2/28/2013 - Update on Thumb
12/31/2012 - There's a New Comic
12/12/2012 - The "Lost" Holiday Ornament (and Child's Play)
11/26/2012 - Leftover OOTS Swag on Sale (+Thumb Report)
Frequently Asked Questions (FAQ)

Order of the Stick 889 Get Real
Erfworld 163 The End of Book One
Erfworld Now at Erfworld.com!
RSS Feeds: OOTS

The Duke's Wolf, Part Four by Amber E. Scott
The Duke's Wolf, Part Three by Amber E. Scott
The Duke's Wolf, Part Two by Amber E. Scott

The New World, Part 9: Barbarians by Rich Burlew
The New World, Part 8: Gnomes by Rich Burlew
The New World, Part 7: Names and Cultures by Rich Burlew
Looking for the Gaming Articles?

 



Welcome back! Be sure you have read and understand the Forum Rules.


Go Back   Giant in the Playground Forums > Gaming > Homebrew Design
Register FAQ Members List Mark Forums Read End

Homebrew Design Roll up your sleeves and get working: there's lots of homebrewin' to be done! Post your custom creation for critiques or review those of your peers.

Reply
 
Thread Tools
Old 07-27-2012, 01:55 AM   Top  -  End  -  #1
Temotei
Firbolg in the Playground
 
 
Join Date: Nov 2008
Location: 
Minnesota
Gender: Male
Default Base Class Challenge XIII - On a Whim

On a Whim

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

1. You will be creating an original base class based around a theme of change; anything is possible, from shapeshifters to luck thieves, so have fun! You may not post your entry anywhere else until after the contest is finished. If you have already posted a class under this theme, you may not enter it for this contest. You may use previous homebrew in your classes as long as no mention of the class or any part of the class was made in that homebrew. Aside from that, anything goes--psionics, martial maneuvers, spellcasting, whatever. Go crazy; new mechanics, new feats, new items, and everything else you can think of are fair game!
2. Submissions are due by September 9th, and should be submitted in the format shown in the next post or at least in a way that's easy on the eyes. Feel free to play around with fonts, images, and the like; just make sure it's not hard to read.
3. There must be a name, complete class, and fluff for both combat and role playing purposes. Incomplete entries will be disqualified--no exceptions.
4. Everyone is allowed only one entry per contest.
5. Plagiarism is strictly forbidden. Violators will be towed disqualified and reported.

The chat thread is here. Feel free to discuss each other's creations, give critique, or talk about what you're thinking of this contest, but entries (and nothing else) belong in this challenge thread.

Ready?

Morph!

Last edited by Temotei : 08-25-2012 at 06:37 PM.
Temotei is offline   Reply With Quote
Old 07-27-2012, 01:56 AM   Top  -  End  -  #2
Temotei
Firbolg in the Playground
 
 
Join Date: Nov 2008
Location: 
Minnesota
Gender: Male
Default Re: Base Class Challenge XIII - On a Whim

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
+x
+x
+x
+x
Class Ability
3rd
+x
+x
+x
+x
Class Ability
4th
+x
+x
+x
+x
Class Ability
5th
+x
+x
+x
+x
Class Ability
6th
+x
+x
+x
+x
Class Ability
7th
+x
+x
+x
+x
Class Ability
8th
+x
+x
+x
+x
Class Ability
9th
+x
+x
+x
+x
Class Ability
10th
+x
+x
+x
+x
Class Ability
11th
+x
+x
+x
+x
Class Ability
12th
+x
+x
+x
+x
Class Ability
13th
+x
+x
+x
+x
Class Ability
14th
+x
+x
+x
+x
Class Ability
15th
+x
+x
+x
+x
Class Ability
16th
+x
+x
+x
+x
Class Ability
17th
+x
+x
+x
+x
Class Ability
18th
+x
+x
+x
+x
Class Ability
19th
+x
+x
+x
+x
Class Ability
20th
+x
+x
+x
+x
Class Ability

Class Features
All of the following are class features of the CLASS NAME.

Weapon and Armor Proficiencies: What weapons and armor your class is proficient in the use of!

All other class features go here (Use the format shown directly below if you don't know what to do.)!

CLASS FEATURE NAME (Ex, Su, Sp, Ps):



Spoiler
Temotei is offline   Reply With Quote
Old 07-27-2012, 03:46 AM   Top  -  End  -  #3
Owrtho
Ogre in the Playground
 
 
Join Date: Jul 2008
Default Re: Base Class Challenge XIII - On a Whim

Squillionaire

Spoiler


If there's one thing life has taught me, there's no problem that can't be solved through sufficient application of money.

Some people struggle and work hard to get through life. That's not you. You solve your problems with your large amounts of wealth. Others work hard for amounts you look at as small change. And when throwing money to people doesn't work, well then you throw it at them.

Adventures: You can never have enough money, and adventuring is a good way to get lots of it.

Characteristics: You may not be the best at fighting, but you sure can foot the bill.

Alignment: You may be of any alignment, so long as you have money.

Religion: You worship who you choose so long as they don't insist on poverty. You may not have worked hard to earn you money, but it is yours.

Background: Maybe you had success in some business venture or other. More likely you were lucky and inherited your money.

Races: Any culture with a form of currency may have members of this class.

Other Classes: Your popularity with other classes tends to depend on how they view having large quantities of wealth. Rogues and other thieves tend to see you as good marks. Bards see you as good paying customers. Fighters and similar often view you as stuck up dandies that might hire them while intellectuals will at best view you as someone to fund their research and at worst an ignorant fool getting by on daddy's treasury. Those of a spiritual persuasion often lament your focus on worldly wealth, though may apprecient contributions to the church.

Role: You help pay for things. Be that lodging, food, bribes, or bail. When that fails you resort to using you money to pelt or distract the enemies.

Adaptation: You may be the heir of a wealthy family or business. Alternatively you may be the head of one. So long as people of sufficient wealth who are willing to rely on it in all cases exist in the setting you can fit.

GAME RULE INFORMATION
Squillionaire's have the following game statistics.
Abilities: Charisma is the most important ability for you as it helps you when bargaining or bartering. Also important is wisdom for reading people and making gut choices, and intelligence for making smart choices based on knowledge.
Alignment: Any
Hit Die: d6
Starting Age: As bard
Starting Gold: 10d4 x 10 (250 gp)

Class Skills
The squillionaire's class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Gather Information (Cha), Knowledge (all skills, taken individually) (Int), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (None), Spot (Wis), and Use Magic Device (Cha).

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

SQUILLIONAIRE
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialPocket Change
1st
+0
+0
+0
+2
Pocket Change, Small Change (1d6, 15'), Money Knows Money9gp
2nd
+1
+0
+0
+3
Distracting Glimmer20gp
3rd
+1
+1
+1
+3
Bribery, Small Change (2d6, 15')25gp
4th
+2
+1
+1
+4
Throw it Around33gp
5th
+2
+1
+1
+45
Small Change (3d6, 20')43gp
6th
+3
+2
+2
+5
 56gp
7th
+3
+2
+2
+5
Small Change (4d6, 20')72gp
8th
+4
+2
+2
+6
Throw it Around94gp
9th
+4
+3
+3
+6
Small Change (5d6, 25')120gp
10th
+5
+3
+3
+7
 160gp
11th
+5
+3
+3
+7
Small Change (6d6, 25')210gp
12th
+6/+1
+4
+4
+8
Throw it Around270gp
13th
+6/+1
+4
+4
+8
Small Change (7d6, 30')350gp
14th
+7/+2
+4
+4
+9
 450gp
15th
+7/+2
+5
+5
+9
Only the Finest Accommodations Will Do, Small Change (8d6, 30')590gp
16th
+8/+3
+5
+5
+10
Throw it Around770gp
17th
+8/+3
+5
+5
+10
Small Change (9d6, 35')1000gp
18th
+9/+4
+6
+6
+11
 1300gp
19th
+9/+4
+6
+6
+12
Small Change (10d6, 35')1700gp
20th
+10/+5
+6
+6
+13
Throw it Around2200gp

Class Features
All of the following are class features of the CLASS NAME.

Weapon and Armor Proficiencies: What need do you have of weapons when you have money? You are only proficient with simple weapons, and light armor.

Pocket Change (Ex): You have money. Lots of money. However, for all the money you have, it wouldn't do to spend it all in one place. Thus outside what you find adventuring, you limit yourself to a daily allowance from you vast funds. Each day you may use up to your pocket change money in any assortment of coinage for various abilities or paying for various goods or services. However, if anything bought with this money is ever sold (even if this money only partially was used to pay for it), you place the money back with the rest of your vast wealth, and as such cannot access it except as it is granted with this ability. You may not simply give this money to others. If you do not spend all of your daily allowance of pocket change, the remaining amount does not carry over to the next day

Small Change (Ex): If there is one thing you're good at, its throwing money around. You're so good in fact that you can hurt people with it. As an attack action while unarmed, you may throw a handful of small change at an enemy. This costs 1d6 copper pieces, and causes one damage per copper piece thrown (if you throw enough it may include some silver or gold coins as well). The range increment for this is 15 feet. At every odd level the value of coins you throw increases by 1d6, while at 5th level and every fourth level thereafter the range increment increases by 5 feet. If money from you pocket changed is used for this ability, it is not worth the trouble of retrieving, however if you used your normal funds, a DC 25 search check may be used to retrieve the money.

Money Knows Money (Ex): You have lots of money, and your familiarity with having lots of money has taught you how to tell who else has lots of money. You gain a bonus equal to your class level to Gather Information, Knowledge (Local), and Knowledge (Nobility and Royalty) checks when it come knowing who has lots of money, finding them, and learning about them and the ways they use their money.

Distracting Glimmer (Ex): It may be small change for you, but there are many who would scrabble on the ground for it. When using this ability you throw a handful of money on the ground within one range increment of your small change ability as a standard action. The amount thrown is twice as much as you throw with your small change ability (roll twice as many dice). All enemies who see this much make a will save (DC 5 + the amount rolled), or attempt to gather the coins. Doing so requires they move to the square the money was throw in, and spend a move action retrieving all coins there. If another individual gets there first, or if the enemy is attacked, they break free of this effect. Mindless enemies are immune to this ability. Pocket change used for this ability isn't worth the effort of retrieving, however if normal funds are used you may loot the money from the corpse of whichever enemy gathered the money, or if none did you may retrieve it the same way as the small change ability.

Bribery (Ex):At third level, you become able to bribe an individual to do something for you. This is a standard action to make a touch attack and costs an amount of money equal to a small change roll in silver. This acts as a charm person spell, with a caster level equal to half the result of the roll (minimum 1). Your casting stat for this is charisma. You gain a bonus to opposed charisma checks against the bribed individual equal to half the caster level of the spell. This is not a mind-affecting effect, though mindless creatures are still immune. If used on a creature that you have already attempted to use it on within the past hour, add the rolls stack for the purposes of determining caster level.
At level 10 this upgrades to counting as charm monster with the same changes as above.

Throw it Around (Ex): You are adept at throwing money around, so much so that you have developed more advanced ways of doing so. At the listed levels you may select one of the below techniques. Any time you use small change or an ability requiring a small change roll you may apply any of the techniques you have selected to it. Some may not be used in conjunction with certain other techniques or some abilities.

Techniques:
Spoiler


Only the Finest Accommodations Will Do (Su): You are so wealthy even entities from other planes take note, why should you need to sleep on the dirt. At level 15 you may as a full round action spend money equal to a small change roll x 10 in gold to obtain accommodations from another plane. This acts as a Mage’s Magnificent Mansion spell with a caster level equal to half the result of the roll prior to multiplying it by 10. Unlike the spell, you do not get to decide the layout of the building, and must pay an additional half the normal amount for each additional person allowed to enter.

Owrtho
__________________

My Homebrew
[creature]Shiny: Monster Competition XXXVI entry.
[class]Wisp fire guide: Follow me. I have such sights to show you.
[class]Ozodrin: A class to play as an eldritch horror.
other hombrew

Last edited by Owrtho : 08-20-2012 at 03:00 PM.
Owrtho is offline   Reply With Quote
Old 07-27-2012, 12:41 PM   Top  -  End  -  #4
malonkey1
Dwarf in the Playground
 
 
Join Date: May 2012
Location: 
In the Playground. Duh.
Gender: Male
Default Re: Base Class Challenge XIII - On a Whim

Quantum Mage

"Look again. The tickets are now DIAMONDS.”
-Isaiah Mustafa, the world's sexiest Quantum Mage.

I have always been fascinated by the quantum world, and so when I saw the theme of this contest, I knew I wanted to do something quantum-related. The Quantum mage is designed to go beyond an enchanter, illusionist, or transmuter, while sacrificing most of the direct firepower afforded by many wizard spells. It also becomes better at spellcasting when not observed, and gains a unique companion known as an "Imaginary Friend". The class will require more lateral thinking and creativity than most classes to use effectively, but I think the payoff will be well worth it.

Adventures: They might be found searching for rare artifacts, or defending or subjugating the weak, depending on alignment. They love getting a chance to show off their unique skills. They also love to learn new things, not so much for the knowledge or power it brings, but for the novelty and fun of it. This thirst for novelty, adventure and above all, fun leads them to take up adventure quite easily. Do not underestimate the focus of a Quantum mage once he's started something, though. That has led to...interesting circumstances.

Characteristics: Quantum Magi are, at their core, unpredictable. Regardless of their alignment, they find new, unique, and bizarre ways to use their talents which can more than make up for their lack of direct firepower spells. For arcane casters, they are unusually well in touch with nature, likely due to their shapeshifting.

Alignment: Usually chaotic, and never lawful, the Quantum Magi are split fairly evenly between good and evil, but usually tend to remain neutral along that axis.

Religion: Quantum Magi are not a very religious group, largely because they can't observe the gods, meaning there's no way they definitely exist. However, those who do worship tend to prefer gods of knowledge, freedom, or nature.

Basic Set: Boccob (god of knowledge) and Fharlanghn (god of freedom) are common choices for Quantum Magi.

Forgotten Realms:Lathander, Mystra, Oghma, Beshaba, Tymora, Azuth, and Lliira are all popular choices for Quantum Magi, largely due to their connections with freedom or knowledge.

Background: A quantum mage often learns their trade in much the same way as a wizard, and the two are often confused and may well multiclass into each other. The interesting thing about quantum mages is that they hide the secrets of their trade, not because they want to, but because the more people who know those secrets, the greater the chance that those secrets will no longer be true.

Races: Any race with members of sufficient intelligence and creativity can produce Quantum mages, but the adaptable humans and halflings usually make the best. Elves find the art too flighty, and half-orcs are usually too dumb.

Other Classes: Wizards often mistake them for fellow wizards, but even when they do realize the difference, they don't truly care. If anything, they find the idea of Quantum Magic to be fascinating. Sorcerers don't get them and usually avoid them if they can. Clerics and Druids, dependent on their individual beliefs, will likely have mixed reactions. non-magical types such as fighters and rogues don't care either way as long as they have magical backup.

Role: While largely utilitarian in their skill set, they are adaptable enough to fill many roles, from a leader or face to an upfront melee fighter, with the right spells and feats.

Adaptation:: The Quantum Mage can be fairly easily adapted as envoys of a trickster or nature deity, given strange powers to fulfill that god's will. For nature deities, it would be good to perhaps add more Druid spells to their spell list, and change their Imaginary Friend (below) to a Nature Spirit.

GAME RULE INFORMATION
Quantum Magi have the following game statistics:
Abilities: Intelligence is vital for the casting of spells and many class features, while Dexterity is good for Armor Class. If you intend to fight up close, it would probably be good to assign higher scores to Strength and Constitution.
Alignment: any non-Lawful.
Hit Die: d6
Starting Age: as wizard.
Starting Gold: as bard.

Class Skills
The Quantum Mage's class skills (and the key ability for each skill) are...
SkillAbility
BluffCharisma
ConcentrationConstitution
DiplomacyCharisma
DisguiseCharisma
HealWisdom
HideDexterity
Knowledge[arcana]Intelligence
ListenWisdom
Move SilentlyDexterity
Sense MotiveWisdom
SpellcraftIntelligence
SpotWisdom


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

Quantum Mage
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial1234567
1st
+0
+2
+0
+2
Quick-Shape, 1/day4------
2nd
+1
+3
+0
+3
Imaginary Friend, Armored Mage4------
3rd
+2
+3
+1
+3
Random Knowledge53-----
4th
+3
+4
+1
+4
Quick-Shape, 2/day53-----
5th
+3
+4
+1
+4
Empowered Illusion 1/day643----
6th
+4
+5
+2
+5
Random Knowledge654----
7th
+5
+5
+2
+5
Quick-Shape, 3/day765----
8th
+6/+1
+6
+2
+6
Empowered Illusion 2/day865----
9th
+6/+1
+6
+3
+6
Random Knowledge8663---
10th
+7/+2
+7
+3
+7
Quick-Shape, 4/day8764---
11th
+8/+3
+7
+3
+7
Empowered Illusion 3/day9765---
12th
+9/+4
+8
+4
+8
Random Knowledge9875---
13th
+9/+4
+8
+4
+8
Quick-Shape, 5/day98763--
14th
+10/+5
+9
+4
+9
Empowered Illusion 4/day99864--
15th
+11/+6/+1
+9
+5
+9
Random Knowledge99865--
16th
+12/+7/+2
+10
+5
+10
Quick-Shape, 6/day99965--
17th
+12/+7/+2
+10
+5
+10
Empowered Illusion 5/day999763-
18th
+13/+8/+3
+11
+6
+11
Random Knowledge999764-
19th
+14/+9/+4
+11
+6
+11
Quick-Shape, 7/day9998653
20th
+15/+10/+5
+12
+6
+12
Empowered Illusion 6/day9998754

Class Features
All of the following are class features of the Quantum Mage.

Weapon and Armor Proficiencies: All simple weapons, Light Armor

Spells: A Quantum Mage casts arcane spells from the Quantum Mage spell list (see Spoilers). He can cast any spell from that list without preparing it ahead of time.
To cast a spell, the Quantum Mage must have an Intelligence score equal to the spell's level + 10. The DC for a saving throw against a Quantum Mage's spells is 10 + spell level + caster's Intelligence modifier.
Like other spellcasters, a Quantum Mage can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: the Quantum Mage. In addition, he receives bonus spells per day if he has a high Intelligence score.

Quick-shape (Su): once per day, at first level, the Quantum Mage may cast any transmutation spell she knows as a swift action, as the feat Quicken Spell. The Quantum Mage must not be in the line of sight of any other lucid characters in order to do this. The number of times per day this can be used increases by one at 4th, 7th, 10th, 13th, 16th, and 19th levels.

Imaginary Friend (Su): At 2nd level, the Quantum Mage receives an “Imaginary Friend”, an incorporeal, usually unobservable piece of thought. This creature cannot physically interact with the world, but can be used for reconnaissance and carrying messages. Those incapable of detecting beings on the astral plane will only notice the Imaginary Friend as a “gut feeling”, and their messages will only be relayed as a “hunch”. Those that can see into the Astral plane will be able to detect the creature and communicate with it normally. It relays information in any languages its master knows, but does not speak without being commanded to do so. Being made of thought, it cannot be “killed”, as when it is damaged, it will simply return to its master's mind. The Imaginary Friend cannot venture further than 400 feet from its owner. If it attempts to do so, its owner must make a Concentration check with a DC of 14 + (the total distance over 400 feet/10, minimum 1) every ten minutes.

Armored Mage (Ex): While nobody is quite sure how Quantum Magi cast their spells, it is apparent that the motions required are fairly simple, allowing them to ignore the chance for somatic spell failure while wearing light armor.

Random Knowledge (Ex): Through their strange research into the ever-unpredictable forces of Quantum Magic, Quantum Mages often stumble across ways to cast spells that are normally beyond their reach. At every level divisible by 3 (3, 6, 9, etc.) the Quantum Mage chooses an Arcane Spell list and a spell level that they are capable of casting from. The DM then chooses a spell from that list and level that they do not yet possess and adds it to the Quantum Mage's personal spell list at the same level. The spell MUST be acquired at its Sorcerer/Wizard spell level if it is on the Sorcerer/Wizard List. How the specific spell is chosen is entirely up to the DM, and remains entirely subject to DM approval.

Empowered Illusion (Su): Once per day, at 5th level, a Quantum Mage may cast any spell from the Illusion school as if under the effects of the Empower Spell feat. The Quantum Mage must not be in the line of sight of any other lucid characters in order to do this. The number of times per day this can be used increases by one at 8th level, and every three levels thereafter.

First-level Spells:
Spoiler

2nd-Level Spells
Spoiler

3rd-Level Spells
Spoiler

4th-Level Spells
Spoiler

5th-Level Spells
Spoiler

6th-Level Spells
Spoiler

7th-level Spells:
Spoiler


The Epic Quantum Mage:
Spoiler


Bonus Feats: Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Craft Epic Magic Arms and Armor, Craft Epic Rod, Craft Epic Staff, Craft Epic Wondrous Item, Efficient Item Creation, Energy Resistance, Epic Spell Focus, Epic Spellcasting, Extended Lifespan, Imaginary Spell (Reskin of Familiar Spell), Ignore Material Components, Improved Combat Casting, Improved Heighten Spell, Improved Metamagic, Improved Spell Capacity, Intensify Spell, Improved Knowledge

Improved Knowledge [Epic]
Prerequisite: Epic Level, Maximum-level spells for your class, ability to learn spells from another class's spell list.
Benefits: Learn any one spell from any list you may learn from.
__________________
Slowly writing a set of 3.5e D&D Homebrew Invoking classes. Will link. I'm a smart...butt.

My take on the subject of Epic-Level Invocations.

Avatar by the ever-brilliant Ceika, High Queen of Avatarmancers

Generation 11
The first time you see this in a signature, put it in your own signature and add one to the number. This is a social experiment.

Last edited by malonkey1 : 08-15-2012 at 01:42 PM.
malonkey1 is offline   Reply With Quote
Old 07-27-2012, 03:31 PM   Top  -  End  -  #5
Quellian-dyrae
Ogre in the Playground
 
 
Join Date: Dec 2006
Location: 
CA
Gender: Male
Default Re: Base Class Challenge XIII - On a Whim

Storyteller Bard

Storyteller magic was...odd.

It relied on dramatic principles, on narrative conceits. All of Galland's siblings were guilty of, at one time or another, chastising him for basically "believing in fairy tales". Sometimes, the magic was explicit, the storyteller directly altering the course of events or guiding actions. Other times, though, it was subtle, even unconscious.

Of course, the narrative of history is never compiled until after the fact, and people frequently seek to add meaning and drama to otherwise unrelated events. Some, then, argued that the power of the storytellers was primarily divinatory. And indeed, divination was a valuable explicit power of the storyteller bards, allowing them to learn the whole story and retell it accurately. These people would argue that the storytellers might subconsciously acquire information - divinations were the most common type of unconscious or uncontrolled magic - and their own desire to weave stories is what caused them to attach dramatic significance to the events they discerned.

Others, though, swore roundly that storytellers could and did subconsciously alter fortune and fate to create their narrative. It was always subtle, never causing an event that wouldn't happen to occur, but perhaps guiding one that would to occur in a dramatic or, if the storyteller was proficient at its craft, advantageous way.

It was an interesting debate, a puzzle that many of the finest minds in spellcraft argued heatedly to solve. It was also, functionally, a moot point. The long and short of it was that Galland had just given the cult a perfect cue to initiate any attack that they might in fact be planning to initiate, which meant that when the small army of ghoulish marauders, spectral mages, and vampiric assassins led by the reanimated remains of Elyra and Dashar came bursting from the ground in a sudden effort to assassinate the royal family and slay as many heroes of the realm as they could, the assembled warriors were spontaneously made aware of them, thus negating what would have been a devastating surprise advantage.

Oddly enough, it also meant that every capable warrior who had attended the funeral retroactively decided to come armed.

"Fairy tales, indeed," Galland murmured under his breath as he turned to face the first wave of the undead.


Adventures: Pah! And what kind of storyteller would you be, I ask, if you just sat around at home all day? We live in a world of magic and monsters, of great warriors and cunning rogues, of myth and legend! We as storytellers must constantly travel the world, seeking new tales, documenting the great feats and cunning plans of the people of our world and plane. Oh, we may not always be the hero. Ours are not likely the swiftest blades or strongest spells. But no few storytellers have left home with their little band of up-and-coming protagonists and returned home with a legend passed down through the generations.

Characteristics: All of life is a story, and we're the ones who get to tell it. Our narrations can alter fate and fortune, our descriptions can direct our friends in battle. We also pack a few spells; primarily divinations and illusions, to better learn the whole story and assist in the telling, enchantments to ensure it goes the way we want, and a few buffs, because you know, bard.

Alignment: I speak of heroes and champions, and indeed, that is what drew me to the path of the storyteller, but even I must admit that a great story needs a great villain, and to be fair, it often helps the story for the teller not to be too attached to any of the particulars. So no, we storytellers don't hold to any particular moral or ethical preference.

I will, however, point out that in most stories I've heard, it's the side of good that always wins!

Religion: Well, obviously, deities of song and story attract their share of our fellows, but they aren't the only ones. The wanderer gods resonate well with us, as do deities of knowledge, as no one wants an incomplete story. Rare would be the storyteller that doesn't at least show respect to the gods of fate and fortune. I doubt our narrative powers would do us much good if they didn't at least find us entertaining!

Background: We storytellers can come from any roots, but if there's one thing that pops up more often than not in our personal stories, it's - what, dead parents? No! Gods! Morbid, much? No, it's that we grew up surrounded by tales of myth and legend. Maybe we sat at a shaman's feet every night, hearing campfire fables, or perhaps we grew up with a library of epic tales. Some of us might even have been brought up in a temple - some of the best stories in the world are those about the gods and their champions in the days of yore.

Races: Name a race without stories! Be they fact or fiction, history or prophecy, if it has a language, it has a tale to tell. Now sure, some races might follow the way of the bard more often than others. Elves, in particular, tend to have the artistic background and dreamer's nature that often leads one to the path. But you can find the talent for story among any race.

Other Classes: Ah, yes, our companions. The assembly of wandering miscreants that we shall forge into a team of heroes. I've worked with several types, and there's not a one I wouldn't work with again - although I suppose there are some who might not want to work again with me! The subtler types, in particular, don't tend to be fans of our loudly proclaiming their every move and deed. Protip: All the narrative magic in the world doesn't change the fact that if you proclaim the rogue's clever sneak attack, it isn't.

Role: I doubt there's a storyteller in all the world who does not dream of being the great hero. Striking down the dragon, defeating the big bad with skill and cunning, saving the day or even the world. The truth, though, is that we are rarely the heroes of our stories. We are the narrators. We document. We describe. But most of all, we change. Ours may not be the most direct role, but we can alter fate and fortune with our narrative commands, and glean knowledge of the whole story that our companions might never know. All of life is a story, you see. Our job is to ensure it has a happy ending.

Adaptation: Now, not everyone who wields the magic of fate and fortune and the power of illusion, divination, and enchantment are storytellers. I hear tell of mage-generals, great leaders and competent warriors and casters, who command similar powers through tactical commands and spells that trigger the magic of their allies. Likewise, there are some evangelical priests who speak with the voice of their god to direct and support their flock, and convert or confound their enemies.

GAME RULE INFORMATION
Storyteller Bards have the following game statistics.
Abilities: Our narrative power comes from the strength of our spirits and personalities, so Charisma will always be our most important ability. After that, you'll want to focus on Charisma; it governs our spells, which are the primary way we will exert our power directly. Finally, if you have the points to spare, consider investing in Charisma, as it drives the social skills that are the classic strength of the bards.
Alignment: Any.
Hit Die: d6.
Starting Age: As bard.
Starting Gold: As bard.

Class Skills
The Storyteller Bard's class skills (and the key ability for each skill) are...
Appraise (Int), Balance (Dex), Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Handle Animal (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (N/A), Spellcraft (Int), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).

Skill Points at First Level: (6 + Int modifier) x 4
Skill Points at Each Additional Level: 6 + Int modifier

STORYTELLER BARD
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial01234567
1st
+0
+0
+2
+2
Power Words, Storytelling.2-------
2nd
+1
+0
+3
+3
Narrate Results.30------
3rd
+2
+1
+3
+3
Vocabulary31------
4th
+3
+1
+4
+4
Genre Savvy.320-----
5th
+3
+1
+4
+4
Vocabulary421-----
6th
+4
+2
+5
+5
Narrate Action.432-----
7th
+5
+2
+5
+5
Vocabulary4320----
8th
+6
+2
+6
+6
Breaking the Fourth Wall.4331----
9th
+6
+3
+6
+6
Vocabulary4432----
10th
+7
+3
+7
+7
Narrate Magic.44320---
11th
+8
+3
+7
+7
Vocabulary44431---
12th
+9
+4
+8
+8
Dangerously Genre Savvy.44432---
13th
+9
+4
+8
+8
Vocabulary444320--
14th
+10
+4
+9
+9
Narrate Flashback.444431--
15th
+11
+5
+9
+9
Vocabulary444432--
16th
+12
+5
+10
+10
Crowning Moment of Awesome.4444320-
17th
+12
+5
+10
+10
Vocabulary4444431-
18th
+13
+6
+11
+11
Narrate Response.4444432-
19th
+14
+6
+11
+11
Vocabulary44444320
20th
+15
+6
+12
+12
Deus Ex Machina.44444431

Class Features
All of the following are class features of the Storyteller Bard. The DC for the Storyteller Bard's abilities is equal to 10 + 1/2 level + Cha modifier.

Weapon and Armor Proficiencies: As a storyteller, we're not likely the ones to be dealing mighty blows, but there will be times when another blade is important to the group. You'll be trained in the use of all simple weapons, and light armor, as well as given opportunity to achieve proficiency with a martial weapon of your choice.

Spoiler


Spellcasting: Magic is a key part of our abilities. We may not be wizards, but we can manage our share of spells. Compared to classically trained bards, our focus on stories results in a rather more narrow range of spells, but likewise means we have more overall proficiency with the spells we do know, including that we are able to master the lot of them. Basically, our spells known list is the same as our class spell list. Our spells per day are provided on that fancy table I showed you earlier.

Like any other bard, our spells are arcane in nature and always have verbal components, but the somatic components are simple enough that we can cast just fine in light armor.

I'll have a list of our spells for you after we're done with the basics here.

Spoiler


Power Words (Su): Just coming up with a tall tale won't be changing anything. First thing you'll learn as a storyteller is how to invest your words with magic. That takes some effort, so it's a standard action to use, but there's no limit to how often you can do it. A basic power word is the sort of thing you're likely to use on an enemy. The target has to be in close range, and they get a Will save to throw the effect off. If they fail, though, you can give them a one-word command that they're forced to obey, and if you choose, you can also hammer them with the sheer volume of your voice, dealing 1d6 points of Sonic damage per two class levels.

Now, a single word command is still a flexible tool, but the sort of things you can compel are somewhat limited. The command itself (not the sonic damage) is a mind-affecting, language-dependent, compulsion ability, and what that basically means beyond what creatures are immune to it, is that the command has to be something the target can do of its own volition, or might do as a reflex or subconsciously. You can't command a target without wings to "Fly" for example, and commanding someone to "Die" is right out. You give a strong impulse, but it's still your target that interprets exactly what it means, if it isn't completely clear. Telling a foe to "Attack" will ensure it attacks someone or something (rather than, say, healing, moving, or augmenting an ally), but who and how are still its own decision.

A command that would put the target in immediate grave peril (including by rendering it helpless), or that would force it to do something against its nature grants a +5 bonus on the saving throw. Don't bother trying to come up with commands that would cause the target to die instantly or kill itself or things like that; they'll just be ignored. The target is compelled for only one round. If the action demanded is a free action, or if it doesn't count as an action, the target follows the command instantly, but commands that force an actual action on its part require it to take the actions normally, on its turn. Important thing to note is that the target must use any actions it can to fulfill your command, and must do so before taking any other actions on its turn, and can't "undo" the command with other actions in the same turn (so commanding a target to "Fall" also means it can't stand up in the same turn).

You can also expend a spell slot when speaking a power word. If you do, every two spell levels of the slot increases the sonic damage by one die step. Every level of the slot doubles the number of targets affected by the command (this is a full doubling, so a level three slot lets you affect eight targets).

Spoiler


Storytelling: Obviously, we're good at it. Whatever other skills you might practice, you're going to master the art of storytelling. All storyteller bards receives free skill ranks in Perform (Oratory), one other Perform skill of choice, and one Knowledge skill of choice equal to their class level + 3.

Narrate Results (Su): Once you hit your second level in the class, you'll have worked out how to use your magically-enhanced words to alter reality...somewhat. At this stage, you won't be causing anything special to happen, but you'll be able to tweak how things turn out.

Here's how it works. Something's happening, something important, and you want to make sure it goes your way. So you take an immediate action, and describe it happening the way you want. You'll notice a bit of a slowdown as you speak, the scene might fade out some, but when everything picks up again, the act will resolved, and hopefully, in your favor.

This basically lets you alter the outcome of a roll, and you have to do it before the roll is actually made. You can do a number of things depending on the type of roll. If it's one of those classic d20 rolls, you can modify the result of the roll by anywhere up to half your Charisma modifier. Alternately, you can just dictate that if the result on the die comes up as less than your Charisma modifier, or more than 20 minus your Charisma modifier, it has to get rerolled. If we're talking a percentage roll, you can add or subtract up to two times your Charisma modifier. If you're looking at a roll for damage, healing, or other hit-point-based things, you can maximize or minimize up to one individual die rolled per point of your Charisma modifier. If it's anything else, you can simply modify the result by one point in either direction, regardless of your Charisma modifier.

