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Old 03-06-2011, 02:51 PM   Top  -  End  -  #1
Temotei
Firbolg in the Playground
 
 
Join Date: Nov 2008
Location: 
Minnesota
Gender: Male
Default Base Class Challenge V - You're MIND!

You're MIND!

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

1. You will be creating an original base class based around the power of the mind; illithid slayers, psionic powerhouses, scholars, and warriors capable of astounding feats through strength of will are all possibilities. There are no other restrictions other than that you cannot have posted your entry anywhere else before. Aside from that, anything goes--psionics, martial maneuvers, spellcasting, whatever. Go crazy; new mechanics, new feats, new items, and everything else you can think of are fair game!
2. Submissions are due by April 13th, and should be submitted in the format shown in the next post. Feel free to play around with fonts, images, and the like, but the overall format should be somewhat similar. Mostly, just make it easy on the eyes.
3. There must be a name, complete class, and fluff for both combat and role playing purposes. Incomplete entries will be disqualified--no exceptions.
4. Plagiarism is strictly forbidden.

The chat thread is here. Feel free to discuss each other's creations, give critique, or talk about what you're thinking of this contest, but entries belong in this challenge thread.

Ready?

MIND!

Last edited by Temotei : 03-06-2011 at 02:51 PM.
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Old 03-06-2011, 02:53 PM   Top  -  End  -  #2
Temotei
Firbolg in the Playground
 
 
Join Date: Nov 2008
Location: 
Minnesota
Gender: Male
Default Re: Base Class Challenge V - You're MIND!

Base Class Name

Put an image of your class here!

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
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial
1st
+x
+x
+x
+x
Class Ability
2nd
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Class Ability
3rd
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Class Ability
5th
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Class Ability
6th
+x
+x
+x
+x
Class Ability
7th
+x
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+x
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Class Ability
8th
+x
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+x
+x
Class Ability
9th
+x
+x
+x
+x
Class Ability
10th
+x
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+x
+x
Class Ability
11th
+x
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+x
+x
Class Ability
12th
+x
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Class Ability
13th
+x
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Class Ability
14th
+x
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15th
+x
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16th
+x
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Class Ability
17th
+x
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Class Ability
18th
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+x
+x
Class Ability
19th
+x
+x
+x
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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):
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Old 03-06-2011, 07:06 PM   Top  -  End  -  #3
TheGeckoKing
Barbarian in the Playground
 
 
Join Date: Oct 2009
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Default Re: Base Class Challenge V - You're MIND!

The Nightmare Sculptor



Let me tell you of what I have seen, child. Let me tell you of my dreams...... - Manic Jones, the Baleful

Most beings in creation have felt fear. Fear is something that seems to persist in the minds of every being, even if it were not the fear that sends you running, screaming in horror. Fear comes in different shapes, and different forms, and some feel it more than others.
And then there are the special kind of paranoid people.
Spellcasters of misfortune and not by choice, the way one becomes a Nightmare Sculptor is when a being with magical potential suffers a phobia induced psychotic breakdown, their fears ruling their lives. Most just die a pitiful death, and a few unlucky ones have their fears made real by their magical potential. The few that can defy their fears with wills of iron can use their minds to pull themselves together, direct their fears, make them real, and become them.

They would be the Nightmare Spinners. And many learn to fear them, by word or by example.

Adventures: A Nightmare Sculptors most common reason for adventuring is a simple one - the more worries of simpler things they might have - rations running out, dodging traps, conversing with nobles and kings, the less their fear has the ability to creep into their minds. More malicious Nightmare Sculptors might see their unending torment as a blessing from their god and wish to "bless" others with what they have. There are also a noble few who fight fire with fire and use their powers so no-one may live in a life of fear, like they do every day.

Characteristics: The class thrives on its spellcasting, using it's arcane talent to make their endless terrors into terrors more material and thus easily fitting the slot of spellcaster, although their spell list is limited by what the Nightmare Sculptor feared so much that their mind fell apart.

Alignment: All Nightmare Sculptors share a vaguely common outlook of amorality and thus most are Non-Good, although this does not mean Nightmare Sculptors cannot be Good - It just makes it all the harder. A Nightmare Sculptor has no preposition towards Law or Chaos, with each Nightmare Sculptor approaching their skills with a different outlook

Religion: Nightmare Spinners rarely worship anything, thinking that no god bar the insane would allow what made them to occur. The few that are not insane devotees to mad gods like Thazridun mainly worship Boccob, knowing that he does not care for how they use magic, only that they have magic in their soul.

Background: There is but one way to become a Nightmare Sculptor - the psychotic breakdown of a creature with the potential for magic, or an existing magical powers. Although most are made by accident, a few sick cults intentionally drive magical-inclined victims to madness, so that they may experience the "gift", and some people even seek out the psychosis all by themselves, desperate for that little extra power.

Races: The more savage races, like Orcs or Jerren(BoVD) are more likely to become Nightmare Sculptors, with more of their kind going insane. Humans and dwarfs are also prone to having Nightmare Sculptors, with their more advanced lives highlighting more things to fear that more primitive people would not. In fact, most beings can become Nightmare Sculptors with the right misfortunes, although creatures like Warforged who fear very little bar certain circumstances, and Thri-Kreen and Elves who do not sleep proudly have very few Nightmare Sculptors, although these races becoming Nightmare Sculptors is not outright impossible. This class is bolstered by dreams and nightmares, but runs on fear, something even the dreamless can know.

Other Classes: Most of the time, Nightmare Sculptors do not care about a persons decision in life. Bards can drown out the horrors with music and singing, they wish they could become so uncaring as a Barbarian in a rage, and they envy the versatility of other casters like Sorcerers and Wizards, although consider them lucky they did not become spellcasters like they did. Their disdain is reserved for divine-related classes, such as Clerics, Crusaders and Paladins, as generally Nightmare Sculptors believe the gods had forsaken them long ago, and are bitter about how the priests and fighters gain their gods affection out of fanaticism, while they were left to suffer simply because they devoted their lives to other things. Archivists are the exception, as they simply use the divine, and not necessarily worship it. Even they are treated with cold glares, not that most people get anything nicer.

Role: The main role a Nightmare Sculptor will take is that of a primary debuffer and secondary caster, using their arcane spells of fear to demoralize and torment their foes so the more martial-bent of their group may cut them down, or to outright kill the target instead with malicious spells of death.

Adaptation: The only defining feature of this class is that the Nightmare Sculptor must of known extreme fear in their lives. This makes it easy to insert into campaigns, such as making connections to the Quori in Eberron and the Shadow Weave in Forgotten Realms.

GAME RULE INFORMATION
Nightmare Sculptors have the following game statistics.
Abilities: The Nightmare Sculptor depends mainly on Wisdom to fuel his spells and class abilities, and to bolster his will against the nightmares that plague him. Constitution is useful to harden his body against the various pains that might strike him as an adventurer, and Dexterity is useful to avoid these pains in the first place.
Alignment: Any.
Hit Die: d6
Starting Age: Simple.
Starting Gold: As Cleric.

Class Skills
The Nightmare Sculptors class skills (and the key ability for each skill) are Autohynosis (Wis), Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (All, taken individually) (Int), Performance (Oratory), Profession (Wis), Ride (Dex), Spellcraft (Int) and Use Magical Device (Cha).

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

The Nightmare Sculptor
Spoiler

LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial0lvl1st2nd3rd4th5th6th7th8th9th
1st
+0
+0
+0
+2
Armored Mage, Numb to Nightmares, Phobic Path53        
2nd
+1
+0
+0
+3
Skill Focus64        
3rd
+1
+1
+1
+3
Let Me Tell You A Story65        
4th
+2
+1
+1
+4
Advanced Learning663       
5th
+2
+1
+1
+4
Touch of Slumber, Nightmare Steed664       
6th
+3
+2
+2
+5
Fear Me6653      
7th
+3
+2
+2
+5
Live My Nightmare6664      
8th
+4
+2
+2
+6
Advanced Learning66653     
9th
+4
+3
+3
+6
Fear Me Regardless66664     
10th
+5
+3
+3
+7
Sleepwalker Servants666653    
11th
+5
+3
+3
+7
Greater Nightmare666664    
12th
+6/+1
+4
+4
+8
Advanced Learning, Share Your Worries6666653   
13th
+6/+1
+4
+4
+8
-6666664   
14th
+7/+2
+4
+4
+9
Seeds of Paranoia66666653  
15th
+7/+2
+5
+5
+9
Booming Voice66666664  
16th
+8/+3
+5
+5
+10
Advanced Learning666666653 
17th
+8/+3
+5
+5
+10
Nonsensical Mind666666664 
18th
+9/+4
+6
+6
+11
Nightmares Made Real6666666653
19th
+9/+4
+6
+6
+11
Even Beasts Slumber6666666664
20th
+10/+5
+6
+6
+12
Advanced Learning, Your Logic Is Not Welcome Here6666666665

Class Features

Weapon and Armor Proficiencies: The Nightmare Sculptor gains proficiency with Light Armor, all simple weapons, and one martial weapon of their choice.

Spellcasting: A Nightmare Sculptor casts arcane spells, which are drawn from the Nightmare Sculptor’s spell list. Like a sorcerer, they can cast any spell they know without preparing it ahead of time. When a Nightmare Sculptor gains access to a new level of spells, they automatically know all the spells for that level given on the Nightmare Sculptor spell list. Nightmare Sculptors also have the option of adding to their existing spell list through their advanced learning ability as they increase in level (see below).
To cast a spell, a Nightmare Sculptor must have a Wisdom score of 10 + the spell’s level. The Difficulty Class for a saving throw against a Nightmare Sculptor’s spell is 10 + the spell’s level + the Nightmare Sculptor's Wisdom modifier. Like other spellcasters, a Nightmare Sculptor can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given in the class table above. In addition, they receive bonus spells for a high Wisdom score (see Table 1–1 on page 8 of the Player’s Handbook).

Armored Mage(Ex): The somatic components required for Nightmare Sculptor spells are simple, so members of this class can cast Nightmare Sculptor spells while wearing light armor without incurring the normal arcane spell failure chance. They still incur the normal arcane spell failure chance for arcane spells derived from other classes. In addition, if a Nightmare Sculptor wears medium or heavy armor, or uses a shield, they incur the same chance of arcane spell failure as any other arcane caster if the spell in question has a somatic component (and most do).

Numb to Nightmares (Ex): The Nightmare Sculptor has long been subject to horrors, borne from their own mind. Thus, the fears that can be created by other men simply do nothing for Nightmare Sculptors. A Nightmare Sculptor gains immunity to fear. This immunity ignores anything that would subvert it, such as the Dread Witch's Greater Mastery of Terror class feature. This is not borne by magic or training. The Nightmare Sculptor just does not care.
One note is that if the DM rules that the Nightmare Spinner encounters something closely related to their Phobic Path, this class ability is negated for 5 rounds as they temporarily lose the plot.

Phobic Path: At the start of their journey through paranoia, the Nightmare Sculptor must make a grim decision - what phobia defines them best? At 1st level, a Nightmare Sculptor chooses one of the paths below. They then add the spells noted to their spell list, and treat them as any other spell on their spell list (Divine Spells, if any, are cast as Arcane Spells by the Nightmare Sculptor). A few exceptions may occur, but each path, one way or another, gives the Nightmare Sculptor one spell of levels 1st-9th.

Skill Focus: At 2nd level, the Nightmare Sculptor gains Skill Focus (Intimdate) as a bonus feat.

Let Me Tell You A Story (Ex): At 3rd level, the Nightmare Sculptor can use their talking skills to greater terrify their enemies. The Nightmare Sculptor treats their total ranks in Intimidate as their original ranks in Intimidate, plus their ranks in Perform (Oratory). This ignores the skill rank cap, but only specifically for this ability.

Advanced Learning: At 4th level, a Nightmare Sculptor can add a new spell to their list, representing the result of personal study and experimentation. The spell must be a cleric or wizard spell with the [Mind Affecting] tag, and of a level no higher than that of the highest-level spell the Nightmare Sculptor already knows. Once a new spell is selected, it is added to that Nightmare Sculptor’s spell list and can be cast just like any other spell she knows. If a spell is both a cleric spell and a wizard spell, use the higher of the two spell levels (when different) to determine what level the spell is for a Nightmare Sculptor. A Nightmare Sculptor gains an additional new spell at 8th, 12th, 16th, and 20th level.

