterpart. However, your familiar can now no longer go further than 100ft from your person without fading away. Finally you become unable to summon a regular Umbral Counterpart after taking this talent. If you spend 1000 GP and undergo a 24 hour ritual you can change your familiar to a different valid familiar you can select, you become unable to replace your familiar in any other manner.
    Prerequisites: Shadow Familiar Talent




    Spoiler: Shadowcasting Talents
    Show

    Fundamental Mastery: You select a single extra fundamental to learn and an additional one for every 4 CL you have. In addition, your fundamentals now have a saving throw DC equal to 10 + 1/2 your caster level + your wisdom modifier

    Sudden Mysteries: Whenever you target a flatfooted creature with a mystery it's caster level and saving throw DC are both increased by 2 and you gain a +2 bonus on any relevant attack rolls related to the mystery.



    Void Sense: (Su): At 5th level the Conduit becomes attuned to the plane of shadows and how it interacts with reality gaining the ability to view the cloud of emotions surrounding creatures as it leaks into plane of shadows. Starting at 5th level the Conduit can see a 10ft cloud of shadows surrounding a creature, this allows the Conduit to tell the general mood of the creature but is fairly vague. It does however, allow her to spot hiding and invisible creatures as long as the Conduit can still see the 10ft cloud of emotions surrounding them. This allows the Conduit to pinpoint their square but they still have total concealment against her. This is not a mind affecting ability and anything immune to mind affecting abilities still produces this cloud of emotions for the conduit to view. Mindless creatures however, do not produce this cloud for obvious reasons and creatures immune to divinations such as from being under the effect of the Mind Blank spell do not produce a visible cloud for the Conduit to see. This cloud does not obscure vision for the Conduit herself but

    At 10th level the cloud's radius increases to 15ft and the Conduit becomes able to see in darkness as well as in light and can see in magical darkness.

    At 15th level the clouds radius increases to 20ft and the Conduit becomes able to better read the emotional state of the creatures she is observing and use that to her advantage gaining a +5 insight bonus to sense motive checks.

    At 20th level the clouds radius increases to 25ft and the Conduit becomes able to see this cloud of emotions even if they are warded by Mind Blank or other effects to block divinations.


    Mind Shards: At 5th level the Conduit gains the ability to inflict raw portions of thoughts and emotions leeched from the plane of shadows to disrupt and drive people insane. Whenever a target fails a saving throw against Mind Flay they gain a number of "Mind Shards" embedded into their psyche equal to the number on the above table. The next time the creature fails a saving throw against a Void Mystery (See Above and Below) or a Mind Affecting Mystery the Conduit can cause these shards to detonate causing severe pain and mental damage to those afflicted. They take one point of ability damage in each mental ability score (Intelligence, Wisdom, Charisma) for each mind shard detonated in this manner. Mind Shards are a mind affecting ability and immunity to mind affecting abilities prevents them from forming or dealing damage upon detonation.

    In addition, whenever a creature fails a saving throw against a void or mind affecting mystery cast from the Conduit they also gain a single mind shard which detonates in the same manner as mentioned above.



    Spoiler: New Feats
    Show

    Extra Talent
    You have studied extra hard and found an extra way to modify your abilities
    Prerequisite: Conduit level 4
    Benefit: You learn one additional talent that you qualify for.
    Special: This feat may be selected multiple times, each time selecting a new talent each time. This feat can only be selected once for every 4 HD the character has.
    Last edited by Silva Stormrage; 2019-11-21 at 04:07 AM.
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    Default Re: 3.5e Class Contest XXXXIX: Getting Emotional

    New Mysteries and Paths Part 1
    Quote Originally Posted by Hazuki View Post
    ...Silva, you are a scary person.
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    Default Re: 3.5e Class Contest XXXXIX: Getting Emotional

    New Mysteries and Paths Part 2 (Just in Case)
    Quote Originally Posted by Hazuki View Post
    ...Silva, you are a scary person.
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    Default Re: 3.5e Class Contest XXXXIX: Getting Emotional

    Sinrager

    "They say there's a heaven for those who will wait
    Some say it's better but I say it ain't
    I'd rather laugh with the sinners than cry with the saints
    The sinners are much more fun
    You know that only the good die young"


    Requirements
    To qualify to become a sinrager, a character must fulfill all the following criteria.
    Alignment
    Any non-good.
    Base Attack Bonus
    +9.
    Skills
    Knowledge (religion) 5 ranks.
    Special
    The character must take part in a ritual devoting themselves to a life of sin. The ritual must be performed with the assistance of a priest or shaman, takes 24 hours to complete and requires material components worth at least 5,000 gp.

    Class Skills
    The sinrager's class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Hide (Dex), Intimidate (Cha), Knowledge (religion) (Int), Open Lock (Dex), Sleight of Hand (Dex), and Use Rope (Dex).
    Skills Points at Each Level: 4 + Int modifier.

    Hit Dice: d12

    SINRAGER
    Level Base Attack Bonus Fort Save Ref Save Will Save Special
    1st
    +1
    +2
    +0
    +2
    Devoted Sinner, Rage 1/day, Rage of Pride
    2nd
    +2
    +3
    +0
    +3
    Rage of Envy
    3rd
    +3
    +3
    +1
    +3
    Rage of Wrath
    4th
    +4
    +4
    +1
    +4
    Rage of Sloth
    5th
    +5
    +4
    +1
    +4
    Rage 2/day, Rage of Avarice
    6th
    +6
    +5
    +2
    +5
    Rage of Gluttony
    7th
    +7
    +5
    +2
    +5
    Rage of Lust

    Class Features
    All of the following are Class Features of the sinrager prestige class.

    Weapon and Armor Proficiencies:
    Sinragers gain no proficiency with any weapon or armor.

    Devoted Sinner (Ex)
    A sinrager's emotions are tempered and sharpened by their devotion to a life of sin. When a sinrager uses their rage ability, the duration of that rage is extended by a number of rounds equal to their ranks in Knowledge (religion), rounded down.

    Rage (Ex)
    This is exactly like the barbarian ability of the same name. At 1st level, a sinrager may rage once per day, and gain an additional usage of this ability at 5th level. If a sinrager has levels in the barbarian class the number of usages per day stack.
    Last edited by UristMcRandom; 2019-11-14 at 02:10 AM.
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