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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.

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Old 09-26-2012, 09:49 PM   Top  -  End  -  #1
Temotei
Firbolg in the Playground
 
 
Join Date: Nov 2008
Location: 
Minnesota
Gender: Male
Default Base Class Challenge XIV - Champions and Mooks

Champions and Mooks

Welcome to base class challenge number fourteen! 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 army combat; anything is possible, from leaders to mass summoners, 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 23:59 Central Standard Time (GMT -5) on November 4th, 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?

Command!
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Old 09-26-2012, 09:51 PM   Top  -  End  -  #2
Temotei
Firbolg in the Playground
 
 
Join Date: Nov 2008
Location: 
Minnesota
Gender: Male
Default Re: Base Class Challenge XIV - Champions and Mooks

Base Class Name

Put an image of your class here (following da rules)!

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

Last edited by Temotei : 10-17-2012 at 02:54 PM.
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Old 09-26-2012, 10:11 PM   Top  -  End  -  #3
Silva Stormrage
Ogre in the Playground
 
 
Join Date: Nov 2010
Gender: Male
Default Re: Base Class Challenge XIV - Champions and Mooks

The Shade Channeler
"Interesting. I can sense how many creatures perish in this world. The number is staggering, we are nearing one hundred thousand for today alone. I wonder how people can be so foolish and stupid to die that easily and in such number. Then I remember there are people like you who just rush to their pointless death hoping for a fleeting moment of glory. Foolish heroes, only death is eternal!"
-Santu the Vile battling a group of adventurers


Death is natural, death is a part of every living creature. Even immortal gods perish after millenia. Shade Channelers are those who harness the power of the recently deceased. Powerful masters of undead Shade Channelers often have a small army of powerful undead following them.

Adventures: A Shade Channeler may have many different reasons to adventure. A Shade Channeler may choose to adventure to help ease the pain of death around the world. Maybe he has a grand desire to reduce the amount of death in the world or to remove death entirely from the world. Maybe an Evil Shade Channeler wishes to spread more death and being an adventurer leads him to many sites of mass death where his power grows.

Characteristics: Shade Channelers are casters of great power. They may not have the dedication or the sustainability of other casters but they gain versatility and an impressive horde of undead at their beck and call.

Alignment: Shade Channelers can be any type of alignment though most tend towards neutral. Some good aligned Shade Channelers travel the world trying to ease the pain of death for others, reduce the amount of death around the world. Evil Shade Channelers almost always attempt to cause more and more death around them. Wether through subtly manipulating politicians to go to war or declaring open war on kingdoms with a horde of undead behind them. They then often use the power gained from such wars to bolster their own power or further their own goals.

Religion: Most Shade Channelers follow a god of death such as Wee Jas or Nerull. Some decide to follow their lives to a god of life and energy to try to counteract the spread of death but those are far and few between.

Background: Through either training, close contact with undead or spirits or some other way Shade Channelers become connected with the death of the world. They harness the power of those briefly departed and thus become harbingers for those who have fallen or devastating conquers whose power grows with each village overtaken. Many good and neutral aligned Shade Channelers become somewhat cold and depressed as their outlook on the world becomes somewhat blunt and cold. A Shade Channeler who can keep his hopes high despite feeling the pull of death all around them is truly an optimistic person.

Races: Any race with a short life span is prone to becoming a Shade Channeler. Those who grow up unscathed by the touch of death tend to avoid becoming attuned to the spirit world. Such that races such as Elves and other long lived races will not often become Shade Channelers. Elans and outsiders almost never become Shade Channelers unless they spend a lot of their time around numerous dying humanoids or other sentient creatures.

Other Classes: Many paladins and clerics despise Shade Channelers as they associate all undeath with evil grave robbers. Many druids however tend to accept Shade Channelers if they are not to enthusiastic about raising the dead due to the Shade Channelers acceptance of death as a natural order. Most other classes treat Shade Channelers as any other necromancer, however many see them as grim and depressing at times.

Role: The Shade Channeler is a primary caster who has incredible control over necromancy and the undead. He can focus on animating hordes of undead and coordinating them into a strike force of doom as he weakens and hampers opponents from afar.

Abilities: Charisma is without a doubt the most important ability for a Shade Channeler as it determines their spell dc's, bonus spirit points, rebuke attempts, and a number of their class features. Con is of importance early levels but if they become undead as most Shade Channelers do it loses some value. Dexterity is important as many necromancy spells are rays and require ranged touch attacks.


Hit Die: d8

Starting Gold: As wizard.

Class Features

Class Skills: The Shade Channeler's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int) , Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Heal (Wis), Hide (Dexterity), Intimidate (Cha), Knowledge (All Taken Individually) (Int), Profession (Wis), Spellcraft (Int), Use Magic Device (Cha)


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

LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialSpirit PointsSpell Level
1st
+0
+2
+0
+2
Spirit Channeling, Rebuke Undead, Soul Harvest, Death Sense, Undead Tactic I61st
2nd
+1
+3
+0
+3
Corpse Crafter101st
3rd
+2
+3
+1
+3
Undead Tactic II152nd
4th
+3
+4
+1
+4
Spirit Boon I, Efficient Control (1)212nd
5th
+3
+4
+1
+4
Undead Tactic III,Horde Empowerment, Bonus Feat283rd
6th
+4
+5
+2
+5
Spirit Boon II, Form of Death (I)363rd
7th
+5
+5
+2
+5
Undead Tactic IV, Transfer Target (1/Day)454th
8th
+6/+1
+6
+2
+6
Soul Tether, Spirit Boon III, Efficient Control (2)544th
9th
+6/+1
+6
+3
+6
Undead Tactic V, Alternate Source 625th
10th
+7/+2
+7
+3
+7
Custom Horde I, Spirit Boon IV, Bonus Feat755th
11th
+8/+3
+7
+3
+7
Undead Tactic VI, Ranged Animation896th
12th
+9/+4
+8
+4
+8
Spirit Boon V, Efficient Control (3),Form of Death (II), Transfer Target (2/Day)1046th
13th
+9/+4
+8
+4
+8
Undead Tactic VII, Custom Horde II1207th
14th
+10/+5
+9
+4
+9
Spirit Boon VI, Horde Perfection1377th
15th
+11/+6/+1
+9
+5
+9
Undead Tactic VIII, Bonus Feat1558th
16th
+12/+7/+2
+10
+5
+10
Custom Horde III, Spirit Boon VII, Dread Army, Efficient Control (4)1748th
17th
+12/+7/+2
+10
+5
+10
Undead Tactic IX, Transfer Target (3/Day)1949th
18th
+13/+8/+3
+11
+6
+11
Spirit Boon VIII, Form of Death (III)2159th
19th
+14/+9/+4
+11
+6
+11
Undead Tactic X, Custom Horde IV2359th
20th
+15/+10/+5
+12
+6
+12
Bonus Feat, Spirit Boon IX, Efficient Control (5), Embodiment of Death2619th

Weapon and Armor Proficiencies: Shade Channelers are proficient with all simple weapons and one martial weapon of their choice (Usually a scythe), chosen at the first level. They are proficient in all light armors and with all shields except for the tower shield.

Spells A Shade Channeler casts spells drawn from the Shade Channeler spell list (See the Spirit Channeling class feature below). He casts spells spontaneously from any spell he has available to him. To cast a spell a Shade Channeler needs a charisma score of 10+ the spell level. The difficulty class for a saving throw against a spell cast by a Shade Channeler is 10+the spell level + the Shade Channeler's charisma modifier. A Shade Channeler does not cast by expending spell slots but instead channels the energy of the recently departed to cast his spells. Any prestige class that advances casting advances the Shade Channeler's Spirit Point progression and his maximum spell level at every level where it would normally progress spell casting. The Shade Channeler's spells are neither arcane or divine, though they do not have arcane spell failure.