Touch of Slumber (Su): At 5th level, your very touch forces the awake into the land of the dream-world. You gain a touch attack that puts any creature that fails their Will save to Sleep (As per the spell, only without a HD limit). The save DC is 10 + The Nightmare Sculptor's Wis Mod + 1/2 of the Nightmare Sculptor's Caster Level. This touch attack may be used a number of times per day equal to the Nightmare Sculptor's caster level/2.

Nightmare Steed (Su): At 5th level, you gain a steed of flames and horror, bound to your soul by arcana best left unasked. You gain a Nightmare as a mount akin to a Paladin's mount, using your Nightmare Sculptor levels as your effective Paladin level to determine the benefits and how long you can summon your steed for.

Fear Me (Ex): At 6th level, the Nightmare Sculptor oozes fear out of their bones, and can make the weak flee with a glance. The Nightmare Sculptor gains a Gaze Attack that makes anyone seeing into the Nightmare Sculptor's eyes make a Will Save (DC is 10 + Half their levels in Nightmare Sculptor + Wis Mod) or be affected by a Fear spell, with a caster level equal to the Nightmare Sculptor's caster level. However, the Nightmare Sculptor must expend a Move Action to activate this Gaze Attack, which functions for the entire round. At 12th level, this effect benefits from the Nightmare Sculptor's Fear Me Regardless class ability as if it were being cast like a spell. Allies are unaffected by this ability, if the Nightmare Sculptor wishes.

Live My Nightmare (Su): At 7th level, the Nightmare Sculptor can share their nightmares with any that dare intrude their privacy. Whenever someone successfully targets the Nightmare Sculptor with a divination spell or effect, they can send that caster a nightmarish vision, borne from the Nightmare Sculptors paranoia, misery and spite. The divining creature must, upon casting/activating the effect, immediately make a Will save (DC 14 + The Nightmare Sculptors Wis modifier) or lose the effects of the spell/effect, and a Fortitude save (DC 14 + The Nightmare Sculptors Wis modifier) or take 2 points of Wis Drain. This ability has the [Mind Affecting] and [Fear] tags (But is NOT a Death effect) where applicable, benefits from the Nightmare Sculptors Fear Me Regardless class ability as if it were a spell, and can be suppressed/reactivated as a free action.
At 15th level, when the diviner in question makes their Fortitude Save, if they succeed they still take the 2 points of Wis Drain. However, if they fail the save they instead die on the spot from mental shock.

Fear Me Regardless (Ex): At 9th level, the Nightmare Sculptor is so knowledgeable about fear that pathetic things like the blessing of a god, or that fact your dead doesn't stop them. They simply adapt. When a Nightmare Sculptor casts a spell, they may choose to ignore any [Mind Effecting] and [Fear] tags the spell might have, thus subverting any immunity to these effects.

Sleepwalker Servants (Su): At 10th level, the Nightmare Sculptor can make anyone sleeping into his own servants, propelled by the nightmares he can induce. The Nightmare Sculptor gains the ability to induce a special form of Sleepwalking to any living humanoid that is asleep, by magical means or not. The sleeping creature then makes a Will Save, using the same DC as the Nightmare Sculptor's Touch of Slumber. If they succeed, the humanoid immediately wakes up, and if they fail the save they stay asleep, but get up and start sleepwalking. Treat the creature as being under the effects of Dominate Person, with the stipulation that the spell is broken (and the person wakes up) if the humanoid takes more damage each turn than the Nightmare Sculptor's class levels. If the person wakes up in this way, they are instantly dazed for one round. A Nightmare Sculptor can only have a maximum number of HD worth of Sleepwalker Servants equal to their Caster Level times four, with no individual creature having more HD than the Nightmare Sculptor.

Greater Nightmare (Ex): At 11th level, your Nightmare Steed has now grown into an exemplar of its race. Instead of summoning a Nightmare, you now summon a Cauchemar Nightmare with your Nightmare Steed class ability.

Share Your Worries (Ex): At 12th level, the Nightmare Sculptor of all people, can make a good listener. They know that the horrors the mind can make, inside and out. In fact, they have been known to heal mental integrity with their conversations with their words, and bolster their knowledge of that which induces fear with it. After all, one mind can only imagine so much.
A number of times per day equal to their Wis Mod, a Nightmare Sculptor can converse with a willing creature (creatures with 0 WIS are considered willing regardless) that can hear and understand them for one minute.
If they do, they gain an Insight Bonus to Intimidate checks equal to that creature's CR, and that creature is healed a number of points of Wis Damage/Drain equal to the Nightmare Sculptor's Wis Mod (Damage is healed before Drain). A small side effect is that the worry sharer doesn't really find the Nightmare Sculptor scary for a while, and so demoralization checks the Nightmare Sculptor makes against that person automatically fail, for 24 hours.

Seeds of Paranoia (Su): At 14th level, the Nightmare Sculptor is terror incarnate, and they may sow the seeds of paranoia in their spells. Wis Mod times per day, when the Nightmare Sculptor may infect their spells with a little extra. On top of the normal saves the target makes, it must make one additional Will Save or contract a special kind of Cackle Fever, with an Incubation Period of Instantaneous, and the disease cannot be spread to other victims. This disease ignores immunity to disease (unless the target has Wis -), as it it only an infection in the most basic sense, and more mental degradation. The only way to remove this special disease is to make an opposed Dispel check (Use the Nightmare Sculptor's caster level in this case). While under the disease, the victim loses the ability to tell their dreams from reality slowly, and becomes more un-trusting and paranoid. At the end of their wretched lives, victims of this malady normally live alone, psychotic and delusional.

Booming Voice (Ex): At 15th level, the endless night terrors finally give you a benefit of sorts. Your voice, used to screaming at full capacity, now carries sound more clearly and loudly, allowing you to better get across why your opponent is going to die. You gain a +5 untyped bonus to Intimidate checks.

Nonsensical Mind (Ex): At 17th level, your mind has gone beyond being pleasant to read, and anyone who plumbs its depths only reads screaming - if they're lucky. The Nightmare Sculptor gains a continual Mind Blank on their person. Unlucky diviners still must make a Will Save or suffer the effects of your Live My Nightmare class ability - only, on a successful save all they get is the arcane equivalent of static.

Nightmares Made Real (Su): At 18th level, when the Nightmare Sculptor sleeps, the dreams literally pour out, and induce torment into their enemies. While the Nightmare Sculptor sleeps, the land around them is affected by a Shadow Landscape spell, centered on the Nightmare Sculptor. Allies are unaffected.

Even Beasts Slumber (Su): At 19th level, you can invade the dreams of even the most alien creatures. Your Sleepwalker Servants ability can now affect creatures of any type, provided they are asleep.

Your Logic Is Not Welcome Here (Ex): At 20th level, the Nightmare Sculptor becomes so steeped in terror and fear and madness that they become a creature of nightmares and fear and pathological madness. The Nightmare Sculptor takes no penalties for ageing and their maximum age becomes Infinite, and they gain a continual Greater Visage of the Deity (SpC p231) on their person, with the Nightmare Sculptor being treated as an Evil Cleric for the spell, regardless of their actual alignment.

Nightmare Sculptor Spell List;
Spoiler


Phobic Paths

Path of the Cerebrotic;
Spoiler


Path of Confinement;
Spoiler


Path of the Cystic;
Spoiler


Path of the Nightbane;
Spoiler


Path of Oblivion;
Spoiler


Path of the Vermin;
Spoiler


Feats

Acquired Psychosis
Prerequisite: Fear Me class ability, able to cast 3rd level spells.
Benefit: Choose one Phobic Path you have not already chosen as your Phobic Path at your 1st level of Nightmare Sculptor. Add the spells listed in that path to your Nightmare Spinner spell list. If the Phobic Path instead offers a bonus feat, you gain that feat as a bonus feat instead.
Special: You may take this feat multiple times. Each time, pick a path you have not already chosen as your Phobic Path at either your first level of Nightmare Sculptor or with a previous feat, and add the spells to your spell list/gain the feat listed as a bonus feat.

Last edited by TheGeckoKing : 10-13-2011 at 03:06 PM.
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Old 03-06-2011, 08:47 PM   Top  -  End  -  #4
unosarta
Ogre in the Playground
 
 
Join Date: May 2008
Location: 
Minneapolis
Gender: Male
Default Re: Base Class Challenge V - You're MIND!

Warrior Poet

Spoiler


”I sing of the ancient skies,
Fool hardy lies,
That filled the minds of my fathers,
Chasing away their bothers.

I sing of the roaring fires,
That tore through lyres,
Broke up homes,
And ate the tomes.

I sing of the sacrifice my mothers made,
to fight away the warring raid.
the wounds they received,
their sister’s corpses seen bleed.

I sing of the sacrifice of the strong,
For the idiot throng,
I will not make
That same mistake.”

--Lisaan Oroubourous, Warrior Poet of the Singing Thrush

Warrior Poets are those who practice both the art of song, of poetry, of the bard, and who also fight for what they believe in. The Warrior Poets do not act without thought, or with slow thinking. The essence of the Warrior Poet is sharp. Sharp like a single strand of grass, or like a vein of lightning. The Warrior Poet slices through the darkness, slices through the ignorance, the stupidity. The Warrior Poet slices with a blade made of truth, a song that sings through the darkness.

Adventures: Warrior Poets adventure not to find money, or power, or friendship. The Warrior Poet adventures to sharpen themselves, to find what their edge is, and to create the words that will slice through the darkness of their mind. The most experienced Warrior Poets adventure to slice the darkness, to cut through all that is ignorant.
Characteristics: The Warrior Poets are able to use the abilities of the Sublime Way, and other disciplines of martial prowess as well, in order to disable and destroy their enemies. They can also use song or poetry to inspire allies.
Alignment: Warrior Poets can be of any alignment, although some favor law more than chaos.
Religion: Warrior Poets can be of any religion, although many come from arts-focused religions, their patron gods being those of the arts and song.
Background: Warior Poets come from many backgrounds. They tend to be from more civilized cultures, but they can appear just as frequently in “barbaric” cultures as well, as war chanters, as dirgesingers, etc.
Races: Any race may be a Warrior Poet. Elves (grey elves especially) are well suited for the role, but really any race is able to become a Warrior Poet at the very least. Those who are naturally less intelligent (who have an Intelligence penalty) have a harder time, admittedly.
Other Classes: Warrior Poets tend to seem very aloof from others, and this can lead to some hard interaction between the Warrior Poet and fighters, rogues, barbarians, warblades, and other less “civilized” classes. Of course, this only applies to the Warrior Poets who specifically do their learning in a college. Some learn of their own accord, and are able to hand around just about anyone. Wizards and casters tend to be more esteemed by the Warrior Poet. Swordsages are often respected by Warrior Poets for their astounding knowledge of war. Crusaders and Paladins are considered more of nuisances, their ideals little more than things to be written about by the Warrior Poet.
Role: Warrior Poets can take on several different roles. They are able to function as melee “Tanks” so to speak, they can function as battlefield controllers, disabling enemies, they can function as able melee combatants, they can function as skill monkeys, with a fairly varied list of skills and they can also buff the party at the same time.


Abilities: Intelligence is the primary ability score for the Warrior Poet. Strength is also important, as is Constitution. Any other ability score is mostly just for kicks, although dexterity can be important.
Alignment: Any
Hit Die: d10
Starting Age: Simple.
Starting Fighter: As Fighter.