Spoiler


Vocabulary (Ex): As you advance as a storyteller, you'll need to make sure you can tell your stories to all who listen. At third level, and every odd level thereafter, you'll learn an additional language.

You'll find as you go that different languages can have words that might more precisely fit a certain definition than your own langauge does. Each time you gain a new language from this ability, you'll also learn a slightly expanded Power Word. You choose a specific word, and you can describe precisely how it has to be interpreted when you say it.

So for example, if you're trying to disarm your enemies by yelling "Drop!", and they always react by dropping into a crouch, or something, you might go ahead and develop the use of some orcish word that means dropping their weapons, or whatever. Now, whenever you use that word, they'll respond the way you want, and the word won't be considered language-dependent.

Spoiler


Genre Savvy (Ex): Starting at fourth level, you'll begin to connect the narrative conventions of stories with your life, helping you figure out how things are likely to unfold. You'll always be able to tell the presumed "goal" of an encounter. Life doesn't always expect you to crush your enemies, see them driven before you, and hear the lamentations of the women, you know. I mean, depending on how your friends are, you might do it anyway, but you can always take a moment (a free action) to learn if, say, you're expected to run away, or get captured, or rescue someone, or whatever.

You'll also always know when you still have something to accomplish, and when it's time to move on to the next scene. If there's some hidden room you haven't explored in the current dungeon, or a clue to a mystery you've overlooked, or a plot point you haven't found yet, or things like that, you'll be able to tell. You won't be able to tell the wheres and whats, only that the current scene isn't necessarily complete.

Finally, you can always stop and think for a moment to see if what you're about to do is incredibly stupid, likely to have serious repercussions or unforeseen consequences, almost impossible to succeed, and things like that.

Here's the thing, though; even though this is a free action, it's still an active ability. We don't have some Genre Angel sitting on our shoulder telling us what we need to know. We have to at least think about these things to come to the right conclusion. And, although it's reliable, not all stories are fully written beforehand, so it's far from perfect.

Spoiler


Narrate Action (Su): Fact is, we're not usually going to be the heavy hitters on our team. Starting at fifth level, you'll be able to get around that by letting your friends act in your stead. A number of times per encounter equal to your Charisma modifier, you'll be able to narrate an action on your turn, and an ally of your choice will get to instantly take the action as described. This costs you an action of the same type as you grant, so if you narrate an ally warrior taking a full attack, it's a full-round action for you. Taking the action is always an Immediate action for your ally. The action has to be one your ally can take, but can draw from any of their capabilities and powers. You only provide the action; any other resources (such as spell slots) are still expended by your ally normally.

You can expend a spell slot when narrating an action; every level of the slot allows one additional ally (excluding you) to take the action. If you do this, though, the action you spend is one step higher, so to mass-narrate a move action costs you a standard action, and mass-narrating a standard action is a full-round action for you. The action must also be the same for all targets, so you could narrate everyone casting Fireball (assuming you have a bunch of pyros around), but not just give everyone a free standard action to cast whatever spell they want. Your allies don't, however, all have to affect the same target.

You can also narrate enemy actions. This functions basically like a Power Word, but without the sonic damage. It's also not limited to a single word, so you can get quite a bit more flexibility out of it, and it's not language-dependent; you're telling reality what these guys are doing, not them (it is still a mind-affecting compulsion, though). Finally, the action you force continues for one round per level, although they get a new save to throw it off every round.

Spoiler


Breaking the Fourth Wall (Ex): Okay, so you may have noticed I'm talking about a bunch of crazy stuff like "turns" and "standard actions" and "levels". It's...too much to explain here, but you'll start to understand somewhere around eighth level, and you'll be able to discern them with a glance. Like your genre-savviness, it takes some thought (a free action), but you'll be able to tell what the stats and mechanics of a situation are. You'll know what sort of skill is required to do something, how difficult a task is, how an enemy's stats compares to yours, how many hit points people have left, what level everyone is, and so on.

You'll also know...other things. Things that you couldn't possibly know, but that you know. Understand? No? That's because you're not eighth level yet. But you understand. Right? Right. Anyway, you'll know that stuff, as it relates to the world and the story and the stats and things like that. You might also have a sense of, you know, other stuff that you know. But those things don't fit in the world, and this ability won't let you devise or invent them. Trust me, I've tried.

Spoiler


Narrate Magic (Su): Starting at tenth level, your narrative commands will improve to the point that you can narrate the act of spellcasting, using your magic through your allies. This is an immediate action for you, works on allies in Close range, and can work in one of three ways.

First, you can allow an ally to cast one of your spells. You supply the spell slot, but the ally takes the action to actually cast the spell on its turn. You're still the one channeling the magic; the mechanics of the spell use your Charisma, caster level, spell failure chance, and so on. The ally, however, is the one the spell comes from. This can give you some nice tactical targeting options, but the big advantage is that it lets your allies cast your personal spells on themselves.

Second, you can simply power an ally's spell. You provide a spell slot, which the ally can use to cast one of its known, prepared, or expended spells of equal or lower level. In this case, the targeted ally is the actual caster, you just provide the raw energy.

Third, you can boost up an ally's spell. For each two levels of your spell slot, the ally gets one free spell level to use to apply metamagic feats. It can apply such feats to these spell levels spontaneously, with no increase in casting time, and may draw from your metamagic feats as well as its own.

This ability doesn't grant any actions to cast the spells with, but you can still use Narrate Action to provide those if you want.

Spoiler


Dangerously Genre Savvy (Ex): By twelfth level, your understanding of how the story goes will start to get scary. You add your Charisma modifier to any checks to avoid surprise, such as a Spot check to detect a hidden foe or a Sense Motive check to discern a betrayel, and to initiative checks. Even if circumstances would normally deny you such checks or you do not choose to actively take them, you are always entitled to such a check, which is always opposed by a relevant skill, even if the opponent has abilities that would otherwise deny such, and you may choose for both checks to ignore any magical bonuses if you wish. For example, if an invisible foe sneaks up on you, you'd still make a normal Spot vs. Hide check to avoid surprise, adding your Cha modifier, and without the crazy +40 bonus for invisibility (although you'd also have to forego any magical bonuses to your Spot check). If no skill checks would be relevant (such as a group of enemies teleporting in to attack), opposed initiative checks are rolled, pitting your initiative against the best in the enemy group.

Even better, if you avoid surprise, you and your allies retroactively receive one round of prep time per point you succeeded by. You can't affect enemies during this time, but you can heal, buff, get into position, and so on. This also applies if surprise wasn't a factor, using the opposed initiative check. So if you turn a corner and find yourself facing a group of monsters, even though neither party is surprised, your team still gets a chance at extra rounds of prep time.

Finally, any ability you possess that has to be used before a roll is made or before results have been declared is freed of that restriction. You may use any such abilities to modify the roll after results are known. You also get to know the results of any hidden checks made - and yes, this means you do know when you've failed a spot check (in which case, you don't get surprised unless the opponents act immediately after the roll is made).

Spoiler


Narrate Flashback (Su): We're storytellers, not obsessed fanboys and fangirls. Who cares about continuity when death is on the line? Starting at fourteenth level, you'll be able to narrate events that occurred in the past. You can do so once per day per point of your Charisma modifier.

Narrating a flashback is a full-round action. Although standard narrative prose is perfectly functional, acting like this is something you had already done in preparation for just this circumstance and are now explaining it to the enemy, rather than a blatant temporal manipulation is always satisfying. You may narrate a standard and move action, as per Narrate Action, which occurred previously during the encounter. This applies to a single target, and you cannot use a spell slot to affect more.

Alternately, you can narrate a more complex activity undertaken at any time prior to the encounter, though such actions must be things the characters involved could accomplish without making checks and without using any expendable resources that take longer than a few minutes to recover. For example, you could narrate that you filled in your allies on the strengths and weaknesses of the monster you find yourselves fighting, or that your wizard friend decided to swap out his usual Fireball spell for a Haste spell this morning, but you couldn't narrate all your friends doing a pre-encounter buff routine just before the fight began, since that expends resources. In this case, you are not limited to the number of targets, but all targets must be willing to accept this alteration to their history.

Your narration can't change the past beyond the current round and the specific change you make; it merely alters things for the future. So for example, if one of your allies is incapacitated and, three rounds later, you narrate that your priest friend healed him, that ally would be up and ready to go, and if its turn in initiative had already passed this round, it would still get its turn. However, it wouldn't retroactively get the past two turns it missed. Likewise, if enemies have been constantly streaming in, and you narrate your wizard ally sealing the entry with a Wall of Force just after some giant monster comes through, the giant monster and anyone else who entered this round would be retroactively blocked, but others who had come through earlier would not.

Spoiler


Crowning Moment of Awesome (Ex): It is the gift of the storyteller to be able to witness - and, if we are lucky, perform - some of the greatest feats and deeds the world has ever known. But here's the secret. Sometimes, our presence is the very thing that facilitates these amazing accomplishments. This isn't a strictly active ability; you cannot personally choose to use it. It happens at the whim of whatever gods or forces dictate the fate of our world, but there are always two requirements. First, the character performing the deed must be within your line of sight, and you must be willing for the deed to receive the benefit. Second, the character performing the deed must be doing something truly impressive, indeed legendary. This could be an act of tremendous courage, a feat of stupendous daring, an amazing stunt or display of power or prowess. It could be the culmination of someone's personal story, a desperate last stand, a harbinger of karma, or all a grand cosmic joke. Whatever the case, merely attempting this feat has impressed the powers that be, and through the presence of the storyteller, the attempt is rewarded with a Crowning Moment of Awesome.

Everything that can go right, goes right. The character treats any die roll made during a Crowning Moment as if it had rolled the best possible result (this can result in critical hits, but does not otherwise trigger special functions of natural rolls, such as auto-successes or exploding dice). If the action involves an ability score, the character can use its highest ability score or your Charisma in its place. If the action involves mechanics that scale with level, the character uses the best of any possible class progressions (for example, a full base attack bonus, a caster level equal to its full character level, a good saving throw bonus, maximum ranks in a skill, or so on). Any static DCs that oppose rolls against the action use a base of 20 (for example, a spell cast as part of a Crowning Moment of Awesome would have a DC of 20 + the spell level + the appropriate ability modifier). All situational penalties or arbitrary failure chances, such as for cover, concealment, rushing, moving too quickly, or the like, are ignored. Additionally, the character can choose to forego all magical bonuses to the action, to eliminate any magical penalties or opposing magical bonuses. If the action succeeds, it has the best possible result, and may have effects that go beyond what would normally be expected of it. Any resources that would normally be used in the action, such as spell slots or ability uses, are not consumed.

Note, however, that these moments cannot be fully predicted, and are never guaranteed. More, one must commit to the action; you can't "pull back" if fate doesn't smile upon you. Even in the high-action lives of heroes, it is rare to see two Crowning Moments of Awesome without days or even weeks between them, especially from the same character...but it is possible.

Additionally, every time you or an ally in your presence rolls a Natural 20 on a check, that character may spend an immediate action to take an additional standard action.

Spoiler


Narrate Response (Su): By eighteenth level, you should be able to predict how the story will go with substantial accuracy, allowing you to prepare narrations in advance. This works like Narrate Action, but cannot be used to compel foes, cannot affect multiple targets, and doesn't provide the action immediately. Rather, the narration remains latent until a specific situation chosen when you make the narration comes up. Once that situation occurs, the target may take an immediate action to instantly perform the narrated action, at no further action cost to you. This expends that narrated response. Note that since the action you spend for a narrated response occurs well before the actual trigger, you may narrate your own responses.

The condition that triggers the response follows the same rules as a wizard's contingency spell. The response itself must be specific with regards to the exact action used. Narrating a full attack or total defense is fine, as is a Wail of the Banshee or Time Stands Still, but you can't just narrate a "spell" or a "martial maneuver". Likewise, the action cannot be one that, itself, grants additional actions. And please, don't try to narrate yourself using Narrate Action. Storytellers of this level give Time enough headaches as it is.

You can have a number of narrative responses pending at any one time equal to your Charisma modifier. Once a response is expended, you must wait twenty-four hours before narrating a replacement response, which can be the same or a different one.

Spoiler


Deus Ex Machina (Sp): And doesn't everyone complain about this one, hmm? Talks of authors writing themselves into a corner, and unsatisfactory endings, and all that. Well, here's the trick; the big heroes up and dying and the world ending is a way less satisfying ending, especially when you're living it (or not, as the case may be). But if you've dedicated the full twenty levels to storytelling, you've earned the right to say, politely but firmly, "No." You narrate the story going the way it should, however nonsensical that may be, emulating a Wish or Miracle spell as a spell-like ability. You may do this once per story.

And yeah, I know, we don't have one of those narrative-based time abstraction mechanics in this game. Guess what? Twentieth. Level. Storyteller. You'll know when you can use it again.

Spoiler




Storyteller Spells:

Spoiler




Alternate Class Features - Tales of Magic:

A Tales of Magic Storyteller sacrifices some of the flexibility of its abilities in exchange for superior casting. Spell-like abilities from this class feature still use the normal 10 + 1/2 level + Charisma modifier calculation for DCs.

Power Words (Su): At will as a standard action, the storyteller can cast Command as a spell-like ability. Any opponent who fails its save takes 1d6 points of sonic damage per two class levels.

Narrate Results (Su): While under the effects of an Improvisation spell, the storyteller can spend points of the spell's bonus on its allies' die rolls as well as its own.

Vocabulary (Ex): At each level where this ability would normally be gained, the storyteller may instead add another spell to its class spell list. This can be any spell on the sorcerer/wizard or cleric spell lists belonging to the Enchantment or Divination schools, or any such spell belonging to the Transmutation school and having a (harmless) saving throw.

Genre Savvy (Ex): At will as a standard action, a storyteller of fourth level or higher may cast Augury as a spell-like ability.

Narrate Action (Su): Once per encounter per point of Charisma modifier, as a standard action, the storyteller may cast Snake's Swiftness or Suggestion as a spell-like ability.

Breaking the Fourth Wall (Ex): At will as a free action, a storyteller of eighth level or higher may cast Know Opponent or Know Vulnerability as a spell-like ability.

Narrate Magic (Su): Starting at tenth level, a storyteller changes all spells with a range of Personal to a range of Touch.

Dangerously Genre Savvy (Ex): A twelfth level storyteller adds its Charisma modifier to all Spot, Listen, Sense Motive, and Initiative checks. The storyteller's party may take a full normal turn whenever they can act in a surprise round, rather than a single standard or move action.

Narrate Flashback (Su): Once per day per point of its Charisma modifier, as a full-round action, the storyteller can grant all allies in 30' (excluding itself) an immediate standard or move action. The affected allies must spend an immediate action to benefit.

Crowning Moment of Awesome (Ex): Any ally who a 16th level storyteller can perceive (including the storyteller itself) may spend an immediate action to take an additional standard action any time it rolls a natural 20.

Narrate Response (Su): Starting at eighteenth level, the storyteller adds Contingency to its spell list, and it may have a total number of contingencies active at one time (counting any on allies who it casts on through Narrate Magic) equal to its Charisma modifier.

Deus Ex Machina (Sp): A twentieth level storyteller adds Limited Wish to its spell list, and may cast it without paying an XP cost once per day.
__________________
"A role playing game is three things: it is an interactive story, a game of chance, and a process in critical thinking."

"If brevity is the soul of wit, I'm witty like a vampire."

Last edited by Quellian-dyrae : 08-25-2012 at 10:29 PM.
Quellian-dyrae is offline   Reply With Quote
Old 07-27-2012, 08:31 PM   Top  -  End  -  #6
TheGeckoKing
Barbarian in the Playground
 
 
Join Date: Oct 2009
Location: 
In a flying castle
Gender: Male
Default Re: Base Class Challenge XIII - On a Whim

Form Shaper



I would make a statement, but I'd only change my mind anyway. - Switch, a Form Shaper

Of all the schools of magic, Transmutation is the most alluring to one who can't make up their mind about much. Shall I attack or defend? Shall I hide or fly? Shall I have wings or not? Of these people who indulge in Transmutation, there is a specific school exists that focuses on changing not the outside world, but their own bodies, using these changes to further enable changes on the outside world.

Adventures: To know why a Form Shaper does anything is at best a taxing effort on the local Diviner, but the usual ideas are to explore and learn, develop their powers, or simply to avoid whatever mess they made in other lands.

Characteristics: A Form Shaper is a hybrid spellcaster/fighter, focusing on self-buffing and being a secondary or a main meleer, with added utility from other forms made available by their spellcasting.

Alignment: To make it simple and obvious, chaos is a key part in this class and it's mindset. Most people could be Form Shapers with sufficient training and a hint of magical aptitude, but to be a Form Shaper doesn't sit with Lawful folk of any type.

Religion: Most Form Shapers are too scatterbrained to prey to a deity, but gods such as Boccob (for his magical supremacy), Vecna (a thousand forms for a thousand secrets) and Obad-Hai (reverence for nature in all its forms) count a few Form Shapers as their worshippers.

Background: Befitting a fluid class like this, many backgrounds can spawn a Form Shaper, from Transmutation devotees to magical biologists, to simply a strange breed of Sorcerers.

Races: The most common type of Form Shaper is that of the Changelings and Doppelgangers, as the shapechanging comes naturally to their ilk. Humans are also good at this art, but Dwarfs tend to be a no-no, hating how flippant the class seems.

Other Classes: Arcane Spellcasters of all kind respect the Form Shaper's dedication to their art, but quietly mock their one-school minds behind their backs. Divine Casters aren't quite sure where to put them, and Druids get irritated by the Form Shapers seemingly using nature as a tool. Melee, and Stealthy classes tend to treat them as specialist spellcasters, and leave it at that.

Role: The Form Shaper's roles are to use their magic for utily, and to bolster their melee capabilities.

Adaptation: This class could be changed to reflect the abilities of transforming robots, Khyber-Spawn, Limbo-Spawn, Far Realm Spawn, or simply a morphing blob of morphic-y......stuff.

GAME RULE INFORMATION
Form Shapers have the following game statistics.
Abilities: You need Charisma for spellcasting and other class abilities, and physical scores (Con, Dex, Str) for fighting, although as you gain more spells per day, your reliance on your own scores becomes decreased. Form Shapers do not need to be either smart or sane. Nice bonus, though.
Alignment: Any non-Lawful
Hit Die: d6
Starting Age: As Sorcerer
Starting Gold: As Sorcerer
Class Skills
The Form Shaper's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (All, taken individually) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex).

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

The Form Shaper
Custom
LevelBABFortRefWillSpecial 0th1st2nd3rd4th5th6th7th8th9th
1st+0+2+2+2Spellcasting, Armoured Mage, Uncaring Change53
2nd+1+3+3+3Discern Shapechanger, Minor Changes64
3rd+2+3+3+3Pick and Choose, Warp Flesh +1d865
4th+3+4+4+4Advanced Learning663
5th+3+4+4+4Warp Burst 1/encounter664
6th+4+5+5+5Warp Flesh +2d86653
7th+5+5+5+5Vibrant Changes6664
8th+6/+1+6+6+6Advanced Learning66653
9th+6/+1+6+6+6Warp Flesh +3d866664
10th+7/+2+7+7+7Warp Burst 2/encounter666653
11th+8/+3+7+7+7 666664
12th+9/+4+8+8+8Strange Changes , Warp Flesh +4d8, Advanced Learning6666653
13th+9/+4+8+8+8 6666664
14th+10/+5+9+9+9 66666653
15th+11/+6/+1+9+9+9Warp Burst 3/encounter, Warp Flesh +5d866666664
16th+12/+7/+2+10+10+10Advanced Learning666666653
17th+12/+7/+2+10+10+10Fantastic Changes666666664
18th+13/+8/+3+11+11+11Warp Flesh +6d86666666653
19th+14/+9/+4+11+11+11 6666666664
20th+15/+10/+5+12+12+12Evolutionary Plunder 1/year, Warp Burst 4/encounter, Advanced Learning6666666666

Class Features
All of the following are class features of the Form Shaper.

Weapon and Armor Proficiencies: A Form Shaper is proficient with all simple weaponry, light armour and light shields.

Spellcasting: A Form Shaper casts arcane spells (the same type of spells available to sorcerers and wizards), which are drawn from the Form Shaper spell list given below. He can cast any spell he knows without preparing it ahead of time the way a cleric or wizard must. When a Form Shaper gains access to a new level of spells, he automatically knows all the spells for that level listed on the Form Shaper’s spell list. Essentially, his spell list is the same as his spells known list. Form Shapers also have the option of adding to their existing spell list through their advanced learning ability as they increase in level (see below). See below for the Form Shaper’s spell list. To cast a spell, a Form Shaper must have a Charisma score of 10 + the spell’s level (Cha 10 for 0-level spells, Cha 11 for 1st level spells, and so forth). The Difficulty Class for a saving throw against a Form Shaper’s spell is 10 + the spell’s level + the Form Shaper’s Charisma modifier. Like other spellcasters, a Form Shaper can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on the table above. In addition, he receives bonus spells for a high Charisma score (see Table 1–1, page 8 of the Player’s Handbook). Unlike a cleric or a wizard, a Form Shaper need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his spells per day for that spell level.

Spell List:
Spoiler


Armoured Mage (Ex): Normally, armor of any type interferes with an arcane spellcaster’s gestures, which can cause his spells to fail (if those spells have somatic components).
A Form Shaper’s limited focus and specialized training, however, allows him to avoid arcane spell failure as long as he sticks to light armor and light shields. This training does not extend to medium or heavier armors, nor to heavier shields. Nor does this ability apply to spells gained from a different spellcasting class.

Uncaring Change (Ex): A Form Shaper is concerned more with their spells than where they come from, which is reflected in the spell's change on the caster. A Form Shaper's spells granted by this class lack the alignment descriptor (and thus the potential effects on the caster's alignment) other caster would have on their spells.

Discern Shapechanger (Sp): As the spell, at-will.

Minor Changes (Su): At 2nd level, the Form Shaper gains the Minor Shape Change ability of a Changeling. Changeling Form Shapers instead gain the ability to use their Minor Shape Change ability as a free action instead of a move action, but only once per round.
Minor Shape Change:
Spoiler


Pick and Choose (Ex): At 3rd level, the Form Shaper can make subtle, beneficial changes to their spells that allow them to stand above normal Transmuters.
When casting a Transmutation spell that would change their ability scores, they may use their original ability scores if they would be higher than the new form's scores, but cannot gain a score higher than 10 + Class Levels in this way, while in a different form. Scores higher than this limit are rounded down to meet the limit.
Additionally, a Form Shaper is not impeded in spellcasting by the body of a new form, allowing him to cast his spells no matter their form. Normal impediments such as arcane spell failure or a Silence spell still take effect as normal if they would be an issue.

Warp Touch (Su): At 3rd level, the Form Shaper can force more painful forms upon their enemies.
As a melee touch attack, the Form Shaper can deal 1d8 points of damage to an opponent, and automatically Dispel any Transmutation spells on the target, but only spells two levels lower than the highest level spell the Form Shaper can cast.
As the Form Shaper gains more levels, their Warp Touch deals more damage, as shown in the table above.

Advanced Learning (Ex): At 4th, 8th, 12th, 16th and 20th
level, a Form Shaper can add a new spell to his list, representing
the result of personal study and experimentation.
The spell must be a spell of the Transmutation school from any spell list, and of a level no higher than that of the highest-level spell the Form Shaper can cast. For spells with multiple levels (depending of class lists), use the lowest level given.
Once a new spell is selected, it is forever added to that Form Shaper’s spell list and can be cast just like any other spell on their list.

Warp Burst (Su): At 5th level, the Form Shaper can simply will their body to change into a more efficient form, but only for a short time.
Once per encounter, the Form Shaper can activate their Warp Burst, which lasts for 5 rounds, and grants the following benefits;
  • +2 boost bonus to all physical scores (Con, Dex, Str).
  • +10 boost bonus to any skill checks.
  • A 30ft increase to all movement speeds, and an increase in flight maneuverability by two steps.
At the end of their Warp Burst, the Form Shifter becomes Nauseated for 3 rounds from the physical changes. A Form Shaper gains an extra use per encounter of this ability at 10th, 15th and 20th level.

Vibrant Changes (Ex): At 7th level, picking all the best forms for the best situations finally rubs off on them, picking up on their failings and rectifying them.
A Form Shaper of this level gains a +1 bonus to their two lowest ability scores. For 3 or more ability scores that are the same number, choose randomly.

Strange Changes (Ex): At 12th level, whatever race you were before this point, you're not the same race now.
A Form Shaper of this level gains the Shapechanger subtype, and Alter Self as a 1/day SLA, with a Caster Level equal to their HD.

Fantastic Changes (Ex): At 17th level, trying to understand what on earth a Form Shaper of this power is, is quite frankly a futile effort. Their minds are too quick, and their bodies too strong.
A Form Shaper of this level gains the ability to automatically Quicken any 0, 1st and 2nd level spells they cast from the Form Shaper list (including Advanced Learning spells) without an increase in the spell slot's level or casting time. The Form Shifter can still only cast one Quickened spell per round. A Form Shaper of 17th level also acquires Fast Healing 5 as a special quality.

Evolutionary Plunder (Su and Variable: See Text): At this level, trying to constrict you to spell effect and simple lines of logic is just maddening. Why bother with limits, when we can punch nature in the face and steal its stuff!
Once per year (starting from when you acquire your 20th level), you may spend 5000gp in a 24 hour ritual requiring concentration throughout the process.
At the end of this process, you must burn the heart (or similar organ) of a creature that you want to imitate. Once complete, you may choose one special ability or special quality that the heart's former owner had while alive. The Form Changer gains this special ability, with the same limitations and uses per (time period) as the owner had, and the same ability typing (Ex, Sp, Su). You still use your own size and ability scores when relevant, though (such as for abilities such as Swallow Whole or calculating DC's).
This ability may not be used to acquire abilities which can be directly used to gain or grant other abilities (such as Manipulate Form), nor can it be used to gain Spellcasting or or other abilities that are class abilities, or directly mimic class abilities.
The ability gained by this Supernatural ability lasts for 1 year, at which point it is lost (although the Form Shaper is free to renew the ability by conducting another ritual).
__________________
Spoiler

Last edited by TheGeckoKing : 08-21-2012 at 05:22 PM.
TheGeckoKing is offline   Reply With Quote
Old 07-29-2012, 08:26 PM   Top  -  End  -  #7
zetsu1919
Orc in the Playground
 
 
Join Date: Dec 2011
Location: 
Maryland
Gender: Male
Default Re: Base Class Challenge XIII - On a Whim

necro-morph

ascended beings, the next step in mankind's evolution, and revered as gods, this perfect race can adapt to injuries, and change its body to its own accommodations, this is mankind's purpose, this is why we exist, we will bring forth the beginning of a utopia in which there is no war. this is ascendance!

A necromorph is any dead body, rejuvenated as something greater, not undead, but given a new life

Adventures: A necromorph strives to spread its wonder and expand its ranks, for the new world needs nothing but them

Characteristics: the necromorph is capable of taking damage, and dishing it out. They use stealth to their advantage, and tend to find ways to reach the enemy.

Alignment:The necromorph tends to be neutral, on the good and evil axis, it doesn't try to be evil, it just needs to remove your flesh and blood, and recreate it as something better. They Aalto are usually chaotic, as they follow their own agenda, with no care for laws or ideals

Religion: Necromorphs don't tend to follow gods because they are a singleminded crowd of mass murderers. the select few who do worship dieties tend to worship gods of chaos, freedom, and slaughter. many people worship powerful necromorphs as gods.

Background: a necromorph starts by either being exposed to a powerful artifact of pseudo-natural origin, from the far realm, or by being attacked by another necromorph

Races: any race can join the necromorphs, they are not picky, as long as you possess a discernible, corporeal anatomy, and were once alive, you can be a necromorph

Other Classes: necromorphs tend to act well with barbarians and other "wild" classes, but they don't care for the most part as long as you don't interfere with their hunting

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 Necromorphs's have the following game statistics.
Abilities: strength is important for combat capabilities, dexterity is good for armor class, and constitution is good for hit points, due to their low armor class, and for saving throws for their abilities
Alignment: any
Hit Die: d8
Starting Age: as barbarian
Starting Gold: as barbarian

Class Skills The Necromorph's class skills (and the key ability for each skill) are Balance (dex), climb (str), disguise (cha), escape artist (dex), hide (dex), intimidate (cha), jump (str), listen (wis), move silently (dex), search (int) spot (wis), survival (wis), swim (str)

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

CLASS NAME
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial
1st
+0
+0
+0
+2
changing anatomy (claws), abnormal anatomy
2nd
+1
+0
+0
+3
changing anatomy (maw), death attack +1d6
3rd
+2
+1
+1
+3
changing anatomy (sense), indiscriminate anatomy
4th
+3
+1
+1
+4
changing anatomy (skin), death attack +2d6
5th
+3
+1
+1
+4
changing anatomy (legs), swift stealth
6th
+4
+2
+2
+5
changing anatomy (tail, improved trait), death attack +3d6
7th
+5
+2
+2
+5
changing anatomy (projectile, improved trait), sturdy grounding
8th
+6/+1
+2
+2
+6
changing anatomy (physique, improved trait), death attack +4d6
9th
+6/+1
+3
+3
+6
changing anatomy (improved trait), great leap
10th
+7/+2
+3
+3
+7
changing anatomy (improved trait), death attack +5d6
11th
+8/+3
+3
+3
+7
changing anatomy (improved trait, greater trait), deathless anatomy
12th
+9/+4
+4
+4
+8
changing anatomy (improved trait, greater trait), death attack +6d6
13th
+9/+4
+4
+4
+8
changing anatomy (greater trait), aura
14th
+10/+5
+4
+4
+9
changing anatomy (greater trait), death attack +7d6
15th
+11/+6/+1
+5
+5
+9
changing anatomy (greater trait), needless anatomy
16th
+12/+7/+2
+5
+5
+10
changing anatomy (greater trait, master trait), death attack +8d6
17th
+12/+7/+2
+5
+5
+10
changing anatomy (master trait), hide in plane sight
18th
+13/+8/+3
+6
+6
+11
changing anatomy (master trait), death attack +9d6
19th
+14/+9/+4
+6
+6
+11
changing anatomy (master trait), shot in the dark
20th
+15/+10/+5
+6
+6
+12
changing anatomy (master trait, perfect trait), perfect being, Death attack +10d6

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

Weapon and Armor Proficiencies: a Necromorph is proficient in all natural weapons it attains. a necromorph is proficient in light and medium armor.

CHANGING ANATOMY (Ex): as your new form evolves, you develop improved forms of killing, be it by greater weaponry, improved strength, or keener senses. as a necromorph levels up, it gains various abilities according to the chart above, whatever body part it says you gain at "regular" level, when it says "improved trait" you can improve any trait that you have had for at least 3 levels to its "improved" form. when it says greater trait, you improve any improved trait you have had for at least 2 levels to its "greater" form. when it says master trait, you improve any greater trait to its "master" form. and when it says perfect trait, you improve a master trait to its perfect form.