Spirit Channeling: The Shade Channeler does not cast spells by expending his own energy, he simply molds the energy of the world's recently deceased. Spirit Points are the Shade Channeler's ability to manipulate the energy of the dead and to use their power. The Shade Channeler gains a bonus on Spirit Points equal to his charisma modifier multiplied by his class level. The Shade Channeler can regain Spirit Points just like a caster normally regains spell slots. Casting a spell functions as normal but instead of expending a spell slot the Shade Channeler expends a number of Spirit Points equal to double the spell level of the spell. The Shade Channeler can never have more Spirit Points than his maximum, the number indicated by his class level + his charisma modifier * class level.

The Shade Channeler does not have a spell list like normal casters. Instead whenever he refreshes his spirit energy he calls certain spells that he will have available for the day. For every spell that the Shade Channeler calls for that day he must expend Spirit Points equal to double the spell level of the spell. He may never call more than three spells available per spell level. The Shade Channeler may call any spell from the Necromancy school or any spell from the Conjuration school that is on the Wizard/Sorcerer spell list. In addition, at first level the Shade Channeler can choose to call spells from an additional school on the Wizard/Sorcerer spell list, either, Evocation Illusion, Divination or Abjuration. Once the Shade Channeler makes this choice it can't be changed even with a wish or a miracle. Finally, the Shade Channeler can choose any spell that specifically enhances undead or animation of undead. Thus he could choose desecrate since it helps animating undead but not bull's strength as that can help all creatures not just undead.

As a Shade Channeler gains power based on the recently deceased in the world they gain more power when death's are above average and less when deaths are below average. If a Shade Channeler spends significant time in an area of great death he also can harvest more energy if he replenishes his Spirit Points within the next 24 hours. Similarly if he spends significant time in an area of low death his power declines. This is up to a DM to decide but I will make a table to illustrate some guidelines. If the DM feels that the campaign world would make this feature unbalanced he may not use it in the setting.

Spoiler



Death Sense: (Ex) The Shade Channeler feels death around him and can sense when a creature dies near him. The Shade Channeler feels out in an aura of 100ft per class level. If any creature dies within the area the Shade Channeler can feel his soul escaping and can pinpoint not only the location of the death but also the general cause. The Shade Channeler can only determine general information from a death sensed through this class feature. A Shade Channeler can feel a person was murdered within the area but can't tell by what or how, he can't determine it was done by Bob the butler with a knife, who lives on 123 Main Street on the 3rd floor.

In addition the Shade Channeler has a general feel for the death in the world though it is much less accurate than his aura explained above. He automatically knows the number of people who have died that day and can generally determine roughly what causes the deaths in the world. Thus for example a Shade Channeler may know that around 25% of the deaths were caused by disease 30% due to monster attacks or murder 10% due to old age and 35% to war. He can't determine the percentage of people that died to anything specific like a particular kind of disease or a particular war going on.

Rebuke Undead: The Shade Channeler can rebuke undead as a cleric of equal level a number of times equal to 3 + his charisma modifier.

Soul Harvest (Su): As a free action the Shade Channeler can attempt to harvest the essence of those recently fallen more effectively. If any creature within 10ft/class level dies within the next round the Shade Channeler gains a number of Spirit Points equal to 1/2 of the Shade Channeler's class level (round up). The Shade Channeler can gain at most a number of Spirit Points equal to his class level in a single round. This ability only works on intelligent creatures (those with an intelligence score of 3 or higher). This ability can be used a number of times per day equal to 1/2 the Shade Channeler's Class level (Minimum 1).

Corpse Crafter: At second level the Shade Channeler gains Corpse Crafter as a bonus feat. In addition, whenever the Shade Channeler animates an undead creature he can place a special mark on it as the Spell, Arcane Mark

Undead Tactics: The Shade Channeler is proficient with commanding hordes of undead. The Shade Channeler can preform a special maneuver or tactic with undead under his control. At first level and every 2 levels after that the Shade Channeler can select a tactic from the list below. A tactic with the (Horde) tag affects all undead within line of sight controlled by the Shade Channeler. A tactic with the (Platoon) tag affects all undead within line of sight up to a number of undead equal to 1/2 of the Shade Channeler's caster level (Minimum 1 undead). A tactic with the (Commander) tag only affects a single undead. All tactics are standard actions. A Shade Channeler may use one Horde Tactic, Platoon Tactic and Commander Tactic every 5 rounds. Such that if a Shade Channeler used a horde tactic he must wait 5 rounds before using another horde tactic. The following round he could use a commander tactic instead of a horde tactic though, thus causing him to wait 5 more rounds to use another commander tactic.

Tactics
Spoiler


Spirit Boon: (Ex) At fourth level the Shade Channeler can use his powers to enhance the undead under his control. By spending a number of rebuke undead attempts indicated by the boon he can enhance an undead with a spirit boon he has available. He starts with 1 spirit boons at 4th level and gains 1 ever other level after chosen from the list below. A particular undead can only have a single boon applied at a time at 4th level. They can have an additional boon applied at 10th level and an additional boon every 6 levels after 10th. If the Shade Channeler is undead then he counts as being under his control for the purposes of this ability. Spirit Boons are either (Ex) or (Su) depending on the boon and spirit boons last until the Shade Channeler regains spirit points.

Spirit Boons:
Spoiler


Efficient Control: (Ex) Whenever the Shade Channeler attempts to rebuke an undead creature he can treat the undead's HD as a number of HD lower equal to the number indicated by Efficient Control. At 4th level he can treat undead as 1HD lower, at 8th 2 HD, etc. In addition the Shade Channeler may consider undead he animates with animate dead to have the same number of HD reduced for determining how many undead the Shade Channeler can control with Animate Dead (Minimum 1 HD).

Horde Empowerment: (Ex) At 5th level the Shade Channeler can control 6hd/caster level instead of the normal 4HD/caster level for Animate Dead. In addition he can control twice his rebuking level in undead. Finally the Shade Channeler can increase his rebuke undead control pool by one HD by sacrificing 3 HD of his animate dead control pool. The Shade Channeler can also sacrifice one hd his rebuke undead control pool to increase his animate dead control pool by three hd.

Bonus Feat At 5th level and every 5th level after the Shade Channeler can select a bonus feat from the following list. Any Corpse Crafter Feat, Undead Leadership or any leadership feat, Extra Turning, Any Divine Feat, Improved Spell Calling*, Extra Spirit Boon*, Extra Tactic*. The Shade Channeler must qualify for the feat in order to take it.

*New Feats Described Below

Form of Death: (Ex)The Shade Channeler's form begins to change due to his strengthening connection with death itself. At 6th level the Shade Channeler gains a +4 bonus on hide checks in darkness or shadowy concealment and also gains darkvision out to 120ft. At 12th level the Shade Channeler gains a deflection bonus to ac equal to his Class Level/4 (round down). At 18th level the Shade Channeler gains the ability to see in all forms of magical and non magical darkness and the Shade Channeler gains a profane bonus on fort saves equal to his charisma modifier.

Transfer Target: (Su) The Shade Channeler understands that their are the spirits of the dead all around the world passing into their next life. The Shade Channeler can 1/day as an immediate action transfer any spell or spell like ability as it is cast and switch the target to one of these passing over spirits. This only works on spells that target a creature, such as charm person. Effectively, this negates the spell. The Shade Channeler gains an additional use of this ability at 12th and 17th level.