Class Skills: Appraise (Int), Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Forgery (Int), Jump (Str), Knowledge (All, taken individually) (Int), Listen (Wis), Martial Lore (Int), Perform (All; taken individually) (Cha), Spot (Wis), Swim (Str), and Tumble (Dex).
Skill Points at 1st Level: (6 + Intelligence Modifier)x4
Skill Points at Each Additional Level: 6 + Intelligence Modifier

The Warrior Poet
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialManeuvers KnownManeuvers ReadiedStances Known
1st
+0
+2
+2
+0
Tactical Verse (Least)
4
4
1
2nd
+1
+3
+3
+0
Battle Poetry (Perform)
5
4
1
3rd
+2
+3
+3
+1
 
6
4
1
4th
+3
+4
+4
+1
Tactical Verse (Lesser)
6
5
1
5th
+3
+4
+4
+1
 
7
2
1
6th
+4
+5
+5
+2
Tactics of the Warrior
7
5
2
7th
+5
+5
+5
+2
 
8
5
2
8th
+6/+1
+6
+6
+2
Battle Poetry (Saves)
8
6
2
9th
+6/+1
+6
+6
+3
Tactical Verse (Greater)
9
6
2
10th
+7/+2
+7
+7
+3
Quickened Poetry
9
6
2
11th
+8/+3
+7
+7
+3
 
10
6
3
12th
+9/+4
+8
+8
+4
Tactics of the Warrior
11
6
3
13th
+9/+4
+8
+8
+4
 
12
7
3
14th
+10/+5
+9
+9
+4
Battle Poetry (Attacks)
12
7
3
15th
+11/+6/+1
+9
+9
+5
 
13
7
3
16th
+12/+7/+2
+10
+10
+5
Tactical Verse (Artisan)
14
7
4
17th
+12/+7/+2
+10
+10
+5
 
15
7
4
18th
+13/+8/+3
+11
+11
+6
Tactics of the Warrior
15
7
4
19th
+14/+9/+4
+11
+11
+6
 
16
8
4
20th
+15/+10/+5
+12
+12
+6
Songstrike, Battle Poetry (Damage)
17
8
4

Weapon Proficiencies: Warrior Poets are proficient with all simple and martial weapons, and light armors, and shields. They are not proficient with Tower Shields.

Maneuvers: The Warrior Poet starts play with 4 maneuvers known. The Disciplines available to the Warrior Poet are the Diamond Mind, Iron Heart, Open Tome, Setting Sun, Shadow Hand, and Tiger Claw.

Once the Warrior Poet knows a maneuver, they must ready it before they may use it. A maneuver is considered Extraordinary unless noted otherwise in its description. The Warrior Poet’s maneuvers are not affected by spell resistance, and do not provoke attacks of opportunity.

The Warrior Poet may learn additional maneuvers as they level, as on the above table. He must make all prerequisites that the maneuvers have before being able to learn it. The highest level maneuvers the Warrior Poet can learn are dependent on the Initiator level of the Warrior Poet, as noted on the below table:
Spoiler


Upon reaching fourth level, and at every even numbered Warrior Poet level thereafter, the Warrior Poet may switch out a maneuver they know for another that they meet the prerequisites. He may choose a maneuver of any level that he meets the prerequisites for. He may only swap out one maneuver per level in this way.

Maneuvers Readied: The Warrior Poet may ready four of their four maneuvers at first level. and as he advances in level, he may ready more. The Warrior Poet may ready his maneuvers by thinking of lyrics and lines, and exercising for 5 minutes. The maneuvers that the Warrior Poet chooses remain so readied until the Warrior Poet readies his maneuvers again.

He begins an encounter with all of his maneuvers unexpended. When the Warrior Poet initiates a maneuver, he loses it for the duration of the encounter.

He recovers one maneuver every time he attempts a non-strike melee attack in the same round that he uses his Tactical Verse ability.

Stances Known: The Warrior Poet begins play with one stance known, from one of the Disciplines available to him. At 4th, 8th, 12th, and 16th level he gains an additional stance. Unlike maneuvers, stances are not expended. Activating a stance is a swift action.

Tactical Verse (Ex): The Warrior Poet may sing, read poetry, chant, or make a speech to his allies, to inspire them. He may do this for himself as well, or to his enemies. Once per encounter per point of Intelligence he possesses (minimum one), the Warrior Poet may sing or read. He knows all poems or songs that he has access to. He has access to Least songs at first level, and gains access to Lesser songs at fourth level, Greater songs at ninth level, and Artisan songs at sixteenth level. Reading or singing is a move action. Least and Lesser songs cost one use per encounter, and Greater and Artisan songs cost two uses. Any bonus or penalty from this ability may not be higher than one half of the Warrior Poet's Warrior Poet levels.

Spoiler


The Warrior Poet may never use this ability more than once per round.

Battle Poetry (Ex): Starting at second level, the Warrior Poet may add his Intelligence modifier to Perform checks, instead of his Charisma modifier, and use add his Intelligence modifier to Listen and Spot checks, instead of his Wisdom. At eighth level, the Warrior Poet may add his Intelligence modifier to Will saves. At fourteenth level, he may add his Intelligence modifier to attack rolls made against opponents currently affected by his Tactical Verse ability, in addition to whatever ability score he normally adds to his attack rolls. At twentieth level, he may add it to damage rolls as precision damage. These bonuses stack with those granted from the Tactical Verse ability.

Tactics of the Warrior: Starting at sixth level, the Warrior Poet may gain any tactical feat that they qualify for. They gain another at twelfth level, and another at eighteenth level.

Expedited Poetry: Starting at tenth level, the Warrior Poet may use his Tactical Verse ability as a free action, instead of a move action.

Songstrike: Starting at twentieth level, the Warrior Poet may sing a terrible battle hymn or read a line from a poem of death and destruction, focusing his mind and sharpening his blade with the power of his words. He may make a strike and spend all of the uses of his Tactical Verse ability per encounter he possesses, as a full round action. If he does so, he empowers the strike, maximizing any variabalic damage components to the strike. He deals an additional damage equal to his Intelligence modifier. In order to use this ability, the Warrior Poet must have at least 4 uses of his Tactical Verse ability remaining.
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Old 03-09-2011, 06:54 PM   Top  -  End  -  #5
Amechra
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Join Date: Dec 2010
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Where I live.
Default Re: Base Class Challenge V - You're MIND!

I'm out of this.

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Old 03-10-2011, 03:44 PM   Top  -  End  -  #6
MammonAzrael
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Default Re: Base Class Challenge V - You're MIND!

Ascetic



Quote needed badly!

Ascetics believe in the power of self above all else. The ability of their body and mind to meet any challenge they are confronted with, and pass through the trials. As they grow more practiced they gain greater control over their body through focused thought and meditation. They share a universal disdain for weapons, preferring, in the need arises, to battle with their thoughts. While they don’t abstain from material goods, they do prefer simple items, like ones that offer basic enhancements or protection, and generally avoiding overcomplication. The path to ones of body and mind is clean and simple, though by no means easy.

Adventures: Asetics can venture forth for a large number of reasons. They can be on a mission for a group of people that depend on them an order they belongs to, as most take their responsibilities seriously. An ascetic can be found wandering the world as they define their own path to oneness, the personal nature of their quest demanding a personal journey. Some ascetics even adventure merely to prove their might, to test their abilities against the world, and prove that their path is truly worthy of respect, without needing the crutches others cling to.

Characteristics: Ascetics are front-line combatants that excel at consistent, threatening damage, while being extremely resilient. Their harmonious combination of body and mind allows them to create some extremely impressive resistances and abilities, which they can, with effort, aid their allies with directly. An ascetic is always dangerous, as the only thing they really need is their mind.

Alignment: Ascetics can be found of all alignments, though they do heavily favor good or lawful ones, as both support their basic beliefs of strength in body and mind. Evil ascetics are uncommon, but those you find will often have a sense of honor and fair play, and will be extremely prideful of their powers, and are most often the ones out to test their might against the world. Chaotic ascetics the most rare, though the ones that can be found are focused on themselves, and their journey will take precedent over most everything they encounter.

Religion: Ascetics can follow gods, but most often they believe in a more spiritual connection to each individual, of each person attaining their own perfection. Interestingly, it is often wandering ascetics that most commonly revere a god, while those in an order or monastery rarely bother.

Background: Those that become ascetics generally approach it in one of two ways. The first is a quest to find a sense of self, looking for answers to questions from within, and discovering the impressive capabilities of their own person. Some others pursue a simple life, devoid of distractions and unnecessary additions or extraneous duties, and find the focused life of an ascetic perfect.

Races: Ascetics can be found among any race, as their belief in the combination of body and mind can transcend all boundaries. Dwarves can often be found among their ranks, and those that are typically become masterful blacksmiths, forging simple but effective things. Elves can find the meditation and introspection of the class perfect for their elegant sensibilities. Gnome ascetics are a rare breed, as the gnome that doesn’t love complex things is an extreme curiosity. Warforged have been trending towards this class in greater numbers, as their search for answers leads them inwards.

Other Classes: Ascetics get on extremely well with monks, comparing differences in philosophy and style. They respect the martial prowess of barbarians and fighters, though they prefer to keep the company of the former. Casters of all sorts they find interesting, but ultimately fail to deeply connect with as the search for power outside oneself is so counter to an ascetics basic viewpoint. Rogues and bards they can enjoy for their quick wits and entertaining stories, but are often too entwined with the complexities of urban life and progress to not cause friction.

Role: Ascetics are combatants meant to be in the front of a battle, testing their might and protecting their comrades. They are extremely durable, but remain a large enough threat to demand attention, and they can function on their own for a time, making them excel at targeting opponents that are defended. They can provide a small supporting role as their abilities grow, granting a limited number of buffs to their party.

Adaptation: Any setting that has monks should be able to fit ascetics in without issue, even as a replacement for monks. If the world is laking in psionics it can be looked at from a more mystic angle.

Game Rule Information
Ascetic's have the following game statistics.

Abilities: Wisdom is the most important ability for ascetics, as it governs most of their class features, and gives them insight into the world and themselves. Otherwise, ascetics focus on their body equally in strength, dexterity, and constitution, depending on what their unique path is.
Alignment: Any.
Hit Die: d12
Starting Age: As monk.
Starting Gold: 5d4 gp

Class Skills
Autohypnosis (Wis), Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (arcana) (Int), Knowledge (psionics) (Int), Knowledge (religion) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex)
Skill Points at First Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier

Table: The Ascetic
Level
Base Attack
Bonus
FortRefWillSpecial
WoT
Damage
PP/Day
1st
+1
+2
+2
+2
AC bonus, focused mind +1, weapon of thought1d60
2nd
+2
+3
+3
+3
Fleet of Mind, shaped thought1d61
3rd
+3
+3
+3
+3
+1 weapon of thought, evasion1d62
4th
+4
+4
+4
+4
Body of the pure1d83
5th
+5
+4
+4
+4
Focused mind +2, refined thought +1, resilient body1d84
6th
+6/+1
+5
+5
+5
Expanded knowledge, practiced draw1d84
7th
+7/+2
+5
+5
+5
+2 weapon of thought, natural athleticism1d107
8th
+8/+3
+6
+6
+6
Instinctive observations1d1010
9th
+9/+4
+6
+6
+6
refined thought +2, revitalized body1d1013
10th
+10/+5
+7
+7
+7
Focused mind +32d616
11th
+11/+6/+1
+7
+7
+7
+3 weapon of thought, expanded knowledge2d616
12th
+12/+7/+2
+8
+8
+8
Improved evasion2d621
13th
+13/+8/+3
+8
+8
+8
Ideal body, refined thought +3,2d826
14th
+14/+9/+4
+9
+9
+9
Mind of the pure2d831
15th
+15/+10/+5
+9
+9
+9
+4 weapon of thought, focused mind +42d836
16th
+16/+11/+6/+1
+10
+10
+10
Expanded knowledge2d1036
17th
+17/+12/+7/+2
+10
+10
+10
Refined thought +4, sheltered body2d1043
18th
+18/+13/+8/+3
+11
+11
+11
Wisdom of the ages2d1050
19th
+19/+14/+9/+4
+11
+11
+11
+5 weapon of thought, shattered thoughts2d1257
20th
+20/+15/+10/+5
+12
+12
+12
Focused mind +5, oneness2d1264

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

Weapon and Armor Proficiencies
Ascetics are proficient with all simple weapons, with their own mind blades, and with light armor.

Power Point/Day
An ascetic has a reserve of power points, from which they can augment themselves or manifest a limited number of powers. Their base daily allotment of power points is given on the above table. In addition, they receives bonus power points per day if they have a high Wisdom score (see Table: Ability Modifiers and Bonus Power Points). Their race may also provide bonus power points per day, as may certain feats and items. A 1st-level ascetic gains no power points for their class level, but they gains bonus power points (if they are entitled to any). An ascetic’s manifester level is equal to half their class level (min 1). An ascetic can spend only a total number of points on any class ability that uses power points equal to their manifester level.