Claws: your arms recede into your body, and the bones and muscles that form it reshape into devastating claws, meant to rip through flesh and bones.
Regular: the necromorph gains two claw natural attacks that deal damage as a claw attack for a creature of your size + 1/2 strength modifier
Improved: the necromorphs claw attacks gain an enchantment bonus to hit and damage equal to your class levels/4, and are treated as magical weapons for the purpose of piercing damage reduction.
Greater: the necromophs claw attacks are treated as having the keen enchantment
Master: the necromorphs claw attacks are treated as being adamantium for the purposes of bypassing damage reduction, and gain the ghost touch enchantment
Perfect: the necromophs claw attacks gain the speed quality, and their enchantment bonus to hit and damage increases by 1 (giving +6, and therefore bypassing epic damage reduction)

Maw: your jaw enlarges, and your teeth fall out, you then develop large fangs and razor sharp teeth.
Regular: the necromorph gains a bite natural attack, dealing damage as a creature equal to your size + strength modifier
Improved: the necromorphs bite attack gains an enchantment bonus to hit and damage equal to your class levels/4, and is treated as a magical weapon for the purpose of piercing damage reduction.
Greater: the necromophs bite attack are treated as having the keen enchantment
Master: the necromorphs bite attack is treated as being adamantium for the purposes of bypassing damage reduction, and gains the ghost touch enchantment
Perfect: the necromophs bite attack gains the speed quality, and its enchantment bonus to hit and damage increases by 1 (giving +6, and therefore bypassing epic damage reduction)

Sense: your brain, due to only requiring it for killing, has space to increase the capacity of your sensory organs, and enhances your ability to see, hear and smell.
Regular: a necromorph gains tracking as a bonus feat, and grants you the scent special quality
Improved: a necromorph gains the special quality blindsense out to 60 ft, the sense used is determined by the necromoph when it gains this ability and cannot be changed later.
Greater: a necromorph gains the special ability blindsight out to 60 ft, using the same sense as blindsense
Master: a necromorph gains a permanent truesight, except that it uses the sense specified in blind sense.
Perfect: a necromorph gains foresight, so that they know what will happen a round before it happens

Skin: your skin and bone harden, as they no longer need armor or clothes to protect them, and become more resilient.
Regular: a necromorph gains natural armor equal to its constitution modifier (min 1)
Improved: a necromoph gains damage reduction x/magic, where x equals his class levels.
Greater: a necromorph gains elemental resistance equal to his level against 2 elements
Master: a necromorph gains elemental resistance equal to his class level against 2 more elements, and improves his natural armor to 1/4+con modifier
Perfect: a necromorph gains immunity to 1 element, and changes his damage reduction x/adamantium

Legs: your legs grow more muscular and powerful to chase your prey and eat them.
Regular: you gain a climb speed equal to your base land speed, are never flat-footed for climbing, and may take 10's while climbing even in a stressful situation.
Improved: a necromorph gains evasion or uncanny dodge, you choose when you gain this ability
Greater: a necromoph gains the ability that wasn't gained in the improved form and increases the other one to improved uncanny dodge or improved evasion.
Master: you gain the improved form of the ability gained in the greater form and pounce.
Perfect: a necromorh gains freedom of movement and defensive roll

Tail: you elongate your spine into a full fledged tail, with a weapon of sorts to attack with.
Regular: the necromorph gains a tail natural attack, dealing damage as a creature of your size + 1 1/2 strength modifier
Improved: the necromorphs tail attack gains an enchantment bonus to hit and damage equal to your class levels/4, and is treated as a magical weapon for the purpose of piercing damage reduction.
Greater: the necromophs tail attack are treated as having the keen enchantment
Master: the necromorphs tail attack is treated as being adamantium for the purposes of bypassing damage reduction, and gains the ghost touch enchantment
Perfect: the necromophs tail attack gains the speed quality, and its enchantment bonus to hit and damage increases by 1 (giving +6, and therefore bypassing epic damage reduction)

Projectile: your vertebrae grow out to the side, forming spikes, and through releasing pressurized gasses, may fire them at rapid speeds to hunt distant foes.
Regular: the necromorph may, instead of attacking with its other natural weapons, may attack with a ranged projectile attack a number of times based on your base attack bonus, each dealing standard sting damage for your size, these spikes have a range increment of 20 ft, and can go a maximum of 100 ft
Improved: the necromorphs sting attacks gain an enchantment bonus to hit and damage equal to your class levels/4, and are treated as magical weapons for the purpose of piercing damage reduction.
Greater: the necromophs projectile attacks are treated as having the distance enchantment
Master: the necromorphs projectile attacks are treated as being adamantium for the purposes of bypassing damage reduction, and gain the ghost touch enchantment
Perfect: the necromophs projectile attacks gain the speed quality, and their enchantment bonus to hit and damage increases by 1 (giving +6, and therefore bypassing epic damage reduction)

Physique: your body grows or shrinks to enhance its possible abilities.
note: when you first acquire this ability, you choose to increase, or decrease your size, this choice is permanent, and they give you separate abilities below based on your choice.
Regular:
increase: you gain a +2 bonus to strength, and the powerful build ability as a goliath.
decrease: you gain a +2 bonus to dexterity, and gain a +10 bonus to movement speed
Improved:
increase: you gain an additional +2 bonus to strength, and a +2 bonus to natural armor
decrease: you gain a +4 bonus to dexterity
Greater:
increase: you increase your size by 1 category, gaining the appropriate changes as said in the monster manual
decrease: you decrease your size by 1 category, gaining the appropriate changes as said in the monster manual, but not changing natural weapon damage, or strength. and you increase your movement speed by 10 ft
Master:
increase: you gain +2 strength, and +2 constitution
decrease: you gain +4 dexterity
Perfect:
increase: you increase your size by 1 category, gaining the appropriate changes as said in the monster manual.
decrease: you decrease your size by 1 category, gaining the appropriate changes as said in the monster manual, but not changing natural weapon damage, or strength. and you increase your movement speed by 10 ft

ABNORMAL ANATOMY (EX): the body you possess no longer requires what a regular humanoid would. at 1st level, a necromorph is considered an aberration, gains darkvision out to 60 ft, or increases its existing darkvision by 60 feet, and gains a frightening presence. this affects anyone with hit dice equal to or less then you class levels, with a DC of 10+1/2 class levels+charisma modifier. an opponent who succeeds this saving throw is immune to it for 24 hours.

DEATH STRIKE (Ex): when you grab hold of a subject, you are capable of unleashing terrible blows to them by overpowering their defenses, and going straight for their vitals. at 2nd level, any time a necromorph attacks an opponent they are pinning, they add 1d6 precision damage to the damage dealt to each attack. this damage increases by 1d6 every 2 levels beyond second.

INDISCRIMINATE ANATOMY (Ex): the changes to your body begin to affect your inner system, and make you difficult to effectively injure seriously. at 3rd level, a necromorph gains 25% fortification, and no longer has to breath.

SWIFT STEALTH (Ex): sometimes you need to be able to hunt quickly and quietly to catch your prey, who with the slightest warning will react, so you can't give them time to notice you. at 5th level, a necromorph can move its normal speed while sneaking, and may even run while sneaking at no penalty.

STURDY GROUNDING (Ex): a key strategy of necromorphs is to block of exits, so you have to leave them incapable of pushing past you, and you develop, naturally, a stance to keep you on your feet. at 7th level, a necromorph gains a bonus to resist being tripped, bull rushed, or overrun equal to their class levels.

GREAT LEAP (Ex): with careful aim, you leap onto your prey, giving you an instant to cut the spine just below the base of the neck, before they can respond. at 9th level, a necromorph is always considered to have a running start when they jump, and may add his death attack damage to any attack made at the end of a jump.

DEATHLESS ANATOMY (Su): your anatomy continues to make less sense, and be harder to target, giving a number of resistances to attack. at 11th level, a necromorph increases his fortification to 50%, and gains damage reduction 5/slashing.

AURA (Su): your shape, form, and stance cause a reaction in those who see you. upon reaching 13th level, a necromorph gains a natural magical aura from the following list.
-insanity- you gain an aura of insanity extending out 60 ft, any who fail a will save at DC 10+1/2 level+charisma modifier are confused for 1 round per level, even those who succeed are dazzled for 1 round.
-antimagic- you gain a spell resistance equal to 10+your level
regeneration- you gain fast healing equal to 1/2 your class levels+con modifier
-telepathy- you gain telepathy out to 100 ft
stench- you are surrounded with a stench out to 30 ft, the effects of this smell are similar to stinking cloud, except the saving throw is 10+1/2 level+charisma modifier

NEEDLESS ANATOMY (Ex): your internal body has helped you reach the point you are at, but is no longer needed, and as such you are just a body of destruction, with no weaknesses or vitals. at 15th level, a necromorph gains 100% fortification, and replaces the damage reduction from deathless anatomy with damage reduction 6/-

HIDE IN PLAIN SIGHT (Ex): after killing your first target, it is apparent that you will need to kill all that can see you, which is easier if they cannot see you. at 17th level, a necromorph gains the hide in plain sight class feature

SHOT IN THE DARK (Ex): when the prey doesn't notice you, it makes it easier to strike the killing blow. at 19th level, any attack made while your target can't see you adds your death strike damage

PERFECT BEING (Ex): your form is perfect, you gain an improved array of abilities, and an impressive stature, filling allies and enemies alike with fear.
upon reaching 20th level, a necromorph is considered a god to many, and as such, gains the leadership feat, and all cohorts and followers are clerics, and you gain some of the benefits of being a god. for 1 round per 4 levels(these dont have to be back to back), a 20th level necromorph can be considered to have a divine rank of 0, giving him a doubled movement speed, he imbues all his attacks with alignment descriptors the same as his alignment, is immune to polymorph, petrification, energy drain, ability drain, ability damage, mind-affecting spells, damage reduction 10/epic, fire resistance 5, spell resistance 32, and is granted the divine sneak attack ability, though it affects death strike instead of sneak attack.

Last edited by zetsu1919 : 09-20-2012 at 11:00 PM.
zetsu1919 is offline   Reply With Quote
Old 07-30-2012, 02:32 AM   Top  -  End  -  #8
bobthe6th
Troll in the Playground
 
 
Join Date: Jul 2011
Location: 
Under the midnight sun
Gender: Male
Default Re: Base Class Challenge XIII - On a Whim

The Hero


"Man, the martial master me is pretty cool..."-James Dark-child, a Hero.

Their are many copies of any one person, spread across an infinite multiverse... and the Hero is one of the foci of his replications. He can draw on the power of all his doppelgangers, being what he wishes to be.

Adventures: Why your class might adventure.

Characteristics: Anything, given time.

Alignment: As the Hero becomes a reflection of his other selves, he frequently loses his own alinement amongst the many.

Religion: Can change on a daily basis.

Background: A Hero harnesses the potential power of his position as focal point. His background is often lost as he steeps in a thousand back grounds.

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: Any, though only one each day.

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: All or none depending on the focus for the day.
Alignment: Any
Hit Die: d4
Starting Age: Any.
Starting Gold: None

Custom
LevelBABFortRefWillSpecial
1st+0+0+0+0Defining Ability
2nd+1+0+0+0Minor Abilaty
3rd+1+1+1+1 
4th+2+1+1+1Bonus Feat
5th+2+1+1+1Major Abilaty
6th+3+2+2+2Minor Abilaty
7th+3+2+2+2 
8th+4+2+2+2Bonus Feat
9th+4+3+3+3Major Abilaty
10th+5+3+3+3Minor Abilaty
11th+5+3+3+3 
12th+6/+1+4+4+4Bonus Feat
13th+6/+1+4+4+4Major Abilaty
14th+7/+2+4+4+4Minor Abilaty
15th+7/+2+5+5+5 
16th+8/+3+5+5+5Bonus Feat
17th+8/+3+5+5+5Major Abilaty
18th+9/+4+6+6+6Minor Abilaty
19th+9/+4+6+6+6 
20th+10/+5+6+6+6CapStone, Bonus Feat
Alignment: Any
Hit Die: 1d4

Class Skills:
Class Skills: any, dependent on the ability chosen for that day.
Skill Points at 1st Level: (2 + Int modifier) × 4
Skill Points at Each Additional Level: 2 + Int modifier

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

Weapon and Armor Proficiencies: The Hero is proficient with all simple weapons and no shields or armor.

Defining Ability (Ex):
At the dawn of each day, a Hero has to refocus their form. The many facets of their multitude fight for dominance. They select one of the following abilaties as they chose as that days focus.

Martial skill: The Hero's base attack bonus is increased to his level, his fortitude save bonus increases to a good progression.


Transcendental armory: A Hero is able to replicate the equipment of their other selves. When they chose their defining ability for the day, they may change their equipment as a whole for any equally priced equipment.
__________________
avatar by Szilard, thank you sir for the fine work!

my home brew. you should PEACH them...
Telekineticist
Razor
Shield
blasterv4
mindbender

Last edited by bobthe6th : 07-30-2012 at 04:24 PM.
bobthe6th is offline   Reply With Quote
Old 08-01-2012, 10:47 PM   Top  -  End  -  #9
Zaydos
Titan in the Playground
 
 
Join Date: Aug 2009
Location: 
The Beastlands
Gender: Male
Default Re: Base Class Challenge XIII - On a Whim

Morphic Claw

Put an image of your class here!

”What use is a sword when your body is a finer weapon?”

A master of combat, a morphic claw is a warrior who transforms their entire body into a living weapon. Morphic claws fight without need of forged weapons, but with a ferocity and power like the greatest predators of the world.

Adventures: A morphic claw might adventure for the chance to whet their skills with the challenge of the dangers that adventuring brings. Others adventure because their bestial transformations make them unacceptably strange even in a world of mages and monsters, something about it makes them not quite human and thus altogether too much of a monster for them to mingle with ordinary humans. Other morphic claws adventure for the reasons which attract all mortals, gold, fame, vengeance or a plethora of potential options.

Characteristics: A morphic claw is at its heart a melee combatant. Mastering several martial disciplines, both those common to warblades and swordsages and some unique to their kind. Morphic claws are also capable scouts, and able to make their way through the wilderness, gaining enhanced speed and senses.

Alignment: Many morphic claws find the freedom of the wild an intrinsic part of their own affinity for it. They are not bound easily by society’s laws, instead flowing through the gaps to find their own way and place. As such most morphic claws are chaotic, even though neutral and even lawful ones exist. Lawful morphic claws often see themselves as taping into the primal power of their own forms, through introspection and self-control. Many morphic claws find themselves falling to the allure of the hunter and predator, the joy of battle and bloodshed. These morphic claws, though a plurality, are not the majority and tend towards evil.

Religion: Morphic claws are not particularly prone to religion; their powers come ultimately from within and their focus is often inwards. Those who do deal with gods often worship gods of war, making themselves into living weapons for their gods. Others worship gods of nature, especially those associated with predatory animals, or gods of change.

Background: Morphic claws do not share a single unifying background. Some trained from early childhood, growing intone with their own inner beast, releasing it to face their enemies. Others inherited a trace of lycanthrope, doppleganger, or other shapeshifter blood giving them a natural talent for shapeshifting that they channeled towards combat. Some receive their talents due to mutations from being born in magic saturated regions. What they share in common is training and talent in combat, coupled with a skill at shifting their body into a form suited for battle. To many morphic claws it is not how you came to your power that matters, but what it allows you to do.

Races: Humans, with their natural aptitude for adaptation, and tendency to carry bloodlines of mystical creatures within their veins are fairly common amongst morphic claws. Elves, despite their natural magic and connection to the wilderness, lack the savagery and physical hardiness of a morphic claw, although wild elves find it an easy and acceptable path. Dwarves, whose physical hardiness would prove a useful advantage, rarely follow the path because they lack the connection to the beast and the willingness to change. Half-orcs are fairly common, forged from a combination of adaptable human blood, orcish savagery, and social ostracism. Half-elves also find the path of the morphic claw relatively easy, taking to it more naturally than even humans.

It is among more exotic races that the morphic claw is most common, though. Changelings find the transformations of the morphic claw to come naturally to them their bodies already fluid things. Shifters are the most likely to follow the path, their lycanthropic blood filling them with the power of the beast, and the talent for transformation, which combines to form the perfect template for a morphic claw.

Other Classes: Morphic claws see themselves as part of the natural world of druids and rangers, feeling a certain kinship to them both; this is especially strong in their dealings with druids and wildshape rangers from whom many morphic claws think that they might have something to learn. Morphic claws also feel a kinship with barbarians whose wild savagery resembles their own. Monks and swordsages present a split to many morphic claws; some respect their discipline and focus, others find their refusal to release their inner beasts frustrating at best. Morphic claws take arcanists on a case by case basis, they can be very powerful and with some, such as transmuters, they feel a strong kinship though even then they tend to look down on anyone unwilling to wade into battle and get their hands bloody. Morphic claws get along well with clerics of the bloodier gods, or at least similarly aligned war gods, though few find much kinship with paladins and their strict codes.

Psions often are grouped with other self-disciplined classes; either respected or shrugged off as missing what is important, though with the additional stigma of being afraid of physical combat. Psychic warriors, though, are usually seen with a certain kinship, especially those who wield claws of mental force. Incarnum is usually treated as just another form of magic, but totemists do have some similarities that a morphic claw has trouble turning a blind eye to; some even seek to learn and copy such powers.

Role: Morphic claws serve as melee combatants, fighting on the front line through the use of their natural weapons and martial maneuvers. They can also serve as primary scouts, although their lack of trapfinding proves a hindrance there they have a skill for stealth, enhanced speed, and improved senses to aid them.

Adaptation: Morphic claws could easily be regulated to a single order of supernaturally skilled warriors; an offshoot of the temple of nine swords for example. They could also be connected to a god of change, war, or animals as holy warriors. The low number of morphic claws amongst elves could be reversed, turning it into an ancient elven art. Perhaps they only exist amongst a sect of true lycanthropes, or ones who have begun training human warriors in their arts as a part of a plan to integrate with humans or subvert control of a region.

GAME RULE INFORMATION
Morphic claws have the following game statistics.
Abilities: Strength determines your ability to hit and deal damage with your natural weapons. Dexterity adds to your AC, and with your bonuses to damage might even be usable to replace Strength for to-hit. Constitution helps make up for your d8 HD, allowing you to survive more blows, and at high levels it can determine the cap to your class based AC bonus.
Alignment: Any.
Hit Die: d8
Starting Age: As cleric.
Starting Gold: 3d4 x 10 GP.

Class Skills
The Morphic Claw's class skills (and the key ability for each skill) are Autohypnosis (Wis), Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Disguise (Cha), Escape Artist (Dex), Handle Animals (Cha), Hide (Dex), Jump (Str), Knowledge (Dungeoneering) (Int), Knowledge (Nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), and Tumble (Dex).

Skill Points at First Level: (6 + Int modifier) x 4
Skill Points at Each Additional Level: 6 + Int modifier

CLASS NAME
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialManeuvers KnownManeuvers ReadiedStances Known
1st
+0
+2
+0
+2
Unarmed Combat, Natural Blows (Ferocity +2)
6
3
1
2nd
+1
+3
+0
+3
Claws, Shifting Skin, Natural Skill (Weapon Focus)
7
4
2
3rd
+2
+3
+1
+3
Natural Blows (Ferocity +3), Enhanced Movement (Speed)
8
4
2
4th
+3
+4
+1
+4
Eldritch Claws, Shifted Sense (Sight)
9
4
2
5th
+3
+4
+1
+4
Natural Blows (Accuracy +1), Natural Blows (Ferocity +4)
10
5
3
6th
+4
+5
+2
+5
Bestial Knowledge
11
5
3
7th
+5
+5
+2
+5
Natural Blows (Ferocity +5)
12
6
3
8th
+6/+1
+6
+2
+6
Enhanced Movement (Climb)
13
6
3
9th
+6/+1
+6
+3
+6
Fangs, Natural Blows (Ferocity +6)
14
6
3
10th
+7/+2
+7
+3
+7
Natural Blows (Accuracy +2)
15
7
4
11th
+8/+3
+7
+3
+7
Body Control, Natural Blows (Ferocity +7)
16
7
4
12th
+9/+4
+8
+4
+8
Shifting Claws, Claws (Expertise)
17
8
4
13th
+9/+4
+8
+4
+8
Natural Blows (Ferocity +8), Enhanced Movement (Wings)
18
8
4
14th
+10/+5
+9
+4
+9
Shifted Sense (Ears)
19
8
4
15th
+11/+6/+1
+9
+5
+9
Natural Blows (Accuracy +3), Natural Blows (Ferocity +9)
20
9
5
16th
+12/+7/+2
+10
+5
+10
Natural Blows (Ferocity +7), Improved Bestial Knowledge
21
9
5
17th
+12/+7/+2
+10
+5
+10
Natural Blows (Ferocity +10), Self-Sanctified Form
22
10
5
18th
+13/+8/+3
+11
+6
+11
Enhanced Movement (Sudden Burst)
23
10
5
19th
+14/+9/+4
+11
+6
+11
Natural Blows (Ferocity +11), Shifted Sense (Electrolocation)
24
10
5
20th
+15/+10/+5
+12
+6
+12
Natural Blows (Accuracy +4), Living Battle
25
11
6

Class Features
All of the following are class features of the CLASS NAME.

Weapon and Armor Proficiencies: An Morphic Claw gains no proficiencies beyond their natural weapons. An Morphic Claw is proficient in light and medium armor but not shields.

Maneuvers: You begin your career with knowledge of six martial maneuvers. The disciplines available to you are Diamond Mind, Feral Hunger, Protean Hunter, Stone Dragon, and Tiger Claw.

Once you know a maneuver, you must ready it before you can use it (see Maneuvers Readied, below). A maneuver usable by morphic claws is considered an extraordinary ability unless otherwise noted in its description (note all Protean Hunter maneuvers are Supernatural). Your maneuvers are not affected by spell resistance, and you do not provoke attacks of opportunity when you initiate one.

You learn additional maneuvers at higher levels, as shown on the table above. You must meet a maneuver's prerequisite to learn it. See Tome of Battle page 39, Table 3-1, to determine the highest-level maneuvers you can learn.

Upon reaching 4th level, and at every even-numbered morphic claw level after that (6th, 8th, 10th, and so on), you can choose to learn a new maneuver in place of one you already know. In effect, you lose the old maneuver in exchange for the new one. You can choose a new maneuver of any level you like, as long as you observe your restriction on the highest-level maneuvers you know; you need not replace the old maneuver with a maneuver of the same level. For example, upon reaching 10th level, you could trade in a single 1st-, 2nd-, 3rd- or 4th-level maneuver for a maneuver of 5th level or lower, as long as you meet the prerequisite of the new maneuver. You can swap only a single maneuver at any given level.

Maneuvers Readied: You can ready three of the maneuvers you know at 1st level. You ready your maneuvers by exercising for 5 minutes. The maneuvers you choose remain readied until you decide to exercise again and change them. You need not sleep or rest for any long period of time to ready your maneuvers; any time you spend 5 minutes in practice, you can change your readied maneuvers.

You begin an encounter with all your readied maneuvers unexpended, regardless of how many times you might have already used them since you chose them. When you initiate a maneuver, you expend it for the current encounter, so each of your readied maneuvers can be used once per encounter (until you recover them, as described below).

You can recover one maneuver each round in which you reduce a creature with a CR of at least your IL – 8 to 0 or less hp or render it unconscious. To do so is a free action. You may not recover a maneuver you have used since the start of your last turn.

Stances Known: You begin play with knowledge of one 1st-level stance from any discipline open to morphic claws. At 2nd, 5th, 10th, 15th, and 20th level, you can choose additional stances. Unlike maneuvers, stances are not expended, and you do not have to ready them. All the stances you know are available to you at all times, and you can change the stance you are currently using as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description (note all Protean Hunter stances are Supernatural).

Unlike with maneuvers, you cannot learn a new stance at higher levels in place of one you already know.

Unarmed Strike (Ex): An Morphic Claw learns to fight with every inch of their body. An Morphic Claw gains Improved Unarmed Strike as a bonus feat and their unarmed strikes deal 1d6 lethal or nonlethal damage, and counts as the better of a natural weapon or manufactured weapon for all purposes.

Natural Blows (Ex): An Morphic Claw is a master of their natural weapons. As their mastery with their natural weapons increase Morphic Claws of the Morphic Claw gain a bonus to hit and damage.
Ferocity: At 1st level an Morphic Claw gains a +2 untyped bonus to damage with unarmed strikes and natural weapons, this bonus increases by +1 at 3rd level and every 2 levels thereafter. This bonus also applies to damage dealt by maneuvers which do not use weapons.
Accuracy: At 5th level an Morphic Claw gains a +1 untyped bonus to attack rolls with unarmed strikes and natural weapons. This bonus increases by +1 at 10th level and every 5 levels thereafter.

Claws: An Morphic Claw has begun to transform their body. At 2nd level their hands change into deadly claws giving them two claws which may act as primary or secondary natural weapons and deal 1d6 damage for a medium sized Morphic Claw. The Morphic Claw may only use one claw if they also attack with their unarmed strike, and may not use either claw if they make attacks with their unarmed strike through Two-Weapon Fighting rules, even if they do not use their hand for the unarmed attacks. An Morphic Claw also gains the Supernatural ability to revert these claws to regular hands as a standard action, returning them to claws is a swift action.

At 12th level your expertise with your claws is such that you may now use both claw attacks even in a round in which you have used your unarmed strike.

If you already have claw attacks you do not gain new claw attacks, but the damage increases as if you had gained a size category, as this is not an actual change in your size it stacks with other effects which would increase your damage with natural weapons.

Shifting Skin (Su): An Morphic Claw learns to harden and transform their skin. Their hardened skin grants them increased protection against physical attacks. An Morphic Claw’s natural armor bonus is increased by ˝ their class level to a maximum increase of 2 higher than their Constitution modifier (if they do not have natural armor treat it as +0).

Natural Skill: An Morphic Claw has a talent for all natural weapons. At 2nd level they are considered to have Weapon Focus in any natural weapon they possess (including unarmed strikes).

Shifted Senses (Ex): An Morphic Claw learns to change the very nature of their sensory organs, these modifications growing more complex as they advance along their path.

Eyes: Your eyes have changed becoming more sensitive to light, or those transmissions which exist even without it. Choose either Low-Light Vision or Darkvision. If you do not already have that ability you gain it (out to 60-ft with darkvision), if you already possess that ability you gain Superior Low-Light Vision (if you selected Low-Light Vision), or your Darkvision extends by 60-ft (if you selected darkvision). Whichever option you select you gain a +4 competence bonus to Spot checks.

Ears: Your ears have grown keen enough, that you can pinpoint creatures through echo-location. You gain Blindsense out to 30-ft, and a +4 competence bonus to Listen checks.

Electroreception: Your entire body has grown sensitive to the electric signals of the world around you, letting you sense their location like a fish in water. You gain Blindsight out to 30-ft. If you take electricity damage equal to or greater than your Constitution score in one attack your blindsight is suppressed for 1d4 rounds.

Enhanced Movement (Ex): An Morphic Claw’s body adapts to the needs of the battlefield transforming to grant them battlefield supremacy. At 3rd level, and every 5 levels afterwards, an Morphic Claw’s ability to move about the battlefield improves in some way.

Speed: At 3rd level you base land speed increases by 10-ft.

Climb: At 8th level your claws adapt to climbing and while they are manifest you gain a climb speed equal to ˝ your base land speed.

Wings: At 13th level wings sprout from your back granting you a fly speed equal to your land speed with average maneuverability. As a full-round action you may retract these wings into your body (hiding them is a Su ability), and may allow them to reassert themselves as a standard action.

Sudden Burst: At 18th level your body has grown accustomed to sudden bursts of movement; whenever you take a full-attack action (but not a strike or other action which allows you to full-attack) you may move up to half your speed as part of that action. This movement must come before or after all of your attacks and provokes attacks of opportunity as normal; you may still take a 5-ft step even in a round in which you use this ability.

Eldritch Claws (Su): An Morphic Claw is in many ways a being of magic, and this magical nature extends to their natural weapons. Beginning at 4th level an Morphic Claw’s natural weapons and unarmed strikes overcome DR as if they were magic weapons and may hit incorporeal creatures as if they were magic, but not ghost touch, weapons.

Bestial Knowledge (Ex): An Morphic Claw learns much about identifying creatures due to their imitation of the monstrous form. Beginning at 6th level an Morphic Claw gains a +2 untyped bonus to Knowledge checks to identify creatures or as part of Knowledge Devotion.

Fangs: An Morphic Claw continues to change and enhance their body, becoming more and more of a living weapon. At 9th level an Morphic Claw gains either a Bite or Tail attack as his body shifts to grow this new weapon; once this choice is made it cannot be changed. Whether Bite or Tail is chosen it is a secondary natural weapon (-5 to hit and +1/2 Str to damage without feats or items) dealing 1d6 damage for a medium size creature (1d4 for small, 1d8 for large). As a standard action (Su) he may revert this weapon into his form to hide it; restoring his natural weapon is a swift action.

If you already have the type of natural weapon you selected, or would gain it from another source, instead your damage die with it increases by 1 size.

Body Control: An Morphic Claw’s body is always shifting and changing, even if only in small ways. At 11th level an Morphic Claw gains the Shapechanger subtype, a +4 on Fortitude saves versus poison and disease, light fortification (this does not stack with fortification from other sources), and if they succeed on a Fortitude save against an effect which allows a save for Fort half or Fort partial they suffer no effect.

Shifting Claws (Su): An Morphic Claw learns to synthesize mystical materials and infuse his blows with them. Beginning at 12th level an Morphic Claw may choose one special material type, his natural weapons and unarmed strikes deal damage as if they were that material. An Morphic Claw may, with a swift action change which material their claws deal damage as.

Improved Bestial Knowledge (Ex): An Morphic Claw’s knowledge of the monstrous form continues to grow. Beginning at 16th level an Morphic Claw gains a +5 untyped bonus to Knowledge checks to identify creatures, and for Knowledge Devotion. In addition they may now make Knowledge checks to identify creatures even if they are untrained. This ability supersedes (does not stack with) Bestial Knowledge.

Self-Sanctified Form (Ex): As a Morphic Claw nears the heights of their power their mastery of their own body and form is greater than that of a natural shapeshifter. At 17th level a Morphic Claw gains immunity to Transmutation spells or effects which allow Spell Resistance, although they can lower or raise this immunity as a swift action.

Living Battle (Ex): As an Morphic Claw reaches supremacy in their field they have become embodiments of war. Going far beyond mere living weapons which they have been for some time upon their path, they have become a battle concentrated into mortal form. At 20th level an Morphic Claw’s control over their own body grants them immunity to critical hits, stunning, poison and disease. If an effect allows a Fort save for partial or half, an Morphic Claw suffers no effect on a successful save, and even on a failed save suffers the reduced effect. Finally their presence as a being of battle allows their natural weapons and unarmed strikes to overcome damage reduction as if Epic and the alignment of choice. This alignment does not need to match that of the Morphic Claw’s and can even oppose it. They may change which alignment their natural weapons are treated as with a swift action.
__________________
Peanut Dracolich avatar by Emperor Ing.

Selected Works:
  • my homebrew
  • The Three Worlds: My brain child setting, always a WIP; if you're interested in it tell me what to detail further first.
  • Winner of the third round of dragon polling: Death Dragon Class
  • Dragon Poll 4: Open till... well with college coming up I'm hesitant to give a fixed date.
    8 votes and counting.

Last edited by Zaydos : 08-29-2012 at 05:34 PM.
Zaydos is offline   Reply With Quote
Old 08-01-2012, 10:51 PM   Top  -  End  -  #10
Zaydos
Titan in the Playground
 
 
Join Date: Aug 2009
Location: 
The Beastlands
Gender: Male
Default Re: Base Class Challenge XIII - On a Whim

New Disciplines (for Morphic Claws):

Protean Hunter:
Spoiler


Feral Hunger:
Spoiler


Feats
Spoiler
__________________
Peanut Dracolich avatar by Emperor Ing.

Selected Works:
  • my homebrew
  • The Three Worlds: My brain child setting, always a WIP; if you're interested in it tell me what to detail further first.
  • Winner of the third round of dragon polling: Death Dragon Class
  • Dragon Poll 4: Open till... well with college coming up I'm hesitant to give a fixed date.
    8 votes and counting.

Last edited by Zaydos : 08-29-2012 at 11:57 PM.
Zaydos is offline   Reply With Quote
Old 08-03-2012, 09:21 AM   Top  -  End  -  #11
GFawkes
Ogre in the Playground
 
 
Join Date: Dec 2009
Location: 
My own mind
Gender: Male
Default Re: Base Class Challenge XIII - On a Whim

Skin Shifter

Put an image of your class here!

Everyone is someone, and I'm everyone.

Skin Shifters are the best at blending. There are few situations that a Skin Shifter cannot find some application of their most basic ability: adapting to the situation. Need a Prince Charming for the ball? Or maybe an intimidating bodyguard? Or maybe just someone to cause the guards to be, ahem, otherwise occupied? A skin shifter can offer all, if the price is right.

Adventures: Skin Shifters may adventure for any reason, though the most common is to show off their ability. It's one thing to have your name down as a brave warrior; it's entirely different to also be a diplomat and an exiled royal in the same life.

Characteristics: All skin shifters are capable of altering their appearance to some degree. As they become more proficient in this, they can make greater changes that may even have no physical effect, but instead affect how their minds and souls are seen.

Alignment: While there are skin shifters of every alignment, they lean towards the more chaotic side. Most skin shifters are free spirited, changing their opinion of something about as often as they change their eye color. The most common alignment for a skin shifter is Chaotic Neutral, becoming less and less frequent the more steps you are away from there.

Religion: Olidammara is the most common deity for skin shifters, him being the god of trickery and all, though worshipers of Fhlarghan aren't unheard of due to the wandering nature of skin shifters.

Background: While all skin shifters are born with their abilities, there are a few factors that make each unique. Firstly, there is the source of the transformative ability. It could be that he was just born in the right place at the right time, or perhaps there's a doppelganger in his distant ancestry. Extraplanar beings may also have had some effect in causing a skin shifter's power. Then there's how those abilities manifest. They may develop into a form of lycanthropy, only have a small effect such as looking more like the neighbor than the father, or not appear at all until he is on his deathbed.

However, having power is much different than controlling it. Many skin shifters take time to first show signs of their ability, and will spend about as much time learning to control it. After all, it's embarrassing to be in the middle of wooing the elven queen when you suddenly change into a feral orc warrior.

Races: Humans are the most common race to show skin shifting, though it is by no means exclusive to them. Skin shifters can show up in any race native to the Prime Material plane. Skin shifters among the more savage races are more inclined to imitate animals and present a more feral look.

Other Classes: Skin shifters generally get along well with everyone. It's their job to do so. Other social classes, such as bards, beguilers, and certain rogues, get along extraordinarily well with skin shifters. Non-social rogues also get along well, though they don't see the risk of interacting with so many people to get somewhere you could easily break into. Divine casters that are tied to nature (druids, spirit shamans) both sympathize with and question skin shifters. They understand that there is more to life than one physical form, but often disapprove of how casually skin shifters alter their form. Paladins disapprove of skin shifters, seeing them as dishonorable tricksters. However, as with rogues, they will give an individual a chance to prove himself. Skin shifters have no special relations with any other class.