Soul Tether: (Su) At 8th level due to his connection with the dead the Shade Channeler can prevent a soul from leaving a recently slain subject allowing the target to be healed back to health or at least survive a bit longer. The Shade Channeler can as an immediate action cast Delay Death on one target within 10ft/class level. Using this ability consumes 1 rebuke undead attempt. This ability can be used on non mindless undead targets and living constructs.

Alternate Source: (Ex At 9th level the Shade Channeler can power necromancy spells with the energy he gains from the death of the world instead of onyx. He can triple the normal Spirt Point cost of an undead animating spell instead of paying any material components for the spell.

Custom Horde: (Ex) At 10th level the Shade Channeler has gained insight on how to animate particular undead. At 10th level he gains the ability to animate a new undead creature or template with the create undead spell. The Shade Channeler can choose an additional custom creature to animate every 3rd level after. The Shade Channeler can choose any undead creature with a CR equal to his class level - 4. Thus at 10th level he can choose to animate a creature with CR 6 or lower, at 13th level he can select a creature with CR 9 or lower, etc. For templates the template selected must have a cr increase of 1/2 of his class level - 6. Thus at level 10 he can select a template that has a cr increase of +1, at level 13 he may select a template that has a cr of +2 or less. The template or creature he selects at 16th and 19th level can only be animated with the create greater undead spell.

Special: The lich template can not be selected by this ability. A DM has the authority to prevent any undead creature or undead template from being selected if he feels the creature or template would unbalance the character.

Ranged Animation: (Su): At 11th level whenever the Shade Channeler casts animate dead as a spell or a spell like ability it has a range of medium (100ft +10/level) instead of touch. In other words the Shade Channeler can animate any undead within this range without needing to touch the corpse. If the spell requires material components they do not need to be placed on the corpse but they are expended.

Horde Perfection (Ex): At 14th level the Shade Channeler becomes more adept at animating undead and can now animate skeletons and zombies with HD higher than 20 with animate dead. In addition he can specialize in either skeletons or zombies. If he specializes in Skeletons any Spirit Boon applied to them only costs half as many rebuke undead attempts (Minimum 1). If the Shade Channeler specializes in Zombies all Zombies created by the Shade Channeler lose their single action only ability.

Dread Army: (Su) At 16th level whenever the Shade Channeler kills a subject he can temporally bind the subjects soul into the corpse. This allows the corpse to function as a normal skeleton under the control of the Shade Channeler for 1 round/class level. After this duration expires the skeleton deanimates and falls to the floor. The zombie is treated as if being created by a necromancy spell for purpose of feats and class features. The creature can be reanimated as undead again after the duration expires. The undead animated by this ability take actions on the Shade Channeler's turn and can take their first set of actions on the Shade Channeler's next turn.

Embodiment of Death: (Ex) The Shade Channeler becomes an embodiment of death. He either gains the lich template with a free phylactery at no level adjustment cost or he can apply a template to himself that he can animate with create undead or create greater undead at no level adjustment cost.


New Feats

Improved Spell Calling
Flavor text. You are very efficient at calling a particular spell.
Prerequisites: Spirit Channeling, Shade Channeler class level 6.
Benefits: Select one spell the you can cast. When calling that spell you do not have to pay Spirit Points to call the spell. This spell still counts against the number of spells you can have called of a certain level.
Special: This feat can be taken multiple times. Each time you must select a different spell.

Extra Soul Harvesting
Flavor text. You are very efficient at calling a can harvest the power from the fallen more readily.
Prerequisites: Soul Harvest
Benefits: You can use soul harvest an additional time per day.
Special: This feat can be taken multiple times, its effects stack.

Extra Spirit Boon
Flavor text. You are have studied how to apply spirit boons and have more boons to enhance your undead with.
Prerequisites: Spirit Boon
Benefits: You may select an additional Spirit Boon that you qualify for. You can now use that Spirit Boon as if you had learned it normally and it counts for qualifiy for other Spirit Boon prerequisites.
Special: This feat can be taken multiple times. Each time a different Spirit Boon must be selected.

Extra Tactic
Flavor text. You are have studied how to maneuver your undead.
Prerequisites: Undead Tactic
Benefits: You may select an additional Tactic that you qualify for. You can now use that Tactic as if you had learned it normally and it counts for qualify for other Tactic prerequisites.
Special: This feat can be taken multiple times. Each time a different Tactic must be selected.




New Spells
Lesser Animate Dead
(Necromancy)
Level: Dread Necromancer 1, Wizard/Sorcerer 1, Cleric 1
Components: V,S
Casting Time: Standard
Range: Touch
Target: One medium or smaller sized corpse touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

This spell turns the bones or bodies of dead creatures into undead skeletons or zombies that follow your spoken commands.
The undead can follow you, or they can remain in an area and attack any creature (or just a specific kind of creature) entering the place. They remain animated until they are destroyed. (A destroyed skeleton or zombie can’t be animated again.)
Regardless of the type of undead you create with this spell, you can’t create more HD of undead than half your caster level (Max 4 HD, Min 1 HD) with a single casting of animate dead. (The desecrate spell doubles this limit)
The undead you create remain under your control indefinitely. No matter how many times you use this spell, however, you can control only 1 HD worth of undead creatures per caster level (Max 5HD). If you exceed this number, all the newly created creatures fall under your control, and any excess undead from previous castings become uncontrolled. (You choose which creatures are released.) If you are a cleric, any undead you might command by virtue of your power to command or rebuke undead do not count toward the limit.
Skeletons
A skeleton can be created only from a mostly intact corpse or skeleton. The corpse must have bones. If a skeleton is made from a corpse, the flesh falls off the bones.
Zombies
A zombie can be created only from a mostly intact corpse. The corpse must be that of a creature with a true anatomy.
Material Component:
You must place a black onyx gem worth at least 5 gp per Hit Die of the undead into the mouth or eye socket of each corpse you intend to animate. The magic of the spell turns these gems into worthless, burned-out shells.


New Items

Rod of The Grand Rebuker: This black rod of metal has a carving of a metal skull at the top of it. Anyone who holds the rod can control twice as many undead than he normally could with his Rebuke Undead ability. For instance, normally a caster can’t control more HD of undead than his rebuking level, but while holding the rod of undead mastery he can control twice his rebuking level of undead.
Strong necromancy; CL 12th; Craft Rod, command undead; Price 20,000 gp.
__________________
Quote:
Originally Posted by Hazuki View Post
...Silva, you are a scary person.
Awesome Avatar by Derjuin

My Homebrew: Here
The Necromantic Codex: A collection of necromancy classes, items and monsters.

Last edited by Silva Stormrage : 11-04-2012 at 05:38 PM.
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Old 09-27-2012, 01:42 AM   Top  -  End  -  #4
Quellian-dyrae
Ogre in the Playground
 
 
Join Date: Dec 2006
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Gender: Male
Default Re: Base Class Challenge XIV - Champions and Mooks

Sublime Soldier

"I would juggle all nine blades, wielding each at need. They choose instead to give each to a single wielder, and see if they all can fight as one. It is not the path that I walked, but I would not pretend that mine is the only Way." -Emark the Falcon, Master of Nine.

As the path of the martial adept became more common, more and more skilled warriors have turned their training to its exotic styles. For a while, it seemed that the Sublime Way was a path that was to be walked alone. Warblades, with their hunger for personal glory, swordsages with their diversity of nature and style alike, and crusaders with their zealous focus on their cause all are more likely to seek personal improvement rather than teaching a great many students. Indeed, the fall of the Temple of Nine Swords is almost a great warning to the modern martial adept that the way of martial supremacy lies not within organization.