Powers Known
An ascetic does not naturally learn any powers, though they may learn them from other sources, such as Expanded Knowledge. At 6th level they may learn 1st level powers with Expanded Knowledge, at 11th level they may learn 2nd level powers, and at 16th level they may learn 3rd level powers. The Difficulty Class for saving throws against an ascetic’s powers is 10 + the power’s level + the ascetic’s Wisdom modifier.

AC Bonus (Ex)
An ascetic can add their Wisdom modifier as a bonus to their AC, so long as they are unarmored or wearing light armor, are unencumbered, and are not using a shield. This bonus to AC applies even against touch attacks or when the ascetic is flat-footed. They lose this bonus when they are immobilized or helpless. Furthermore, if the ascetic is wearing light armor, they may only apply their Wisdom modifier up to the maximum Dexterity bonus of the armor.
Focused Mind (Su)
An ascetic benefits from a calm and focused mind. As long as they are psionically focused, an ascetic gains a +1 insight bonus to attack rolls or to saves, chosen when they become psionically focused. This bonus increases to +2 at 5th level, +3 at 10th level, +4 at 15th level, and +5 at 20th level.
Weapon of Thought (Su)
As a move action, an ascetic can create a semisolid weapon composed of psychic energy distilled from their own mind. The weapon is a light melee weapon and can have the rough appearance of any light melee weapon, from a short sword to spiked gauntlets, but always deals base damage given on the table above. An ascetic can choose if their weapon deals bludgeoning, piercing, or slashing damage when they form it, as appropriate for the form it takes. The wielder of a weapon of thought gains the usual benefits to their attack roll and damage roll from a high Strength bonus.

The weapon can be broken (it has hardness 10 and 10 hit points); however, an ascetic can simply create another on their next move action. The moment they relinquishes their grip on their weapon, it dissipates (unless they intend to throw it; see below). A weapon of thought is considered a magic weapon for the purpose of overcoming damage reduction.

An ascetic can use feats such as Power Attack or Combat Expertise in conjunction with the weapon of thought just as if it were a normal weapon. They can also choose weapon of thought for feats requiring a specific weapon choice, such as Weapon Focus. Powers or spells that upgrade weapons can be used on a weapon of thought.

An ascetic’s weapon of thought improves as the character gains more class levels. At 3rd level and every four levels thereafter, the weapon of thought gains a cumulative +1 enhancement bonus on attack rolls and damage rolls (+2 at 7th level, +3 at 11th level, +4 at 15th level, and +5 at 19th level).

Even in places where psionic effects do not normally function (such as within a null psionics field), an ascetic can attempt to sustain their weapon of thought by making a DC 20 Will save. On a successful save, the ascetic maintains their weapon of thought for a number of rounds equal to their class level before they need to make another check. On failed save, the weapon of thought vanishes. As a move action on their turn, the ascetic can attempt a new Will save to rematerialize their weapon of thought while they remain within the psionics negating effect.
Fleet of Mind (Su)
At 2nd level, an ascetic can augment their speed, focusing their mind on the movement of their legs and placement of their feet. As a swift action, they may spend power points to gain an enhancement bonus to their land speed equal to 10 ft. per power point spent, for a number of minutes equal to their Wisdom modifier. They may add 4 power points to the cost of this ability to increase the duration to 24 hours.
Shaped Thought (Su)
At 2nd level, an ascetic can mold their weapon of thought into unique or specific shapes, granting it additional properties. When they form their weapon of thought they may spend power points to augment it as seen on the table below.

Table: Shaped Thought Augments
Augment
PP Cost
19-20 critical threat range
1
18-20 critical threat range
2
x3 critical damage
1
x4 critical damage
2
It grants a +6 bonus to Disarm attempts
1
It grants a +2 bonus to Sunder attempts
1
It grants a +2 bonus to Trip attempts
1
It gains reach
2
It is treated as if it is made of adamantine
3
It is treated as if it is made of alchemical silver
2
It is treated as if it is made of cold iron
2
It becomes a thrown weapon with a range increment of 30 ft. The weapon of thought does not dissipate until after the attack is resolved.
2
It splits into two identical light melee weapons, one wielded in each hand.
3
You can make trip attacks with the weapon of thought. If you are tripped during your own trip attempt, you can drop the weapon of thought to avoid being tripped.
3
You can use the weapon of thought as a two-handed weapon.
3
Evasion (Ex)
At 3rd level or higher if an ascetic makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, they instead takes no damage. Evasion can be used only if an ascetic is wearing light armor or no armor. A helpless ascetic does not gain the benefit of evasion.
Body of the Pure (Ex)
At 4th level, an ascetic’s body is an immaculate temple, free of stain or corruption. As an immediate action, they may cleanse their body by expending their psionic focus to end the effects of any one disease or poison, or nauseated, sickened, or stunned condition they has been inflicted with. They may use this ability as they are exposed to the condition, disease, or poison to automatically negate it.

Alternatively, they may expend their psionic focus as a standard action to grant a touched creature a save against one of the mentioned conditions, a disease, or a poison they are afflicted with with a morale bonus equal to half the ascetic’s Wisdom modifier.
Refined Thought (Su)
At 5th level, an ascetic is able to focus their their thoughts in more concentrated and varied ways, creating unique effects with their weapons of thought. When an ascetic creates a weapon of thought, they may add any weapon special ability to it that has an enhancement bonus of +1 and for which their weapon of thought meets the requirements.

At every four levels beyond 5th (9th, 13th, and 17th), the value of the enhancement an ascetic can add to their weapon improves to +2, +3, and +4, respectively. An ascetic can choose any combination of weapon special abilities that does not exceed the total allowed by the ascetic’s level.

When forming their weapon of thought, an ascetic may augment it by paying 3 power points to increase the total weapon special ability bonus from +1 to +2, paying 5 power points to increase it from +2 to +3, paying 7 power points to increase it from +3 to +4, or paying 9 power points to increase it from +4 to +5.
Resilient Body (Su)
At 5th level, an ascetic can toughen their skin and muscles, becoming extremely resistant to damage. As a swift action they may augment their body by spending a number of power points and gaining damage reduction/-- equal to twice the power points spent for a number of minutes equal to their Wisdom modifier.

They may add 2 power points to the cost of this ability to grant a number of touched creatures up to the ascetic’s Wisdom modifier damage reduction/-- equal to twice the power points spent (not including the 2 spent to activate this), for a number of rounds equal to the ascetic’s Wisdom modifier instead.
Expanded Knowledge
At 6th level, and again at 11th level and 16th level, an ascetic unlocks a hidden ability of the mind. They gain Expanded Knowledge as a bonus feat.
Practiced Draw (Su)
At 6th level, an ascetic becomes able to materialize their weapon of thought as a free action instead of a move action. They can make only one attempt to materialize the weapon of thought per round, however.
Natural Athleticism (Ex)
At 7th level, as ascetic becomes perfectly in tune with their body, allowing them to perform tasks and stunts with ease. They gains an insight bonus equal to their Wisdom modifier to all Strength, Dexterity, and Constitution based checks and skills.
Instinctive Observations (Ex)
At 8th level, an ascetic is extremely in tune with their senses and their surroundings. They gains blindsense out to 30 ft.
Revitalized Body (Su)
At 9th level, an ascetic’s body can quickly recover from brutal woulds and terrible harm. As a swift action they may augment their body, gaining fast healing equal to the number of power points spent for a number of minutes equal to their Wisdom modifier.

They may add 2 power points to the cost of this ability to grant a number of touched creatures up to the ascetic’s Wisdom modifier fast healing equal to the power points spent (not including the 2 spent to activate this), for a number of rounds equal to the ascetic’s Wisdom modifier instead.
Improved Evasion (Ex)
At 12th level, an ascetic’s evasion ability improves. They still takes no damage on a successful Reflex saving throw against attacks, but henceforth they takes only half damage on a failed save. A helpless ascetic does not gain the benefit of improved evasion.
Ideal Body (Su)
At 13th level, an ascetic can imbue their body with incredible strength, agility, and endurance for short bursts. As a swift action they may augment their body, gaining an enhancement bonus to either their strength, dexterity, or constitution score equal to the power points spent for a number of minutes equal to their Wisdom modifier.

They may add 2 power points to the cost of this ability to grant a number of touched creatures up to the ascetic’s Wisdom modifier an enhancement bonus to either their strength, dexterity, or constitution score equal to the power points spent (not including the 2 spent to activate this), for a number of rounds equal to the ascetic’s Wisdom modifier instead.
Mind of the Pure (Ex)
At 14th level, an ascetic’s mind is as inviolate as their body. As an immediate action, they may purge their mind of any foreign influence by expending their psionic focus to end the effects of any one mind-affecting effect they are under. They may use this ability as they are exposed to the mind-affecting effect to automatically negate it.

Alternatively, they may expend their psionic focus as a standard action to grant a touched creature a save against a mind-affecting effect they are under with a morale bonus equal to half the ascetic’s Wisdom modifier.
Sheltered Body (Su)
At 17th level, an ascetic comes to understand fundamental workings of the world of the mind, and can defend against otherworldly assaults. As a swift action they may augment their body by spending a number of power points and gaining spell resistance equal to 5 + their class level + the number of power points spent for a number of minutes equal to their Wisdom modifier (at least 1 power point must be spent).

They may add 2 power points to the cost of this ability to grant a number of touched creatures up to the ascetic’s Wisdom modifier spell resistance equal to 5 + the ascetic’s class level + the number of power points spent (not including the 2 spent to activate this), for a number of rounds equal to the ascetic’s Wisdom modifier instead.
Wisdom of the Ages (Ex)
At 18th level, an ascetic gained an eternal wisdom and understanding of the most basic nature of things. They gains telepathy out to 100 ft. In addition, an ascetic no longer takes penalties to their ability scores for aging and will no longer die of old age. Any such penalties that they have already taken, however, remain in place, and bonuses still accrue.
Shattered Thoughts (Su)
At 19th level, an ascetic can splinter their weapon of thought and assault the minds of all enemies near to them. As a full-round action, they may splinter their weapon of thought into thousands of shards and scatter them through the wind towards their enemies by expending their psionic focus. Every enemy within range of the ascetic’s telepathy takes damage as if they were hit by the ascetic’s weapon of thought, including any weapon effects that may apply. If the damaged creatures pass a Reflex save (DC equal to class level + Wis modifier) they only take half damage. Each creature hit is dazed for 1 round unless they succeed on a Fortitude save and is confused for 2 rounds unless they succeed on a Will save.
Oneness
At 20th level, an ascetic has attained a perfect melding of body and mind, ascending to a higher level of consciousness. Their type changes to outsider, but unlike other outsiders, the ascetic can still be brought back from the dead as if they were still a member of their previous creature type. The ascetic gains resistance 20 to all types of energy damage and is permanently under the effects of psionic mind blank and psionic true seeing.
Alternate Class Features

Spoiler


Racial Substitution Levels

Spoiler


Class-based Feats

Spoiler
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Last edited by MammonAzrael : 03-21-2011 at 09:05 PM.
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Old 03-18-2011, 11:35 PM   Top  -  End  -  #7
Derjuin
Ogre in the Playground
 
 
Join Date: Jul 2009
Location: 
Land of Maps and Treasure
Gender: Female
Default Re: Base Class Challenge V - You're MIND!

OCCULTIST



While it's impossible to predict with accuracy what the cosmos will throw at you next, an understanding of the way its chaotic energies might aid your cognitive functions in comprehending the outcome. Or it might shatter your mind. Sometimes it's best not to know.
N'pf'hrathnal
Master Occultist

Occultists are mystics that fully envelop themselves in the chaotic nature of the cosmos and use force of will and knowledge to temporarily warp that nature to their advantage. It takes a special mind for occult affairs; some minds are shattered beyond repair when opened to knowledge that an Occultist might possess. Others accept such knowledge hungrily and beg for more.

Adventures: Occultists might seek adventure in order to increase their knowledge of the cosmos and control of its constantly changing energies. Others might adventure for less than honorable reasons: to test their control of the cosmos by pitting it against creatures and other beings in mad bouts of violence.