Role: Skin shifters make unparalleled infiltrators, being able to change their appearance on the fly. Some skin shifters focus more on combat, allowing them to fight long enough for assistance to arrive, while others lean to utilize their bodies, being able to be prepared for any situation.

Adaptation: The easiest way to adapt a skin shifter is to make them a master of disguise, though there are plenty of imaginative ways to fit them into a setting.

GAME RULE INFORMATION
Skin shifters have the following game statistics.
Abilities: Charisma helps a skin shifter do what he does best: blend in. As with any class that wears little armor, Dexterity is important. Constitution is important for more battle-oriented Skin Shifters, for both hitpoints and Concentration.
Alignment: Any, though they tend towards chaotic
Hit Die: d8
Starting Age: As bard.
Starting Gold: 4d4x10 gp.

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

Appraise (Int), Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Knowledge (All, taken individually) (Int), Listen (Wis), Open Lock (Dex), Perform (Cha), Profession (Cha), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (NaN), Use Magic Device (Cha)

Skill Points at First Level: (6 + Int modifier) x 4
Skill Points at Each Additional Level: 6 + Int modifier

Skin Shifter
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial
1st
+0
+0
+2
+2
Skinslip, Form Focus, Social Awareness
2nd
+1
+0
+3
+3
Alternate Persona (1 minor identity), Resistive Body
3rd
+2
+1
+3
+3
Genderslip, Shift Utility, Hide Alignment
4th
+3
+1
+4
+4
Skinshift, Alternate Persona (2 minor identities)
5th
+3
+1
+4
+4
Alternate Persona (2 minor identities, 1 medium identity), Shift Utility
6th
+4
+2
+5
+5
Raceslip, Alternate Persona (3 minor identities, 1 medium identity)
7th
+5
+2
+5
+5
Ageslip, Quickened Change (Standard Action), Shift Utility
8th
+6/+1
+2
+6
+6
Gendershift, Alternate Persona (4 minor identities, 1 medium identity, 1 major identity)
9th
+6/+1
+3
+6
+6
Transmutive Body, Shift Utility
10th
+7/+2
+3
+7
+7
Sizeslip, Alternate Persona (5 minor identities, 2 medium identities, 1 major identity)
11th
+8/+3
+3
+7
+7
Ageshift, Quickened Change (Move Action), Shift Utility
12th
+9/+4
+4
+8
+8
Raceshift, Alternate Persona (6 minor identities, 2 medium identities, 1 major identity), Hide Thoughts
13th
+9/+4
+4
+8
+8
Disguise Mastery, Shift Utility, Mask Alignment
14th
+10/+5
+4
+9
+9
Alternate Persona (7 minor identities, 2 medium identities, 1 major identity)
15th
+11/+6/+1
+5
+9
+9
Alternate Persona (7 minor identities, 3 medium identities, 1 major identity), Quickened Change (Swift Action), Shift Utility
16th
+12/+7/+2
+5
+10
+10
Sizeshift, Alternate Persona (8 minor identities, 3 medium identities, 2 major identities)
17th
+12/+7/+2
+5
+10
+10
Disguise Perfection, Mask Thoughts, Shift Utility
18th
+13/+8/+3
+6
+11
+11
Alternate Persona (9 minor identities, 3 medium identities, 2 major identities)
19th
+14/+9/+4
+6
+11
+11
Quickened Change (Free Action), Shift Utility
20th
+15/+10/+5
+6
+12
+12
Alternate Persona (10 minor identities, 4 medium identities, 2 major identities), True Identity

Class Features
All of the following are class features of the skin shifter.

Weapon and Armor Proficiencies: Skin shifters are proficient with all simple weapons, any natural weapons of the forms they take, and all light martial weapons. They are not proficient with any kind of armor, and tend to dislike wearing it.

Skinslip (Su): This is the most basic ability of any skin shifter. A skin shifter can alter his appearance at will, with large limitations. He must remain the same race, gender, and age category, altering his appearance takes a full-round action, and it only affect his appearance, as disguise self. This quickly improves, however.

Form Focus (Ex): When you can be anyone, it's hard to remember what you look like in a mirror. Skin shifters must constantly concentrate to maintain a form. This is usually a DC 10 Concentration check when performing day to day activity. During combat, or other moments of high stress (Taking 10 not allowed), this doubles to a DC 20. If he takes damage, a skin shifter must automatically make a Concentration check of DC (Damage Taken/Skin Shifter level, round up). These checks are made automatically with no action required. If the skin shifter fails this Concentration check, he immediately reverts to his natural form and cannot use any slips, shifts, or Shift Utilities until he makes a successful Concentration check

Social Awareness (Ex): All skin shifters learn to blend in at a basic level by learning how to behave like everyone else. This has three effects:
  • A skin shifter may always Take 10 on Bluff, Diplomacy, and Sense Motive
  • A skin shifter can make a Sense Motive check to get a gut assessment of the situation as a Move Action
  • A skin shifter gets a +4 on all Bluff, Diplomacy, Intimidate, Gather Information, and Sense Motive checks

Alternate Persona (Ex): When you change your identity on a nearly constant basis, it can help you stay sane by having an identity that you can retreat to. Starting at 2nd level, a skin shifter develops an alternate identity, and then realizes that one simply isn't enough. At every even level, he gains an additional minor identity. At 5th level, and every 5 levels after, he gains a medium identity. At 8th level and 16th level, he gains a major identity.

A minor identity is just that: someone he can call himself at the end of the day. These identities are usually inconsequential ones. Not necessarily low-class, but no one would notice if they disappeared for an extended period of time without explanation.

A medium identity is more important, and thus can learn more. While in a medium identity, a skin shifter gets a +4 bonus on Gather Information checks and a +2 on one Knowledge skill, chosen when the identity is made. The Knowledge boost is from some social connection or perhaps a library. Medium identities are roughly middle class: they can vanish for a day or two without warning, but any longer and people will at least have the thought cross their mind of where they are.

A major identity is a person of influence. They often have people that depend on them on a daily basis, and are in a much higher position of power. While in a major identity, a skin shifter gets a +10 to Gather Information, +4 on three Knowledge skills chosen when the identity is made, and can ask for a minor favor 1/week. The favor can have a gp value of no more than 100 gp. Any request that is either out of the ordinary for the identity (such as a wealthy tailor asking how crops are growing) or overly suspicious (such as asking guards to not be around a certain area for an hour) allows the target a Sense Motive check against the skin shifter's Bluff check. Major identities are almost always high class. If they disappear without announcing plans to travel, there will be investigation.

Creating an identity takes 1 week plus -1d4 days for a minor ID, 1d6 days for a medium ID, and 2d4 days for a major ID. This consists of focusing on the new form, committing it to memory, separating thoughts that belong exclusively to it, and making the identity known.

It is possible to retire an identity, though each one is different. Most minor identities can simply just disappear with no effort. Medium identities require 1d4+2 days of effort to come up with an explanation and spread it around. Major identities require either a drastic spontaneous event (making a fake murder) or 1d4-1 months of effort, minimum 1 month.

Resistive Body (Ex): A skin shifter's body reacts differently to transmutations than most people's. When a skin shifter is the target of a transmutation spell, it acts as if it were cast (1/2 Class Level) levels lower, due to his body resisting change that it has not chosen to make.

Genderslip (Su): As skin shifters are constantly learning to shift further from their original form, one of the earliest tricks is gender alteration. He can now appear to be either male or female, though this is also appearance only, as per disguise self, and he still takes a penalty for disguising as the opposite gender.

Shift Utility (Ex): At level 3, and every 2 levels thereafter, a skin shifter learns a new trick for his transforming. He can only pick a Shift Utility once, unless otherwise noted. Some have prerequitite Shift Utilities, and cannot be taken until those are.

Spoiler


Hide Alignment (Su): Disguising yourself as the captain of the guard doesn't do much if you register as evil in the paladin's eyes. Starting at level 3, a skin shifter is constantly protected by an undetectable alignment effect. He may choose to suppress this ability as a free action, and may re-activate it as a move action.

Skinshift (Ex): Since it is one of the most innate abilities of a skin shifter, it's only natural that it's one of the first ones mastered. At 4th level, a skin shifter's Skinslip ability ceases to be an illusion and becomes an actual physical change. It now functions as alter self, though it retains the limitations from before. However, it does not allow Genderslip to become a physical change.

Raceslip (Su): Building his repitoir of transformations, a skin shifter of 6th level or higher can alter his apparent race. He must remain humanoid, and keeps his original type and subtype. This is visual only, as disguise self, and he takes the penalty for not disguising as his own race.

Ageslip (Su): Age is but a number, and a number multiplied allows options. Starting at level 7, a skin shifter can alter his apparent age. This functions as disguise self, and retains the penalty for disguising as a different age category.

Quickened Change (Ex): After so much practice, it's only natural that a skin shifter would get faster at changing his appearance. At 7th level, it takes only a Standard Action to change form. At 11th, it goes down to a Move Action. At 15th, it further shortens to a Swift Action. Finally, at 19th level, a skin shifter can alter his form as a Free Action.

Gendershift (Ex): Rule 63: For every male character, there is a female version, and vice versa. At level 8 skin shifter's Genderslip ability becomes physical, as alter self. The penalty still remains, due to not being as well versed in how someone of the opposite gender is supposed to act, but it is halved.

Transmuting Body (Ex): Easing the path for alteration, a skin shifter of level 9 or higher improves on his Resistive Body. At the time he is affected by a transmutation spell, he may choose to instead raise the ECL of it by (1/2 Class Level) instead of lowering it.

Sizeslip (Sp): Sometimes, you just need to be big enough to use party members as improvised weapons or small enough to use a rat as a mount. Starting at level 10, a skin shifter can alter his size by up to (CHA Modifier) categories, to a minimum of Fine and a maximum of Colossal. This imitates the enlarge person or shrink person spells, respectively. However, due to the awkwardness of being a size you weren't born into, the bonuses, if any, are halved and there is a -2 penalty to Dexterity if growth is chosen or a -2 penalty to Strength if shrinking is chosen.

Ageshift (Ex): Beginning at level 11, a skin shifter's ability to alter his age improves. The change becomes physical, as alter self, and the penalty is halved for disguising as a different age category.

Raceshift (Ex): After being outside of his natural skin, it is logical that a skin shifter would learn to take the skin that cannot be his. At 12th level, a skin shifter's ability to appear as a member of a different race becomes physical, as alter self, and the penalty for disguising as a member of a different race is halved. Additionally, when using Raceshift, he loses the type he previously was and gains the type (and subtype) of the race he shifts into.

Hide Thoughts (Su): With all the identities in his head, it makes sense to at least lock the door to a skin shifter's mind. In any identity, his mind is concealed with an effect similar to mind blank. While his mind can be detected, no access is permitted to outsiders without permission. The skin shifter is aware of the attempted intrusion, though not where it came from.

Disguise Mastery (Ex): At level 13, a skin shifter becomes highly competent in his disguises. He can always Take 10 on a Disguise check, and disguises in only 1d3 minutes. Additionally, he no longer takes penalties for disguising as a different gender, race, or age category.

Mask Alignment (Su): While hiding information can work, it may raise a few unnecessary issues. Better to give false information. At level 13, a skin shifter can alter his apparent alignment. Doing so takes a swift action, and may only change by one step at a time, or a full-round action with no step limitation. For example, if the skin shifter is naturally Chaotic Neutral, and he wants to appear Lawful Good, it will take either 3 rounds (Neutral to Good, Chaotic to Neutral, Neutral to Lawful) and permit him to do other things, or 1 round (Chaotic Neutral to Lawful Good) but will not let him focus elsewhere. This does not affect his ability to emulate alignments with the Use Magic Device skill. Using the same skin shifter as an example, if he is masking his alignment to be Lawful Good, he still gets hurt from touching a Book of Exalted Deeds.

Sizeshift (Su): Growing out of the awkwardness of being a different size, a skin shifter learns to control his size changing ability. At level 16, when the skin shifter alters his size with Sizeslip, he no longer takes a Dexterity penalty for being larger or a Strength penalty for being smaller, and the bonuses return to their normal amounts.

Disguise Perfection (Ex): Practice makes perfect. At level 17, a skin shifter can Take 20 on a Disguise check any time he could Take 10 without the use of his Disguise Mastery ability. Additionally, he can now disguise as a full-round action.

Mask Thoughts (Su): In the Abjuration vs. Illusion arguement, it comes up that abjuration lets them know you're aware they're trying, while illusion offers no protection besides hiding. A skin shifter of level 17 or higher reaches a middle ground when protecting his mind. When his mind is forcefully accessed, he only shows thoughts that match up with the identity he is currently assuming. If there are none, or he doesn't want to allow access, he can still allow his Hide Thoughts ability to affect the intrusion.

True Identity (Ex): A skin shifter by this point will have had at least 17 different identities that he needs to keep up with. Even with all his practice, this can be taxing on his brain and make him lose his sense of who he is. By defining a True Identity, he avoids this problem. First, he chooses one of his identities, including the one he had before reaching level 2 of skin shifter. By meditating for 8 hours a week, not necessarily consecutive, he prevents himself from forgetting who he is. If his Hide Thoughts and Mask Thoughts abilities are penetrated, or access to his mind is otherwise forced through, the only thoughts that will be read are the ones pertaining to the chosen identity. Secondly, the skin shifter can take the form of his chosen identity as an immediate action.

Variants

Social Assassin
Sometimes, you need to get your hands dirty. But it's better if you can dirty the hands of your enemies. By selecting the social assassin variant, you gain +1d6 of Sneak Attack at every even level, and gain a death attack as an assassin at level 20. However, you don't gain the Alternate Persona or True Identity features.
__________________
Awesome Gordon Freemane Avatar by Dirtytabs

ATTENTION: Having internet trouble at home. Posting will be limited.

Spoiler



Previous Avatars:
Spoiler

Extended Signature

Last edited by GFawkes : 08-08-2012 at 05:19 PM.
GFawkes is offline   Reply With Quote
Old 08-06-2012, 02:34 AM   Top  -  End  -  #12
kanachi
Orc in the Playground
 
Join Date: Jul 2006
Location: 
Cambridge, UK
Default Re: Base Class Challenge XIII - On a Whim

The Dimensional Conduit



"You talk of a world of possibilities… I ask: why limit yourself to only one world?" - The one of many.


Across the infinite web of parallel dimensions there occasionally comes one who bridges them together and, through forces unknown, acts as a dimensional gateway. These rare few impact not only their own plane of existence, but forge a destiny which ripples across the endless worlds of creation.

Some are born, some find such power by accident and others strive for many years to achieve such insight. The result however is always the same… The individual becomes aware of the great nexus which links them to their dimensional counterparts who are in turn are drawn to offer their assistance.

Some speculate that such individuals are in fact being presented with a trans-dimensional trial, which will determine not only their own fate but that of each and every other double across the all endless worlds.

This character class details the dimensional conduit, who functions as a gateway for their dimensional counterparts (henceforth referred to as doubles) to enter and influence the world. It’s important to note when reading this class that the conduit and all their doubles are separate entities from one another and thus do not share any abilities or other aspects unless specifically detailed.


Adventures: Those who draw upon their dimensional doubles can see themselves in infinite form - sometimes as the hero and sometimes as the villain. They become aware of a link binding them together with all such versions of themselves and see these worlds being drawn into their own. Such powerful forces demand answers and the conduit will not rest until they are revealed.


Characteristics: A dimensional conduit is no mere jack of all traits, they are a diverse and focused mass of driven individuals acting as one. While they may be hewn from the same stone each double has been sculpted by a life time of experiences and are, as a result, entirely unique individuals. Each one is both as flawed and perfected as any creature, for they have been shaped by a life unseen in a world beyond our own.

A dimensional conduit draws upon their doubles, calling them for their aid and channelling their multitude of skills to unlock their combined destiny.


Alignment: Anyone can become a dimensional conduit, but few remain unaffected by the profound change it represents. To see oneself in infinite form - both at your most noble and most vile - is in itself a provocative experience indeed, from which some never truly recover from.

A lawful conduit likely sees a greater pattern or logic presenting itself to them, an order which spans dimensions yet still holds true. In contrast a chaotic conduit sees only the vast turmoil of existence, repeated and recycled endlessly, where the smallest moment can change a world forever.

Dimensional conduits can use there “gift” (or curse, depending on their outlook) for almost any end. Some become truly evil, viewing themselves as a greater being that has transcended mortal ties whilst other are humbled by the immeasurable scale of their vision and thus strive to better themselves and the lives of others.


Religion: Dimensional conduits have seen one of the great divides of creation unravel before their very eyes. They have peered into the endless space beyond the known world and witnessed the true immensity of existence – few can comprehend their vision and none are able to find the words to express it. Some may well turn to a deity for answers, but most begin to trust in something greater still, the raw forces of existence, time and space themselves.


Background: Most dimensional conduits are unfortunate victims of cosmic events beyond mortal comprehension. They are often little more than individuals who stumbled into the wrong place at the wrong time and, as a result, witness the dimensional vale they once knew sunder before their eyes.

Some are born this way or grow into it upon reaching maturity. These individuals often stem from ancient and unusual bloodlines, touched by events beyond their own dimension. Some may even have ties to dimensions beyond their birthplace and thus see the great nexus linking them to the infinite worlds.

A rare few actively seek out such insight, unlocking secrets so alien in their nature that none truly know what they will unleash until it is too late. These individuals roam the world, skimming he boundaries of creation and drawing upon the combined wisdom of their doubles to find greater answers.


Races: A character born of any race can find themself enveloped by the infinite worlds.

Hievarlans (new race, see below) come from a lost dimension. Their exile has allowed them to witnessed the energies which link one dimension to another and, as a result, often find themselves drawn to the life of a dimensional conduit.


Other Classes: Most find the dimensional conduits connection with unseen worlds to be unnerving. Those who travel with them often find it difficult to accept that a world exists where their own doubles not only exist but, in infinite instances, acts in a way utterly contrary to their own beliefs.

Those without understanding of such powers may perceive the conduit to merely be eccentric individuals with an unusual multiple personality disorder. Other more learned or worldly individuals likely view them with a mixture of interest, pity and caution.


Role: A dimensional conduit is no mere dilettante with a broad array of interests. They are a union of individuals, each of whom have developed their skills over a lifetime of experience. They are a collective of understanding with a range as infinite as the many worlds themselves, each one unique - in every way.

The dimensional conduit is the gateway through which their parallel selves may enter this world. As she gains experience, she is able to contact more doubles who will in turn expand her flexibility. Ultimately a conduits success is dependent upon the union they forge with those doubles they choose to form a link with.


Adaptation: The dimensional conduit could easily be re-purposed as a shape shifter of sorts or have their powers explained in more magical terms. Perhaps they draw upon inspiration from past lives, or maybe they use some form of chronomancy to move back through time and alter their own experiences and skill set.

The alternate dimensions themselves could also be altered from near infinite to a simple few, thereby reducing the range and makeup of the doubles they may call upon.


GAME RULE INFORMATION

The Dimensional Conduit has the following game statistics.

Abilities: Conduits often rely upon the powers of their doubles but should not neglect their own abilities as such a conduit should pursue a good strength score to prove them with an offensive option. Dexterity and Constitution scores will also provide a conduit with improved defence and resilience against incoming attacks. Intelligence should not be neglected as it allows a conduit to bolster their skills.

Alignment: Any.

Hit Die: d8

Starting Age: As rogue.

Starting Gold: As cleric.

Class Skills
The Dimensional Conduit's class skills (and the key ability for each skill) are:
Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Gather Information (Cha), Intimidate (Cha), Jump (Str), Knowledge (The planes) (Int), Listen (Wis), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight Of Hand (Dex), Speak Language, Spot (Wis), Swim (Str) and Use Magic Device (Cha).

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

Dimensional Conduit
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialDoublesDouble Level
1st
+0
+2
+2
+2
Dimensional double
1
1
2nd
+1
+3
+3
+3
Dimensional guidance (+1), Planar lore
1
2
3rd
+2
+3
+3
+3
Rift stride (10-feet), Warp shield (+4)
1
3
4th
+3
+4
+4
+4
Dimensional pocket, Riftweave weapon (+1)
2
3
5th
+3
+4
+4
+4
Void keeper (10%)
2
4
6th
+4
+5
+5
+5
Worlds collide
2
5
7th
+5
+5
+5
+5
Dimensional Grasp, Dimensional guidance (+2)
2
6
8th
+6/+1
+6
+6
+6
Riftweave weapon (+2), Void keeper (20%), Warp shield (+5)
3
6
9th
+6/+1
+6
+6
+6
Beyonder, Rift stride (15-feet)
3
7
10th
+7/+2
+7
+7
+7
Endless worlds (1 double)
3
8
11th
+8/+3
+7
+7
+7
Void keeper (30%)
3
9
12th
+9/+4
+8
+8
+8
Dimensional guidance (+3), Riftweave weapon (+3)
4
9
13th
+9/+4
+8
+8
+8
Between worlds, Warp shield (+6)
4
10
14th
+10/+5
+9
+9
+9
Void keeper (40%)
4
11
15th
+11/+6/+1
+9
+9
+9
Endless worlds (2 doubles), Rift stride (20-feet)
4
12
16th
+12/+7/+2
+10
+10
+10
Riftweave weapon (+4), One of many (+2)
5
12
17th
+12/+7/+2
+10
+10
+10
Dimensional guidance (+4), Void keeper (50%)
5
13
18th
+13/+8/+3
+11
+11
+11
Warp shield (+7)
5
14
19th
+14/+9/+4
+11
+11
+11
One of many (+4)
5
15
20th
+15/+10/+5
+12
+12
+12
5 World Step, Endless worlds (3 doubles), Riftweave weapon (+5)
6
15


Class Features
All of the following are class features of the Dimensional Conduit.


Weapon and Armour Proficiencies: A Dimensional Conduit is proficient with all simple and martial weapons. Dimensional Conduit's are proficient with both light and medium armour and shields (except tower shields).


Dimensional Double (Su):

The dimensional conduit, is not a single character, they are a collection of characters who share this class as a gateway, through which they can enter the campaigns dimension. While each of these characters are essentially a duplicate of the same entity, the differing circumstances native to their home dimensions have lead them to forge a unique life time of experiences. As a result no two doubles are ever truly the same and can often hold quite unique world views.

The conduit is unique in from all their doubles as they act as a focal point which bridges these dimensions and links their alternate selves to one another. The conduit is the version of the character native to the campaigns dimension and acts as the default representative of their persona.

Drawing a Double.

Spoiler


Items and Class Abilities

Spoiler


Replacing Existing Doubles.

Spoiler


Calling Forth a Double.

Spoiler


Playing as a Double.

Spoiler


Doubles and Spells (and Psionics).

Spoiler


Doubles vs Incoming Damage and Other Effects.

Spoiler


Doubles as a Disguise.

Spoiler


Doubles outside of an encounter

Spoiler



Dimensional Guidance (Su):

Upon reaching 2nd level the conduit learns to draw inspiration from its infinite doubles without drawing upon a singular individual.

A conduit who has chosen not to activate a double this turn they may, as a free action, select one of the following aspects to receive a +2 insight bonus upon until the start of their next turn. The aspects the conduit may choose are:
  • Attack rolls
  • Saving throws
  • Armour Class
However, a conduit who chooses to benefit from this ability immediately becomes incapable of activating a double until the start of their next turn. In essence each turn the conduit must choose to either benefit from this ability or utilise a double (they may never benefit from both abilities in the same round).

For every 5 Additional levels the conduit gains within this class the bonus provided by this ability increases by 1 (+3 at 7th level, +4 at 12th level and +5 at 17th level).


Planar Lore (Ex):

Starting at 2nd level the conduit’s understanding of the dimensional weave gives them insight into the multiverse and its many realms. As a result the conduit receives a bonus to all Knowledge [the planes] equal to half their dimensional conduit class level.


Rift Stride (Su):

Upon reaching 3rd level the conduits bond with the dimensional weave allows them to step through rifts unseen by other beings, using them to teleport short distances. The conduit may, as a swift action, teleport 10 feet. Later at the distance the conduit may teleport increases by 5 feet every 6 levels (15 feet at 9th level and 20 feet at 15th level).

The conduit may not utilise this ability if restrained or grappled and must have a line of sight to their destination.


Warp Shield (Su):

Upon reaching 3rd level doubles who enter the conduits dimension can envelope themselves with a dimensional shield when entering combat.

Any double gains a +4 bonus to their AC against attacks of opportunity provoked either by moving or initiating a bull rush. This bonus to armour class increases by +1 at 8 level and every 5 levels thereafter (+5 at 8th level, +6 at 13th level and finally +7 at 18th level).


Dimensional Pocket (Su):

Upon reaching 4th level the conduit gains access to a small pocket dimension between the normal planes of existence.

Once per turn the conduit may, as a free action, move any one item within their hands into a dimensional pocket, accessible only to them. The dimensional pocket may hold a total weight of 10 pounds per level (to a maximum of 200 pounds at 20th level).

Additionally once per turn a single item may, as a free action, be retrieved from the dimensional pocket by the conduit. The retrieved item emerges within the conduits hands. If the conduit has no free hands they may not retrieve items from the dimensional pocket.

If a conduit’s dimensional pocket is suppressed, by an antimagic field for example, it will become temporarily inaccessible to the conduit. Items which offer links to extra dimensional spaces, such as a bag of holding, may not be placed into a dimensional pocket.


Riftweave Weapon (Su):

Beginning at 4th level the conduit’s doubles gains the ability to, as a free action, summon forth a single riftweave weapon whenever they activated.

The double may summon one weapon they are proficient with to a free hand (if they have no free hands the ability fails). If they choose to summon a projectile weapon, it comes with 10 bolts, cartridges, arrows, bullets, or whatever serves as the most appropriate projectile.

Weapons summoned by this ability gain a +1 enchantment bonus to their both attack and damage rolls. Additionally for every 4 further levels the conduit gains within this class the bonus provided by this ability increases by +1 (+2 at 8th level, +3 at 12th level, +4 at 16th level and +5 at 20th level).

Weapons summoned by this ability are made of riftweave, a trans-dimensional material which can mimic the form of metal and wood yet has the appearance of raw solidified energy. Riftweave weapons are considered magic for the purposes of overcoming damage reduction and also extend into the ethereal realm, functioning normally against any creatures present there.

The summoned weapon (and all projectiles summoned with it) persist only while the chosen double is in play, after which they vanish.


Void Keeper (Su):

At 5th level the conduit observes the rifts and weaves of the infinite dimensions and can interpret their motions, allowing them to act against methods of extradimensional travel in their locality.

Any creature within 20 feet of the conduit who attempts to use a method of extradimensional travel has a 10% chance of their action failing. The conduit may opt to suppress this ability as a free action if they so choose.

Forms of movement hindered by a this ability include astral projection, blink, dimension door, ethereal jaunt, etherealness, gate, maze, plane shift, shadow walk, teleport, and similar spell-like or psionic abilities.

Later at 8th levels and every three level beyond (until 17th level) the chance of such abilities failing increases by 10% (20% at 8th level, 30% at 11th level, 40% at 14th level and finally 50% 17th level).


Worlds Collide (Su):

Upon reaching 6th level the conduit may, Once per encounter when activating a double, pull them into their dimension with such force that a rift between the worlds detonates as 20 foot emanation centred upon the doubles location.

All other creatures and unattended objects within this area must overcome a reflex save (DC = 10 + half the conduits class level + half the chosen doubles character level) or pushed back 5 feet, knocked prone and sustain 1d6 force damage for each character level the chosen double possesses.

A creature who successfully overcomes this save suffers only half the full damage and is neither pushed back or knocked prone. Creatures with evasion (and improved evasion) may deploy that ability, as normal, against this effect to lessen or avoid the damage it inflicts.

Using this ability expends the move action of the chosen double as they take time to steady themselves after such a turbulent entry into the conduits dimension.

Only a double called to temporarily replace the conduit (and not those summoned using the Endless Worlds ability) may be targeted by this ability.


Dimensional Grasp (Sp):

A conduit who reaches 7th level may, as a standard action, cast the dimensional anchor spell as though they were a wizard with a caster level equal to their dimensional conduit class level.


Beyonder (Sp):

A conduit who reaches 9th level understands how to safely traverse the rifts linking differing planes of existence, time and space.

Once per day the conduit may, as a standard action, cast either the plain shift or teleport spells as though they were a wizard with a caster level equal to their dimensional conduit class level.

Unlike the either of these spells however the conduit is not required to physically touch creatures to transport them and may instead target creatures up to 30 feet away as a ranged touch attack. Targeted creatures are still permitted saving throws and allowed the opportunity to use any spell resistance they may have as normal.

You may utilise this ability twice per day upon reaching 13th level and a third time at 17th level.


Endless Worlds (Su):

A conduit who attains 10th level learns to draw their doubles into the world without substituting their own involvement. The conduit may, once per encounter, summon one of their doubles into any free space within 30 feet of their current position as a standard action. The Double may then immediately act as normal, returning to its home dimension upon concluding its actions.

Later at 15th level the conduit may use this ability to summon two of their doubles and finally upon reaching 20th level they may summon a third double.

Summoned doubles appear wearing no armour or possessing any items (including spell books, spell components and holy symbols) of their own. Instead they emerge in clothing forged from riftweave, which offers a +1 Enchantment bonus to armour class for every 4 character levels the double possesses. Each double may also opt to emerge wielding a single weapon forged from riftweave as if the conduit had utilised the riftweave weapon ability for each double.

If a double summoned in this way sustains 1 or more hit points of damage whilst within the conduits dimension their immediately return to their home dimension. Unlike a double who takes the conduits position none of the excess damage flows over to the conduit when a summoned double is struck.

All doubles have a fleeting existence within the conduits home dimension and thus may not extend their time here by any means. Any attempts to grant further actions to either a double or the conduit (even through the manipulation of time) immediately fail.


Between Worlds (Su):

Starting at 13th level the conduit learns to survive and travel within the space between dimensions. Once per hour the conduit may, as a swift action, become ethereal for 1 round.

This ability does not extend to the conduits doubles, who do not appear in an ethereal state. The conduit however will remain ethereal so it’s therefore possible for a conduit to become ethereal, activate a double (who emerges in a non-etherial state) before returning once more – still in ethereal form.

If the conduit should move or find themselves further than 30 feet from their original location whilst in ethereal form this ability will immediately end.


One of Many (Su):

Starting at 16th level the conduit learns to act as an intermediary between the infinite versions of them self and their doubles, sharing experiences, motivation, insight and tactical suggestions. As a result a double receive a +2 insight bonus to all their attack rolls and saving throws for the duration of their existence within the conduits dimension. Later at 19th level this bonus increases to +4.


Dimensional Unity (Su):

At 20th level the conduit has learned to meld their many selves into a seamless dimensional confluence, allowing their many doubles to take action in the blink of an eye.

Once per day the conduit may, as a full round action, activate all their doubles - one after the other – as if using their dimensional double ability a number of times equal to their total number of doubles.

Each of the conduits doubles may only be used once and may only perform a single move or standard action instead of a full round action.

The intense strain of performing this action causes the conduit to become fatigued upon conclusion of the final doubles action. This effect persists until the end of the encounter.
__________________
OMFGWTF!!

Last edited by kanachi : 08-27-2012 at 04:57 PM.
kanachi is offline   Reply With Quote
Old 08-06-2012, 04:08 AM   Top  -  End  -  #13
kanachi
Orc in the Playground
 
Join Date: Jul 2006
Location: 
Cambridge, UK
Default Re: Base Class Challenge XIII - On a Whim

Magic User Dimensional Conduit

Dimensional conduits have no fixed path involved in the unlocking of their secrets. As a result the following class represents a conduit who chooses to learn the art of spell craft at the expence of their martial skill. Apart from where detailed the two versions of the class function identically.

Both classes can be multiclassed together at no experience penalty. Additionally the following aspects of both classes stack together:
  • The quantity and level of the doubles the conduit may bring into play.
  • The conduit’s special class features

All other aspects of the two classes including base attack bonus, saves and spell progression act as they normaly would if multclassed together.

The Dimensional Conduit (Spell Casting Version):

Spoiler


Feats

General feats
NamePrerequisitesBenefit
Bridging the Void Knowledge (The Planes) 8 ranks Gain a double
Dimensional Alertness The ability to bring at least 1 dimensional double into play +1 initiative and spot for each double you have
Dimensional Soul 1 or more level in the Conduit character class Gain up to 4 effective conduit levels with regard to your dimensional doubles
Fate of Many The ability to bring at least 1 dimensional double into play, Knowledge (The Planes) 8 ranks Increase the level of 1 double

Spoiler


Feats for Doubles:

The following feats are for use by a conduits doubles and require them to expend their own allowance of feats (rather than the conduits) in order to generate the listed effects. These feats can be distinguished by the [Double] tag which prevents them from being selected by any creature who is not a Conduits double.

These feats are worded from the doubles perspective as they are intrinsic to them, not the conduit.