But not all adepts are content to seek only personal mastery, and some have seen potential in studying the Sublime Way in a different way than the average warblade, swordsage, and crusader. Each discipline boasts a number of techniques for attack and defense, after all, and it has been theorized by some that mastery of a single discipline to the exclusion of all others might provide a level of mastery within that field far beyond what any normal adept can produce. Like the difference between a wizard who specializes in enchantment and a beguiler, one assumes that a warrior who focused on one aspect of the Sublime Way as opposed to simply favoring maneuvers from a certain school should be able to reach a greater level of mastery.

The combination of these two schools of thought came together in the minds of three siblings whose long familiarity with the power of the Ki gave birth to what came to be known as the Sublime Army. These three learned their first maneuvers under the tutelage of their grandfather, one of the Masters of Nine, a warrior who blended all nine of the disciplines into a seamless whole. His granddaughters and grandson were not so diverse in their teachings; one mastered the powers of the crusader, commanding the will of the devoted spirit, the command of the white raven, and the resilience of the stone dragon. Another followed the path of a swordsage, learning the subtleties of the shadow hand, the misdirections of the setting sun, and the power of the desert wind. The last, a warblade, bent his focus to the clarity of the diamond mind, the fury of the tiger's claw, and the perfection of the iron heart.

And while no one of them could match their grandfather's vast knowledge of martial lore and breadth of maneuvers, they were capable of performing feats of mastery within their discipline that even their teacher often couldn't match, and displaying specialized martial talents that he couldn't dream of duplicating.

As many powerful warriors do, these three eventually attracted a force of followers seeking to learn their skills. These warriors, many of them novice swordlings with great untapped potential, became the kernel of the Sublime Army. Each warrior took from his or her commander but a third of the knowledge that the adventurer itself possessed, but trained at what it learned with the whole of its discipline. When age finally stilled the swords of the three siblings, what had once been a small force of credibly talented fighters had blossomed into a full army of highly specialized warriors, each commanding incredible, though very narrowly focused, powers.

Today, the Sublime Army is a structured organization which contains nine main divisions: the archers, berserkers, commanders, guardians, infantry, knights, saboteurs, scouts, and skirmishers. Rank is based on mastery of the Sublime Way, not division, but each unit has its role to play in the army. The army also fields a smattering of more conventional martial adepts, and has a few spellcasters and mage knights on call. They are known for individually powerful troops – even the least of their soldiers are alone a match for two or three common warriors – as well as tremendous organization and stunning tactical harmony.

The Sublime Army is not tied to any specific kingdom, and hires out small units for mercenary work. A strongly lawful organization, they are very careful about keeping track of who they are fighting for to ascertain that their members never wind up on both sides of a conflict. The army also offers training to warriors who wish to master an aspect of the Sublime Way. A term of service is always required for initial training, though a soldier who has served its term can later choose to make its own way. As a result, the army has given rise to a number of skilled adventurers.

Adventures: Sublime soldiers could adventure for any number of reasons. The modern Sublime Army only rarely masses a full force for war; most contracts are achieved by sending a small group of soldiers to handle tasks deemed within its capability. Likewise, the army has its share of politics and intrigue, and a character seeking to rise through the ranks would have plenty to do proving itself to its superiors and further mastering its discipline. And of course, many warriors with training by the Sublime Army choose to go their own way, and no doubt, anyone seeking such specialized combat training has its reasons.

Characteristics: The characteristics of any given sublime soldier depend on the discipline it has mastered.

The sublime archers are masterful ranged attackers. Although most martial maneuvers are taught on the basis of melee combat, these skilled marksmen have mastered the art of the diamond mind. Their honed concentration allows them to fire with incredible speed and accuracy. In a war, the archers take up tactical positions, scything down advancing troops or concentrating a deadly fire on key targets.

Sublime berserkers are the masters of the tiger claw discipline. They tear into their foes with raging fury, and are among the most feared units of the Sublime Army in the event of a large-scale war, for their savagery – and, thus, their power – only grows the longer they fight. There are relatively few troopers in the army; they are prone to reckless and chaotic activity, so the army subtly discourages them and they do have a tendency to volunteer for - or be assigned to - the most dangerous missions. However, those few that do complete their training and survive their battles are well-respected by their comrades despite their lack of order.

Sublime commanders are the de facto leaders in any major engagement. Masters of the white raven, they are themselves capable fighters, but their greatest advantage is their ability to support their allies with their presence and command. Although the nine divisions of the army are officially equal, great respect is afforded the commanders, for their supportive skills are what make the army as a whole a force to be truly feared.

Sublime guardians focus on keeping their allies safe from harm. Sublime guardians master the devoted spirit discipline, and there are actually two sects within this division. The first, favoring swords and shields, are masters of actively defending their allies. The second group prefer long weapons like spears for forcing the enemy back and striking at those that would attack their friends. In a war, the guardians are often found forming an impenetrable wall of spears and shields, providing a haven for archers as well as wounded allies. Any enemy trying to get through their defense to finish off weakened troops are likely to only get those warriors back on their feet that much faster.

At the heart of any army is the infantry, and this is no less true of the Sublime Army. Though often a thankless job, a position in the infantry ranks of this organization is as sought after as any other unit, for it entails a mastery of the stone dragon. Although the training is tough, these warriors are incredibly resilient and capable of dealing crushing blows to their enemies. The mass charge of the Sublime Infantry is often said to be as terrifying – and as destructive – as a normal force's cavalry blitz.

The sublime knights are a force of elite warriors who focus on engaging and defeating key targets. Masters of their chosen weapons, they utilize the iron heart discipline to enhance their attacks and defenses and allow them to fight beyond normal limits. In war, small groups of these knights band together to seek out powerful enemy forces, scything through lesser foes all the while.

The sublime scouts utilize stealthy skills drawn from the shadow hand discipline. Masters of both infiltration and assassination, they are rarely seen in direct combat. If battle has been joined, though, it is almost certain that the scouts have already played their role, gathering intelligence on the enemy and dispatching important targets before they ever get a chance to fight.

The sublime skirmishers are masters of the desert wind discipline, and they display the speed and destructive capability of a raging wildfire. Extremely mobile and capable of potent area blasts, the skirmishers disrupt enemy formations and soften up tough targets, clearing the way for a finishing assault by infantry, berserkers, or knights.

Finally, sublime saboteurs favor the setting sun discipline, and like most adherents to that study, are of the opinion that the enemy needs only a little help to defeat itself. Cunning and decisive in their actions, they take advantage of every opening to quickly leave their enemies helpless. In war, they tend to focus their efforts on particularly dangerous foes, hampering and crippling them so they cannot lend their strength to the opposing side.

Alignment: The Sublime Army favors the lawful alignments, and tends towards neutrality with leanings towards good. Even within the army, though, the entire berserker division is heavily slanted towards chaos, and individual members are not generally judged on their disposition so long as they can follow orders. The preferences of the army matter even less to former students, so members of the class can be any alignment.

Religion: Most members of the Sublime Army see the Sublime Way itself as all the religion they need, and the army is careful not to officially sanction any deity. That being said, as an organization of warriors, the worship of gods of warfare and strength are not uncommon.

Background: As written, the class assumes that the character's background will have at some point brought it at least into contact with the Sublime Army, though whether it remains part of the organization - and if not, why it left - can be useful things to know.