Characteristics: Occultists use spell-like abilities, called Enigmas, drawn from representations of the four universal manifestations available to them: the Deck of Mystic Ways, the Deck of the Inspiring Mind, the Deck of the Catastrophe, and the Deck of Violent Blades. Each Deck is specific to a form of magic; whether it be strengthening the self, strengthening allies, manipulating foes or causing explosions.

Alignment: Most Occultists tend to be some flavor of Chaos, as their perception of the chaotic energies of the untamed cosmos lead them to live similarly chaotic lives. Neutral Occultists are not as common as the free-spirited chaotic Occultist, but Lawful Occultists are almost unheard of. The very basis on which an Occultist places their knowledge is one of chaos, ever-shifting and ever-changing.

Religion: Occultists rarely follow deities or religions of any kind; theirs is more of a belief in a different order of the cosmos. Some may occasionally worship aberrations and beasts of the Farplane, but these are individual devotions – nothing so widespread as to be called an occultist religion.

Background: Occultists are usually outcasts from religious or social circles, those that have lost faith in either their own race or their gods. Sometimes, prospective Occultists are lured by the mystique of the unknown that Occultists delve in to.

Races: Humans, half-elves and half-orcs are the most common Occultists, as they are the most common among the godless and the shunned. Those races consisting of tight-knit communities with patron gods ascended directly from their kin are the least likely to delve into occult affairs, as they have the most reason to rely on their social and religious ties to find order in the cosmos.

Other Classes: Generally Occultists have an easy time adventuring and dealing with classes that live by their own spirit, rather than shuffle about shackled by arbitrary laws defined by social constructions. As such, they function just fine with most rogues, rangers and sorcerers, and though they share some of the thirst for knowledge with wizards, ultimately the lawful approach wizards take dismays the Occultist. Divine classes are practically at diametric odds with the Occultist – classes defined by their connection to a deity, whereas the Occultist is defined by a connection to a power believed to be greater than any god.

Role: Occultists primarily inflict damage, as is the focus of two of the Decks (Catastrophe and Violent Blades). However, the Mystic Ways and Inspiring Mind Decks provide utility to the Occultist as well, allowing support and control. They cannot support their allies in the form of healing or summoning, however.

Adaptation: Any campaign, world or cosmos that has a source of chaotic energies (the Farplane, a Plane of Elemental Chaos, or other such things) can facilitate Occultists, even if their Tarot-inspired decks do not fit with the world; such decks could be changed to Paths, Destinies, or other such categories that better fit.

An Occultist's Enigmas may be allowed to qualify her for Prestige Classes that require a minimum spellcasting level, and may treat her Occultist class as a spellcasting class for Prestige Classes that allow advancement of an existing spellcasting class.

GAME RULE INFORMATION
Occultists have the following game statistics:
Abilities: Intelligence boosts an Occultist's Occult skill, which helps her will to life the abilities in each manifestation of the cosmos' energy. Constitution helps an Occultist survive with its low hit dice as well as deal with backlash from some of its enigmas, and Dexterity aids in survival as well.
Alignment: Any Nonlawful
Hit Die: d4
Starting Age: As Cleric.
Starting Gold: As Sorcerer.

Class Skills
The Occultist's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (All skills, taken individually) (Int), Occult (Int).

Skill Points at First Level: (2 + Int modifier) x 4
Skill Points at Each Additional Level: 2 + Int modifier

OCCULTIST
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial
1st
+0
+0
+0
+2
Suit of Minor Arcana
2nd
+1
+0
+0
+3
 
3rd
+1
+1
+1
+3
 
4th
+2
+1
+1
+4
Favored Deck
5th
+2
+1
+1
+4
Deepen Enigma
6th
+3
+2
+2
+5
 
7th
+3
+2
+2
+5
Suit of Major Arcana, Mastery of Minor Arcana
8th
+4
+2
+2
+6
Warp the Mind
9th
+4
+3
+3
+6
 
10th
+5
+3
+3
+7
Favored Deck, Darken Enigma
11th
+5
+3
+3
+7
 
12th
+6/+1
+4
+4
+8
 
13th
+6/+1
+4
+4
+8
Suit of Prime Arcana, Mastery of Major Arcana
14th
+7/+2
+4
+4
+9
 
15th
+7/+2
+5
+5
+9
Quicken Enigma
16th
+8/+3
+5
+5
+10
Favored Deck, Break the Mind
17th
+8/+3
+5
+5
+10
 
18th
+9/+4
+6
+6
+11
Enigmatic Immolation
19th
+9/+4
+6
+6
+11
 
20th
+10/+5
+6
+6
+12
Euphoria

Enigmas Known
Occultist Level1st2nd3rd4th5th6th7th8th9th
1st2--------
2nd3--------
3rd31-------
4th32-------
5th331------
6th432------
7th4331-----
8th4332-----
9th44331----
10th44332----
11th544331---
12th544332---
13th5444331--
14th5544332--
15th55444331-
16th65544332-
17th655444331
18th655544332
19th655544433
20th665554433

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

Weapon and Armor Proficiencies: Occultists are proficient with light armor and simple weapons. Light armor does not interfere with casting Enigmas, but medium and heavier armor makes it impossible.

Enigmas: Occultists make use of their four Decks, filled with spell-like abilities called Enigmas, to change reality and invoke magical effects. They do not cast actual spells. Each of the four Decks is split into three suits: the Suit of Minor Arcana, the Suit of Major Arcana, and the Suit of Prime Arcana. Each card has six Enigmas that may be learned by the Occultist.

At first level, the Occultist knows 2 1st level Enigmas from the Suit of Minor Arcana. At each level up, the Occultist learns new Enigmas from the appropriate suit according to the table above; the Suit of Minor Arcana encompasses Enigma levels 1-3, the Suit of Major Arcana encompasses Enigma levels 4-6, and the Suit of Prime Arcana encompasses Enigma levels 7-9.

See "Casting Enigmas", later in this chapter, for more information.

Cosmic Backlash: Failing an Occult check simply means your Enigma does not become reality, and fizzles away. However, failure by 5 or more, or a Natural 1, initiates a backlash of cosmic energies, causing the Occultist to become stunned for 1 round. At the end of that round, the Occultist must make a Concentration check as a free action with a DC equal to 15 + the level of the Enigma they failed to cast, or be limited to a move action in the next round.

Suit of Minor Arcana (Su): The Suit of Minor Arcana is the first suit a novice Occultist delves in to, and the first she can manage to control via her Occult knowledge. The Suit of Minor Arcana is comprised of four cards: The Illusion Card of the Deck of Mystic Ways, the Heroism Card of the Deck of the Inspiring Mind, the Maelstrom Card of the Deck of the Catastrophe, and the Vengeance Card of the Deck of Violent Blades.

Spoiler


Favored Deck (Ex): At 4th level, the Occultist begins to favor one series of Enigmas over another. This manifests as the cosmos unveiling part of its mystery to the Occultist for that one series. All Occult checks made to cast a Suit of Minor Arcana Enigma for that Deck gain a +1 bonus. At 10th and 16th levels, the Occultist gains another Favored Deck; she may apply the bonus to the same Favored Deck as before, causing the bonus to apply to all Suit of Major Arcana Enigmas as well. If she chooses to apply all three to the same Deck, the bonus to Occult checks applies for all Enigmas of that Deck.

Deepen Enigma (Ex): Beginning at 5th level, the Occultist can deepen the impact one of her Enigmas has on her victims and allies. She may increase the DC of her Occult check by 5. If she makes a successful check with the increased DC, all random, numeric effects of the Enigma cast are increased by one-half. If the Occultist suffers cosmic backlash as a result of failing the check by 5 or more (or with a Natural 1), however, she is knocked prone by the force (no save) and can only make a move action in the next round. She cannot make a Concentration check to avoid the move action limit; if she is normally immune to cosmic backlash for the level of Enigma failed, she is instead stunned for 1 round, with no ill effects afterwards.

Suit of Major Arcana (Su): At 7th level, the Occultist gains access to a new group of Enigmas: the Suit of Major Arcana. The Suit of Major Arcana encompasses Enigmas of levels 4-6, and is comprised of four cards: the Madness Card of the Deck of Mystic Ways, the Greatness Card of the Deck of the Inspiring Mind, the Twisting Nether Card of the Deck of the Catastrophe, and the Wrath Card of the Deck of Violent Blades.

Spoiler


Mastery of Minor Arcana (Ex): At 7th level, the Occultist's mastery over the basics of her craft grant her resistance to the painful energies of failure. Failing to cast a Suit of Minor Arcana Enigma (by failing the check by 5 or more, or by rolling a Natural 1) does not cause cosmic backlash for the Occultist, unless it is modified by Deepen Enigma, Darken Enigma, or Quicken Enigma.

Warp the Mind (Su): At 8th level, the Occultist can manipulate the minds of her foes by exercising her control over the forces that hold reality together, implanting a fragment of insanity in their minds. Choose a single creature within 60 feet and a fragment of insanity from the table below. That creature must make a Will save or be affected by the chosen fragment. For every 4 ranks the Occultist has invested in her Occult skill, she may use Warp the Mind once per day (so an Occultist with 12 ranks in Occult would be able to use Warp the Mind 3 times per day). The save DC for Warp the Mind is equal to 10 + 1/2 the Occultist's character level + the Occultist's Intelligence modifier. This ability has no effect on creatures with Mind Blank active or an Intelligence score of - or 0. Warp the Mind does not alter the victim's mood and behavior to the point where it becomes apparent that something has happened to them.

FragmentEffect
HypochondriaVictim willingly fails its next Fortitude save
MartyrVictim willingly fails its next Reflex save
DementiaVictim willingly fails its next Will save

Warp the Mind lasts for a number of rounds equal to the Occultist's Intelligence modifier, or until the victim willingly fails the corresponding save. While the victim is afflicted by Warp the Mind, all Occult checks made to affect the victim with an Enigma gain a +5 bonus. A victim of Hypochondria or Dementia will never willingly fail its save against a Death effect.

Darken Enigma (Ex): Beginning at 10th level, the Occultist can weave a shred of darkness and uncertainty into an Enigma, causing it to be more chaotic in its delivery. She may increase the DC of her Occult check by 10. If she makes a successful check with the increased DC, she may change the required save of the Enigma (from Fortitude to Will, for example), the damage type caused (fire, acid, cold, electricity and sonic only), or the origin of the Enigma. Changing the origin of the Enigma does not allow the Occultist to ignore required Line of Effect.

If the Occultist suffers cosmic backlash as a result of failing the check by 5 or more (or with a Natural 1), however, she is blinded for 1 round (no save) and can only make a move action in the next round. She cannot make a Concentration check to avoid the move action limit; if she is normally immune to cosmic backlash for the level of Enigma failed, she is instead stunned for 1 round, with no ill effects afterwards.

Suit of Prime Arcana (Su): At 13th level, the Occultist gains access to the final group of Enigmas: the Suit of Prime Arcana. The Suit of Prime Arcana encompasses Enigmas of levels 7-9, and is comprised of four cards: the Blue Dragon Card of the Deck of Mystic Ways, the Crusade Card of the Deck of the Inspiring Mind, the Death Card of the Deck of the Catastrophe, and the Berserker Card of the Deck of Violent Blades.

Spoiler


Mastery of Major Arcana (Ex): At 13th level, the Occultist's continued mastery over her craft and the workings of the cosmos grant her increased resistance to the painful energies of failure. Failing to cast a Suit of Minor Arcana Enigma (by failing the check by 5 or more, or by rolling a Natural 1) does not cause cosmic backlash for the Occultist, even if it is modified by Deepen Enigma, Darken Enigma, or Quicken Enigma. In addition, she no longer suffers normal cosmic backlash for failing to cast a Suit of Major Arcana Enigma, unless it is modified by Deepen Enigma, Darken Enigma, or Quicken Enigma.

Quicken Enigma (Ex): Beginning at 15th level, the Occultist can weave and interpret the mind-breaking affairs of the cosmos at a much greater speed, should she dare try. She may increase the DC of her Occult check by 15. If she makes a successful check with the increased DC, she may cast the affected Enigma as a Swift action. Enigmas with cast times longer than Standard cannot be Quickened.