Feats for Doubles
NamePrerequisitesBenefit
Body of Intermediate Knowledge Your conduit must have medium armour proficiency, Knowledge (Arcana) 6 ranks Proficiency with medium armour and you may cast spells within it
Body of Laborious Knowledge Your conduit must have heavy armour proficiency, Knowledge (Arcana) 8 ranks Proficiency with heavy armour and you may cast spells within it
Body of Light Knowledge Your conduit must have light armour proficiency, Knowledge (Arcana) 4 ranks Proficiency with light armour and you may cast spells within it
Gift from Beyond The ability to cast 1st Level spells, Knowledge (The Planes) 4 ranks Enter play with a spell effect
Rift Smith When called upon by your conduit any riftweave weapons you call upon appears with its enchantment bonus increased by +1 Riftweave weapon enchantment bonus increases by 1
Riftweave Duellist Your conduit must have the Riftweave Weapon class feature, Two Weapon Fighting feat Create two one handed riftweave weapons instead of one.

Spoiler




Hievarlan (New Race)

Spoiler


The Hievarlan are exiles from a dimension ravaged by an unknown catastrophe. They began emerging into the campaigns dimension little over a 4 years ago and have here found a world utter different to their own.

The world within the Hievarlans dimension was inhabited by races with a much reduced level of technological or social evolution and thus, as a result the Hievarlan Empire emerged. Their vastly superior technology and organised civilisation allowing them to quickly bring all the worlds races under their direct control subjugate them to serve as their empire as unseen slaves.

Hievarlans now find themselves within a world where they must rub shoulders, or even seek aid from, those whom once served them. Most find the adjustment difficult and have been forced to reflect upon the misdeeds of their people. Some travel and adventure as a means of righting these wrongs, yet fear they may never overcome such guilt.


Personality:
Spoiler


Physical Description:
Spoiler


Relations:
Spoiler


Old Hievarlan society:
Spoiler


Alignment:
Spoiler


Religion:
Spoiler


Language:
Spoiler


Names:
Spoiler


Adventurers:
Spoiler


Hievarlan Racial Traits:
Spoiler


Hievarlan Exile Racial Traits:

A Hievarlan Exile represents a Hievarlan who has been entirely severed from their home and thus do not have access to some racial abilities which other Hievarlan enjoy. They are however slightly better adapted to the world they find themselves within and have found their feet more quickly when dealing with other races. None the less they still struggle to come to terms with the dramatic change they have experienced and carry the past with them, as all Hievarlan do, at all times.

If a player wishes to avoid the level adjustment which regular Hievarlan experience this is one way of doing so.

Spoiler



Voiderlan (New Weapon)

Spoiler


Rules:
Spoiler


Details:
Spoiler
__________________
OMFGWTF!!

Last edited by kanachi : 08-31-2012 at 04:38 PM.
kanachi is offline   Reply With Quote
Old 08-06-2012, 06:52 PM   Top  -  End  -  #14
God Imperror
Barbarian in the Playground
 
 
Join Date: Aug 2012
Location: 
Spain, it's sunny
Default Re: Base Class Challenge XIII - On a Whim

Anointed Heritor



I learned the way of the sword by listening to stories. I practice the way of the sword by being part of stories.

The anointed heritors follow a path of tradition and oral history that goes back to the ancestral heroes. Those heroes from the dawn of time are shrouded and mysteries, not many facts remain of the heroes. And everything that is left is subject to interpretation by the anointed heritors.

Nowadays is hard to tell what are the heroes. They might be lesser deities from times past that even after loosing most of their followers keep some of their former power by being attracted to the heritors. They might be myths that have gained power due to the believes of generations. They could be just inspiring stories that keep the anointed heritors goings. Whatever they are it is impossible to tell, as the written documents are scarce and date several hundreds of years latter than the theoretical time of the heroes, and oral tradition focuses in their practices rather in where did they come from.

Adventures: Anointed heritors most of the time adventure in order to get closer to their patron hero. By adventuring they also expand the area of influence of the ancestral heroes, some truly dedicated even join the ranks of the ancestral heroes themselves.

Characteristics: The most important abilities of anointed heroes are the heroes that they chanel, through them they get access to several varied skills and abilities. Its abilities are also supported by the guidance of ancestral heroes, helping the anointed heritors in moments of need.

Alignment: Characters of any alignment can become anointed heritors as there are heroes of several alignments and mentalities.

Religion: Religion is not normally an important part of anointed heritor's life, those who chose to follow the path of a deity normally revere warrior deities specially those with portfolios that include fate or strategy. Some anointed heritors choose to revere the ancestral heroes as if they were deities.

Background: Most anointed heritors start they career studying the deeds of heroes. They will unravel the misteries of their chosen heroes life. Training to emulate their fighting style soon they will become experts and draw some of the true essence of the ancestral hero being partially indistinguishable from their patron hero. By continuing the legend of their chosen hero they empower both themselves and the hero. Once they are able to chanel the essence of a hero they can learn new paths following the steps of other heroes and eventually combining their styles to form a unique legend.

Races: As every race has heroes characters of any race can become anointed heritors. Races with a distinct trait for story telling and oral tradition have more anointed heritors as their ancestral heroes are better known.

Other Classes: Anointed heritors work well with companions of other classes and races. He might be awed the stealth of rogues and their ability to finish enemies with a single strike, maybe he feels atracted to the heroic ideals of a paladin or he admires the powers of spell casters over reality.

Role: Anointed heritors are generalist, depending on their ancestral heroes they can work on different roles. Mostly mundane in their abilities they can fall in the middle ground between skillfull characters such as rogues or rangers and more martial characters such as fighters or paladins. Chosing on hero or another would make the anointed heritor strive more to a role or another, as he progresses in his career he is able to fill more roles. Regardless of their particular strengths anointed heritors as a whole tend to have strong personalities and be good spokesmen.

Adaptation: Heroes are porpuselly left ambiguious and open, every anointed hero can have a different view of the ancestral heroes to fit their backstory and personality. Some anointed heritors may start following an ancestral hero because it was a great figure in the history of its nation, or perhaps due to him willing to be like the hero. Depending on the campaign the heroes might be renamed or even with the collaboration of the DM new heroes can be created.

In certain campaign settings the heroes might not be as nice or distant as the anointed heritor might believe, they can be mysterious entities, remnants of once living beings trapped beyond life and death. In those cases the "heroes" actively seek to be channeled by the anointed heritor for they receive sustenance through the offerings and can once more experience something similar to live.

In other cases perhaps the anointed heritors are more literally descendants of the heroes. As sorcerers that draw their power from the remains of the blood of dragons in their veins the anointed heritor is an special member of its race for his fore bearers were heroes.

Or in a more malicious setting heroes the anointed heritors might trap the souls of heroes of he past and use them to channel their nefarious powers.

GAME RULE INFORMATION
Anointed Heritor's have the following game statistics.
Abilities: Charisma determines most of their abilities potency and uses. Most anointed heritors are martial characters, strength, dexterity and constitution become important depending on their fighting style.
Alignment: Any.
Hit Die: d8
Starting Age: As bard
Starting Gold: As sorcerer

Class Skills
The Anointed Heritor's class skills (and the key ability for each skill) are...
Concentration (Con), Craft (Int), Decipher Script (Int), Gather information (Cha), Knowledge (history) (Int), Knowledge (Local) (Int), Knowledge (Nobility and royalty) (Int), Listen (Wis), Perform (oratory) (Cha), Search (Int), Spot (Wis) plus any skill that the anointed heritor receives from patron hero.
Skill Points at First Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier

Anointed Heritor
LevelBase Attack BonusFort Save*Ref Save*Will SaveSpecialHeroesOfferingsboons
1st
+0
+0
+0
+2
Patron Hero, Anointed Guidance000
2nd
+1
+0
+0
+3
Anointment000
3rd
+2
+1
+1
+3
Ancestral Channeling (one hero)100
4th
+3
+1
+1
+4
Offerings (maximum lvl 1)110
5th
+3
+1
+1
+4
Ancestral Skills210
6th
+4
+2
+2
+5
Anointment, Boons (one)221
7th
+5
+2
+2
+5
Anointed recovery (move action)321
8th
+6/+1
+2
+2
+6
Ancestral feat (one), Offerings (maximum lvl 2)331
9th
+6/+1
+3
+3
+6
Ancestral tactics 1/day431
10th
+7/+2
+3
+3
+7
Ancestral channeling (two heroes), Anointment441
11th
+8/+3
+3
+3
+7
Ancestral guidance (Initiative)541
12th
+9/+4
+4
+4
+8
Offerings (maximum lvl 3), boons (two)552
13th
+9/+4
+4
+4
+8
Anointed recovery (swift action)652
14th
+10/+5
+4
+4
+9
Anointment662
15th
+11/+6/+1
+5
+5
+9
Anointed recovery (full round)762
16th
+12/+7/+2
+5
+5
+10
Ancestral feat (two), Offerings (maximum lvl 4)772
17th
+12/+7/+2
+5
+5
+10
Ancestral Guidance (3 skills)872
18th
+13/+8/+3
+6
+6
+11
Ancestral tactics 2/day, Anointment, boons (three) 883
19th
+14/+9/+4
+6
+6
+11
Anointed recovery (superior)983
20th
+15/+10/+5
+6
+6
+12
Ancestral channeling (three saints), Ancestral exaltment, Offerings (maximum lvl 5)993
*See the patron hero ability below.

Class Features
All of the following are class features of the Anointed Heritor.

Weapon and Armor Proficiencies: An annointed heritor is proficient with all simple weapons, plus the associated weapon of its patron hero. Anointed heritors are proficient with light armor and shields (except tower shields).

Patron Hero (Ex): Through study and dedication you learn a bit of the ancestral heroes. Your study focus on one hero, perhaps it was the most interesting as a child or you have a blood connection to the chosen hero. You learn to emulate the general of its basic fighting stile and skills. At 1st level choose an ancestral hero from the lists of ancestral heroes available to the Anointed Hero, even if you cannot fully channel it you gain its associated skill as class skill, its associated weapon proficiency and the associated good save progression (fortitude or reflex), regardless of any hero that you might channel you keep the weapon proficiency, the save progression and the class skill. In addition if you are not channeling any hero you gain the first ability of your patron hero. If somehow your ancestral channeling gets suppressed you gain the benefit of this class ability.

Anointed Guidance (Ex): You have learned several facts of the lives of heroes before you, you know where they succeed and where they failed, it is harder for you to miss something for you count with the experience of heroes of ages past. Starting at 1st level at the beginning of every encounter you gain one guidance point per class level to a maximum equal to your Charisma bonus (minimum half your level). While you have guidance points you gain a +2 bonus to Listen, Search and Spot checks. At 11th level you gain a +2 bonus to initiative checks. At 17th level while you have guidance points you gain a +2 bonus to three skills of your choosing, in which you have to have at least one rank, you can choose 10 with those skills, even under conditions where taking 10 would normally be impossible (some skills, like use magic device, specifically disallow you to take 10, you cannot use this ability to take 10 with those skills). In addition if those skills are selected through your ancestral skill class feature you can choose 10 with them, unless it would normally be impossible.

Anointment (Ex): Some heroes focused on precise strikes of the sword, some others were able to parry hits that would have severed their heads. Maybe they had a special technique or perhaps they were just gifted, regardless you have a special knack for following those heroic movements and using them at he right time. At second level you gain two anointed abilities selected from the list below every four levels thereafter you can choose an additional ability.

Spoiler


Ancestral Channeling (Su): Anointed heritors strive to achieve perfection, soon they can not only do some simple heroic deeds but in the same manner of the ancestral heroes did before them they can realize feats of true power. This draw them closer to the heroes, and most anointed heritors believe that they are in fact channeling their souls into reality. At third level you can only channel your patron hero, but you can learn new heroes at every odd level. Once you are channeling a hero you gain its associated skill as class skill and its abilities. You can make offerings and boons with the heroes that you channel as described below. At 10th level you can channel two heroes at once and at level 20th you can channel three heroes at once. Ancestral heroes are bound to your soul and they cannot be targeted or expelled by any means except by using the ancestral repentance class ability, described below, nor can they be suppressed except by an antimagic field or similar effect.
To channel a hero you must perform a private ritual every morning, this is similar to a wizard preparing spells and you can do so only once per day after a good night's rest. You must anoint yourself with clean water and oils while meditating for an hour to be able to channel heroes.

Spoiler


Offerings (Su): At some points annointed heroes receive a whisper of inspiration from their heroes, in those moments they are able to do feats as if they had been doing those for they whole life, through offerings from the ancestral heroes anointed heritors can reach their true potential. You gain access to a small reserve of offerings, which can be invested into your ancestral heroes abilities to increase their power. Your offerings reserve's size is shown on the table above. Your character level determines the maximum quantity of offerings that you can invest in any single ability, at 4th level you can invest up to one offering point in abilities, every four levels thereafter you can invest an extra offering point to a maximum of 5 offering points at level 20. As a swift action, you can reallocate your offerings investments in your ancestral hero abilities every round.

Ancestral Skills (Ex): As distinctive as heroes combat capabilities their heroic deeds of skill are not far behind, soon the anointed heritors learn to tap into the memories and deeds of their forebearers to emulate them. Whenever you start channeling a hero, or more, you can designate a number of class skills (gained from levels in the anointed heritor class) or the associated skills from any hero that you are channeling equal to your charisma bonus (if any). For the duration of the channeling you can make skill checks using your anointed heritor level in place of the number of ranks you have in that skill (even if the number is 0). You can make "trained only" checks but you can't take 10 using ancestral skills (you need to have actual ranks to take 10).

Boons (Su): Some of the abilities available to the ancestral heroes are not something that most people could dream off but the anointed heritor can reach to the heroes and access to some of their knowledge. You can get a boon from any hero that you are channeling. Unlike offerings boons are almost permanent and last for as long as you channel the ancestral hero. At 12th level and again at 18th level you gain an additional boon.

Anointed recovery (Su): As the ancestral heroes inhabit your body you become harder to stop and prone to realize heroic deeds more often. You can expend a move action to recover one guidance point. You can expend as many move actions as you have, earning an equal number of guidance points. At 13th level you can choose to expend a swift action to recover one guidance point. At 15th level you can expend a full round action to recover half your guidance points (rounded up). At 19th level you recover two guidance points per expended move action (or swift action).

Ancestral feat (Ex): Your soul infused with the essence of heroes before you is able to emulate abilities not normally accessible through the ancestral heroes abilities. You gain a bonus feat. The ancestral heroes are known for their heroic deeds, you cannot choose a feat with the following descriptors [divine], [item creation], [metamagic], [metapsionic], [psionic item creation feats] or [wild]. You must meet the prerequisites for this feat. Additionally if you choose any [heritor] feat you can use the effective ranks granted by your ancestral skills ability as if they were true ranks (only for the purpose of meeting prerequisites). Whenever you start channeling a new hero you can choose to change your bonus feat to any other feat for which you meet the prerequisites. At 16th level you gain a second bonus feat that you can also choose to change whenever you change your channeled heroes.

Ancestral tactics (Su): Your mastery of the ancestral heroes allows you to switch and channel different heroes if it would fit the situation. You can change your ancestral heroes, ancestral skills and ancestral feats picking new choices. Using ancestral repentance takes 10 minutes and provokes attacks of opportunity. You can use this ability 1/day at 9th level and 2/day at 18th level.

Ancestral exaltment (Su): At the end of the journey the hero cannot only inspire itself but inspire those around himself to become heroes. With a enormous effort of will you can briefly enlighten one creature with one of the heroes that you are currently channeling so the target benefits from its effects. At 20th level as a full round action you can choose one of your ancestral heroes, you are still considered to be channeling said hero, and the effects of its abilities on you don't end when you use ancestral exaltment but you cannot use them until the end of this ability. One target, that you designate and is not further than 30 feet away, gets the benefits of channeling the hero. The target gets a WILL safe if unwilling (DC 10+1/2 anointed heritor level + CHA bonus) but otherwise can use the heroes abilities as normal during its next turn. The effects of this class ability last until the start of your next turn, and no abilities initiated by a hero while being channeled during the ancestral exaltment can last further, for example, if the hero shared is Nightthirster the creature that receives its abilities can use black candle but the darkness effect would last until the start of your next turn.


I am all those before me.

Feats for the Anointed heritor*
*some feats have associated hero skills as prerequisites, for selecting those feats a character has to have that certain number of skill ranks in the particular associated ability of the hero (for example if a character wants to get heroic bondage (Nightthirster) he needs to have 6 ranks in Hide


Heritor feats
All Heritor feats have the patron hero ability as a prerequisite. Thus they are limited to characters with levels in the Anointed heritor class. Additionally high level Anointed heritors may benefit easily from [heritor] feats using its ancestral feat class ability.

Heroic Master [Heroic]
Prerequisite: ability to channel a hero, knowledge (history) 9, hero's associated skill 6
Benefit: You permanently bond yourself to a hero. You cannot stop channeling said hero, it still counts as a channeled hero. You gain a boon point that you can invest in your permanently bond hero's abilities.
Special: You may take this feat a second time, you still need to meet the associated skill requirement. This feat may not be selected with the ancestral feat class feature, nor with similar abilities that grant temporary feats.

Dual patronage [Heritor]
Prerequisite: Patron hero class feature, knowledge (history) 4
Benefit: You can select another ancestral hero as a secondary patron hero, you gain its associated class skill, its associated weapon proficiency and a +2 bonus to its associated save. In addition you consider your secondary patron hero as your patron hero when qualifying for feats.
Special: You may select this feat only as a 1st level character.

Heroic channel [Heritor]
Prerequisite: Patron hero class feature, ability to channel a hero, knowledge (history) 8
Benefit: You learn how to channel a new Ancestral hero.
Special: You can take this feat up to three times.

Multiple channel [Heritor]
Prerequisite: Patron hero class feature, ability to channel two heroes at once, heroic channel (3), knowledge (history) 15
Benefit: You learn how to channel an extra additional hero at the same time.

Darkest storm [Heritor]
Prerequisite: Patron hero class feature, ability to channel two heroes at once, ability to channel Nightthirster and Storm cloak, hide 9, move silently 9
Benefit: If you channel Nightthirster and Storm cloak at the same time you gain an offering point that you can invest in either heroes' abilities. In addition any creature damage by your lightning bolt ability is considered flanked by you until the start of your next turn.

Wolfsteed [Heritor]
Prerequisite: Patron hero class feature, ability to channel two heroes at once, ability to channel Windrider and Moonwolf, ride 9, handle animal 9
Benefit: If you channel Windrider and Moonwolf at the same time you gain an offering point that you can invest in either heroes' abilities. In addition your Palemare ability and your Wolf spirit ability combine. You can now summon a Wolf (it becomes Large if you are medium, though it doesn't gain any bonus to STR, CON or Natural armor it gets a penalty of -2 to DEX and a -1 to AC and attack due to its size increase) that gains the benefits of both your Palemare and your Wolf spirit abilities.

Truebearer [Heritor]
Prerequisite: Patron hero class feature, ability to channel two heroes at once, ability to channel Godspeaker and Truthseeker, truespeak 9, sense motive 9
Benefit: If you channel Godspeaker and Truebearer at the same time you gain an offering point that you can invest in either heroes' abilities. In addition if you use utterance on any enemy that opposes your alignment, and if you beat the truespeak DC by 10 you can use the utterance as a swift action instead than a standard action.

Shadow forged [Heritor]
Prerequisite: Patron hero class feature, must have selected Nightthirster as a patron hero, hide 4
Benefit: You gain the ability to see perfectly in darkness of any kind, even that created by a deeper darkness spell.
Special: You may select this feat only as a 1st level character.

Stormborn [Heritor]
Prerequisite: Patron hero class feature, must have selected Storm cloak as a patron hero, move silently 4
Benefit: Even in a storm, the winds whipping around you seem to leave you unaffected. You ignore the penalties associated with ranged attack rolls and Listen checks due to high winds (see page 95 of the Dungeon Master’s Guide). Actions that are impossible in high winds (such as using ranged attacks in winds above 50 mph) are still impossible.
Special: You may select this feat only as a 1st level character.

Heartfire [Heritor]
Prerequisite: Patron hero class feature, must have selected Dancing fire as a patron hero, Iaijutsu focus 4
Benefit: You can project a radiant aura. Your radiance sheds light as a common lamp: bright light to a radius of 5 feet and shadowy illumination to 10 feet. You can extinguish this radiance at will and reactivate it again as a free action. In addition whenever you make a Iajitsu focus check the enemy may become dazzled, for a round, unless it makes a WILL save (10 + 1/2 char level + cha modifier)
Special: You may select this feat only as a 1st level character.

Saddlebound [Heritor]
Prerequisite: Patron hero class feature, must have selected Windrider as a patron hero, Ride 4
Benefit: You can take 10 on ride checks, even if you are rushed or threatened. If either you or your mount fails a Reflex save while mounted, you can attempt a Ride check to succeed on the saving throw anyway. The save is successful if your Ride check result is equal to or greater than the spell’s save DC. (Essentially, you can substitute your Ride check result for your Refl ex save if the former is higher.) You can attempt this substitution once per round for either yourself or your mount. If both you and your mount fail a Reflex save against the same effect (for example, a fi reball spell or dragon breath that catches you and your mount in its area), your Ride check result applies to both your save and your mount’s save.
Special: You may select this feat only as a 1st level character.

Feral charm [Heritor]
Prerequisite: Patron hero class feature, must have selected Moonwolf as a patron hero, Handle animal 4
Benefit: Using your Savage ability you can befriend two wolfs. This wolfs function as followers (see Leadership feat description on DMG 106) and have a friendly actitude towards you. Use your effective leadership score to determine the highest level of followers to determine the HD of the wolves. If a wolf dies you can attract another one by expending two hours in any region where wolfs are found.
Special: You may select this feat only as a 1st level character.

Swordknack [Heritor]
Prerequisite: Patron hero class feature, must have selected Swordmaster as a patron hero, Martial lore 4
Benefit: You gain any first level maneuver from any discipline of your choosing. You can use this maneuver once every five rounds. In addition you gain any fist level stance of your selected discipline.
Special: You may select this feat only as a 1st level character.

Insidious smile [Heritor]
Prerequisite: Patron hero class feature, must have selected Laughing fool as a patron hero, bluff 4
Benefit: You can fascinate a single creature with your stories and lies. You make a Bluff check, and the target can negate the effect with a Will saving throw equal to or greater than your check result. If the saving throw succeeds, you cannot attempt to fascinate that creature again for 24 hours. If the saving throw fails, the creature sits quietly and listens to your words for up to 1 round per level you possess. While fascinated, the target’s Spot and Listen checks suffer a –4 penalty. Any potential threat allows the fascinated creature a second saving throw against a new Bluff check result. Any obvious threat automatically breaks the effect. You must concentrate, as if casting or maintaining a spell. This is a spell-like, mind-affecting charm ability.
Special: You may select this feat only as a 1st level character.

Battleraised [Heritor]
Prerequisite: Patron hero class feature, must have selected Battlelord as a patron hero, Perform (weapon drill) 4
Benefit: You gain proficiency with all martial weapons.
Special: You may select this feat only as a 1st level character.

Godblessed [Heritor]
Prerequisite: Patron hero class feature, must have selected Godspeaker as a patron hero, Truespeak 4
Benefit: You can name the Ancestral Heroes your patron deities. In addition you can use scrolls, wands, and other devices with spell completion or spell trigger activation as a cleric of one-half your anointed heritor level (at least 1st level). For the purpose of using a scroll or other magic device, if you are also a cleric, actual cleric levels and these effective cleric levels stack.
Special: You may select this feat only as a 1st level character.

Birdlistener [Heritor]
Prerequisite: Patron hero class feature, must have selected Swiftwing as a patron hero, 4
Benefit: You can make one Spot check and one Listen check each round as a free action. Listen and Spot are always class skills for you. You also gain a +2 bonus on initiative checks.
Special: You may select this feat only as a 1st level character.

Inner fury [Heritor]
Prerequisite: Patron hero class feature, must have selected Wrath as a patron hero, Intimidate 4
Benefit: When you charge, make a full attack, or cast a spell that either targets an enemy or includes an enemy in its area, you gain the frightful presence ability for that round. Each enemy within a 20-foot radius of you must succeed on a Will save (DC 10 + 1/2 your character level + your Cha modifier) or be shaken for 1 minute. Regardless of its success or failure on the saving throw, any creature exposed to this effect is immune to your frightful presence for the next 24 hours. This is an extraordinary morale effect.
Special: You may select this feat only as a 1st level character.

Dauntless [Heritor]
Prerequisite: Patron hero class feature, must have selected Truthseeker as a patron hero, Sense Motive 4
Benefit: You cannot be intimidated. (Attempts to use the Intimidate skill against you always fail.) In addition you are immune to fear effects, magical or otherwise.
Special: You may select this feat only as a 1st level character.

Fallingstar [Heritor]
Prerequisite: Patron hero class feature, must have selected Meteor Angel as a patron hero, Tumble 4
Benefit: You can execute a charge by simply dropping from a height of at least 5 feet above your opponent. For example, a ledge 10 feet above the floor of a cavern would suffice for jumping on a Medium-sized creature, while a ledge 15 feet high is required for a jumping on a Large creature. You can't jump from more than 30 feet above your opponent, nor can you effectively use fallingstar while under the influence of a fly or levitate spell or effect, as you have to hurl yourself down on your foe. If you hit, you can choose either to deal double damage with a melee weapon or natural attack or to attempt a trip attack. You are treated as one size category larger than normal if you try to trip your opponent with the fallingstar. After you attack, you take falling damage as normal for the distance you jumped. You are entitled to a Tumble check (DC 15) to take less damage, as if you had fallen 10 feet less than you actually did. If you fail this Tumble check, you fall prone 5 feet from your opponent.
Special: You may select this feat only as a 1st level character.

Dragon's blood [Heritor]
Prerequisite: Patron hero class feature, must have selected Roaring Dragon as a patron hero, Knowledge (arcana) 4
Benefit: You gain the benefits of draconic heritage as described in races of the dragon, you add the dragon's associated skill to your anointed heritor class skills. Additionally you can treat your anointed heritor level as sorcerer level for selecting [draconic] feats, and you may choose [draconic] feats as [heritor] feats.
Special: You may select this feat only as a 1st level character.

Stone foundation [Heritor]
Prerequisite: Patron hero class feature, must have selected Rockshield as a patron hero, Balance 4
Benefit: As long as you stand on earth you gain a +4 bonus on checks to resist being moved from your square (such as bullrushing checks, this bonus doesn't apply to effects that comply you to move, such as a command spell).
Special: You may select this feat only as a 1st level character.

Last edited by God Imperror : 09-06-2012 at 02:44 PM.
God Imperror is offline   Reply With Quote
Old 08-06-2012, 07:31 PM   Top  -  End  -  #15
God Imperror
Barbarian in the Playground
 
 
Join Date: Aug 2012
Location: 
Spain, it's sunny
Post Re: Base Class Challenge XIII - On a Whim


Hear my desire. Fear my fire.

Ancestral Heroes

Nightthirster
Spoiler


Stormcloak
Spoiler


Dancing Fire
Spoiler


Windrider
Spoiler


Moonwolf
Spoiler


Swordmaster
Spoiler


Laughing fool
Spoiler


Battlelord
Spoiler


Godspeaker
Spoiler


Swifttalon
Spoiler


Wrath
Spoiler


Truthseeker
Spoiler


Meteor Angel
Spoiler


Roaring Dragon
Spoiler


Rockshield
Spoiler


Magicsoul
Spoiler


Legendcraft
Spoiler


Illfather
Spoiler

Last edited by God Imperror : 09-06-2012 at 11:51 AM.
God Imperror is offline   Reply With Quote
Old 08-06-2012, 11:56 PM   Top  -  End  -  #16
Steamflogger
Pixie in the Playground
 
PirateGuy
 
Join Date: Feb 2012
Location: 
Canadiadia
Gender: Male
Default Re: Base Class Challenge XIII - On a Whim

The Visionary

Spoiler


Our quenchless thirst for knowledge
Our urge to change and grow
Our need to expand the nation
Made us rise from the depths below

Da Vinci. Tesla. Sun Tzu. Aristotle. These are no mere tinkers, inventors, artists or philosophers, but rather individuals whose contributions and ideas shaped the very fate of their respective societies, and the effects of these ideas are still felt worldwide to this very day. They are the visionaries.

Adventures: A visionary adventures for the same reasons any other scholar leaves the safety of academia. To make new discoveries, secure grants or even flee those that would persecute them for their revolutionary thoughts.

Characteristics: Individually, the visionary is rather unimpressive compared to a mighty barbarian or reality warping wizard. But on a larger scale, the visionary can topple armies, conquer new lands, and improve the standard of living for entire nations.

Alignment: From half-crazed theorists to the greatest logical minds, the visionary runs the entire gamut of alignments.

Religion: Visionaries can be found in any religion that promotes societal, intellectual or technological growth, but are often persecuted by those that do not.

Background: A visionary is born, not made. They cannot help the flow of ideas, cannot stop the observations. What they can do, however, is ignore them. Or rarely, embrace them. Those that do leave their mark on history.

Races: Dwarves and elves, with their long life spans and deep rooted traditions, generally lack the urgency to become visionaries. Humans, halfings and gnomes, however, have the spark of ingenuity far too often for the older races' comforts, but it is these rare sparks that will ignite the fires of change, whether or not the world is ready for it.

Other Classes: The opinions a visionary has about classes and individuals depends entirely on their personal philosophy.

Role: The creation of new sciences and philosophies puts a visionary in the position of dealing with interested nobles, priests, and other officials, whether they like it or not. More martially inclined visionaries may be able to outfit their party with new and incredible weaponry, lending them an edge when the situation calls for violence.

Adaptation: It is the campaign setting that must deal with the visionary, not the other way around. If the setting cannot take the stress of new weapons, architectural styles and art being introduced, it probably cannot contain a visionary.

GAME RULE INFORMATION
Visionary's have the following game statistics.
Abilities: Visionary s value intelligence above all else, with the other mental attributes close behind. The physical attributes vary from visionary to visionary, but those with a higher constitution and dexterity generally survive long enough to actually accomplish something.
Alignment: Any
Hit Die: d4
Starting Age: As cleric.
Starting Gold: As aristocrat.

Class Skills
The visionary treats all skills as class skills, even skills that do not yet exist in his or her setting. This does not allow the visionary to invest skill points into restricted skills (such as the force skills from star wars d20).

Skill Points at First Level: (10 + Int modifier) x 4
Skill Points at Each Additional Level: 10 + Int modifier

CLASS NAME
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialReputation
1st
+0
+0
+0
+2
Brilliance 1, Innovation, Paradigm, Sphere of Influence
+1
2nd
+1
+0
+0
+3
Class Ability
+1
3rd
+1
+1
+1
+3
Brilliance 2
+2
4th
+2
+1
+1
+4
Class Ability
+2
5th
+2
+1
+1
+4
Brilliance 3
+3
6th
+3
+2
+2
+5
Class Ability
+3
7th
+3
+2
+2
+5
Brilliance 4
+4
8th
+4
+2
+2
+6
Class Ability
+4
9th
+4
+3
+3
+6
Brilliance 5
+5
10th
+5
+3
+3
+7
Class Ability
+5
11th
+5
+3
+3
+7
Brilliance 6
+6
12th
+6/+1
+4
+4
+8
Class Ability
+6
13th
+6/+1
+4
+4
+8
Brilliance 7
+7
14th
+7/+2
+4
+4
+9
Class Ability
+7
15th
+7/+2
+5
+5
+9
Brilliance 8
+8
16th
+8/+3
+5
+5
+10
Class Ability
+8
17th
+8/+3
+5
+5
+10
Brilliance 9
+9
18th
+9/+4
+6
+6
+11
Class Ability
+9
19th
+9/+4
+6
+6
+11
Brilliance 10
+10
20th
++10/+5
+6
+6
+12
Grandmaster
+10

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

Weapon and Armor Proficiencies: The expert is proficient in the use of all simple weapons and with light armor but not shields.

1st: Paradigm (Ex):
The visonary's outlook on life, or paradigm, governs the nature of his or her innovations and abilities. Every visionary must decide at 1st level which paradigm governs his or her life. Choosing a paradigm provides a visionary with access to a number of abilities and bonuses, as well as decreasing the cost of a single kind of innovation. The following paradigms are available to the visionary:

Great Artist
Spoiler


Master Tactician
Spoiler


Prime Architect
Spoiler


1st: Sphere of Influence (Ex): The visionary has a reputation score, as detailed in Unearthed Arcana (here). However, the visionary's reputation is worth far more then simple recognition. Any of the visionary's innovations exist solely within the visionary's sphere of influence, unless otherwise stated. This sphere of influence has a radius of x^2 kilometers, where x is the visionary's reputation score.

This radius can fluctuate based on cultural or geographic borders, and it's exact shape is up to the visionary, but it must roughly adhere to these guidelines. Notably, if at least half town or city (or quarter, for a metropolis) falls within the radius, the entire city is considered to be within the radius. Otherwise, the entire city is considered to be outside the sphere of influence.

This sphere is usually centered around a workshop, gallery or government building, but any place of special significance to the visionary can be used.

Finally, the visionary can create additional spheres of influence. By spending at least one month practising her art, the visionary can create an additional sphere of influence. The visionary must remain within the same city or significant area for the entire duration of this month. At the end of the month, a new sphere of influence is created centred in the area most significant to the visionary's work.

For the purpose of determining it's radius, treat the visionary's reputation as 1, plus one for each month that has passed since the sphere was created, to a maximum of the visionary's actual reputation.

There is no limit to the number of spheres of influence a visionary can create, and creating these spheres is often the prime motivator behind the visionary's adventures.