Races: The Sublime Army accepts all kinds. Humans are naturally the most common, followed by hobgoblins, dwarves, and elves, in that order. There are noticeable racial cliques among various divisions in the army - elves favoring archery, dwarves infantry, hobgoblins as knights, orcs as berserkers, and so on. These cliques are somewhat self-reinforcing, encouraging other members of the race to join that division and discouraging members of other races, which is starting to cause just enough friction that the ranking officers are considering trying to do something about it.

Other Classes: Crusaders, warblades, and swordsages all have their place in the Sublime Army, and are afforded no small amount of respect by the soldiers of the nine divisions for their mastery of various styles. The soldiers tend to have a respectful rivalry with spellcasters. Uninitiated warriors, however, tend to be looked down upon by the army as common grunt troops, not even worthy of accepting into such an elite force.

Role: The role of a sublime soldier depends entirely on its discipline, both in an adventuring party and a war-scale conflict.

Adaptation: The Sublime Army can be used (or not) in various ways in different games. Perhaps it split into several competing factions, or is a powerful assembly of warriors running a determined inquisition against magic. Or it may not exist at all, with the various divisions of the class simply being highly specialized martial adepts. Another interesting option for adaptation would be to allow a character to gain its scaling feature and/or discipline abilities from different disciplines as its maneuvers, making it a very customizable warrior class.

GAME RULE INFORMATION
Sublime Soldiers have the following game statistics.
Abilities: Sublime soldiers are warriors first and foremost, and so Strength, Dexterity, and Constitution are all important to varying degrees. Some maneuvers and special abilities involve other stats; as a good rule of thumb, a guardian should consider investing in Charisma, while soldiers focusing on the swordsage-specific disciplines (skirmishers, saboteurs, and scouts) may want to consider Wisdom.
Alignment: Any.
Hit Die: Varies.
Starting Age: As Wizard.
Starting Gold: As Fighter.

Class Skills
The Sublime Soldier's class skills (and the key ability for each skill) are...
Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (History, Nobility and Royalty) (Int), Listen (Wis), Martial Lore (Int), Move Silently (Dex), Perform (Cha), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Rope (Dex).

Skill Points at First Level: Varies.
Skill Points at Each Additional Level: Varies.

SUBLIME SOLDIER
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial
1st
+1
*
*
*
Maneuvers, Basic Discipline Ability.
2nd
+2
*
*
*
Scaling Feature.
3rd
+3
*
*
*
Maneuver Training.
4th
+4
*
*
*
Scaling Feature.
5th
+5
*
*
*
Adept Discipline Ability.
6th
+6
*
*
*
Scaling Feature.
7th
+7
*
*
*
Maneuver Training.
8th
+8
*
*
*
Scaling Feature.
9th
+9
*
*
*
Expert Discipline Ability.
10th
+10
*
*
*
Scaling Feature.
11th
+11
*
*
*
Maneuver Training.
12th
+12
*
*
*
Scaling Feature.
13th
+13
*
*
*
Master Discipline Ability.
14th
+14
*
*
*
Scaling Feature.
15th
+15
*
*
*
Maneuver Training.
16th
+16
*
*
*
Scaling Feature.
17th
+17
*
*
*
Grandmaster Discipline Ability.
18th
+18
*
*
*
Scaling Feature.
19th
+19
*
*
*
Maneuver Training.
20th
+20
*
*
*
Epic Discipline Ability, Scaling Feature.
__________________
"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 : 11-04-2012 at 04:13 PM.
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Old 09-27-2012, 01:43 AM   Top  -  End  -  #5
Quellian-dyrae
Ogre in the Playground
 
 
Join Date: Dec 2006
Location: 
CA
Gender: Male
Default Re: Base Class Challenge XIV - Champions and Mooks

Class Features
All of the following are class features of the Sublime Soldier.

Weapon and Armor Proficiencies: The Sublime Soldier is proficient with all simple and martial weapons, all armor, and shields (except tower shields).

Maneuvers: The sublime soldier is able to initiate martial maneuvers. Unlike most martial adepts, each sublime soldier chooses a single discipline. It automatically learns every maneuver and stance in that discipline when its initiator level becomes high enough to initiate it. The soldier does not natively gain maneuvers from any other disciplines, although it may still learn them through the Martial Study and Martial Stance feats.

Sublime soldiers do not ready their maneuvers; all of their maneuvers are always considered readied. However, the soldier is initially limited to using only two maneuvers per encounter. Individual maneuvers are not expended, so a soldier can continue using the same maneuver repeatedly as long as it has available maneuvers.

The sublime soldier's choice of discipline affects several of its class features. It also determines its two good saves, its Hit Die and skill points, and its method for recovering expended maneuvers. Note that, regardless of the method listed, a sublime soldier cannot recover maneuvers in any round that it uses a maneuver. Since the sublime soldier does not ready maneuvers, the Adaptive Style feat has no effect for sublime soldiers, whether for changing maneuvers or recovering them.

Spoiler


Scaling Feature: Each type of sublime soldier learns some distinct skills that form the core of its fighting style. At second level, the sublime soldier gains a Scaling Feature based on its discipline, which improves in effect at every even-numbered class level.

Spoiler


Maneuver Training: At third level, and every four levels thereafter, the soldier's proficiency with martial maneuvers improves. It receives an additional maneuver available each encounter, and can also choose any one of the following benefits. Each benefit may be taken multiple times.
  • Diverse Training - The soldier gains Martial Study as a bonus feat. This does not count against the normal limitation of three applications of Martial Study that a character can learn.
  • Instinctive Stance - The soldier may choose one stance that it knows. It is always considered to be in that stance, without counting against its single stance limit.
  • Extended Counter - The soldier may choose one counter that it knows that provides or improves a defense. Whenever it initiates that counter, the effects last for the entire round, as if the counter was re-initiated every time a relevant trigger occurs.
  • Synergistic Boost - The soldier may choose one boost that it knows. Whenever it makes a martial strike, it may activate that boost without spending a maneuver available. It must still spend a swift action to initiate the boost.
  • Bonus Feat - The soldier gains a bonus feat from the list of feats available to fighters.

Basic Discipline Ability: Although highly distinguished by their maneuvers, each type of sublime soldier also receives specialized training to expand their abilities within their discipline and better fulfill their role within the Sublime Army. At first level, this training is represented by a basic discipline ability:

Spoiler


Adept Discipline Ability: At fifth level, the sublime soldier gains its adept discipline ability.

Spoiler


Expert Discipline Ability: At ninth level, the sublime soldier gains its expert discipline ability.

Spoiler


Master Discipline Ability: At thirteenth level, the sublime soldier gains its master discipline ability.

Spoiler


Grandmaster Discipline Ability: At seventeenth level, the sublime soldier gains its grandmaster discipline ability.

Spoiler


Epic Discipline Ability: At twentieth level, the sublime soldier gains a final discipline ability of epic power.

Spoiler
__________________
"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 : 03-08-2013 at 05:11 AM.
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Old 09-27-2012, 09:45 PM   Top  -  End  -  #6
sirpercival
Bugbear in the Playground
 
 
Join Date: Oct 2011
Default Re: Base Class Challenge XIV - Champions and Mooks

LEY ENGINEER

My lord! You wished for a mountain? Well... there you have it.

A ley engineer taps into ever-present flows of magical energy called ley lines, drawing upon them to cause short- and long-term alterations to her surroundings. Ley engineers are coveted and hotly pursued for their ability to quickly and efficiently raise fortifications and earthworks, or even mountains and rivers to alter the enemy's advance. Invading armies almost alway seek to take the opposing side's ley engineers prisoner, putting them to work at dismantling pesky obstacles like castles and ships.