If the Occultist suffers cosmic backlash as a result of failing the check by 5 or more (or with a Natural 1), however, she is immobilized in time for 1 round (no save) and can only make a move action in the next round. She cannot make a Concentration check to avoid the move action limit; if she is normally immune to cosmic backlash for the level of Enigma failed, she is instead stunned for 1 round, with no ill effects afterwards.

While immobilized, the Occultist cannot take any actions, and any prepared actions fail to activate (such as contingencies or reactive spells or enigmas) but time continues to flow around her. She is considered flat-footed and helpless for that round.

Break the Mind (Su): Beginning at 16th level, the Occultist knows how to pull the right strings to induce specific madness in a victim of her enigmatic magic. Choose a single creature within 60 feet and a shadow of madness from the table below. That creature must make a Will save or be affected by the chosen affliction. For every 10 ranks the Occultist has invested in her Occult skill, she may use Break the Mind once per day (so an Occultist with 20 ranks in Occult would be able to use Break the Mind 2 times per day). The save DC for Break the Mind is equal to 10 + 1/2 the Occultist's character level + the Occultist's Intelligence modifier. This ability has no effect on creatures with an Intelligence score of - or 0. Break the Mind alters the victim's mood and behavior to the point where it becomes apparent that something has happened to them; its effects cannot be hidden by mundane means.

ShadowEffect
InferiorityVictim cowers, flees or follows basic commands as if Suggested
MegalomaniaVictim acts only to benefit self, refuses to give or receive aid
PsychosisVictim frenzies and attacks its allies and foes alike

Expanded: Shadows of Madness
Spoiler


For the duration of Break the Mind, the victim cannot be interacted with socially in any meaningful way; all Charisma-related checks simply fail. Break the Mind lasts for a number of rounds equal to the Occultist's Intelligence modifier. While the victim is afflicted by Break the Mind, all Occult checks made to affect the victim with an Enigma gain a +5 bonus. This bonus doesn't stack with the bonus granted by Warp the Mind.

Enigmatic Immolation (Su): At level 18, the Occultist's thrist for knowledge - and, of course, power - drives her to even sacrifice a part of her being to increase her craft, temporarily. The Occultist can merge her body with the fabric of the cosmos as a standard action, and absorb some of its grand power by letting go some of her own health. While merged, the Occultist appears slightly transparent and alight in shadowy purple and blue flames; she may, as a free action, draw some of the power of the cosmos into her being to boost her Occult skill. Each time she draws power, she takes 5 damage and gains a +2 bonus to her Occult skill. The bonus to Occult lasts for 3 rounds.

This Immolation process can only be done once per day, and lasts a number of minutes equal to the Occultist's Intelligence modifier.

Euphoria (Ex): At 20th level, the Occultist's mind has been conditioned to such unimaginable thoughts, rituals and mysteries that it attains a state in which it can no longer be affected negatively by outside forces. The Occultist is permanently protected against any and all Mind-affecting abilities. In addition, if she is subjected to scrying, the creature doing the scrying is immediately affected as if by a Scintillating Pattern spell. This effect occurs even if the Occultist is frozen in time due to failing to meet a Quicken Enigma DC. The Scintillating Pattern effect has no maximum HD, but it only affects one creature.

THE DECKS, CARDS AND ENIGMAS


The four Decks and their respective Cards are not actual physical objects an Occultist carries with them. Instead, they are representations of the various divisions in the realm of Enigmas, shown in what few texts and illustrations exist to teach the mystic knowledge of the cosmos.

There are four Decks that each correspond to a method to shape cosmic energies:

Deck NameMethod
Mystic WaysFalsifying and establishing control of reality
Inspiring MindTransforming others and creating reality
CatastropheDamaging, bending and breaking reality
Violent BladesTransforming the self

Each Deck contains 18 Enigmas, represented by three Cards. An Occultist may learn Enigmas from any Deck, and from any Card, provided they are able to access Enigmas of the level specified by the Card.

Casting Enigmas

In order to cast an Enigma, the Occultist must make an Occult skill check with a DC equal to 13 + (the Enigma Level + the CR or HD (whichever is lower, minimum 1) of the target of the Enigma). The save DC for an Enigma cast by an Occultist is equal to 10 + the Enigma's level + the casting Occultist's Intelligence modifier. If the Occultist succeeds on the check, the Enigma takes its effects. Spell Resistance forces a caster level check as normal; the Occultist's Caster Level is equal to her Occultist level plus any effects that increase her Caster Level for the Enigma in question. An Occultist may voluntarily increase the DC of their Occult skill check by 5 to automatically overcome Spell Resistance.

When using Enigmas that affect more than one creature, use the highest HD among all affected targets rather than a CR to determine the Occult DC check to succeed. When using Enigmas that do not directly affect any creatures, use your own HD to determine the DC.

Enigmas can be countered as if they were spells, but an Occultist prepared to counter Enigmas must make an Occult check with a DC equal to that of the cast Enigma. If she succeeds, and has learned the same Enigma, she may counter it. Countering an Enigma, just like countering a spell, requires the Occultist to ready an action to counter. Effects generated by Enigmas can be dispelled like any other magical effect.

Applying a Metacosmic Effect (Deepen Enigma, Darken Enigma, and Quicken Enigma) to an Enigma does not take an action; it simply modifies the DC of the Occult skill check. If the Occultist cannot make the new check, the Enigma fails.

Cosmic Backlash: Failing an Occult check simply means your Enigma does not become reality, and fizzles away. However, failure by 5 or more, or a Natural 1, initiates a backlash of cosmic energies, causing the Occultist to become stunned for 1 round. At the end of that round, the Occultist must make a Concentration check as a free action with a DC equal to 15 + the level of the Enigma they failed to cast, or be limited to a move action in the next round.

Rule of Repetition Resistance: Enigmas are not limited use per day abilities, but the cosmos does resist being pried at in the same way over and over; this is known as the Rule of Repetition Resistance. Each time an Occultist successfully casts an Enigma, the cosmos grants the Occultist a sliver of power. If the Occultist attempts to cast the same Enigma again within 1 minute of casting the first, the DC increases by 2 to account for the cosmos's resistance. This DC increase stacks, but vanishes after 1 minute of the last repeated casting.

In addition, more than one specific instance of an Enigma cannot exist at once. If a second effect generated by an Enigma is cast by the same Occultist, the first effect vanishes. For example, an Occultist has cast Mystic Veil on an enchanted sword wielded by a fellow adventurer. If she were to cast another Mystic Veil on herself, the instance of Mystic Veil on her ally would vanish. An Occultist can avoid this part of the Rule of Repetition Resistance by voluntarily increasing the DC of her Occult check by 3 per previous instance of the spell before rolling.

The Occult Skill

Occult (Int; Trained only)

The Occult skill represents hidden, forbidden, trivial and relatively "unknown" information about the cosmos. The Occult skill does not receive a synergy bonus from any other skill, but provides a +2 synergy bonus to Knowledge (Arcana), Knowledge (the Planes), Spellcraft and Psicraft checks if 5 ranks have been invested in it. It is not normally a class skill for any class besides the Occultist, but the feat Occult Training (see below) allows classes other than Occultists to count it as a class skill.

Occult deals with the inner workings of the cosmos and is related to magic and the mind, which will allow those with Occult to notice and piece together information gathered normally with Spellcraft and Psicraft; however, this process takes a while. Occult can be used in place of Spellcraft and Psicraft to identify powers and spells already in place; it cannot, however, be used to identify a power or spell as it is being manifested or cast. Using Occult to replace Spellcraft or Psicraft increases the duration of the activity to 1 minute if it is shorter than 1 minute, and doubles the duration if it is longer.

New Feat

Spoiler


The Deck of Mystic Ways
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The Deck of the Inspiring Mind
Spoiler


The Deck of the Catastrophe
Spoiler


The Deck of Violent Blades
Spoiler


Enigmas Expanded

1st Level Enigmas
Spoiler


2nd Level Enigmas
Spoiler
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Old 03-19-2011, 08:16 PM   Top  -  End  -  #8
Derjuin
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Default Re: Base Class Challenge V - You're MIND!

3rd Level Enigmas
Spoiler


4th Level Enigmas
Spoiler


5th Level Enigmas
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6th Level Enigmas
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7th Level Enigmas
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8th Level Enigmas
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9th Level Enigmas
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Old 03-19-2011, 09:03 PM   Top  -  End  -  #9
Amechra
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Default Re: Base Class Challenge V - You're MIND!

I'm not here.

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Old 03-21-2011, 02:52 PM   Top  -  End  -  #10
dragonjek
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Default Re: Base Class Challenge V - You're MIND!

The Mindwarped
(picture by SteeveArgyle of DeviantArt)

Spoiler


"I want you to look… to see what I see, this hideous beautiful thing that doesn't stop screaming… or--or was it singing? I… I don't remember." – Erich Zann, Mindwarped

The Far Realm is an existence apart from reality; infinite and unknowable even to immortals, it stands apart from the accepted planes of existence, and with good reason. To say it is chaotic in nature would be inaccurate, for it is beyond—or perhaps beneath—any standard of ethics or morality that beings of the planes are capable of comprehending. Neither logic nor reason guide it, and attempts to understand it lead inevitably to insanity.

It is no simple matter to reach the Far Realm, or for beings from that existence to enter reality (if it were as easy as normal planar travel, the Far Realm would have invaded reality long ago). But this place is not bound by such constraints as logic and rationality, and despite attempts to keep it away the dark places hidden beyond the stars may brush against the planes, if only for a short time. It is from this slight, almost delicate touch that the Mindwarped come into existence.

Most who have this encounter with the Far Realm go insane—it takes a powerful mind and a strong will to keep whole after seeing the eldritch abominations of that non-existence/existence that is the Far Realm. But children are different. Their minds, so open to learning new things, can survive the slight touch of this madness, although not unscathed. A small, miniscule fragment of the Far Realm itself becomes thought and imbeds itself into the mind of the child.

Pathways in their mind that should have slowly developed are torn open, and powers that may not have ever awakened are forced into being long before they should have. The child abruptly and unnaturally obtains psionic powers they should not have received. Such children often seem older than they really are when they are still young because their brains forced to mature more quickly than they should have. They often have odd quirks or habits, and always come off as being different from others, even at their most ordinary.

However, this is only the precursor of the madness that inevitably claims the Mindwarped; a small, miniscule fragment of the Far Realm imbeds itself within the psyche of the child, and when they grow into adults it begins to manifest itself, guiding its host into insanity.



Adventures: Many Mindwarped have no home; if they were around their families when they encountered the Far Realm, all their relatives may have become insane. Or no one may have, even if it happened in the middle of a crowded street—the Far Realm is not constant. Even for those that have a home, they may not stay. A Mindwarped seeking to discover what happened to them is unlikely to find it in their hometown. Such seekers would have to do a great deal of searching to discover anything about the Far Realm, for it is not a topic widely studied, for pursuing such knowledge can lead to madness. Or perhaps she was cast from her home and feared for her unnatural powers or from the madness that overtook those around her. The reasons for a Mindwarped to adventure are manifold.

Characteristics: Mindwarped draw power from their insanity and from their connection with the Far Realm: as such, much of their powers are based upon influencing the minds of others and knowing things that others would rather they wouldn’t. They also possess significant mental defenses, so serve as an excellent counter to many creatures that have special powers affecting the mind.

Alignment: Mindwarped are not mentally stable—their connection to the Far Realm ensures that. As such, the vast majority of Mindwarped are chaotic in alignment. Most Mindwarped lean towards neutrality and evil rather than good; they are often feared and reviled, as many sorcerers are, and it can be difficult to be a good person after having seen such a horror at their impressionable age.

Religion: When Mindwarped turn to religion, they often lean towards deities of good, peace, healing, and protection; most Mindwarped are concerned about their powers and their source (if they don't outright fear them), and seek protection of divine origin. Others embrace their madness, and turn to gods of chaos, evil, or similar deities that might welcome their insanity. However, it is common for Mindwarped to spurn the gods instead, blaming them for not protecting them or for not healing them.

Background: When a child is touched by that barest glimpse of the Far Realm, a diminutive fragment of the plane becomes thought and imbeds itself into the mind of the child. It does little save exist, but that is enough to painfully alter the mind, forcing psionic power into maturation and force their host into eventual insanity. No practice or training is needed to be a Mindwarped; all that is required is being in the wrong place at the wrong time.