CLASS FEATURE NAME (Ex, Su, Sp, Ps):
__________________
Spoiler

Last edited by Steamflogger : 08-29-2012 at 08:58 PM.
Steamflogger is offline   Reply With Quote
Old 08-07-2012, 09:32 AM   Top  -  End  -  #17
Steamflogger
Pixie in the Playground
 
PirateGuy
 
Join Date: Feb 2012
Location: 
Canadiadia
Gender: Male
Default Re: Base Class Challenge XIII - On a Whim

Innovations

Doctrines
Spoiler


Masterpiece
Spoiler
__________________
Spoiler

Last edited by Steamflogger : 08-30-2012 at 04:15 PM.
Steamflogger is offline   Reply With Quote
Old 08-07-2012, 02:21 PM   Top  -  End  -  #18
Derjuin
Ogre in the Playground
 
 
Join Date: Jul 2009
Location: 
Land of Maps and Treasure
Gender: Female
Default Re: Base Class Challenge XIII - On a Whim

Dark Vessel



Boldly you sought the power of flame. Now you shall witness it firsthand! ~ Firelord Magmus

Earth can be shaped, molded...you cannot! You are useless! Your kind has no place in my master's world. ~ Earthlord Obsidion

Dark Vessels are magicians, whether of inborn talent or learned skill, that have little to no respect for balance in the world. They seek to rearrange their world at their own whims or a hidden master's, and as they grow more powerful, can change it with a simple touch. Early in their career, they gain the ability to completely subsume an elemental and gain its abilities. Usually they specialize in an element to master - the most powerful of them attain the rank of Elemental Lord, signifying their absolute mastery over the element. Most Dark Vessels use pseudonyms, usually transliterated names from the elemental language that matches their mastery.

Adventures: Dark Vessels adventure to gain power and expand their influence. Usually this means they gain a flock of like-minded individuals they can direct, or they destroy and corrupt as much as they can. Some choose to be defilers, setting fire to forests and sinking islands, while others use more subtle approaches.

Characteristics: Dark Vessels are specialized in their elemental mastery, and can handle excursions to elemental planes with ease. Depending on their choice of mastery, they can also excel at melee or ranged combat.

Alignment: Almost all Dark Vessels are evil, as dominating the elements in such a reckless way leaves little for good intentions. Those few that are not evil are certainly of a neutral bent, though they can be either lawful or chaotic. Those lawful Dark Vessels see the elements as a right, while the chaotic ones tend not to care about them either way and use them when it is convenient.

Religion: While Dark Vessels tend not to be very religious in their quest for power, those that are revere deities of power, death, or destruction. They almost never join the ranks of the supplicants of elemental deities - it is considered an affront to the deity to attempt to control their element as the Dark Vessels do.

Background: Dark Vessels are typically made up of fanatic cultists with a lust for power, with the skill and devotion to excel. Those diplaying the skill and intentions are often approached by cults looking to recruit them for greater elemental beings, those that are outside the power of the Vessel to control. It is not often that these cults are known amongst the general populace except in terror.

Races: Races strongly gifted in magic without a penchant for doing good may find themselves with many Dark Vessel candidates among them. Those that are easily swayed by promises of power may also have an elemental cult within them that harbors Dark Vessels.

Other Classes: Dark Vessels most often work well with other "loner" classes - evil or neutral clerics of evil gods, rogues, or sorcerers. Wizards may see them as forcing magic with a hammer instead of working it with a quill, though they also may admire them for their devotion. Dark Vessels are almost always incompatible with Paladins or good-aligned Clerics, as their philosophies differ largely. Druids and other nature spellcasters are the exact opposite of a Dark Vessel and will clash often.

Role: Dark Vessels inflict damage, control enemies, and can handle certain types of traps. They are somewhat good at dealing with people through lies and propaganda.

Adaptation: Dark Vessels manipulate the elements to their benefit, forcing them to bow to their will or even consuming them in rituals. This can be changed to demons, spirits, or other forces, typically intelligent ones with some will to resist.

GAME RULE INFORMATION
Dark Vessels have the following game statistics.
Abilities: A Dark Vessel's Charisma score affects its damage, ability to manipulate its element and subsume an elemental, and several other things. It is paramount to its effectiveness, while Dexterity and Constitution keep the Dark Vessel alive longer.
Alignment: Any Evil, Lawful Neutral, True Neutral or Chaotic Neutral.
Hit Die: d4
Starting Age: As cleric.
Starting Gold: As cleric.

Class Skills
The Dark Vessel's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Forgery (Int), Hide (Dex), Knowledge (arcana) (Int), Knowledge (the Planes) (Int), Move Silently (Dex), Profession (Wis), Sense Motive (Wis) and Spellcraft (Int).

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

DARK VESSEL
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialCorruptions
1st
+0
+2
+0
+2
Essence Bolt (1d6), Enslave Elemental0
2nd
+1
+3
+0
+3
Subsume Elemental (Resistance), Drawn Power (1st)0
3rd
+1
+3
+1
+3
Essence Bolt (2d6), Inflict Corruption1
4th
+2
+4
+1
+4
Drawn Power (2nd)1
5th
+2
+4
+1
+4
Essence Bolt (3d6), Elemental Path2
6th
+3
+5
+2
+5
Subsume Elemental (Traits), Drawn Power (3rd)2
7th
+3
+5
+2
+5
Essence Bolt (4d6)3
8th
+4
+6
+2
+6
Planar Tear, Drawn Power (4th)3
9th
+4
+6
+3
+6
Essence Bolt (5d6), Dominate Elemental (temporary)4
10th
+5
+7
+3
+7
Drawn Power (5th), Elemental Adept4
11th
+5
+7
+3
+7
Essence Bolt (6d6)5
12th
+6/+1
+8
+4
+8
Subsume Elemental (Elemental Ability), Drawn Power (6th)5
13th
+6/+1
+8
+4
+8
Essence Bolt (7d6), Corrupting Touch6
14th
+7/+2
+9
+4
+9
Core Shatter, Drawn Power (7th)6
15th
+7/+2
+9
+5
+9
Essence Bolt (8d6), Elemental Lord7
16th
+8/+3
+10
+5
+10
Drawn Power (8th)7
17th
+8/+3
+10
+5
+10
Essence Bolt (9d6), Dominate Elemental (permanent)8
18th
+9/+4
+11
+6
+11
Drawn Power (9th)8
19th
+9/+4
+11
+6
+11
Essence Bolt (10d6), Obliterate9
20th
+10/+5
+12
+6
+12
Essence Bolt (11d6), Elemental Ascendant10

Class Features
All of the following are class features of the Dark Vessel.

Weapon and Armor Proficiency: Dark Vessels are proficient with all simple weapons and light and medium armor. While they are able to cast spells, the nature of their magic does not cause them to suffer failure chances.

Essence Bolt (Su): Dark Vessels first learn to command the elements by shaping raw energies into a damaging bolt. As a standard action, the Dark Vessel may launch a bolt up to 100 ft away that inflicts 1d6 damage for every 2 levels he has (up to 11d6 at level 20) with a ranged touch attack. The type of damage inflicted is chosen at the time of use; it can either be acid, fire, cold, or electric. While the Dark Vessel has an elemental subsumed (see below), the bolt has the following additional effects if its type matches the subtype of the elemental:

ElementTypeEffect
AirElectricInflicts an additional 1 point of damage per die to living creatures
FireFireInflicts an additional 1 point of damage per die to nonliving creatures
WaterColdReduces the victim's movement speed by 5 feet for 1 round
EarthAcidIgnores 10 points of hardness when attacking objects

Enslave Elemental (Su): After shaping an Essence Bolt, Dark Vessels learn to utilize the same energies to summon and bind an elemental to their service. This elemental is a Small elemental (air, earth, fire, or water, your choice) that functions as a familiar, where the Dark Vessel's sorcerer or wizard level is equal to his Dark Vessel level. While enslaved, the elemental provides the Dark Vessel with increased resistance to harsh elements in the form of a permanent Endure Elements spell. The Dark Vessel does not lose XP if his elemental dies because it was Subsumed by his own ability. Unlike other familiars, the act of calling and binding an elemental is easier than attuning oneself to a creature, and thus can be done as a full round action. However, the Dark Vessel, no matter how powerful he is, can only have one elemental enslaved at a time.

Subsume Elemental (Su): At 2nd level, Dark Vessels learn how to absorb an elemental into their body, gaining the abilities of the elemental without diminishing their personalities. When a Dark Vessel first learns how to do this, they gain magical power and resistance from the elemental absorbed. A Dark Vessel cannot subsume an elemental with Hit Dice greater than twice his Dark Vessel levels.

At 2nd level, the Dark Vessel gains the following benefits when bound to an elemental of the Air, Fire, Water, or Earth subtypes:

Elemental SubtypeBenefits
Air+1 Dodge AC/4 levels, Electric resistance 5
Fire+1 Will save/4 levels, Fire resistance 5
WaterSpell Resistance equal to 1/2 Dark Vessel level +10, Cold resistance 5
Earth+2 HP per level, Acid resistance 5

At 6th level, the Dark Vessel gains the traits of the Elemental type while he has an elemental subsumed.

At 12th level, the Dark Vessel gains immunity to the damage type associated with the elemental's subtype(s) he has subsumed (Air subtype = electricity, Fire subtype = fire, Water subtype = cold, Earth subtype = acid). In addition, he may gain a single (Ex) or (Su) ability* that elemental had for the duration.

When an Elemental is subsumed within the Dark Vessel's body, it is considered destroyed. In order to subsume an Elemental, the Dark Vessel must first pacify it in some way (wounding it severely, dominating it, or enslaving it). It must not be actively engaged in combat of any kind, and he must be within 10 feet of the elemental. He must then take a full round to concentrate and attempt to absorb the elemental. The DC is equal to 10 + 1/2 the Dark Vessel's class levels plus his Charisma modifier, and is a Will save for the elemental. If the elemental fails its save, it is absorbed instantly into the Dark Vessel and ceases to exist, instead granting its essence to the Dark Vessel for 24 hours. When a Dark Vessel has subsumed an elemental, his body's appearance changes to mirror the type of elemental he has subsumed.

*Spellcasting, or supernatural versions of any spells with expensive material components or XP costs, are not legal targets with this ability.

Drawn Power (Su): Whenever the Dark Vessel has an elemental subsumed within his body, he gains the ability to cast certain spells as spell-like abilities. At 2nd level, he is able to use these spell-like abilities 1/day each. Whenever the Dark Vessel gains new spell-like abilities, he can use all previous levels of spell-like abilities once more per day, up to a maximum of 3/day (for example, when the Dark Vessel gains the ability to use 2nd level spell-like abilities, he can use his 1st-level spell-like abilities 2/day; when he gains access to 3rd, he can use all 2nd-level spell-like abilities 2/day, and all 1st-level spell-like abilities 3/day). The Dark Vessel's caster level is equal to his class level.

SPELL-LIKE ABILITIES GRANTED
Spoiler


Inflict Corruption (Su): The Dark Vessel's use of elemental magic is not a natural thing, and often causes corruptions in victims or recipients of it. These corruptions are often beneficial for the Dark Vessel and his allies, and potentially devastating for his victims. At 3rd level, and every odd level afterwards (and again at 20th level), the Dark Vessel may choose a new Corruption to add to his repertoire. Up to three times per day, when the Dark Vessel uses a spell-like ability that targets a single creature, attacks with a melee weapon or unarmed strike, or uses Essence Bolt, he may choose to add a Corruption to his attack. Multiple attacks (such as from high base attack bonus) only risk corruption once. Victims that take damage or suffer an effect from the ability or attack must make an additional Fortitude save (DC = 10 + 1/2 Dark Vessel level + his Charisma modifier) or suffer the corruption. Corruptions are considered Alteration spell effects with indefinite duration; each instance of a corruption can only afflict a creature once, though it may suffer multiple corruptions. A creature already corrupted becomes slightly resistant to further corruptions; for each corruption a creature has, it gains a +1 bonus to its Fortitude save to resist suffering another. A corruption cannot reduce an ability score below 1 with the exception of the Twisted Body corruption.

CORRUPTIONS
Spoiler


Elemental Path (Su): At 5th level, a Dark Vessel begins down the path to ascension. He must choose an elemental subtype (air, fire, water, or earth). He is able to influence naturally occurring elements of that type. By concentrating for 1 round, the Dark Vessel can crudely shape up to 5 cubic foot of loose earth, change the direction of a slow, shallow river, increase or decrease the speed of winds in the area by up to 10 feet, or snuff out or cause a fire to spread up to 20 feet away. In addition, he may use this ability to make a special ritual circle 10 feet in diameter which any Elemental suffers a -2 penalty on its saves against his Subsume Elemental and Dominate Elemental abilities.

Planar Tear (Su): At 8th level, a Dark Vessel can tear a small hole through planar walls into one of the elemental planes, creating an effect that imbues the area with elemental power. The area changes to roughly match the energy imbued in the area: an area imbued with fire energy becomes charred and smells of carbon, while an area imbued with water energy becomes damp and slippery; an area imbued with air energy becomes brighter, clean and slightly foggy (not enough to impair vision), while an area imbued with earth energy feels more cramped, becomes dusty and any walls or objects nearby take on a hewn stone appearance. This effect has a radius of 20 feet and functions similarly to a Desecrate spell with a duration of 1 hour per Dark Vessel level.

Creating the tear is a full round action, and enhances the area with a specific elemental subtype (air, fire, water, or earth, chosen at the time of use). All Charisma checks as part of turn attempts against elementals of the same subtype take a -3 profane penalty, and every elemental creature of the same subtype entering an empowered area gains a +1 profane bonus on attack rolls, damage rolls, and saving throws. An elemental of the correct subtype summoned into such an area gains +1 hit points per HD. Within the area, elementals that are turned only run in fear for half the duration (5 rounds) and cannot be destroyed outright.

Dominate Elemental (Su): Beginning at 9th level, once per day a Dark Vessel can attempt to Dominate an elemental as if by a Dominate Person spell. The DC for this ability is equal to 14 + his Charisma modifier and is a Will save. At 17th level, the duration of this ability becomes permanent and has a DC equal to 19 + his Charisma modifier. The Dark Vessel may only have one elemental dominated at a time.

Elemental Adept (Su): At 10th level, the Dark Vessel becomes adept at manipulating elemental energies and can change the shape of his Essence Bolt into a 30' cone, a 60' line, or a 15' radius area. When shaped in such a way, the Essence Bolt requires a Reflex save (DC = 10 + 1/2 Dark Vessel levels + his Cha modifier) instead of a ranged touch attack, and victims take half damage on a successful save.

In addition, while the Dark Vessel has an elemental subsumed that matches the elemental subtype chosen with Elemental Path, he gains a bonus to damage with his Essence Bolt equal to the subsumed elemental's total Hit Dice, plus another bonus effect:

ElementBonus
AirFly speed of 60 ft. with perfect maneuverability
FireCan teleport from one fire to another if each are within 200 feet of each other as a swift action
WaterCan walk on water at his normal speed and can swim at twice his land speed
EarthCan move into the earth as if he had the Earth Glide ability

Corrupting Touch (Su): Beginning at 13th level, the Dark Vessel may corrupt with a simple touch. Three times per day, the Dark Vessel can make a melee touch attack against a creature to inflict them with a corruption, or touch the ground or an object touching the ground to produce the effects of his Planar Tear ability as a swift action.

Core Shatter (Su): At 14th level, whenever the Dark Vessel strikes a creature with an Essence Bolt whose damage type opposes the victim's elemental subtype (water opposes fire and earth opposes air), it suffers additional damage equal to half the Essence Bolt's original damage, as if it had vulnerability to that type. If the creature already has vulnerability to that damage type, it instead suffers double damage from the Essence Bolt.

Elemental Lord (Su): At 15th level, the Dark Vessel gains the ability to manipulate the elemental energies within his body to augment his powers or create new effects. To do so, he must subsume an elemental that matches the subtype chosen with Elemental Path and then suppress the effects of the Subsume Elemental ability for a short time. He can use any one of the following effects once per round as a free action:

EffectDescriptionSuppression time
EmpowerCauses the next spell-like ability or Essence Bolt to deal 50% more damage5 rounds
MaximizeCauses the next spell-like ability or Essence Bolt to deal maximum damage6 rounds
QuickenCauses the next spell-like ability or Essence Bolt to be usable as a swift action1 minute
Elemental BarrierGrants immunity to electricity, acid, cold and fire for 5 rounds2 minutes
Second WindHeals the Dark Vessel for half of his maximum hit points1 hour
ExpelRemoves energies from the Dark Vessel as full round action with checkExpels elemental energies

The Dark Vessel must wait until the absorbed elemental is unsuppressed again before using another ability presented above. If he chooses to use Expel, he can summon, bind and absorb another elemental. Unlike other options, Expelling an elemental requires a check against a DC equal to 25 + the Hit Dice of the subsumed elemental. The Dark Vessel gets a bonus on this check equal to his Class levels and his Charisma modifier.

Obliterate (Su): At 19th level, the Dark Vessel can strike with such force that anything barring complete immunity cannot stop his elemental prowess. Creatures cannot make use of Improved Evasion against his elemental attacks, spell-like abilities and Essence Bolt, and all of his abilities that inflict elemental damage (electricity, fire, cold, and acid damage) ignore Resistance and Resist Energy spells and effects. In addition, as a full round action, the Dark Vessel may unleash a volley of four Essence Bolts. These bolts may be aimed at a single creature or multiple creatures. He may use Elemental Adept to change any of them into cones, lines, or area effects.

Elemental Ascendant: At 20th level, the Dark Vessel ascends and becomes the perfect fusion of elemental and flesh. He retains his old type, but may choose to be considered either his original type or an Elemental for the purposes of effects of spells. He may still be resurrected as if he were his original type (if it was capable of being resurrected). In addition, whenever the Dark Vessel uses his Essence Bolt to inflict damage that is the same type as the elemental subtype that he has subsumed (air, fire, water, or earth correspond to electricity, fire, cold, or acid, respectively), it automatically bypasses immunity and creates an area identical to a Planar Tear where it strikes.
__________________
277087.
I do Homebrew and Avatars!

Last edited by Derjuin : 08-08-2012 at 09:25 PM.
Derjuin is offline   Reply With Quote
Old 08-14-2012, 01:02 PM   Top  -  End  -  #19
GuyFawkes
Troll in the Playground
 
 
Join Date: Jun 2011
Default Re: Base Class Challenge XIII - On a Whim

The Persona


"I gather you've heard of the tale of the good ol' Dr. Jekyll and big bad Mr. Hyde? What they never told you about was the story of the few others that shared that body with the two of 'em." - an old storyteller.


Personas are essentially the Jack of all trades type of class, able to adjust to what is needed for the task at hand, mostly through mundane means, though they do exhibit supernatural abilities, and through one of their multitudes of personalities, are able to exhibit arcane magic or psionic powers. And though they are good at dabbling with everything, they also excel at focusing their talents into one particular aspect.

Adventures: Life on the road is almost a given for the Persona, whose life is a but a long series of being rejected, for who they are or what they are capable of. They find comfort in anonymity, and thus travel from place to place. Due to harsh circumstances that they have been through, most try to seek approval from others by trying to achieve great deeds, while others just try to show their superiority over others who have placed them as outcasts and lowlifes.

Characteristics: Personas are capable of filling almost any role in a party. They could very well live up to being the Jack of all Trades of the group, though through choosing the right abilities, they could pretty much excel at one role.

Alignment: Alignments can be as varied between Personas as there are Personas. And even in an individual Persona, some of her other personalities may exhibit a different belief systems from her, and could lean to a different alignment. However, being a Persona means having the will to control the multitude of voices in her head, that means reigning in their actions to the direction she would generally go for.

Religion: Different Personas worship different gods or goddesses, depending on what leanings they have, most probably worshiping the deity who exhibits the ideals that they strive for the most, or those they could see as someone who would understand their situation the most.

Background: Personas tend to come from turbulent and traumatic childhood, such that they develop coping mechanisms to protect themselves. These coping mechanisms may involve creating an outer shell, a persona, that comes out and takes all of the negative experiences and is also a means of outlet to express themselves when their true selves feel they have no power to do so.

Some Personas may develop rather later in life, and not through traumatic experiences. Some actors and players, for example, delve too deep in their subconscious to try to emulate roles that they are playing, and sometimes go beyond the boundary and create a different "self" entirely.

Races: Most intelligent beings can become Personas, most notably humans and their complex social interactions. Having multiple personalities does not equate to being a Persona; it is having enough willpower to reign in these different personalities to use to your advantage. Thus, races with high Wisdom scores tend to produce good Personas.

Other Classes: Most classes tend to be wary of Personas, as they can drastically change their personalities in an instant, and may seem them as unstable and dangerous, but once they are able to go through that prejudice, they could find worthy allies in the Persona.

Role: The Persona can be anybody, and thus she can do any role in the party. Thrown into an existing party, she can tailor her abilities to fit what is most needed of her or what is lacking in the group. Her primary weakness would be at being a primary spell caster, as the class does not focus too much on spells, though she could do a decent job of being a secondary spell caster.

Adaptation: Since Personas are mostly a mundane class, there are not too many things needed to change to adapt it to any campaign setting, though some of their abilities might be flavored differently or removed entirely to fit some settings that do not involve magic or psionics.

GAME RULE INFORMATION
Personas have the following game statistics.
Abilities: Willpower is the most important attribute for a Persona, thus Wisdom is the key ability score for her. Constitution helps to mitigate low Fortitude saves and an average hit die. The third ability score would depend on what role you want to focus in the most.
Alignment: Any.
Hit Die: d8.
Starting Age: As bard.
Starting Gold: As bard.

Class Skills
The Persona's class skills (and the key ability for each skill) are Appraise (Int), Autohypnosis (Wis), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Psicraft (Int), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (None), Spellcraft (Int), Spot (Wis), Swim (Str), Tumble (Dex), and Use Psionic Device (Cha).

Skill Points at First Level: (6 + Int modifier) x 4
Skill Points at Each Additional Level: 6 + Int modifier

The Persona
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial
1st
+0
+0
+0
+2
Personae, Jack of all Trades
2nd
+1
+0
+0
+3
Multiple Personalities, Split Personalities (1 effect)
3rd
+2
+1
+1
+3
Jack of all Trades
4th
+3
+1
+1
+4
Hypnotic Induction
5th
+3
+1
+1
+4
Jack of all Trades
6th
+4
+2
+2
+5
Hypnosis (suggestion)
7th
+5
+2
+2
+5
Jack of all Trades
8th
+6/+1
+2
+2
+6
Overdrive
9th
+6/+1
+3
+3
+6
Jack of all Trades
10th
+7/+2
+3
+3
+7
Hypnosis (modify memory), One Mind
11th
+8/+3
+3
+3
+7
Jack of all Trades
12th
+9/+4
+4
+4
+8
Split Personalities (2 effects)
13th
+9/+4
+4
+4
+8
Jack of all Trades
14th
+10/+5
+4
+4
+9
Hypnosis (psychic reformation)
15th
+11/+6/+1
+5
+5
+9
Jack of all Trades
16th
+12/+7/+2
+5
+5
+10
Quintessence
17th
+12/+7/+2
+5
+5
+10
Jack of all Trades
18th
+13/+8/+3
+6
+6
+11
Hypnosis (dominate monster)
19th
+14/+9/+4
+6
+6
+11
Jack of all Trades
20th
+15/+10/+5
+6
+6
+12
One Mask

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

Weapon and Armor Proficiencies: The Persona is proficient with all simple weapons, plus the longsword, rapier, sap, short sword, shortbow, and whip. Personas are proficient with light armor and shields (except tower shields).

Personae (Ex): The defining ability of the Persona is to switch personalities as easily as switching masks. Personas have experienced multitude of different circumstances both negative and positive to draw on, and an equally numerous personae may be formed, however they generally fall into six distinct archetypes, as detailed below. Each archetype is associated with an ability score, and whenever the Persona switches from one archetype to the other, she switches her Wisdom score with the ability score associated to that archetype. In the case of the Sage archetype, she instead gains a +2 bonus to her Wisdom score. In addition, all skills that have their key ability score the same as the associated ability score of the archetype they are in are treated as trained even without any ranks in them as long as the archetype is in effect.

At 1st level, the Persona can switch freely into any 3 archetype as a standard action for a number of times equal to his original Wisdom modifier per day. This can be any 3 of the 6 archetype per day; once she has switched through 3 archetypes, she can no longer switch to another archetype except between the 3. She can choose different archetypes each day, and this is determined only as soon as she switches into them. At 6th level, she can switch between 4 archetypes, 5 archetypes at 11th, and all archetypes at 16th level. The Persona can stay in an archetype for a number of hours equal to her class level for each instance she switches into a particular archetype. Switching back to normal state (no archetype) does not count as one use of this ability, but shares the same type of action required to shift into an archetype.

Each personality is a different entity on its own, and they may exhibit deviations in their nuances, some more obvious than others. The Persona also cannot remember anything that transpires around her during the time she is in a persona other than her normal self.
The Warrior – The Warrior archetype encompasses all the personae stemming from aggression, rage, anger, ferocity, and hatred. The Warrior is associated with the Strength ability score.

The Trickster – The Trickster defines all personae that exhibit playfulness, deftness, whimsicality, chaos, and adaptability. The Trickster is associated with the Dexterity ability score.

The Braveheart – The Braveheart archetype includes all personae that deal with fortitude, courage, honor, resilience, and the desire to protect. The Braveheart is associated with the Constitution ability score.

The Scholar – The Scholar archetype represents personae that reflect learning, thirst for new knowledge, curiosity, order, and dedication. The Scholar is associated with the Intelligence ability score.

The Sage – The Sage is the embodiment of all personae exhibiting unbending will, steadfast determination, clarity, perseverance, and enlightenment. The Sage is associated with the Wisdom ability score.

The Leader – The Leader archetype deals with all personae showing confidence, decisiveness, tact, cunning, and eloquence. The Leader is associated with the Charisma ability score.
Jack of all Trades (Ex): Along with her different personalities, the Persona gains different abilities that stem from the unconscious retention of skills and abilities of each of the personae within her. At 1st level, and every 2 levels thereafter, the Persona learns one ability from the following list. Some of these abilities can be used by the Persona whether in normal state or switched into an archetype, while other abilities can only be used when switched to a particular archetype. Some abilities have synergies with particular archetypes, making them more potent when used while switched to that archetype, and some have more powerful versions called Overdrives and Quintessence which can be unlocked at higher levels.

Jack of all Trades abilities are affected by the psychic reformation power or similar effects, and you can allocate a new set of abilities afterwards.

Spoiler


Multiple Personalities (Ex): At 2nd level, the Persona's different personae continue to grow. Each of the gain their own meaning of "self"; each persona may call itself by a different name, have its own beliefs, identity, and personality distinct from the others. They also develop abilities distinct for each of them according to their personalities, as follows:
The Warrior - she becomes proficient with martial weapons, as well as one melee exotic and one ranged weapon of her choice. This choice must be made upon acquiring this ability, and cannot be changed.
The Trickster - she uses the good Reflex saves progression.
The Braveheart - she uses the good Fortitude saves progression.
The Scholar - she gains an insight bonus to all Intelligence-based skill checks equal to one-fourth her Persona class level (minimum 1).
The Sage - she gains an insight bonus to all Wisdom-based skill checks equal to one-fourth her Persona class level (minimum 1).
The Leader - she she gains an insight bonus to all Charisma-based skill checks equal to one-fourth her Persona class level (minimum 1).
These abilities are active as long as the Persona is switched to the particular archetype they are attributed to.

Split Personalities (Ex): Starting at 2nd level, whenever the Persona switches from one archetype to another, she can choose to ignore 1 mind-affecting effect currently active on her, for as long as she is in an archetype different from the archetype (or normal state) she was in when she suffered that effect. At 12th level, she can ignore 2 mind-affecting effects at a time.

Hypnotic Induction (Ex): At 4th level, the Persona learns to use hypnosis as a means to facilitate quicker switching from one archetype to another. Each day, she can spend a few minutes to undergo the process of hypnotic induction. The Persona has to roll an Autohypnosis check with a DC of 15. If she succeeds, for the rest of the day, she can utter a few keywords to make her switching into archetypes faster, making it as a move action instead of a standard action. If she fails, she can still switch as a move action, but due to errors in the process, she also becomes susceptible to suggestions from outside sources, receiving a -2 penalty to Will saves against mind affecting effects. At 14th level, the Persona takes only a swift action to switch archetypes.

The Persona can also initiate hypnotic induction on any one target she can see, and the target must be able to see and hear the Persona for this to work. As a standard action, the Persona makes a Autohypnosis roll. If the target fails a Will save with the DC equal to the Autohypnosis roll, the target suffers a -2 penalty to AC and Will saves for a number of rounds equal to the Persona’s class level. If a target succeeds on its saving throw against this ability, it is immune to this effect for 24 hours.

At 14th blank, the action required to do this ability is reduced to a move action.

Hypnosis (Ex): At 6th level, the Persona begins to learn different hypnosis techniques. Whenever an enemy is under hypnotic induction, as a move action, she can utter a few key words to make the target obey her commands. The target behaves similar to being under a suggestion spell, but the duration uses the remaining duration of the Hypnotic Induction ability.

At 10th level, the Persona can use this ability to modify her target's memory, as if the target is affected by the modify memory spell. At 14th level, she can use this ability to reformat the target's psyche, as the psychic reformation power. She and the target must pay the XP cost as normal. At 18th level, she can control her target similar to a dominate monster spell, with the duration using the remaining duration of the Hypnotic Induction ability.

The target gains a Will save for all of these effects, with the DC equal to 10 + 1/2 class level + Wisdom modifier.

At 14th level, the Persona can use this ability as a swift action.

Overdrive (Ex): At 8th level, the Persona can channel the very essence of her persona to achieve a heightened level of synergy with a particular ability. The Persona can now use the Overdrive option for certain Jack of all Trades abilities. She must be switched into the archetype that has synergy with the particular Jack of all Trades ability. Using this ability pushes the particular persona over her limit of concentration, sending her back into the Persona's subconscious and immediately reverts her into her normal state at the end of the ability.

Overdrives are activated using the same action as the original ability or through a swift action, unless otherwise noted. Only one Overdrive can be activated each round.

One Mind (Ex): At 10th level, the Persona’s various personae gain awareness of each other’s existence, breaking the boundaries between them. She no longer forgets any events that happen when switching to other personas. In addition, she can gain the benefit of the Multiple Personalities ability of any one archetype she is not currently switched into for a number of times equal to half her Persona class levels per day. Each use lasts for a number of rounds equal to her original Wisdom modifier.

Quintessence (Ex): By 16th level, the Persona unlocks the highest potentials of her abilities. She can now use the Quintessence options for certain Jack of all Trades abilities. As with the Overdrive ability, the Persona must be switched into the archetype that has synergy with the particular Jack of all Trades ability. This is more taxing than the Overdrive ability in that aside from the Persona immediately reverting into her normal state at the end of the ability, she cannot switch into any persona for 1d4 rounds.

Quintessences are activated using the same action as the original ability or through a swift action, unless otherwise noted. Only one Quintessence can be activated each round and only one Quintessence can be active at any one time.

One Mask (Ex): At 20th level, the Persona has full control over his different personalities, being one of them and at the same time being all of them, and she is able to be who she wants to be on a whim. She can now switch into different archetypes as a free action once per round even without having to rely on hypnosis. She also gains immunity to all mind-affecting effects.

In addition, whenever she is switched into an archetype, she gains the benefit of another archetype as if she is switched into that archetype as well, gaining the Multiple Personalities ability of that archetype as well as being able to synergize with and use Overdrives and Quintessence of Jack of all Trades abilities linked to that archetype. She does not, however, gain the bonus of the Personae ability for that second archetype. This second archetype is chosen every time the Persona switches into an archetype.
__________________

Last edited by GuyFawkes : 08-28-2012 at 12:40 PM.
GuyFawkes is offline   Reply With Quote
Old 08-15-2012, 06:20 PM   Top  -  End  -  #20
Tavar
Titan in the Playground
 
 
Join Date: Sep 2009
Default Re: Base Class Challenge XIII - On a Whim

Jack of All Blades

Spoiler


"Jack of all blades, master of none,
Certainly better than a master of one."
- Attributed to

The Jack of All Blades has asked themselves the question "why specialize in a few disciplines?", and found the answers wanting. They do not seek to master any one discipline, but to master the sublime way as a whole.

Adventures: To test themselves. To prove their detractors wrong. For vengeance, love, or duty. The fact that their path is one tied to violence only makes adventuring a more attractive option.

Characteristics: Jacks of All Blades are a varied lot, though it is undeniable that they are focused on combat, and melee combat most of all.

Alignment: Jacks of All Blades favor no single alignment, though many who know of them associate their skills with the more chaotic side of the spectrum, but this is due to the often more flamboyant and obvious nature of those souls. There are plenty of lawful adepts, who tend to change styles based on logical reasoning, rather than feelings.

Religion: They are more inclined to follow martial deities, but it is generally up to the adept in question to follow a god of their choosing.

Background: Jacks of All Blades are the dreamers and wanders of the martial Adepts. Often times they trained at multiple sites, learning much but never quite fitting in with other students.

Races: Any race known for either short attention spans or a desire to be well rounded have a slightly higher predilection for Jacks of All Blades. Being martially inclines is also a plus.