Adventures: A Ley Engineer can often be found adventuring to explore various territories, mapping out terrain and ley lines for future reference. In addition, many Ley Engineers seek out examples of natural geographic features, cunning traps, magnificent architecture, and historical accounts of great battles, looking for ideas for future Plans. Some Ley Engineers might be itinerant mercenaries, hired to help this or that petty king build a larger castle, or make this or that warlord's stronghold more impregnable.

Characteristics: A Ley Engineer is the undisputed master of the flow of combat. By controlling the terrain, fortifications, morale, and even physical laws of the battlefield, the Ley Engineer steers enemies into ambushes and choke points, or guides allies to the high ground. If no high ground is to be found, she simply creates some on the spot. Using her schematic Plans prepared in advance, the Ley Engineer can draw upon the Ley energy around her to Deploy them at a moment's notice if necessary, small-scale changes to help in a single skirmish. However, given enough time and good enough maps, she may also fully Realize her Plans over a matter of minutes, causing major alterations to the landscape: building castles from a pile of unworked stone; laying a field of booby traps for an encroaching force to fall upon; or even calling a mountain from the depths of the earth.

Alignment: Some Ley Engineers seek to help others by creating shelter, improving natural defenses, or altering the terrain to increase the fertility of farmland. Others build mighty strongholds of their own, where they raise armies and take apart their opponents' fortresses with a mere thought. Most Ley Engineers tend towards lawfulness, as they plot and plan ahead, seeking to create order from the organic chaos of nature, or at the very least to survive the education and training that becoming a Ley Engineer requires; however, the occasional chaotic Ley Engineer can be found among the anarchists who seek to overthrow all governments and topple the infrastructure.

Religion: Many Ley Engineers revere no deities at all -- their own intellect, perception, and ability to reshape the world can be rather a boost to the ego. Those that do offer up obeisance and praise to the divine tend to find common ground with deities of Craft and Artifice; other Ley Engineers might connect well with deities of the natural world, through their intuitive understanding of ley lines and geography.

Background: Becoming a Ley Engineer requires a significant investment of time and mental energy at a university, military school, or other training facility. An aspiring Ley Engineer must train her mind and her senses, becoming aware of her surroundings in a more fundamental and all-encompassing way than she could have imagined possible, and then learning to process that sensory information with rapidity, foresight, and deadly efficiency. Such training is long and arduous, and only those with sufficient mental focus and fortitude can hope to succeed.

In addition, to receive the necessary education, it must first be available. Most academies large and prestigious enough to train Ley Engineers are based in populous, likely cosmopolitan areas, and are often quite expensive, even for those (and sometimes especially for those) who have undeniable talents in this area. This means that a Ley Engineer must find her way to the big city and finance her education somehow, whether through aristocratic birth, backbreaking labor during the night to pay for room, board, and classes, or by the subsidy of a foreign power who will lay claim to her services after her schooling is complete.

Races: Academies which train Ley Engineers can look for a number of different qualities in prospective applicants: above-average perception and intellectual aptitudes; long lifespan for handling the years of training; penchant for handicraft, working with materials, and ingenuity; strong and deep connections with nature, for searching out and drawing upon ley lines; and a strong educational basis. Few races possess all of these traits at once, and so the ranks of the Ley Engineers are made up of equal measures of humans, dwarves, gnomes, elves, and half-elves, with a sprinkling of warforged, kobolds, planetouched, and killoren to round it out.

Other Classes: Though Ley Engineers can be egotistical and demanding of others, most other classes appreciate the benefits that a happy and healthy Ley Engineer can bring to any endeavor. Ley Engineers tend to engage in mutual dislike of wizards, archivists, and artificers, mostly due to academic rivalries between the departments which were ingrained during training, but work well with almost every other class. Any Ley Engineer too pigheaded to recognize the value even of their rivals in difficult situations is unlikely to live very long.

Role: A Ley Engineer is a skilled and capable battlefield controller, and can amplify her allies' abilities not only tactically, but, with some of her Plans, directly as well. Though a Ley Engineer is mostly trained for large-scale conflicts, the principles she learns can be applied to skirmishes, dungeon crawls, and other situations quite easily. In addition, due to the requisite broad and thorough education, a Ley Engineer can also act as a party's repository of knowledge.

Adaptation: In some campaigns, Ley Engineers might instead become shamans, repositories of knowledge in a more primitive society with strong oral traditions, who shape the world around them to protect and aid the tribes they lead. In another, a Ley Engineer might be a semi-divine being who wields the power of the creators of the multiverse, molding reality in her own image. If the setting has a much higher science and technology level than traditional high-magic fantasy, a Ley Engineer might not draw upon the power of ley lines, but instead use nanobots, transporters, and gravity generators to terraform planets.

GAME RULE INFORMATION
Ley Engineers have the following game statistics.
Abilities: A ley engineer relies on Wisdom to seek out and draw upon ley lines, Intelligence to construct and deploy Plans, and Constitution and Dexterity to stay alive in the heat of battle.
Alignment: Any.
Hit Die: d6
Starting Age: As wizard.
Starting Gold: As wizard.

Class Skills
The Ley Engineer's class skills (and the key ability for each skill) are Appraise (Int), Concentration (Con), Craft (Int), Disable Device (Int), Knowledge (all skills, taken individually), Listen (Wis), Open Lock (Dex), Profession (Wis), Spot (Wis), Use Magic Device (Cha), and Use Rope (Dex).

Skill Points at First Level: (8 + Int modifier) x 4
Skill Points at Each Additional Level: 8 + Int modifier

LEY ENGINEER
LevelBABFortRefWillSpecialPulse
1st+0+0+0+2Draw ley, plans (deploy)1
2nd+1+0+0+3Flare pulse, specialty1
3rd+1+1+1+3Plans (realize)2
4th+2+1+1+4Channel ley2
5th+2+1+1+4Specialty2
6th+3+2+2+5True artistry3
7th+3+2+2+5Portfolio3
8th+4+2+2+6Specialty3
9th+4+3+3+6Improved deployment4
10th+5+3+3+7Improved recovery4
11th+5+3+3+7Specialty4
12th+6/+1+4+4+8Rapid realization5
13th+6/+1+4+4+8Improved portfolio5
14th+7/+2+4+4+9Specialty5
15th+7/+2+5+5+9Improved flare6
16th+8/+3+5+5+10Coalesce ley web6
17th+8/+3+5+5+10Specialty6
18th+9/+4+6+6+11Speedy recovery7
19th+9/+4+6+6+11Greater portfolio7
20th+10/+5+6+6+12Specialty, speedy realization7

Class Features
All of the following are class features of the Ley Engineer.

Weapon and Armor Proficiencies: A ley engineer is proficient with simple weapons, and with light and medium armor (but not shields).

Draw ley (Su): A ley engineer learns to tap into the energy carried by ever-present ley lines -- currents of focused magical energy which crisscross the surface of the world. Ley lines are everywhere, following the roll and swell of hills and valleys, sinking deep within cavern systems to plunge through underground rivers, and originating atop breathless mountains to pour out over the plains. By drawing on this reservoir of power, a ley engineer can impose her will on the world, shaping the surroundings as she sees fit to alter the flow of a battle or war.

The rippling energy of ley lines fills a ley engineer with Pulse, which she uses to deploy or realize her Plans (see below). At any given time, a ley engineer has an amount of pulse as shown on the table above. This baseline amount of pulse can change due to the ley engineer's class features (see Flare Pulse, Channel Ley, and Coalesce Ley Web, below), but without such intervention a ley engineer's quantity of pulse is static.

Plans (Su): The heart of a ley engineer's power is her ability to prepare and use Plans, supernatural blueprints which help her enact changes on her environment to control the layout and properties of the battlefield.