Other situations have been known to result in this fragment of that most foreign of places to exist in a child. Children born near a location of frequent dimensional travelling sometimes have a piece of the Far Realm appear in their head without any explanation. It can also appear in the youth born to those enslaved by such aberrations as mind flayers, kaorti, or aboleths. Neither of these methods are foolproof, however, and because it is impossible to predict when the Far Realm will touch against reality, attempts to deliberately create a Mindwarped are rarely successful.

The powers a Mindwarped first obtains are uncontrolled and react immediately to the Mindwarped's thoughts, which considering a child's flights of fancy is often dangerous. The powers are painful to use at first, although the pain dims with repeat use; over time, the bits of the Far Realm settle further into place, and the new abilities come to be more under the Mindwarped's control. Mindwarped are almost always self-taught, and often labor under the false assumption that they are possessed, a sorcerer, or similar delusions because no one could tell them otherwise.

Races: No specific race has a higher likelihood of having their mind tainted by the Far Realm than any other. Humans are the most numerous, if only because of how prolific they are, but proportionally there aren't many more human Mindwarped than elf, dwarf, etc.. Abberations, already distant from normality, do not become Mindwarped, although most are still in danger of becoming even more insane upon interacting with the Far Realm.

Other Classes: Many Mindwarped feel some level of resentment or jealousy towards the other psionic classes (if they even know that their powers are psionic in nature in the first place). While psychic abilities are rarely accepted, the road a Mindwarped travels is a much more painful and difficult one than most others travel. And few other classes face certain insanity. They often get along well with other classes that have power as a result of forces beyond their control, such as warlocks and sorcerers.

Role: Mindwarped have a variety of powers devoted to manipulating the minds of others, and even without the use of psionics have a way with people brought upon by madness. A party can also depend upon them for knowledge; they know much about things that ordinary people would not know, and can glimpse into the future by drawing upon the knowledge of a realm unconnected from time.

Adaptation: Rather than the connection to the Far Realm, the Mindwarped could be a blessed devotee of a deity of madness, such as the Dragon Below (Eberron) or Cyric (Forgotten Realms). Or perhaps an ancient ritual to see into the future, or look into the thoughts of dead gods, or briefly glimpse the entirety of space and time gave these powers to the Mindwarped. Perhaps the psionic abilities are the result of a disease. Or a drow priestess arranges for her children to be mind-raped by a mind flayer, so it would have power later.

Replace their psionic abilities with equivalent magic to change the flavor further. Perhaps ancient dwarven spirits are called to fill a willing vessel-child, filling them with an almost psychotic urge to protect their people. An elf communes with a forest and her mind is damaged—or perhaps made more whole than the world would understand—from feeling through the senses every single being living in it, and a piece of the wild stays in her. A sorcerer makes a deal with a devil, and his child pays the price with his sanity. A child is spirited away by the fae, and comes back changed. A magical catastrophe forces every sentient lifeform in a twenty-mile radius into being Mindwarped. A goddess dies, and a piece of her survives in every one of her followers, granting them powers in exchange for letting her live on in them and their descendants.

Or, perhaps, they are simply insane, and draw power from their madness.

GAME RULE INFORMATION
Mindwarped have the following game statistics.
Abilities: Charisma is the most important ability for Mindwarped. Not only do most of their class abilities have DCs that depend upon their Charisma modifier, but it also determines which level of psionic powers that she is able of using and how high of a bonus they get for many of their class skills. Intelligence is also useful; most of the rest of their class skills are based on Intelligence, and the DC of their manifested powers are dependant upon this skill. Dexterity is important, as is Constitution, to encourage life; increased armor class and hit points are always useful.
Alignment: Any
Hit Die: d6
Starting Age: As sorcerer.
Starting Gold: As cleric

Class Skills
The Mindwarped's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (all skills, taken individually) (Int), Listen (Wis), Profession (Wis), Psicraft (Int), Search (Int), Sense Motive (Wis), Spot (Wis), Use Psionic Device (Cha)

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

The Mindwarped
Level Base Attack Bonus Fort Save Ref Save Will Save Special Power Points/Day Powers Known Maximum Power Level Known
1st
+0
+0
+0
+2
Abomination, Project Thoughts 1/day, Unclean Knowledge
3
2
1st
2nd
+1
+0
+0
+3
Downwards Spiral, Impure Knowing
5
3
1st
3rd
+1
+1
+1
+3
Foreign Mentality, Realm-Touched, Unclean Knowledge
8
4
1st
4th
+2
+1
+1
+4
Lunatic’s Mettle
14
5
2nd
5th
+2
+1
+1
+4
Dementia, Project Thoughts 2/day, Unclean Knowledge
19
6
2nd
6th
+3
+2
+2
+5
Downwards Spiral
29
7
3rd
7th
+3
+2
+2
+5
Impure Knowing, Unclean Knowledge
37
8
3rd
8th
+4
+2
+2
+6
Alien Thoughts
51
9
4th
9th
+4
+3
+3
+6
Rift 1/day, Unclean Knowledge
63
10
4th
10th
+5
+3
+3
+7
Downwards Spiral, Project Thoughts 3/day
81
11
5th
11th
+5
+3
+3
+7
Unclean Knowledge
97
12
5th
12th
+6/+1
+4
+4
+8
Beyond Death’s Call
115
13
6th
13th
+6/+1
+4
+4
+8
Aberrant Mind, Unclean Knowledge
131
14
6th
14th
+7/+2
+4
+4
+9
Downwards Spiral, Impure Knowing
149
15
7th
15th
+7/+2
+5
+5
+9
Project Thoughts 4/day, Unclean Knowledge
165
16
7th
16th
+8/+3
+5
+5
+10
Mouthless Mutters
183
17
8th
17th
+8/+3
+5
+5
+10
Unclean Knowledge, Unearthly Thoughts
199
18
8th
18th
+9/+4
+6
+6
+11
Downwards Spiral
217
19
9th
19th
+9/+4
+6
+6
+11
Impure Knowing, Rift 2/day, Unclean Knowledge
233
20
9th
20th
+10/+5
+6
+6
+12
Anathema, Project Thoughts 5/day
249
21
9th

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

Weapon and Armor Proficiencies: Mindwarped are proficient with all simple weapons and with light armor.

Power Points/Day: A Mindwarped’s ability to manifest powers is limited by the power points she has available. Her base daily allotment of power points is given on the table above. In addition, she receives bonus power points per day if she has a high Charisma score. Her race may also provide bonus power points per day, as may certain feats and items.

Powers Known: A Mindwarped begins play knowing three Mindwarped powers of your choice. Each time she achieves a new level, she unlocks of the knowledge of new powers. Choose the powers known from the Mindwarped’s ppower list (Exception: The Expanded Knowledge feat on page 46 of the Expanded Psionics Handbook allows a Mindwarped to learn powers from the lists of other classes). A Mindwarped can manifest any power that has a power point cost equal to or lower than her manifester level.

The number of times a Mindwarped can manifest powers in a day is limited only by her daily power points. For example, a 9th level Mindwarped (with a total of 63 power points) could manifest a power costing 1 power point sixty-three times per day, a power costing 7 power points nine times per day, or any other combination of manifestations that does not exceed 63 power points in total.

A Mindwarped simply knows her powers; they are ingrained in her twisted mind. She does not need to prepare them (in the way that some spellcasters prepare their spells), thought she must get a good night’s sleep each day to regain all her spent power points.

The Difficulty Class for saving throws against Mindwarped powers is 10 + power level + the Mindwarped’s Intelligence modifier. For example, the saving throw against a 6th level power has a DC or 16 + Int modifier.

Maximum Power Level Known: A Mindwarped begins play with the ability to learn 1st level powers. As she attains higher levels, a psion may gain the ability to master more complex powers—for example, a 4th level Mindwarped can learn powers of 2nd level or lower, a 6th level Mindwarped can learn powers of 3rd level or lower, and so on.

To learn or manifest a power, a Mindwarped must have a Charisma score of at least 10 + the power’s level. For example, a Manifester with a Charisma score of 15 can manifest powers of 5th level or lower.

Abomination (Ex): The Mindwarpeds’ connection to the Far Realm has made their minds a dangerous place to meddle with, riddled with the beginnings of insanity and a bond with something beyond the comprehension of even immortals. Anyone attempting to subject the Mindwarped to a mind-affecting ability is immediately subjected to the Lesser Dementia Power, as if manifested by the Mindwarped without being augmented, and without a power point cost to the Mindwarped (DC = 10 + ½ character level + Charisma modifier). Furthermore, anyone who uses a mind-effecting ability on the Mindwarped must make a Will save with a DC of (10 + ½ character level + Windwarped’s Charisma modifier) or become a carrier for the Far Realm themselves. It does not fully manifest in them, but any children they may eventually have will become Mindwarped themselves. The use of abilities replicating the effects of the Read Thoughts power or Detect Thoughts spell on the Mindwarped has an additional effect, dealing 1d4 points of damage per class level to the user.

Unclean Knowledge: The Mindwarped gains this ability on every odd-numbered level. Each time it is obtained, the Mindwarped gains a +1 modifier to any one Charisma- or Intelligence-based skill. They also learn to speak and read one additional language every time they obtain Unclean Knowledge, even if it is not one that they would normally be capable of speaking.

Project Thoughts (Su): The twisted thoughts of a Mindwarped move in ways incomprehensible to others. The Mindwarped can take advantage of this, projecting their minds into the brain of another. One target within sight must make a Will save (DC 10 + ½ character level + Charisma modifier) or take 1d6/two class levels of untyped damage, and one point of Wisdom damage. A successful save halves the damage and removes the Wisdom damage. This is usable once per day at first level, with one additional use per day at 5th, 10th, 15th, and 20th level. This is a mind-affecting psionic ability.

Downward Spiral: At 2nd level and every fourth level after that, the Mindwarped chooses one of the following Lunacies, powers gained from their declining sanity and connection to places best left unknown. Some of these abilities have requirements, such as knowing another ability beforehand. Unless otherwise mentioned, all Lunacies are extraordinary abilities. For every lunacy the Mindwarped possesses, she takes a -1 penalty on Wisdom-based rolls (such as Will saving throws, skill checks, and Wisdom checks). Lunacies can be found on the following post.


Realm-Touched (Ex): The Far Realm touches more deeply into the consciousness of the Mindwarped. They project an aura with a radius of twenty feet that inflicts a -2 penalty on all concentration checks as fleeting and distant images of the Mindwarped’s mind wisps against their own. Animals find the Mindwarped frightening, and unless bound to another (such as through the familiar bond or by being an animal companion) must make a Will save to avoid fleeing from the Mindwarped.

Impure Knowing (Ex): Mindwarped hold a special place for the Far Realm, and it freely whispers secrets to them that none should ever know. Choose a creature type. When using powers on a creature of that type, the Mindwarped’s powers gain a +1 bonus to their Difficulty Class. Further Impure Knowings can increase this DC by one, or can be used to gain a bonus against a second creature type.

Foreign Mentality (Ex): The Mindwarped’s mind continues down to path to madness, and becomes more difficult to understand and affect. They gain a bonus equal to one-half their class levels to saves made against mind-affecting effects. The things Mindwarped see in their dreams are beyond anything the normal world has to offer, and they gain an immunity to fear effects and effects that work upon a subject’s dreams.

Lunatic’s Mettle (Ex): The Mindwarped’s mind is not whole, and bits and pieces of it are stronger than others are. Whenever the Mindwarped is subject to anything permitting a Will saving throw for half damage, the Mindwarped instead takes no damage on a successful save. They may add their Charisma modifier to Will saves in addition to their Wisdom modifier.

Dementia (Ex): Driven further into madness by the touch of the Far Realm, the Mindwarped’s mind becomes even more of a maze than it used to be. They become immune to confusion effects. In addition, when they use Project Thoughts the target that fails their save against the ability takes two points of Wisdom damage (rather than one), and is dazed for 1d4 rounds. A successful save still dazes the target for one round. Furthermore, even creatures immune to mind-affecting effects are not immune to the mind-affecting effects used by the Mindwarped; however, such creatures do gain a +2 modifier on their saving throws against such effects.