Other Classes: Jacks of All Blades tend to look down on those who are more focused than themselves, most often in a sort of patronizing way. Interestingly, Masters of the Nine are generally looked down upon with something like pity, as if they are missing some truth that the Jacks know. Factotums, Bards, Non-specialized wizards, and theurges of almost all sorts tend to be given more respect. Masters of one, Wizards who have given up more than 2 schools, or other such specialists tend to be looked upon with some small amount of contempt.

Role: As with most Martial Adepts, Jacks of All Blades focus on combat, generally melee combat. Their wide range of options, however, does allow them to branch out into other areas a tad, as the situation calls for it.

Adaptation: Jacks of All Blades work in essentially any setting that allows Tome of Battle and the like.

GAME RULE INFORMATION
Jack of All Blades's have the following game statistics.
Abilities: As a combatant, the physical scores are all important, though the exact priority depends on what you want the Jack to be: an archer needs higher dexterity, while the Two handed fighter needs higher strength. constitution is almost always useful, moreso if you want to be a tank.
Alignment: Any
Hit Die: d8
Starting Age: As Bard.
Starting Gold: As Fighter.

Class Skills
A Jacks' of All Blades class skills are Balance(Dex), Craft(Int), Concentration(con), Heal, Knowledge [Local, History](Int), Listen(Wis), Martial Lore, Spot(Wis), Tumble(Dex)

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

JACK OF ALL BLADES
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialManeuvers ReadiedStances Readied
1st
+0
+0
+2
+2
Jack of All Trades(2), Master of None, Flexible Arsenal: Martial Proficiency31
2nd
+1
+0
+3
+3
Flexible prowess: Weapon Focus31
3rd
+2
+1
+3
+3
Flexible Feat41
4th
+3
+1
+4
+4
Flexible Arsenal: Martial Proficiency, Flexible Prowess:Weapon Specialization41
5th
+3
+1
+4
+4
Flexible Training: Enchantments, Quick Draw52
6th
+4
+2
+5
+5
Jack of All(3), Flash of Inspiration 1/Day62
7th
+5
+2
+5
+5
Flexible Arsenal: Exotic Proficiency, Flexible Feat72
8th
+6/1
+2
+6
+6
Quick Focus 1/Day, Flexible Arsenal: Martial Proficiency72
9th
+6/1
+3
+6
+6
Flexible Prowess: Greater Weapon Focus82
10th
+7/2
+3
+7
+7
Flash of Inspiration 1/encounter83
11th
+8/3
+3
+7
+7
Flexible Feat93
12th
+9/4
+4
+8
+8
Jack of All(4)103
13th
+9/4
+4
+8
+8
Flexible Prowess: Greater Weapon Specialization113
14th
+10/4
+4
+9
+9
Quick Focus 2/Day113
15th
+11/6/1
+5
+9
+9
Flexible Prowess +1123
16th
+12/7/2
+5
+10
+10
Flexible Feat123
17th
+12/7/2
+5
+10
+10
 134
18th
+13/8/3
+6
+11
+11
Quick Focus 3/Day134
19th
+14/9/4
+6
+11
+11
Jack of All(5)144
20th
+15/10/5
+6
+12
+15
Flash of Genuis 1/Day154

Class Features
All of the following are class features of the Jack of All Blades.

Weapon and Armor Proficiencies: Jacks of All Blades are proficient with all Simple weapons and with light and medium armor, and light and heavy shields.

Jack Of Trades(Ex): Through various sources, Jacks have learned many styles of fighting. They have access to at least all 9 of the disciplines found in Tome of Battle, and can access homebrew ones with permission(See Notes at the Bottom). However, they can only focus on so many different styles at once. At first level, they may focus on two school, at the 6th level in this class 3, at 12th 4, and at 19th 5. In any school currently in focus, a Jack of All Blades is considered to know all maneuvers and stances his initiator level would qualify him for. The discipline skill is temporary added to their class list, with any ranks in the skill doubled, up to (Character level+3), and this new rank can be used to qualify for Flexible Feats. If the skill had max ranks already, the character instead gains an insight bonus to the skill equal to the number of different disciplines they can focus on with this ability.

He may change Focuses by spending 5 minutes meditating, going over weapon forms, or similar exercises to retrieve the knowledge, though this ritual needs to be repeated for multiple disciplines if applicable. This knowledge stays with him until he lets it recede or he changes focus.

In addition, they get a bonus equal to their levels in Jack of All Blades divided by 4 on Martial Lore checks to identify maneuvers due to their extensive experience.

Master of None (Ex):Not all of the common saying is false, as much as Jacks of All Blades would like to deny it. Their far-ranging attention does impede their prowess, to a degree. As such, Jack of All Blades levels count as 3/4 of an initiator level, rounded up, rather than the normal one or 1/2.

Maneuvers and Stances(Ex): Simply having the knowledge isn't enough: a Jack of All Blades must prepare himself for the exertions. A minute of concentration allows him to select which maneuvers he considers readied, up to a maximum shown on the chart above. He is not able to freely pick these without restriction, though, due to his inexpert grasp of the techniques. He may have at most 1 of his highest level maneuvers his initiator level qualifies him for, 2 of the second highest level, and 3 of his third highest, with the rest being unlimited, and there is never a limit to the number of level 1 maneuvers he may ready excepting his normal maximum readied at one time. At level 4 these values increase by 1 (2 of highest, 3 of next highest, 4 of next), and again at level 9. As discussed below, Stances count as maneuvers for these numbers.

The Jack of All Blades has 2 methods of regaining maneuvers in combat. First of all, if he has no maneuvers readied or has just expended his last readied maneuver, then he may spend a swift action, and replenish all of his maneuvers. Alternatively, he may take a Standard Action at any point in time, and replenish a number of his maneuvers at the start of his next turn equal to the highest maneuver level known.

In addition, while most Martial adepts can freely switch between Stances they know, Jacks are not so fortunate, though they make up for this in sheer versatility: they may have a number of stances readied at a time equal to the chart above, all from disciplines currently in focus. He may switch between any of these as normal for a martial adept. Stances are readied or changed along with maneuvers, and count for maneuvers for the purpose of the number of a given level of maneuvers that you can ready.

When Changing focused Disciplines, readied maneuvers do not change, but any maneuver from a school he no longer knows is lost, as the knowledge of it's workings recedes from his mind. He may change his maneuvers readied at any time by spending a minute to reorganize his thoughts.

Flexible Training: During his varied studies, a Jack of All Blades internalizes not just the specific techniques involved, but the weapon play associated with the styles, leading to his flexible arsenal ability. This manifests in the following ways:

Flexible Martial Proficiency(Ex): The Jack of All Blades can chose one martial weapon that is a preferred weapon of any one of the school and be treated as if he is proficient with said weapon. He first gains this ability at Level 1, and gains an additional choice at 4th and 8th Level. These are chosen at the same time as choosing disciplines, and can only be changed if the focus discipline the weapon is tied to is changed. If you chose unarmed Strike, you instead gain the improved Unarmed Strike feat. If one would chose a different simple weapon, you instead gain a total of 2 simple weapons, which do not have to be from the same disciplines.

Flexible Prowess(Ex): The Jack of All Blade's mastery over a weapon extends beyond mere proficiency. At level 2, they gain the bonus feat Weapon Focus for all weapons chosen by the Flexible Martial and Exotic Proficiency abilities.At level 4 they count as having weapon Specialization in these weapons. At Level 9, they count as having Greater Weapon Focus with these weapons as well. At level 13 they count as having Greater Weapon Specialization. At 15th level the bonus to Attack rolls improved by +1. These feats do not count as prerequisites if the prerequisite is at all specified (ie, Weapon Focus (Shortsword) or Weapon Focus(any one melee weapon)). On the other hand, they are available as requirements for the Flexible Feat ability.

Flexible Feat(EX): At 3rd, 7th, 11th, and 16th levels, the Jack of All Blades gain a flexible feat. At the begining of the day, or whenever they use their Quick Focus ability, the Jack of All Blades may change these feats to be whatever they wish, as long as they qualify for them, though in the latter case, they may only change one feat with each use of Quick Focus. These feats may be used to qualify for eachother(ie, combat expertise and Improved Trip), but they may not be used to qualify for feats from other sources, and if they lose prerequisites for the flexible feat then they lose all access to the benefits of the feat. Each level of Jack of All Blades counts as a level of fighter and as having a BaB of +1 for the purpose of qualifying for feats to fill these choices, and only for these feats. These feats may only be selected from the list of Fighter Bonus feats, though any weapon related feat should be considered added to this list if it is not already.

Flexible Enchantments: The largest restriction on the weapons a combatant wields is not the proficiency, but the magical nature of the weapons: a normal sword against a Dragon or Demon is of limited use, and using one in a fight against a highly magical blade can easily end in disaster. At 5th level, the Jack of all Blades begins to find a method past this restriction. By focusing on a weapon they own(in this case, meaning one that either they have legally purchased or one that has been in their possession for over 24 hours), they are able to draw it's enhancements forward, allowing them to apply them to any weapon they are proficient in(including unarmed strikes), with the following restrictions:
  • The original weapon has it's magic properties surpressed while this effect is active, though it still counts as a magic item for sunder checks and the like.
  • The Jack of All Blades may only transfer magical properties up to the gp costs show in the chart below, as if he was purchasing the weapon with enhancements. Thus, weapons made from materials such as Cold Iron may have fewer enhanments transfered.
  • The Enhancements must be legal for the weapon: Vorpal cannot be applied to a Warhammer, and any weapon must first receive the minimum +1 bonus, but the weapon does not need to be masterwork.
  • Any weapon the Jack of Blades weilds benefits from the transfered enhancements as long as he is proficient with it. If the weapon leaves his hand, it reverts to its normal state.
  • If the weapon recieving the enhancements has magical properties already, they are overwritten by the new properties.
  • Spells with a duration less than permanent cannot be transferred: a greater magic weapon spell can only boost one weapon.
  • While under this effect, the weapon that receives the enhancement bonus and the weapon that gave it count as the same item for purposes of dispel magic's ability to suppress magic items, or Disjunction's ability to destroy them.
Chart, Max Magical Properties transfered in terms of GP.
Spoiler


Though many have tried, no one has yet managed this with artifacts and legacy weapons.

Flexible Exotic Proficiency(Ex): At 7th Level, the Jack of All Blades is experienced enough to use even Exotic Weapons. Choosing such a weapon requires him to forgo 2 Marital Proficiency granted by Flexible Training, and it must be a preferred weapon in one of his focused disciplines. Alternatively, you may chose Unarmed strike, in which case you gain the Superior Unarmed Strike feat. If you already have the feat, treat yourself as being one size category larger for the purpose of the feat.

Quick Draw(Ex): At fifth level, the Jack of All Blades gains the Quickdraw feat as a bonus feat.

Flash of Inspiration(Ex): Once per Day at level 6, as a free action Jack of All Blades boosts his initiator level to equal his character level, and may sacrifice any number of readied maneuvers. If he does so, he may select any maneuver with a level equal to the number of readied maneuvers sacrificed that is in his currently focused disciplines and use it, provided he it is legal at the time for him to do so (one could not use this ability to take a standard action attack on someone else's turn, but you could use it to use an immediate action if you had one available). The Jack takes non-lethal damage equal to the level of maneuver used, cannot recover maneuvers for one round, and counts as fatigued until the end of the encounter.

At 10th level this ability is upgraded to be usable once per encounter.

Quick Focus(Ex): As the Jack of All Blades continues his study of the Sublime, he becomes ever more adept changing the way he applies his findings. Once per day at level 8, with additional uses gained at level 14 and 18, he may switch one of the disciplines he has focused as a standard action, and may replace any maneuvers or stances from the changed discipline with the ones from his new area of focus as a move action.

Flash of Genuis(Ex):Once per day at level 20, as a free action a Jack of All Blades may expend 15 readied maneuvers. In doing so, his Initiator level equals his character level for 1 action, and he may use any maneuver he wishes, even ones that are not from Disciplines he has currently focused on. He must be able to chose that discipline as a focus, and he must be able to use the maneuver he chooses, as described in Flash of Inspiration. He counts as fatigued until the end of the encounter, takes non-lethal damage equal to twice the level of maneuver he used, and cannot recover maneuvers for 1 round.

Feats:


All Blades Training
Prerequisites:None
Benefit: This feat reduces the penalty for using non-proficient weapons(including improvised weapons). At level 1, it reduces it to -3. At levels 5, 10, and 15 it is reduced to -2, -1, and finally -0.

This feat also gives a second benefit. At any time, the wielder may decide to forgo the benefit of this feat, and take an additional penalty up to the reduction normally granted by this feat. In this case, he gains a Dodge bonus to AC equal to the attack penalty he received.

This feat counts as Combat Expertise for the purpose of prerequisites. This feat does not grant proficiency with such weapons, and cannot be used to qualify for such feats.

A fighter may select this as a bonus feat.

Master of the Unexpected Maneuver [Tactical]
Prerequisites:3 Flexible disciplines or knowledge of 3 maneuvers or stances of the same level from 3 different Disciplines.
Benefit: This feat gives access to 3 tactical options:
  • Student of Many Styles: If you use maneuvers from 2 different disciplines over the course of at most 2 rounds, and you are in a stance from a third discipline, you may add the lowest of the stance or either maneuver's level to your AC as a circumstance bonus. If, in the next round, you use a maneuver from a different discipline than the 3 previously used, you may again qualify for it, replacing one of the maneuvers used to calculate the AC bonus with the new one. This may repeat until you use a maneuver from a discipline you have already used, in which case the benefit ceases, and cannot be reactivated for a number of rounds equal to the highest AC bonus granted.
  • Student of Many Strikes As a full round action, the user of this feat may use up 3 different readied maneuvers, though all three must be applicable to the situation. The User chooses one maneuver to be the initiated one, one to be the overt one, and one to be the covert one. The overt one imposes a penalty equal to one half maneuver's level on the target's AC. The Covert one provides bonus damage equal to its level on the attack, and boosts the user's Initiator level by its level for the purpose of any IL dependent effects for the initiated maneuver, and it can boost the IL past one's HD. All of these effects last only for one attack, and this option can only be used once per target. As a side bonus, the check to identify the maneuver used is raised by the total of the cover and overt maneuvers' levels.
  • Student of Many StancesOnce per encounter, the user of this feat may maintain 2 stances from different schools at the same time. This effect lasts a number of rounds equal to the number of stances from different schools that the user knows, and afterwards he loses the ability to maintain a stance for twice the level of the highest stance he knows.
A fighter may select this as a bonus feat.



Notes on Jack of All:


The DM has full rights to disallow any homebrew disciplines(or, anything at all). In addition, the DM should consider if they wish any of the styles to be 'Secret methods', or if they fit the campaign(for example, Falling Anvil is normally limited to more comedic games, and Black Rain requires firearms). The Class should ideally not be limited to less than 9 schools. This is a relatively good list of homebrewed schools. Balance shouldn't come into play too much, as the limited number of maneuvers the Jack can access at a time should help settle matters. Finally, it should be noted that certain styles have special requirements, such as being possessed by a demon, being certain alignments, or having spell slots or power points. This class does not allow one to ignore requirements, nor does it give expendable resources if the school uses them.

Adaptation: Low Magic/High Wealth Replacement for Flexible Enchantments
Spoiler
__________________
He fears his fate too much, and his reward is small, who will not put it to the touch, to win or lose it all.
-James Graham, 1st Marquess of Montrose
Satomi by Elagune

Last edited by Tavar : 09-07-2012 at 01:26 PM.
Tavar is offline   Reply With Quote
Old 08-20-2012, 10:50 PM   Top  -  End  -  #21
Jester of Doom
Pixie in the Playground
 
NinjaGuy
 
Join Date: Aug 2012
Location: 
Enhasa
Gender: Male
Default Re: Base Class Challenge XIII - On a Whim

Mime



"My name is Gogo, Mimic Exstrordinarie! The basis-no, the very soul of mimicry is the ability to aptly imitate anything, no matter the situation. Thusly, I will imitate your every move! When you attack, I will attack, when you cast a spell, I will cast a spell. Could you imitate me, you'd certainly win. More likely, it will be curtains for you!" -Famed Mimic Gogo.

The Mime is a class based upun a seemingly simple concept: mimicking the abilities of other classes. As such, their abilities can change drastically from day to day, and even encounter to encounter. This is a class for those who play a fighter and wish they had magic, play a cleric and wish they had sneak attack, and play a rogue and wish they had firebreating.

Adventures: Most mimes adventure simply to witness more skills to learn, others to test the skills they already know, but a large fraction adventure simply to put a roof over their head or right what they percieve as a great wrong.

Characteristics: Mimes have the esoteric ability to mimic actions performed by others, and as they grow in power they develop ever-improving mimicking skills, as well as learning some abilities permanently. In addition, mimes are masters of impersonation, and the most skilled of their kind do such even better than doppelgangers.

Most (but not all) mimes tend to wear heavy, concealing robes, face paint, masks, or anything else that coceals their face, as if no-one knows their face it is all that much harder to recognise them when they are in disguise.

Alignment: Although many would belive they tend towards chaos, the sheer amount of training, devotion and above all focus required to become a mime means that just as many are lawful. Ultimatly, however, the loss of self that results from copying others to the smallest detail, day in, day out, week after week, year after year, leads most mimes to a detached True Neutral.

Religion: Most mimes simply feign devotion to whatever god seems apropriate, with a similarly apropriate level of fanaticism. Very few mimes actually have religious beliefs of their own, and those that do generally worship their true faith only in secret.

Background: Most mimes learn from wandering sages, a few learn from ancient texts, and in some settings secret scools exist, teaching the next generation of infiltrators. A very small amount are self-taught, and those that are almost always posess some strange, supernatural ability that facilitates their abilities.

Races: Most mimes are humans, simply because of their open-mindedness and large population, but the single race most likely to become a mime is probably changelings, followed by half-elves. Dwarves are extremely unlikely to become mimes, as such an extreme level of open-mindedness is somewhat alien to the dwarven mindset, and halflings are also unlikely to become mimes for almost the opposite reason: halflings rarely sum up the devotion to master the art of mimicry. Any race that is unusually intelligent has a natural aptitude for miming.

Other Classes: Monks respect their discipline but are unnerved by their chaotic attitude, divine casters highly distrust mimes as they copy divine magic without any religious devotion, rouges are wary of them as master of deciet and disguise, fighters and other martial classes regard them much as they do rouges, and arcane casters scoff at their pathetic attempts at magic but deeply and horribly fear their ability to send someone's most powerfull spells back at them. Mimes' reactions to other classes vary greatly from mime to mime, but as a general rule, they feel a deep sene of kinship and respect towards the more disciplined classes, (such as monks and psions,) as well as a brotherly attitude towards rogues, ninjas, factotums, and other such classes.

Role: A mime's role in a party greatly depends on the party makeup and their chosen abilities, but as a general rule they fall closest to rouge.

Adaptation: You could take away all spellcasting and Supernatural abilities and just use them for a "master of disguise/infiltrator" type of character, or you could restrict their entry to a secret sect that has mastered some kind of magical ability to memorize and perform viewed tecniques.

GAME RULE INFORMATION
Mime's have the following game statistics.
Abilities: Intelligence is the most important stat for mimes as it effects both their casting and most of their class features. Charisma is useful for most of their skills as well as a few class features, Constitution helps for hit points, incarnum, and rage, Strength helps if you try to fight in melee, and Dexterity is a necesary buff to Armor Class.
Alignment: Any.
Hit Die: d8
Starting Age: As cleric.
Starting Gold: As fighter.

Class Skills
The Mime's class skills (and the key ability for each skill) are...
Bluff (Cha), Concentration (Con), Craft (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Tumble (Dex), Use Magic Device (Cha), Use Psionic Device (Cha) and 5 additional skills chosen at entry into the class.

Skill Points at First Level: (6 + Int modifier) x 4
Skill Points at Each Additional Level: 6 + Int modifier

MIME
LevelBase Attack BonusBad SavesGood SaveSpecial
1st
+0
+0
+2
Mimic 1/encounter, Spell Mimicking, Copycat's Defense
2nd
+1
+0
+3
Copy Lesser Tecnique
3rd
+2
+1
+3
Reselect Abilities (x1)
4th
+3
+1
+4
Emulate Magic
5th
+3
+1
+4
Copy Lesser Technique
6th
+4
+2
+5
Mimic (standard action)
7th
+5
+2
+5
Mimic 2/encounter
8th
+6/+1
+2
+6
Copy Lesser Tecnique
9th
+6/+1
+3
+6
Reselect Abilities (x2)
10th
+7/+2
+3
+7
Master of Repitition
11th
+8/+3
+3
+7
Copy Moderate Tecnique
12th
+9/+4
+4
+8
Mimic (swift action)
13th
+9/+4
+4
+8
Master of Disguise
14th
+10/+5
+4
+9
Mimic 3/encounter, Copy Moderate Tecnique
15th
+11/+6/+1
+5
+9
Reselect Abilities (x3)
16th
+12/+7/+2
+5
+10
Master of Counterspelling
17th
+12/+7/+2
+5
+10
Copy Greater Tecnique
18th
+13/+8/+3
+6
+11
Mimic (immediate action)
19th
+14/+9/+4
+6
+11
Master of Mimicry
20th
+15/+10/+5
+6
+12
Copy Greater Tecnique, Reselect Abilities (All)

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

Weapon and Armor Proficiencies: Mimes are proficient with all simple weapons, with light and medium armor, and shields (exept tower shields).

Mimic (Ex): as a full-round action (that voids use of their swift action this turn) a mime may copy every action performed by a target on their most recent turn.
•You must have had full view of the target and been able to clearly see these actions, and they must have occured within the last 6 seconds.
•When you activate this ability, you may repeat every action performed by the target on their last turn, in the same order they performed them in, such as move, then attack, then swift action class feature, or 5ft-step, swift action class feature, full-attack.
•You may not rearrange the order that the copied actions are performed in.
•You may not emulate any abilities that were not activated by the target on that turn.
•You gain modifiers from all class features, feats, base attack bonuses, ability scores, and skill bonuses that modified these actions, but you do not gain any other capacity of these abilities.
•You do not gain access to racial abilities and modifiers other than skill bonuses and feats.
•You may not copy spellcasting or spell-like abilities without the use of the Spell Mimicking ability. The same goes for Psionics.
•You do not gain benefits from any magic items or active spell effects.
•You do gain any modifiers that active abilities such as a barbarian's rage, a bound vestige or an active soulmeld would apply to those actions, but you do not gain any other benefits from those abilities, nor do you gain these benefits for more than one round. Long duration effects whose activation is copied with this ability function normally.
•You may copy supernatural abilities gained by class features such as vestiges or soulmelds.
•You may not copy the binding of a vestige or the shaping of a soulmeld.
•You may copy martial manuvers activated by the target.
•You may not copy any action that takes more than one round.
•You must use the target's ability modifiers, attack bonus, and skill modifiers, even if they are worse than your own.

Example: A mime mimics a 4th level human monk with the cleave feat who just moved 40ft, killed an orc with his unarmed strike, and then attacked another orc with the cleave feat. the mime would gain access to the monk's fast movement, cleave feat, and 1d8 unarmed strike, but none of the monk's other abilities, as they were not activated on the monk's turn. The mime could then, after activating this ability, move and attack as the monk did. He need not move 40ft, (and indeed can't if he is wearing any armor) nor must he move in the same direction as the monk (or even at all). he may then make an attack using the monk's base attack bonus and strength modifiers (even if they are worse than his own). He need not use the monk's unarmed strike, instead using whatever weapon he may have, and if he kills his target he may make another attack (with the monk's modifiers) as a result of the cleave feat. he may not, however, make actions based opon his own abilities, such as additional attacks granted by great cleave, or damage bonuses from sneak attack.

At first level you may activate this ability once an encounter, you gain additional uses on levels 7 and 14.

Spell Mimicking (Su): Once per day per mime level, you may use a spell, power, spell-like ability, mystery, Etc. when you use your mimic ability. It is treated as though cast by a member of the target's class with a level equal to your mimie level, and all save DCs are based on your Int stat, rather than the ability score that class normally casts with. If a member of the target's class whose level is equal to your mime level and whose casting stat is equal to your Int could not cast the spell you are mimicking, you may not mimic the spell. If a psionic power is augmented beyond a manifester of your mime level's ability to augment, it is instead augmented to the maximum degree such a character could. If you mimic a spell that has been moified with metamagic or similar feats, you may not cast the normal versions, nor may you add your own metamagic effects to spells you mimic.

Copycat's Defense (Ex): You select one of your three saving throws, and it then permanently uses the "Good Save" saving throw progression, instead of the "Bad Saves" progression used by the other two. This save may be changed with Reselect Abilities.


Copy Lesser Tecnique (Ex): at levels 2, 5, and 8, you choose one of the following class features:
one Bonus Feat taken from the fighter list. You may select this ability multiple times.
Familiar as the wizard class feature.
Fast Movement (Ex) as the barbarian class feature.
Flexible Vocal Cords (Ex): You have learned how to perfectly mimic sounds. You may only copy sounds that you have heard before, and the sound must be physically possible for a member of your species to make, but other than that, the sky is the limit: voices, bird calls, entire songs, etc. Any sounds copied this way are perfectly indistinguishable from their original source, no matter how long it has been since you last heard it. In addition, you may throw your voice so that the source of the sound seems to be up to (mime level x 10)ft away, with a Listen check (base DC 20, modify according to situation) to determine the sounds true origin point.
Lesser Sneak Attack (Ex): You gain Sneak Attack +1d6. This does not stack with Moderate Sneak Attack or Greater Sneak Attack.
Mime's AC Bonus (Ex): You add your Int bonus to AC and get an AC bonus equal to 1/5 your mime level. This ability does not function in armor. This otherwise functions as the monk ability.
Mime's Lay on Hands (Su):Each day you can heal a total number of hit points of damage equal to your mime level × your Inteligence bonus. This ability otherwise functions as the paladin ability.
Psicrystal Affinity as a bonus feat, even if you do not fulfill the prerequisite.
Rage (Ex) as a 1st level barbarian. This ability does not improve with level nor does it gain additional uses.
Trapfinding as a rouge.
Unarmed Strike as a monk of your mime level.
Weapon and Armor Proficiency (Ex): You gain proficiency with All martial weapons, heavy armor, and tower shields.
or Wild Empathy (Ex) as the ranger class feature.
This may be modified with Reselect Abilities.

Reselect Abilities (Ex): Starting at 3rd level, after a full 8 hours rest you may reselect any choices made when you aquired one of the following class features:
Copycat's Defense, Copy Lesser Tecnique, Emulate Magic*, Copy Moderate Tecnique, and Copy Greater Tecnique.
*:Special restrictions apply when reassigning this ability, see its description for details.

At 9th level you may reselect 2 class features each day, at 15th you may reselect 3, and at 20th you may reselect all of them each day.

Emulate Magic (Su):
At 4th level you get to select one of the following abilities:
Arcane Spellcasting: You gain spontaneous arcane spells per day according to the table below as well as a full caster level. Save DCs, max spell level known, and bonus spells are based on Int. You may learn spells from the lists of any arcane spellcasting classes and need not restrict yourself to one class's spell-list, howver, any spells on the wizard/sorcerer list must be learned at the level on that list and cannot be gained any earlier. You begin with knowledge of all cantrips and 6 1st level spells, and you learn 1 new spell each level. Upon reaching 6th level, and at every even-numbered level after that (8th, 10th, and so on), you may choose to learn a new spell in place of one you already know. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level arcane spell that you may cast. You do not suffer from spell failure.
Divine Spellcasting: You gain spontaneous divine spells per day according to the table below as well as a full caster level. Save DCs, max spell level known, and bonus spells are based on Int. You may learn spells from the lists of any divine spellcasting classes and need not restrict yourself to one class's spell-list, howver, any spells on the cleric or druid lists must be learned at the level on one of those lists and cannot be gained any earlier. You begin with knowledge of all orisons and 6 1st level spells, and you learn 1 new spell each level. Upon reaching 6th level, and at every even-numbered level after that (8th, 10th, and so on), you may choose to learn a new spell in place of one you already know. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level divine spell that you may cast. You do not suffer from spell failure.
Incarnum: You gain meldshaping according to the table below, with Save DCs are based on Int. You may learn soulmelds from the list for any class and need not restrict yourself to any one class's soulmelds. At 6th level you gain your choice of the crown, feet, or hands chakra, at 12th level you gain either the arms, brow, or shoulder chakra, and at 18th level you gain either the throat, waist, or totem chakra.
Infusions: You gain infusions per day according to the table below as well as a full caster level. Save DCs, max infusion level known, and bonus infusions are based on Int. You learn and prepare infusions in the same manner as an artificer.
Invocations: You gain invocations according to the table below, as well as a warlock's eldritch blast and a dragonfire adept's breath weapon. The breath weapon deals the same amount of damage as the eldritch blast but does not increase in range. You learn invocations from both the warlock and the dragonfire adept lists, and you may learn breath effects in place of invocations (2nd level=least & 5th level=lesser). At any level that you gain a new invocation you may exchange one invocation or breath effect for another of the same or lower grade. Save DCs are based on Int, and you do not suffer from spell failure.
Martial Maneuvers: You gain martial maneuvers and initiator level according to the table below. You learn maneuvers from 4 different diciplines of your choice, and you ready them (and restore them mid-battle) in the same manner as a swordsage. Upon reaching 6th level, and at every even-numbered level after that (8th, 10th, and so on), you may choose to learn a new maneuver in place of one you already know. You may choose a new maneuver of any level you like, as long as you observe your restriction on the highest-level maneuvers you know.
Psionics: You gain psionic powers known and power points according to the table below as well as a full manifester level. save DCs, max power level known, and bonus power points are based on Int. You may learn powers from the lists of any manifesting classes and need not restrict yourself to one class's power-list.
Shadowcasting: You gain shadowcasting according to the table below, with save DCs based on Int and a full caster level. You begin with three fundamentals, supernatural abilities usable 3/day, and two apprentice mysteries usable 1/day. When you gain access to initiate mysteries your apprentice mysteries become spell-like abilities usable 2/day. You do not suffer from spell failure.
Soul Binding: You gain soul binding according to the table below at an effective binder level equal to 1/2 your mime level, as well as the suppress sign class feature.
*Special Restrictions on Reselection: Although you can change between Arcane Spellcasting, Martial Maneuvers, Shadowcasting, Etc., you may not change any selections within these abilities, such as spells known, open chakras, stances known, Etc. If you change your spellcasting back to a previous form, you still have the same spells known, modified by any levels gained in the interim.

Spoiler

Mimic (Standard Action) (Ex): At 6th level you may, as a standard action, you may activate a use of your mimic ability to copy a single tandard action performed by the target within the last 6 seconds. This otherwise functions as the mimic class feature.

Master of Repitition (Ex): At 10th level, your mastery of perfectly replicating actions has made you incredibly good at common tasks. you gain the ability to take 10 even if stress and distractions would normally prevent you from doing so for the following skills:
Bluff, Concentration, Disguise, Forgery, Move Silently, Perform, Slight of Hand, Spot and one other skill of your choice that you have at least 13 ranks in.

Copy Moderate Tecnique (Ex): at 11th & 14th level, you choose one of the following class features:
Sampling (Su): You gain the bard abilities Countersong and Inspire Courage. The bonus from Inspire Courage is +2 and does not increase, but the abilities are otherwise identical to the bard abilities.
One Bonus Feat that you fulfill all prerquisites for. You may select this ability multiple times.
Evasion (Ex) as the monk ability.
Fool Magic (Su): Whenever you are the target of mind-reading, or any divination effect to learn information about you, you may make a Bluff check (opposed by the caster's Sense Motive) to fool the caster into recieving whatever information you wish.
Insightful Strike (Ex): as the swashbuckler ability.
Street Mime (Su): You gain the jester ability Buffoonery. You may use this ability a number of times per day equal to 1/4 your mime level, and the Will save is DC 10 + 1/2 your mime level + your Int modifier. For all other purposes this functions identically to the jester ability.
Mime's Ghost Step (Su): You may turn invisible for one round as a swift action a number of times per day equal to your Int bonus.
Moderate Sneak Attack (Ex): You gain Sneak Attack +3d6. This does not stack with Lesser Sneak Attack or Greater Sneak Attack.
Slippery Mind (Ex) as the rouge ability.
Uncanny Dodge (Ex): you can react to danger before your senses would normally allow you to do so. You retain your Dexterity bonus to AC (if any) even if you are caught flat-footed or struck by an invisible attacker. However, you still lose your Dexterity bonus to AC if immobilized.
or Use Any Item (Ex): You gain proficiency with all weapons, armors, and shields, (including exotic weapons, improvised weapons, and other pieces of equipment with special prerequisites) and may take 10 on all Use Magic Device and Use Psionic Device checks.
This may be modified with Reselect Abilities.

Mimic (Swift Action) (Ex): At 12th level, as a swift action, you may activate a use of your mimic ability to copy a single swift action performed by the target within the last 6 seconds. This otherwise functions as the mimic class feature.

Master of Disguise (Ex): A mime of this power has taken the skill of disguise to a superhuman level. At 13th level, you gain a +5 competence bonus on all Disguise checks and can make a Disguise check as a full-round action.

Master of Counterspelling (Su): At 16th level, your ability to mimic spells has reached its pinnacle:
if you ready an action, as normal for counterspelling, you may automatically suceed by mimicking the very spell you are countering. this uses one use of your Mimic ability and your Spell Mimicking ability.