A ley engineer knows all Plans on her class list (detailed below). To make use of a Plan, she must first design it, which requires 10 minutes of preparation per required pulse, and one or two appropriate Knowledge checks, depending on the details of the particular Plan. At any given time, the ley engineer may have a number of designed Plans equal to her Intelligence modifier.

Once the ley engineer has designed her Plans, she may utilize them in one of two ways. At 1st level, the ley engineer may Deploy a plan, which requires a standard action. This requires that she spend an amount of pulse determined by the particular Plan she is deploying; if she does not, the Plan is not deployed and the action is wasted. If she has the requisite amount of pulse available, the Plan takes effect, causing whatever alterations to the engineer's surroundings that the Plan was designed to create. Deploying a Plan consumes it; to use that particular Plan again, she must design a new one. Pulse spent in this way returns automatically the next round.

Beginning at 3rd level, a ley engineer may choose to Realize a Plan instead of Deploying it. Realizing a Plan requires that the ley engineer spend 10 minutes per scope category of the effect she wants to achieve studying the terrain and ley lines of the area in which she intends the Plan to take effect. This study may be performed at any time, either surveying in person or perusing sufficiently good maps and notes; once an area has been studied, the ley engineer may realize the chosen Plan in that area at any time within a number of days equal to her Wisdom modifier before she needs to study again.

Once the area has been studied, the ley engineer (while within the area) spends a move action to begin the realization. Beginning on the round when she begins the realization, the effects of the realized Plan begin at the ley engineer's location and spreads outward, filling one scope category every minute until the Plan is fully realized. The ley engineer must spend a move action every round until the Plan has been fully realized, and must spend the requisite amount of pulse each of those rounds as well, just as if she was deploying the Plan. (If at any point she does not have the required amount of pulse available to spend, all effects of the realization end, and the actions are wasted.) The effects of a realized Plan last for an extended period of time, as detailed in the individual Plan descriptions.

Flare pulse (Su): Upon reaching 2nd level, a ley engineer learns to manufacture short-term, weaker effects on a moment's notice when necessary. The engineer may flare her pulse as a standard action to produce the Flare effect of any Plan she knows, without having designed it beforehand. She must make the appropriate Craft check to generate the effect of the Plan, as detailed in the Plan description. However, any pulse that she flares this way is consumed, and cannot be used to flare, deploy, or realize Plans until the ley engineer recovers it. Flared pulse returns at the rate of 1 pulse per 10 minutes; the ley engineer also recovers any remaining flared pulse when she draws pulse at the beginning of the following day.

Specialty (Ex): At 2nd level, a ley engineer may select one Knowledge or Craft skill in which she has ranks to be a specialty skill. She gains a +2 bonus on checks with the chosen skill. At 5th level and every three levels thereafter (8th, 11th, 14th, 17th, and 20th level), the ley engineer may select an additional specialty from the Knowledge and Craft skills in which she has ranks. In addition, at each such interval, the bonus to any specialty skill (including the one just selected, if so desired) increases by 2.

Channel ley (Su): Beginning at 4th level, a ley engineer learns how to attempt to draw more pulse from a ley line than her normal standing capacity, for a short period of time. However, due to the incredible strength of the energy currents in ley lines, such methods are not perfectly predictable. As a swift action, the ley engineer can make a Wisdom check, comparing the result to the table below to determine the amount of additional pulse she draws. In the case of a negative result, she reduces the amount of pulse she has, to a minimum of 0; if this reduction causes her to have less pulse than is required to maintain her current Plans (either deployed the same round, or in the process of being realized), she must cancel one or more Plans, until the amount of required pulse matches the amount she now has. A canceled Plan ends its effect immediately, with any preparation and time lost. The change to her pulse amount lasts for 1 round.

Wis check resultPulse change
0 or less -3
1–3 -2
4–6 -1
7–10 +0
11–13 +1
14–16 +2
17–20 +3
20 or higher +4

True artistry (Ex): By 6th level, a ley engineer understands that what she does is an art, not a science. She has an intuitive grasp of the forces she works with, and has internalized the knowledge she has, making it easier to respond quickly in dangerous situations. She may take 10 on Knowledge and Craft checks even if stress and distractions would normally prevent her from doing so.

Portfolio (Ex): Upon reaching 7th level, a ley engineer has become so practiced at her craft that she can call upon certain Plans on short notice, without the usual preparation. She chooses a number of Plans equal to half her Wisdom modifier. Whenever she flares any of the Plans in her portfolio, she may make an appropriate Knowledge check in addition to the required Craft check. If both checks succeed, she gains the full benefit of deploying the Plans without having it prepared, though she must supply enough pulse for the base effect of the plan instead of the flare cost. If the Craft check succeeds but the Knowledge check fails, she produces the usual flare effect as normal. The ley engineer can choose different Plans for her portfolio at each level if she desires.

Improved deployment (Su): A ley engineer of 9th level or higher learns more efficient ways of deploying her Plans. The amount of pulse she must spend to deploy a Plan is reduced by 2 (to a minimum of 1).

Improved recovery (Su): At 10th level, a ley engineer recovers pulse from the surrounding ley lines more quickly. She regains 1 point of pulse lost to flaring every minute instead of every 10 minutes.

Rapid realization (Ex): Beginning at 12th level, a ley engineer becomes more efficient at studying the terrain and ley lines prior to realizing her Plans. She need only study for 1 minute per scope category instead of 10, and she need not study again until after a number of days equal to her Wisdom modifier.

Improved portfolio (Ex): Upon reaching 13th level, the ley engineer's portfolio increases in size to be equal to her Wisdom modifier.

Improved flare (Su): Whenever a ley engineer of 15th level or higher uses her Flare Pulse ability, she only burns half the amount of pulse that the flare requires.

Coalesce ley web (Su): Upon reaching 16th level, a ley engineer can bend the very ley lines in an area around her, granting her an incredible amount of pulse for a short time. Once per day, the ley engineer can spend a swift action to activate this ability. On the round that she activates it, the ley engineer increases her pulse by 1; on each successive round, she gains an additional pulse, until the total amount of pulse she has gained this way equals her Wisdom modifier. Once she has reached the maximum, the following round she loses access to one bonus pulse, and reduces her pulse by 1 again on each successive round until she has returned to her normal pulse total.

Speedy recovery (Su): At 18th level, a ley engineer recovers pulse from the surrounding ley lines even more rapidly than before. She regains 1 point of pulse lost to flaring every round instead of every minute.

Greater portfolio (Ex): Beginning at 19th level, the size of a ley engineer's portfolio is equal to twice her Wisdom modifier.

Speedy realization (Ex): When the ley engineer achieves 20th level, she is a master of imposing her will on her surroundings. The effects of her realized Plans propagate at a speed of 1 scope category per round instead of per minute.
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Old 09-27-2012, 09:46 PM   Top  -  End  -  #7
sirpercival
Bugbear in the Playground
 
 
Join Date: Oct 2011
Default Re: Base Class Challenge XIV - Champions and Mooks

PLANS

Each Plan described below includes a base effect (achieved when deploying or realizing) and a lesser flare effect (achieved when flaring). The area of the effect is always an emanation of radius 30 feet (centered on the ley engineer) when deploying the Plan and an emanation of radius 15 feet (centered on the ley engineer) when flaring.

When realizing, the range depends on how many scope categories the ley engineer wishes to affect. The radius of the first scope category is 50 feet, and increases by a factor of 5 for every additional scope category (that is, four scope categories is a little over a mile in radius). Realized plans require the minimum pulse to affect 1 scope category, and 1 additional pulse for each scope category after the first.