Alien Thoughts (Ex): Mindwarped cannot be considered to be insane by this point—lunacy and madness is rational in comparison to the flow of their thoughts. Those using a mind-affecting effect on a Mindwarped are subjected to the Dementia power (replacing Lesser Dementia, and again with a DC equal to 10 + ½ character level + Charisma modifier). Should they be successful in their saving throw against this, they are subjected to Lesser Dementia, with a penalty to their Will save equal to ½ the Mindwarped’s class level. The Mindwarped becomes immune to any ability that would drain or damage their Intelligence or Charisma scores. But there is truth, even in madness: The Mindwarped can use the Whispers of the Future power once per day, unmodified by power points and without any expenditure of power points on the part of the Mindwarped.

Rift (Su): The Mindwarped can rend apart reality to temporarily form a physical connection with the Far Realm. A small gash appears in the air, through which things can almost, but not quite, be seen. Everyone within sixty feet that is not of the Far Realm or a Mindwarped take a -1 penalty to all saves, attack rolls, and damages rolls. Beings connected in some manner to the Far Realm instead gain a +1 untyped bonus to these. Also, anyone who fails a Wisdom check or Will save within 30 feet of the Rift is dazed for 1d4+1 rounds, in addition to whatever other effect the failing the save or check may have.

Beyond Death’s Call (Ex): Death and life are interchangeable within the Far Realm; neither could be said to exist in any form a sane being would recognize. Mindwarped do not die until reduced to a number of negative hit points equal to their Intelligence score (for example, a Mindwarped with an Int of 11 will not die until reduced to -11 hit points). The Mindwarped also gains the benefits of the Diehard feat, although they cannot use this to qualify for feats or prestige classes that have Diehard as a prerequisite.

Abberant Mind (Ex): There is a twisted beauty, a disgusting reality, a horrific love, within their insanity; it draws in those who glimpse it. Those who attempt to use a mind-affecting ability on the Mindwarped learn this firsthand. Before applying the Dementia ability, the user of the mind-affecting effect is subject to a Psionic Charm, with a DC equal to 10 + ½ class level + Charisma modifier, which is unaugmented by power points and without power point cost to the Mindwarped. Mindwarped often know things they have no right to know, and the Abberant Mind can use Psionic Divination once per day, unmodified by power points and without any expenditure of power points on the part of the Mindwarped.

Mouthless Mutters (Ex): The speech of the Mindwarped is influenced by their connection to the Far Realm, and their words whisper into the mind to convey knowledge even without an understanding of language. When a Mindwarped speaks, all creatures with an Intelligence score of at least 3 and a language understand what the Windwarped says, regardless of what language she speaks it in. Likewise, the Mindwarped understands the languages of creatures of at least 3 Intelligence, and as such can be targeted by all language-dependant effects.

Unearthly Mindscape (Ex): Although the Mindwarped is able to interact with others, there is nothing in any of the planes of reality that could be able to understand what they think. Simply glimpsing into their mind for the briefest moment could drive any being into the depths of madness; rather than being subjected to Dementia, followed by Lesser Dementia, those using any mind-affecting effect on the Mindwarped are subject to Insanity, followed by Dementia, as their madness takes the slightest opportunity to spread. Their connection with the Far Realm is deeper and more intimate than ever before, and the Mindwarped is capable of using the Metafaculty power once per week, with no experience or power point cost, and without augmentation by power points. Beings with connections to the Far Realm have difficulties attacking the Mindwarped; they take a -1 penalties on all rolls acting offensively against the Mindwarped, for the Mindwarped is blessed of the Far Realm—or as close to blessed as anything of the Far Realm could be.

Anathema (Ex): The splinter in the Mindwarped’s mind ceases to exist, for the Mindwarped is now as much a part of the Far Realm as the fragment once was. Their form does not change, but by this point they are defined far more by their mind than by their body; for purposes of spells, feats, powers, items, or any similar effects, the Mindwarped is considered to be a humanoid, an aberration, and an outsider (in cases where two or more of these would apply, it is up to the DM to decide which takes precedent, as this may be positive or negative in different situations). Furthermore, anyone attempting to use a mind-affecting effect on the Mindwarped is subject to, not Psionic Charm, but Psionic Dominate. Finally, the powers of a Mindwarped are beyond the scope of normal existence; they are capable of manifesting powers even in areas prohibiting the use of psionic powers.




Mindwarped Powers:
Spoiler

Last edited by dragonjek : 03-21-2011 at 10:42 PM.
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Old 03-21-2011, 03:01 PM   Top  -  End  -  #11
dragonjek
Pixie in the Playground
 
NecromancerGuy
 
Join Date: Oct 2010
Default Re: Base Class Challenge V - You're MIND!

The Mindwarped (Continued)


Lunacies:
Spoiler



New Powers:
Spoiler


Feats:
Spoiler

Last edited by dragonjek : 03-21-2011 at 10:38 PM.
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Old 03-27-2011, 08:20 PM   Top  -  End  -  #12
Temotei
Firbolg in the Playground
 
 
Join Date: Nov 2008
Location: 
Minnesota
Gender: Male
Default Re: Base Class Challenge V - You're MIND!

We've got some time left.

A friend is calling for a class that's absolutely..."mental.



YEEEEEAAAAAAHHHHHHHHHHHH!"

Hopefully, that planted an idea.

Hey, remember Inception?

*Waits for more amazing classes as he looks through Mammon's*

Last edited by Temotei : 03-27-2011 at 08:21 PM.
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Old 03-31-2011, 10:19 PM   Top  -  End  -  #13
Morth
Halfling in the Playground
 
MonkGuy
 
Join Date: Feb 2010
Default Re: Base Class Challenge V - You're MIND!

Sublime Sohei



"One cannot trust in flesh or spirit or mind. One must balance them all equally on the scale of training and meditation. Only then can one be the perfect warrior." -Xua Leng, Wandering Sohei of Xen'drix

The Sohei are a sect of warrior monks, trained in many forms of combat, and tasked with making their bodies living sanctuary of perfection.

Adventures: Almost all sohei are on the path to perfection. Their adventures are usually just stepping stones towards perfection.

Characteristics: The Sublime Sohei is a master of combat and it's perfection. They are to monks what duskblades are to wizard.

Alignment: Any, but most all are Lawful in nature.

Other Classes: The Sublime Sohei can get together quite well with monks, fighters, swordsages, and warblades.

Role: The Sublime Sohei is a support melee, a skirmisher if you will.

Adaptation: One could easily drop the name and rename the class without changing much.

GAME RULE INFORMATION
Sublime Sohei's have the following game statistics.
Abilities: As masters of balance, all stats are important to a Sohei.
Alignment: Any, though almost all are lawful.
Hit Die: d10
Starting Age: As Monk
Starting Gold: As Fighter

Class Skills
The Sohei's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (arcana) (Int), Knowledge (religion) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex).

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

Sublime Sohei
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialStances KnownManeuvers Readied
1st
+0
+2
+2
+2
Combat Training; Martial Flurry; Break the Bonds (Limitation)15
2nd
+1
+3
+3
+3
 25
3rd
+2
+3
+3
+3
Uncanny Dodge25
4th
+3
+4
+4
+4
Evasion; Mettle; Break the Bonds (Suffering)26
5th
+3
+4
+4
+4
Improved Combat Training36
6th
+4
+5
+5
+5
 36
7th
+5
+5
+5
+5
Break the Bonds (Fear)37
8th
+6/+1
+6
+6
+6
 37
9th
+6/+1
+6
+6
+6
Improved Uncanny Dodge47
10th
+7/+2
+7
+7
+7
Greater Combat Training; Break the Bonds (Soul)48
11th
+8/+3
+7
+7
+7
 48
12th
+9/+4
+8
+8
+8
Improved Combat Skills48
13th
+9/+4
+8
+8
+8
Break the Bonds (Mind)59
14th
+10/+5
+9
+9
+9
 59
15th
+11/+6/+1
+9
+9
+9
Superior Combat Training59
16th
+12/+7/+2
+10
+10
+10
Break the Bonds (Sight)59
17th
+12/+7/+2
+10
+10
+10
Step Through the Heavens610
18th
+13/+8/+3
+11
+11
+11
Flurry of Strikes610
19th
+14/+9/+4
+11
+11
+11
 610
20th
+15/+10/+5
+12
+12
+12
Paragon of Perfection; Perfected Combat Training611
Class Features
Weapon and Armor Proficiencies: A Sohei is proficient with medium armor, simple weapons, and a single martial weapon of his choice (Or unarmed, described below). This weapon becomes his chosen weapon for class features.

Martial Maneuvers: A Sohei is different in martial maneuvers in that they do not differentiate between known and readied maneuvers. The Sohei believe that clouding one's mind with too many useless tricks will get in the way of actually using the necessary ones. The Sohei regains manuevers only between combats. He cannot regain them in combat, except for the use of the Adaptive Style feat. The Sohei may choose maneuvers from the Devoted Spirit, Iron Heart, and the Diamond Mind.

Combat Training: A Sohei is a master of his chosen weapon, gaining Weapon Focus with his chosen weapon. If the Sohei chooses Unarmed Strike, he also gains the Improved Unarmed Strike feat and replaces his knowledge of Iron Heart maneuvers with Setting Sun maneuvers.

At 5th level, the Sohei gains Weapon Specialization with his chosen weapon and considers it a weapon of any discipline he can use maneuvers from. If the Sohei selects unarmed strike, he also gains the Superior Unarmed Strike feat.

At 10th level, the Sohei gains Greater Weapon Focus with his chosen weapon. If the Sohei selects unarmed strike, his attacks are considered to be a metal of his choice for bypassing damage reduction, and he may take a standard action to select a different metal.

At 15th level, the Sohei gains Greater Weapon Specialization with his chosen weapon. If the Sohei selects unarmed strikes, his unarmed attacks are treated as his alignment for the purpose of breaking damage reduction.

At level 20, a Sohei is considered to have a base attack bonus equal to his hit dice for the use of combat maneuvers such as trip and disarm when wielding his chosen weapon.

Martial Flurry (Ex): The Sohei are masters of monastic training and militant might. When making a full attack or charge and wielding a weapon of your chosen type, a Sohei may take a -2 (in addition to charge penalties) to make an additional attack at highest attack bonus.

Break the Bonds (Su): As a Sohei moves closer to perfection, she casts off the bindings of humanity, one by one.
  • Limitation: The Sohei gains the Diehard feat.
  • Suffering: The Sohei cannot take more then half of his ability score in ability score damage or drain.
  • Fear: The Sohei becomes immune to fear.
  • Mind: The Sohei is immune to mind effecting abilities and compulsion effects.
  • Soul: The Sohei gains spell resistance equal to his level + 10.
  • Sight: The Sohei gains the benefits of true sight out 20ft.

Uncanny Dodge (Ex): See the rogue ability of the same name.

Evasion (Ex): See the rogue ability of the same name.

Mind and Body (Ex): See Evasion, but this applies to Will and Fortitude saves.

Step Through the Heavens (Ex): You gain the ability to move unhampered through the air, if only temporarily. You gain a fly speed equal to your land speed with perfect maneuverability, but you must land on solid ground at the end of each round or you fall.

Flurry of Strikes (Ex): You have reached the pinnacle of martial study. You may make an additional strike each turn, but take a penalty to your to-hit rolls on each equal to the average level of the maneuvers, rounded down. You then resolve them one at a time. You may only do this with strikes with an initiation time of 1 standard action.

Paragon of Perfection (Su): You have reached the pinnacle of your mental and spiritual training, becoming perfection incarnate. A Sohei of level 20 gains an insight bonus to his armor class equal to his wisdom modifier, an insight bonus to his saves equal to his charisma modifier, and an insight bonus to his initiative equal to his intelligence modifier.

Last edited by Morth : 04-16-2011 at 09:48 PM.
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Old 04-14-2011, 12:05 AM   Top  -  End  -  #14
Temotei
Firbolg in the Playground
 
 
Join Date: Nov 2008
Location: 
Minnesota
Gender: Male
Default Re: Base Class Challenge V - You're MIND!

The contest is over. I'll put up the voting thread within twenty-two hours.

In first place: The mindwarped!

In second place: The ascetic!

In third place: The nightmare sculptor!

Great work, everyone.

Last edited by Temotei : 04-29-2011 at 12:54 AM.
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