Copy Greater Tecnique (Ex): at 17th & 20th level, you choose one of the following class features:
One Bonus Feat that you fulfill all prerequisites for. You may select this ability multiple times.
Bonus Mimicking (Ex): You gain an additional use per encounter of your Mimic ability. You may take this ability multiple times, its effects stack.
Copy Magic Weapon (Su): As a swift action that counts as a use of your Mimic ability, you may give a weapon you are holding the magical properties of the target's weapon. You must have full view of the target and be able to clearly see their weapon, this effect lasts for one round.
Frenzy (Ex): You gain Frenzy as a 1st level frenzied berserker 3/day. In addition, if you have a rage granted via Learn Lesser Class Feature, it gains 2 additional uses per day. This ability otherwise functions as the frenzied berserker ability.
Greater Sneak Attack (Ex): You gain Sneak Attack +6d6. This does not stack with Lesser Sneak Attack or Moderate Sneak Attack.
Mettle (Ex) As the hexblade ability.
or Mime's Grace (Ex): You gain your Intelligence modifier as a bonus to all saving throws. This does not stack with a paladin's Divine Greace class feature.
This may be modified with Reselect Abilities.

Mimic (Immediate Action) (Ex): As an immediate action, you may activate a use of your mimic ability to copy a single immediate action performed by the target within the last 6 seconds. This otherwise functions as the mimic class feature.

Master of Mimickry (Ex): It is a rare occurance to see a mime of this skill, and when encountered, they are truly frightening to behold. At 19th level, once per day as an immediate action, you may activate Reselect Abilities as though you had taken a full 8 hour rest. This ability caps at 3 Reselected abilities and cannot reselect Emulate Magic.
__________________
All glory to Nyarlathotep!!!!!

Last edited by Jester of Doom : 08-28-2012 at 11:21 AM.
Jester of Doom is offline   Reply With Quote
Old 08-22-2012, 11:05 PM   Top  -  End  -  #22
Techwarrior
Bugbear in the Playground
 
 
Join Date: Apr 2012
Default Re: Base Class Challenge XIII - On a Whim

Everready

You mages and your need to rest... Sad.. you could be doing so much more with yourself.

There are several orders of guardians whose sole task is to protect something, or someone. An Everready is, as its name implies, always ready to protect others from another's blows. Everready have long since moved beyond the simple guardianship of mage's and have mastered other ways of combat.

Adventures: Everready tend to see adventures as personal tests. They seek to perfect their style of combat, and adventures tend to be the fastest, if most dangerous, way to grow in ability.

Characteristics: An Everready is a combat oriented class. They are capable of many different styles of fighting, though each Everready focuses on one of three paths. The Grey Guardian path was the original Everready path, the Brilliant Commander and Nightstalker are recent additions to the Everready's repertoire.

Alignment: Everready select who they train carefully, one must be cautious with who you arm with a sword. They only accept people into their order who are either righteous enough to be trusted or disciplined enough to be controlled. All others are turned away; though possible, Lawful Evil and Chaotic Good Everready typically are looked down upon. Everready society requires tolerance however, and one of these Everready could even rise high in the ranks if they show talent.

Religion: Everready prefer to distance themselves from religion, seeing it as a distraction to their art. They are quite open to others though, and some even become Clerics later in their career.

Background: Everready typically train from a young age in the secret ways of the Everready at one of the even more secret Everready Acadamies. Each Everready is trained in a specific style, and masters a particular set of equipment, though frequently they follow in the footsteps of the Everready that trained them, at least at the start.

Races: Humans, with their adaptability, take the flexibility an Everready presents in stride. Elves, with their dedication to both swordplay and the arts, are also frequently Everready, seeking to master the art of weaponry, and the magic inherent in the Everready’s style. Half orcs and half elves find the inherent society of the Everready world to be a comfort, and occasionally are Everready.

Other Classes: An Everready, knowing something of both magic and swordplay, find both magic users and mundane combatants interesting. Chaotic Everready sometimes find companionship with Barbarians, or other savages. Lawful Everready find that they share some similarities in philosophy with Monks, though their methods are completely different.

Role: An Everready is a combatant, their role is defined by their current stance. Most tend towards the front lines.

Adaptation: Everready are by nature, a small order of soldiers that are typically contracted to guard mages. Adaptation could be as simple as the Everready being from far away lands, or as complex as a secret magocracy that is protected by an even more secret order of Everready.

GAME RULE INFORMATION
EVERREADY have the following game statistics.
Abilities: An Everready needs a good Intelligence score, as it powers most of their abilities; a high Intelligence will also help them to focus on their skills, and several defensive feats require a moderate Intelligence. In addition, as a primary melee combatant, they need to focus on physical stats.
Alignment: Any Good or any Lawful.
Hit Die: d10
Starting Age: As Wizard.
Starting Gold: As Fighter.

Class Skills
An EVERREADY'S class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Craft (Int), Intimidate (Cha), Jump (Str), Knowledge (Arcana) (Int), Ride (Dex), Sleight of Hand (Dex), Swim (Str), Tumble (Dex).

Essence and Skills: An Everready gains an additional skill to their class skill list based on their Essence. A Nightstalker adds Perform (Dance) to their class skill list. A Brilliant Commander adds Heal to their class skill list. A Grey Guardian adds Concentration to their class skill list.

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

Everready
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial
1st
+1
+2
+0
+0
Essence, Weapon Skill
2nd
+2
+3
+0
+0
Any-Weapon Familiarity, Quick Draw
3rd
+3
+3
+1
+1
Focused Kit
4th
+4
+4
+1
+1
Secondary Stances, Morphic Armor
5th
+5
+4
+1
+1
Insightful Grace
6th
+6
+5
+2
+2
Morphic Weapon
7th
+7
+5
+2
+2
Insightful Agility
8th
+8
+6
+2
+2
 
9th
+9
+6
+3
+3
Endurance
10th
+10
+7
+3
+3
Kit Enhancements (2 sets)
11th
+11
+7
+3
+3
 
12th
+12
+8
+4
+4
 
13th
+13
+8
+4
+4
Everready’s Endurance
14th
+14
+9
+4
+4
Kit Enhancement (3 sets)
15th
+15
+9
+5
+5
Insightful Reactions
16th
+16
+10
+5
+5
 
17th
+17
+10
+5
+5
Improved Everready’s Endurance
18th
+18
+11
+6
+6
Kit Enhancement (4 sets)
19th
+19
+11
+6
+6
 
20th
+20
+12
+6
+6
 

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

Weapon and Armor Proficiencies: Everready are proficient in all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields).

Weapon Skill: Everready are skilled in using their uncanny skill with weaponry for many purposes, even outside of combat. An Everready gains a bonus equal to half her Everready level (though this may not exceed her Intelligence bonus) to skill checks involving weapons that they are proficient in the use of, and to Intimidate and Perform (Weapon Drill) checks if she can use a weapon they are proficient in the use of in the attempt.

Essence (ex): Each Everready specializes in a particular fighting style, described by her chosen Essence. At first level an Everready must choose an Essence from the list below. Once chosen, this may not be changed. The Everready gains the bonuses on their essences table as they level up, in addition to their normal class features. In addition, they immediately gain access to the stance their Essence favors, and add the bonus skills associated with their Essence to their class skill list.
Nightstalker
Spoiler

Brilliant Commander
Spoiler

Grey Guardian
Spoiler

Everready Stances (ex): An Everready uses a stance to achieve certain goals. They start with only the stance that their Essence favors at level one, but at level four they gain access to the other two stances. Changing a stance is a swift action that can be done while Morphing Armor (see below). The Everready may only be in one stance at a time. An Everready counts as three levels lower when figuring the bonuses granted by a stance that is not favored by their Essence. A stance may only be used while an Everready is in the appropriate armor. For instance, while wearing a Chain Shirt, the Everready may only use the Skirmisher stance.
Skirmisher Stance
Spoiler

Guiding Light
Spoiler

Cinereal Bastion
Spoiler


Any-Weapon Familiarity (ex): Everready train in the use of all sorts of weapons, even weapons that most people have never heard of (such as a Tekkan) or things that aren't normally weapons (barstool, backpack, gnome, etc.). This feature grants an extra weapon proficiency above and beyond what they are normally familiar with. The Everready may change the feat granted by this ability as a swift action. To become proficient with a new weapon using this ability, an Everready must wield the new weapon in combat for at least 1 round without proficiency. This allows the Everready to become accustomed to the weapon, and can be as simple as a sparring match or as deadly as a fight with a dragon. This feat may never be used to qualify for other feats or abilities, such as Weapon Focus or their feature weapon skill.

Quick Draw: Everready always seem to have a weapon when you least expect it, hence the name. At second level, an Everready gains the feat Quick Draw as a bonus feat. If they have this feat already, they may instead select one [Fighter] feat that they meet the prerequisites for.

Focused Kit (su): Everready bond with a set of equipment, seeing it as an extension of themselves. As a ritual that takes 8 hours, they may attune a set of equipment that includes (A) a single suit of armor they are proficient in, (B) a single shield they are proficient with, and (C) a single weapon they are proficient in (though this must be an actual proficiency, not the one gained from Any-Weapon Familiarity). Regardless of the quality of the equipment, bound equipment is treated as items of at least masterwork quality while the Everready uses them. An Everready with the feat Two-Weapon Fighting may attune a second weapon, but they may not attune a shield if they do so.

In addition to being masterwork, an Everready may enchant the items in their kit with magic. Doing this takes 1 hour and requires the expenditure the experience points necessary to enchant the item using the Craft Weapons and Armor feat for each individual item. The magic the Everready imparts into their kit only functions for the Everready. An Everready may not enchant ammunition for their weapon. The nature of an Everready's Focused Kit prevents any other magical qualities from being active on any of the items in the Everready's Kit, all enchantments previously on the weapon are permanently removed. Each Everready must master their own equipment. They cannot use another person's equipment and get the same results. The following table lists the experience points the Everready must spend to imbue the magic into their equipment. The Everready may reenchant the items in their Kit, losing the old enhancements and applying new ones. This follows the rules above, though the experience point cost need only be payed the first time.

The following table lists the maximum amount of enhancements their equipment may have. If the Everready has bonded to 2 weapons, as described above, one of these weapons gains enhancements based on the Weapon portion of the table, and the other one gains enhancement based on the Shield portion of the table.
Spoiler


Morphic Armor (su): An Everready may use magic to completely alter the armor they wear as a Standard action. They may only do this with a suit of armor that has been attuned to them. This ability cannot produce armor made from nonstandard materials. For instance, an Everready using this ability cannot make a Mithral Chain Shirt. The armor takes on all of the statistics of the new armor, but retains whatever magical properties it may have. This effect is not removed by an Antimagic field, though it can not be activated while under the effects of an Antimagic field, and other magical properties are still suppressed by an Antimagic field. If examined, the item will have a Faint Transmutation aura, in addition to its other properties.

Insightful Grace: An Everready has studied several techniques to avoid dangers that may harm them. They add their Intelligence bonus (if positive) to all saving throws.

Morphic Weapon (su): An Everready may use magic to completely alter the weapon they wield as a Standard action. They may only do this with a weapon that has been attuned to them. This ability cannot produce weapons made from nonstandard materials. For instance, an Everready using this ability cannot make a Darkwood Longbow. The weapon takes on all of the statistics of a different weapon of the same size, chosen by the Everready upon activating this ability, but retains whatever magical properties it may have. Abilities inappropriate to the new weapon are either swapped out for a similar ability suitable to the new weapon (such as keen to impact) or ignored completely (such as vorpal). This effect is not removed by an Antimagic field, though it can not be activated while under the effects of an Antimagic field and other magical properties will be suppressed as normal. If examined, the item will have a Faint Transmutation aura, in addition to its other properties.

Insightful Agility (ex): An Everready studies several techniques in order to avoid blows. They add their Intelligence bonus to their Dexterity bonus to AC. Their combined Intelligence and Dexterity bonus may not exceed the maximum Dexterity bonus of the armor the Everready is wearing.

Endurance: At ninth level, the Everready becomes hardened to physical hardships. They gain the feat Endurance as a bonus feat. If they already have the feat Endurance, they instead gain one feat that they meet the prerequisites for.

Kit Enhancements (su): At tenth level, the Everready may enchant their kit to have multiple sets of enhancements that they can use depending on the situation. The Everready must spend the xp neccassary to set up these additional enhancements, though each set is calculated separately. They may only have 1 set of enchantments active at any point in time. Switching Kit Enchantments is a Swift action; the Everready may switch only 1 item's enchantments per Swift action. The Everready sets up their Kit Enchantments when they are enchanting their weapon. Every four levels after tenth, the Everready may enchant an additional set of Kit Enhancements. Additional sets of Enchantments granted by this ability have 1 less maximum enchantment than the maximum given in the Focused Kit ability.

Insightful Reactions (ex): An Everready practices many techniques that allow them to react to danger faster than is normal. At eleventh level, they may add up to 2 points of their Intelligence modifier (if positive) to their initiative score.

Everready's Endurance (ex): At thirteenth level, the Everready becomes nearly impossible to slow down or make tired. They are immune to the any effect that bestows fatigue, and any effect that would make them Exhausted only renders them Fatigued. In addition, they only need half of the food, drink, and rest to function properly. However, if they are a spellcaster, they still need to rest for 8 hours to prepare spells.

Improved Insightful Reactions (ex): An Everready practices many techniques that allow them to react to danger faster than is normal. At fifteenth level, they may add up to 3 points of their Intelligence modifier (if positive) to their initiative score.

Improved Everready's Endurance (su): At seventeenth level, the Everready becomes completely impossible to slow down or make tired. They are constantly under the effects of a Freedom of Movement spell. They are also to immune to Fatigue and Exhaustion effects. Finally, the Everready needs only one quarter of the food, drink, and rest to function properly. This benefit now extends to any spellcasting they might have access to.

Insightful Reactions (ex): An Everready practices many techniques that allow them to react to danger faster than is normal. At fifteenth level, they may add their Intelligence modifier (if positive) to their initiative score.
__________________
Avatar courtesy of Thormag.

Quote:
Originally Posted by Jeff the Green View Post
Also remember that you can have a True Neutral character that believes in things like truth and love and altruism and fluffy bunnies so long as he's willing to murder, lie, torture, and decapitate kittens to achieve them.

Last edited by Techwarrior : 09-08-2012 at 10:29 PM.
Techwarrior is offline   Reply With Quote
Old 08-26-2012, 09:14 AM   Top  -  End  -  #23
sirpercival
Bugbear in the Playground
 
 
Join Date: Oct 2011
Default Re: Base Class Challenge XIII - On a Whim

Cycle Warden

Spoiler


"By Winter's frost and Summer's heat, by the decay of Autumn and the rebirth of Spring, I pledge my life to defend this land. May the Moon fall and Sun go black before I fail in my duty!"

From Summer to Autumn, Winter to Spring, the Cycle turns endlessly, day after day and year after year. A Cycle Warden is a warrior attuned to this circular progression, who taps into the fundamental natural forces and mystical energies of the Cycle in a profound way.

Adventures: A Cycle Warden's reasons for adventuring are as varied as the seasons. However, almost every Cycle Warden spends some time adventuring due to wanderlust, wanting to be away from civilization among the wilderness.

Characteristics: As a Cycle Warden, you are primarily a melee combatant. However, your abilities reward mid-combat tactics and planning, as you can tune the particular benefits you gain by the actions you take.

Alignment: As the seasons change, so does a Cycle Warden's personality. However, the Cycle orbits a center of dynamic stability and balance, and as such there is a measure of neutrality in every Cycle Warden's philosophy.

Religion: Like a druid or ranger, a Cycle Warden reveres nature above the devotion to a particular deity. Some feel strong connections to divine patrons of the natural world, such as Ehlonna or Obad-Hai, but most are more nonspecific in their faith.

Background: Some Cycle Wardens begin as warriors associated to a particular druidic order; others work with rangers to protect and explore the natural world. Some, particularly those of races who traditionally work closely with nature, such as elves and halflings, simply feel drawn to the Cycle and its contemplation.

Cycle Wardens most often come from small towns or enclaves embedded in the wilderness, mining villages perched on the slopes of forbidding mountains, or other communities with strong ties to nature and exposure to the Cycle. However, even in big cities and metropolitan areas, there are those who feel the pull of the seasons more strongly than their peers.

Races: Those with bonds to nature are most likely to become Cycle Wardens. Elves, halflings, humans, and half-elves in particular can find the Cycle compelling. Those races that live underground, sheltered from the seasons (dwarves, some gnomes, goblins), are very unlikely to become Cycle Wardens.

Other Classes: Cycle Wardens have few negative relations with other classes, as the Cycle is difficult to disrupt and few classes are actively against nature. On the other hand, druids, rangers, and other classes focused on the mystic primal energy of nature often get along with Cycle Wardens very well, though they will sometimes find Cycle Wardens' fickle and ever-changing nature somewhat baffling.

Role: Cycle Wardens are primarily melee characters; however, rather than being forced to simply deal damage, they have a large number of abilities which either grant them a measure of battlefield control, or allow them to debuff their enemies significantly. Their tunable defensive and offensive abilities make Cycle Wardens extremely versatile and skilled combatants.

Adaptation: As long as there are seasons in a particular campaign's climate, Cycle Warden as a class could theoretically replace the ranger in the normal array of character archetypes. However, the two are sufficiently dissimilar in abilities and theme that they could easily coexist (similar to the overlapping concept space of Wizard and Sorcerer).

In campaigns which take place primarily underground, a Cycle Warden could be tied to the life cycle of a glow-worm or mushroom which is used to keep time. Other cyclical progressions which a Cycle Warden could be associated with include the slow wheel of the constellations through the sky, the changing tides, or waxing and waning phases of the moon.

GAME RULE INFORMATION
Cycle Wardens have the following game statistics.
Abilities: As a melee class, a cycle warden relies on her Strength and Constitution scores. Wisdom is also of secondary importance.
Alignment: Any neutral. Though seasons change, the core of balance and renewal remains constant.
Hit Die: d8
Starting Age: As ranger.
Starting Gold: As ranger.

Class Skills
The Cycle Warden's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (geography, nature) (Int), Listen (Wis), Martial Lore (Int), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex).
Skill Points at First Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier

CYCLE WARDEN
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialManeuvers KnownManeuvers ReadiedStances Known
1st
+1
+2
+2
+0
Changing seasons
5
3
1
2nd
+2
+3
+3
+0
Epoch 1
5
3
2
3rd
+3
+3
+3
+1
Eternal gift +2
6
3
2
4th
+4
+4
+4
+1
Rise and fall
6
3
2
5th
+5
+4
+4
+1
Renewal
7
3
3
6th
+6/+1
+5
+5
+2
Skill mastery
7
4
3
7th
+7/+2
+5
+5
+2
Wax and wane
8
4
3
8th
+8/+3
+6
+6
+2
Eternal gift +4
8
4
3
9th
+9/+4
+6
+6
+3
Second epoch
9
4
4
10th
+10/+5
+7
+7
+3
Bloom and wither
9
4
4
11th
+11/+6/+1
+7
+7
+3
Call of the cycle
10
5
4
12th
+12/+7/+2
+8
+8
+4
Improved renewal
10
5
4
13th
+13/+8/+3
+8
+8
+4
Eternal gift +6
11
5
4
14th
+14/+9/+4
+9
+9
+4
Improved rise and fall
11
5
4
15th
+15/+10/+5
+9
+9
+5
Cyclic knowledge
12
5
5
16th
+16/+11/+6/+1
+10
+10
+5
Epoch 2
12
6
5
17th
+17/+12/+7/+2
+10
+10
+5
Improved wax and wane
13
6
5
18th
+18/+13/+8/+3
+11
+11
+6
Eternal gift +8
13
6
5
19th
+19/+14/+9/+4
+11
+11
+6
Greater renewal
14
6
5
20th
+20/+15/+10/+5
+12
+12
+6
Improved bloom and wither, verdigris
14
7
6

Class Features
All of the following are class features of the Cycle Warden.

Weapon and Armor Proficiencies: A cycle warden is proficient with all simple and martial weapons, light and medium armor, and shields. Though there is no specific restriction, most cycle wardens prefer wooden equipment to that made of metal.

Maneuvers: A cycle warden begins her career with knowledge of five martial maneuvers. She learns two maneuvers from the Solstice discipline, two from the Equinox discipline, and one maneuver from the Revolution discipline. Once she knows a maneuver, a cycle warden must ready it before she can use it (see Maneuvers Readied, below). A maneuver usable by cycle wardens is considered a supernatural ability unless otherwise noted in its description. A cycle warden's maneuvers are not affected by spell resistance, and she does not provoke attacks of opportunity when she initiates one.

A cycle warden learns additional maneuvers at higher levels, as shown on the above table. She must meet a maneuver’s prerequisite to learn it. The highest-level maneuvers she can learn are based on her initiator level, as normal. Upon reaching 4th level, and at every even-numbered cycle warden level after that (6th, 8th, 10th, and so on), a cycle warden can choose to learn a new maneuver in place of one she already knows. In effect, she loses the old maneuver in exchange for the new one. She can choose a new maneuver of any level she likes, as long as she meets the prerequisites and observes her restriction on the highest-level maneuvers she can learn; she need not replace the old maneuver with a maneuver of the same level.

Maneuvers readied: A cycle warden can ready three of her five maneuvers per encounter at level 1, and as she advances in level and learns more maneuvers, she must choose which maneuvers to ready. A cycle warden readies maneuvers by meditating and practicing for 5 minutes; once readied, the maneuvers remain so until she spends 5 minutes to ready new ones. A cycle warden begins an encounter with all her maneuvers unexpended, regardless of how many times she might have already used them since she readied them. When she initiates a maneuver, she expends it for the current encounter, so each of his maneuvers can be used once per encounter unless she recovers them. Whenever the cycle warden initiates a maneuver from the Solstice or Equinox disciplines, she may recover a single expended Revolution maneuver, and whenever she initiates a Revolution maneuver, she may recover a single expended Solstice or Equinox maneuver. A cycle warden can recover a maximum of 1 manuever per round this way, and she cannot initiate a maneuver in the same round she recovers it; nor can she recover an expended maneuver in the same round she initiates it.

Stances known: A cycle warden begins play with knowledge of one 1st-level stance from any discipline open to her. At 2nd, 5th, 9th, 15th, and 20th level, she can choose additional stances. Unlike maneuvers, stances are not expended, and she does not have to ready them. All the stances she knows are available to her at all times, and she can change the stance she currently uses as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description. Unlike with maneuvers, a cycle warden cannot learn a new stance at higher levels in place of one she already knows.

Changing seasons (Ex): The connection between a cycle warden and the Cycle itself is both fundamental and profound. The cycle warden's fighting techniques, defenses, and even her physical appearance reflect the changing Cycle and her place within it. To represent this give and take, a cycle warden has two sets of Season Ratings, one for the Solstice axis (a Summer rating and a Winter rating), and one for the Equinox axis (an Autumn rating and a Spring rating). The total rating for each of Equinox and Solstice is always 4 (for example, a cycle warden could have a Winter rating of 3 and a Summer rating of 1, as well as an Autumn rating of 0 and a Spring rating of 4).

At any given time, a cycle warden is associated with either the Equinox or Solstice axis, but not both; any time the cycle warden initiates a maneuver from the Revolution discipline, the axis she is associated with changes, and her appearance and abilities alter accordingly. Each time a cycle warden initiates an Equinox or Solstice maneuver, her rating for the season associated with that maneuver increases, and her rating for the opposing season decreases (for example, a cycle warden with Winter 3 and Summer 1 who initiated a Summer maneuver would then have Winter 2 and Summer 2).

A number of the cycle warden's class features are determined by her current axis and season ratings, as described below. In addition, a cycle warden gains an insight bonus to damage rolls with maneuvers equal to the rating of the appropriate season whenever she is associated with that axis (i.e., a cycle warden associated with Equinox with ratings of Autumn 1 and Spring 3 would gain a +1 bonus to damage rolls with Autumn maneuvers and a +3 bonus to damage rolls with Spring maneuvers). Finally, as a cycle warden's season ratings and associated axis change, so does her physical appearance. Her skin, eye, and hair color reflect the seasons to which she is attuned most strongly. An autumn cycle warden is a study in oranges and reds; spring brings hues of light green and brown; a summer cycle warden displays dark green and gold; and winter dusts the cycle warden in white, silver, and black. A cycle warden who has equal ratings in both seasons she is associated with shows a mix of colors between the two. Additionally, any equipment made of plant material that the cycle warden is wielding or wearing (including wooden armor, shields, or weapons, and linen or cotton clothing) changes appropriately as well.

Epoch (Ex): Beginning at 2nd level, a cycle warden can choose a particular season to which she can attune more strongly, called an Epoch. The cycle warden chooses one season to be her Epoch at the beginning of each day; she may not choose the same season two days in a row. A cycle warden's maximum and minimum rating for her Epoch increases by 1 (becoming a range of 1 to 5; the other season on the same axis is still limited to the range of 0 to 4 for its ratings). For example, a cycle warden with the Spring Epoch could have a Spring rating of 5, at which point her Autumn rating would be 0. At 16th level, the maximum and minimum rating of her Epoch increases by an additional 1 (becoming a range of 2 to 6); if she is attuned to two Epochs with her Second Epoch ability (see below), both Epochs gain the increase.

Eternal gift (Ex): Upon reaching 3rd level, a cycle warden understands how the Cycle's constant change affects the world around her. She gains a +2 insight bonus to Wisdom-based skill checks, which increase by +2 at 8th level and every 5 levels after.

Rise and fall (Su): At 4th level, a cycle warden's ties to the Cycle begin to show more strongly. Whenever she is associated with the Equinox axis, she gains resistance to Acid and Electricity equal to 5 times her Autumn and Spring ratings, respectively. When the cycle warden is associated with the Solstice axis, she gains resistance to Fire and Cold equal to 5 times her Summer and Winter ratings, respectively.

Renewal (Ex): A cycle warden learns to reinvent herself, growing anew from the remains of what she was before. Whenever a cycle warden of 5th level or higher switches into an Equinox or Solstice stance, she may ready one maneuver she knows from the same discipline as her new stance in place of any readied and unexpended maneuver.

Skill mastery (Ex): Beginning at 6th level, a cycle warden can draw on the Cycle to provide focus in otherwise trying times. She can take 10 on Wisdom-based skill checks even if stress and distractions would normally prevent her from doing so.

Wax and wane (Su): Starting at 7th level, a cycle warden's connection to the Cycle strengthens once again. Whenever she is associated with the Equinox axis, she gains an enhancement bonus to Wisdom and Constitution equal to her Autumn and Spring ratings, respectively. When the cycle warden is associated with the Solstice axis, she gains an insight bonus to Dexterity and Strength equal to her Summer and Winter ratings, respectively.

Second epoch (Ex): Upon reaching at 9th level, a cycle warden can attune to two Epochs simultaneously, one for each axis, at the beginning of each day. She still may not attune to the same season on consecutive days.

Bloom and wither (Su): At 10th level, a cycle warden manifests the next aspect of her connection to the Cycle. Whenever she is associated with the Equinox axis, she gains fast healing equal to her Spring rating, and an insight bonus to Initiative checks equal to her Autumn rating. When the cycle warden is associated with the Solstice axis, she gains an insight bonus on Fortitude saves equal to her Winter rating, and any creature that attacks her with a natural weapon or non-reach melee weapon takes 1d8 fire damage times her Summer rating.

Call of the Cycle (Su): Beginning at 11th level, a cycle warden can draw upon her connection to the Cycle to grant her incredible resiliency for a short period of time. A number of times per day equal to her Wisdom modifier, a cycle warden can gain the Plant type (with all associated immunities) as a swift action on her turn. She retains the benefit for 1 round per class level.

Improved renewal (Ex): At 12th level, a cycle warden learns that change need not be slow. Whenever she uses her Renewal ability, she may exchange an additional readied and unexpended maneuver for a readied maneuver from the other season associated with that discipline. For example, a cycle warden switching into an Equinox stance could exchange two readied and unexpended maneuvers to ready one Autumn maneuver and one Spring maneuver.

Improved rise and fall: The energy resistance granted to a cycle warden of 14th level or higher by her Rise and Fall ability increases to 10 times the appropriate season rating.

Cyclic knowledge (Su): Beginning at 15th level, a cycle warden can meditate on the Cycle itself and the knowledge contained within, sensory experience of the world around her. By spending 10 minutes in concentration, she may use commune with nature as a supernatural ability once per day per 5 class levels, with a caster level equal to her class level.

Improved wax and wane: At 17 level, the enhancement bonus to ability scores granted by a cycle warden's Wax and Wane ability increases to twice the appropriate season rating (to a maximum of +8).

Greater renewal (Ex): Upon reaching 19th level, a cycle warden can alter her techniques with barely a thought. Whenever she makes use of her Improved Renewal ability, the cycle warden may exchange a third readied maneuver, readying a Revolution maneuver in addition to the two seasonal maneuvers.

Improved bloom and wither (Su): A 20th level cycle warden gains increased benefit from her Bloom and Wither ability. Whenever she is associated with the Equinox axis, her fast healing becomes equal to twice her Spring rating, her bonus to Initiative increases to twice her Autumn rating, and she additionally gains an insight bonus to Reflex saves equal to twice her Autumn rating. When the cycle warden is associated with the Solstice axis, her bonus on Fortitude saves increases to twice her Winter rating, she gains an insight bonus to Will saves equal to twice her Winter rating, and the damage dealt by her Summer aura increases to 3d8 fire damage times her Summer rating.

Verdigris (Su): At 20th level, a cycle warden's connection to the Cycle is complete. She permanently gains the Plant type (as per her Call of the Cycle ability), but still counts as her original type whenever it would be beneficial to her.
__________________
(member in good standing of the troll-feeder's guild)

I am the assassin of productivity.

Super boss Muscle Wizard avvie by Ceika.

gitp extended sig
minmaxboards extended sig (more stuff)

Last edited by sirpercival : 09-09-2012 at 10:07 PM.
sirpercival is offline   Reply With Quote
Old 08-26-2012, 09:16 AM   Top  -  End  -  #24
sirpercival
Bugbear in the Playground
 
 
Join Date: Oct 2011
Default Re: Base Class Challenge XIII - On a Whim

Equinox Martial Discipline
Spoiler


Solstice Martial Discipline
Spoiler
__________________
(member in good standing of the troll-feeder's guild)

I am the assassin of productivity.

Super boss Muscle Wizard avvie by Ceika.

gitp extended sig
minmaxboards extended sig (more stuff)

Last edited by sirpercival : 08-30-2012 at 08:46 AM.
sirpercival is offline   Reply With Quote
Old 08-26-2012, 10:16 AM   Top  -  End  -  #25
sirpercival
Bugbear in the Playground
 
 
Join Date: Oct 2011
Default Re: Base Class Challenge XIII - On a Whim

Revolution Martial Discipline
Spoiler


Feats
Spoiler


Player Aid:
Spoiler
__________________
(member in good standing of the troll-feeder's guild)

I am the assassin of productivity.

Super boss Muscle Wizard avvie by Ceika.

gitp extended sig
minmaxboards extended sig (more stuff)

Last edited by sirpercival : 09-08-2012 at 07:43 AM.
sirpercival is offline   Reply With Quote
Old 09-09-2012, 11:53 PM   Top  -  End  -  #26
dspeyer
Ogre in the Playground
 
 
Join Date: Mar 2008
Default Re: Base Class Challenge XIII - On a Whim

Awakener

Awake! Think! Love! Be talking beasts, walking trees, divine waters.

Awakeners believe that everything can and should have a soul. It just needs a little nudge to rouse it. Oh what stories the rocks and trees can tell, if we but give them voices!

Adventures: Awakeners rarely leave their homes, which are usually in the wilderness. When they do, it is most often to defend those they awakened, whom they tend to regard as there children. Sometimes they adventure in order to awaken some specific being or object. There are no strict rules, though, and they can take quests that have nothing to do with awakening the world.

Alignment: Because of their tie to nature, Awakeners must be neutral on at least one axis. Because the role of an Awakener is to create freedom, Neutral Good and Chaotic Neutral are more common than Lawful Neutral and Neutral Evil.

Religion: Awakeners are rarely religious, but those that are usually revere gods of either nature or the mind.

Other Classes: Awakeners are usually close to other nature-revering classes, such as druids and rangers.

Role: Adventuring Awakeners are usually accompanied by some of their awakees, and it is the awakees who directly work toward the party. Still, awakening a specific relevant object or creature at the right time can have tremendous impact.

.

GAME RULE INFORMATION
Awakeners have the following game statistics.
Abilities: Wisdom controls an Awakeners spellcasting.
Alignment: Must be neutral on at least one axis.
Hit Die: d6
Starting Age: As Druid
Starting Gold: As Druid

Class Skills
The Awakener's class skills are: Concentration, Diplomacy, Handle Animal, Knowledge(nature), Knowledge(the planes), Spellcraft, Survival

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

AWAKENER
LevelBABFort SaveRef SaveWill SaveSpecialAwakening Reserve123456
1st0002Awaken Animal, Lesser 502     
2nd1003Elite Intelligence1003     
3rd1113Awaken Vermin2004     
4th2114Awaken Animal40041    
5th2114Awaken Vine70042    
6th3225Lead the Awoken10005