Flare effects last for 1 round unless indicated otherwise.

Designing a Plan
To design a Plan, a ley engineer must spend the requisite amount of time, and make one or more Knowledge checks, as detailed in the descriptions below. One Knowledge check (the "primary", indicated with a *) is required, and the other (the "secondary") is optional, altering the effect somewhat. The amount of pulse that the Plan requires is chosen when it is designed.

Each individual Knowledge (and Craft, for flare) skill is associated with a different type of effect:

KnowledgesCraftCategoryEffect type
Arcana, PlanesAlchemyAAltering the physical and magical laws of reality in the area
Architecture & Engineering, Nobility & RoyaltyBlacksmithingBFortifications & structures
Dungeoneering, LocalTrapmakingCTraps & active terrain
Geography, NatureStoneworkingDPassive terrain, large-scale effects (mountains, rivers, etc.), weather
History, ReligionSculptureEIconography and manipulation of the mind & emotions

List of Plans
Spoiler



Plan Descriptions
Spoiler
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Old 09-27-2012, 11:13 PM   Top  -  End  -  #8
bobthe6th
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Join Date: Jul 2011
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Gender: Male
Default Re: Base Class Challenge XIV - Champions and Mooks

Is he really... no he can't! But he will, yes it is time for
BLASTER V5

yep, lets try to boom some more.

The Blaster


by ginthon

"Well, see that is why I get paid the big bucks!"-Grand blaster Antos, Destruction for hire, after burninating the enemies left wing.

Blasters are very focused arcane students, learning to control the elements and little else. Still, within there focus, they have no comparison.

Adventures: Why your class might adventure.

Characteristics: What your class is capable of.

Alignment: Blasters favor the chaotic alinements, as it allows more leeway in there destruction. At the same time, any alinement can allow for slaying your enemies...

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: Battle field control and area damage are the classes proper role.

Adaptation: This class could function as a shaman very easily for a more primitive 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: d6
Starting Age: As fighter
Starting Gold: 100gp.

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

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 SaveSpecialInvocationsBlast pointsBlast shapesElements
1st
+1
+0
+0
+2
Class Ability1011
2nd
+1
+0
+0
+3
Class Ability2111
3rd
+2
+1
+1
+3
Class Ability2112
4th
+2
+1
+1
+4
Class Ability3212
5th
+3
+1
+1
+4
Class Ability3423
6th
+3
+2
+2
+5
Class Ability4623
7th
+4
+2
+2
+5
Class Ability4824
8th
+4
+2
+2
+6
Class Ability5824
9th
+5
+3
+3
+6
Class Ability51035
10th
+5
+3
+3
+7
Class Ability61535
11th
+6/+1
+3
+3
+8
Class Ability71836
12th
+6/+1
+4
+4
+8
Class Ability71836
13th
+7/+2
+4
+4
+9
Class Ability82147
14th
+7/+2
+4
+4
+9
Class Ability82147
15th
+8/+3
+5
+5
+10
Class Ability93248
16th
+8/+3
+5
+5
+10
Class Ability103248
17th
+9/+4
+5
+5
+11
Class Ability103659
18th
+9/+4
+6
+6
+11
Class Ability113659
19th
+10/+5
+6
+6
+12
Class Ability1140510
20th
+10/+5
+6
+6
+12
Class Ability1250510

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

Weapon and Armor Proficiencies: All simple weapons and light armor.

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

Blasting: Blasting is the focusing of elemental powers to deal damage. A blaster can use a blast as a standard action, but it requires that the blaster is focused on a shape, and an element. When the blaster uses this ability, he does the elemental damage the element provides, to the targets the shape specifies. If the shape requires a saving throw, the DC is 10+1/2 the blasters level+the blasters intelligence modifier.

Student of arcana(Ex): Blasting is... very similar to spell casting. Blasters have an effective arcane caster level equal to their blaster level. Any prestige class that continues spell progression for arcane casters counts as a blaster level for blast points, blasting cap, shape progression, energy progression, and invocations.
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my home brew. you should PEACH them...
Telekineticist
Razor
Shield
blasterv4
mindbender

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Old 09-28-2012, 12:36 AM   Top  -  End  -  #9
Tavar
Titan in the Playground
 
 
Join Date: Sep 2009
Default Re: Base Class Challenge XIV - Champions and Mooks

Potentially removed due to lack of concrete ideas.

Spoiler
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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

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Old 09-28-2012, 12:38 AM   Top  -  End  -  #10
Tavar
Titan in the Playground
 
 
Join Date: Sep 2009
Default Re: Base Class Challenge XIV - Champions and Mooks

War: The Shield
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

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Old 09-28-2012, 09:50 PM   Top  -  End  -  #11
malonkey1
Dwarf in the Playground
 
 
Join Date: May 2012
Location: 
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Gender: Male
Default Re: Base Class Challenge XIV - Champions and Mooks

The Blackguard Darius stood atop a hill, cackling madly. All that stood between him and the destruction of the Elven Forest was one man. “You cannot hope to stand against me, Aleister. Not when I have an entire army behind me!” Aleister stood calmly, and chuckled. “A few skeletons and imps? How quaint. Let me show you my army.” he waved his hands and Darius was never seen again.

The Legion Magus

The Legion Magus, also know as a battalion mage, is a strange caster, doing little damage on their own, but being able to call in friends. Lots and lots of friends. Most of their magic focuses on summoning and calling creatures, but they have some necromantic capacities, as well as the ability to channel their magical energies into boons for allies and bond themselves to a powerful Familiar-like creature.

Adventures: Legion Magi lead their creatures into battle, often for glory or riches, but a few for the sheer thrill of battle. They are also often found looking for more creatures and people to add to their entourage.

Characteristics: They tend to be commanding and charismatic, which some trace to their supernatural abilities. Legion Magi seek glory in whatever they do, with good ones seeking to free lands from tyrants, and evils ones enslaving them. Their spells deal mostly with battlefield logistics and acquiring aid, be it from outsiders or undead.

Alignment: The state of mind required to balance the rigors of the battlefield and the difficulties of magic prevent chaotic characters from becoming Legion Magi, and Legion Magi fight for something, preventing truly neutral characters from joining as well. Only Lawful, Good, or Evil characters may become Battalion Mages.

Religion: Religious leanings depend entirely on the individual, but most Legion Magi tend toward gods of war, honor, or glory. Good characters tend to wave the banners of Heironeous, Pelor, or Kord; Neutral ones often side with St. Cuthbert; and evil ones prefer to shed blood in the name of Hextor, Erythnul, or Nerull.

Background: Legion Magi gain their abilities through equal parts talent and exhaustive training. While Sorcerers often have the talent necessary, a Legion Magus must be train specifically to harness her powers in her specific ways, resembling a wizard in practice. Many can trace their abilities to a supernatural bloodline, much like Bards or Sorcerers.

Races: Any race may have Legion Magi, but races with organized civilizations, such as Humans, Elves, and Dwarves, are most likely to produce them.

Other Classes: Sorcerers and Bards regard them as a sort of "grumpy cousin," simple in powers, but very different in outlook. Wizards find their special aura ability to be fascinating, and fighters and Paladins often find it refreshing to see a mage who isn't afraid to get in the fight if necessary. Rogues find them useful, at least, and Clerics are wary of them, seeing their arcane-derived auras as stepping on their own toes, and their conjuring as messing with things that shouldn't be bothered.

Role: A Legion Magus is invaluable as a conjurer, either for battlefield logistics, or for calling in some extra help. They have many utility spells designed to hamper their foes and aid their allies, as well as their auras. Their Bonded Creature can be invaluable in any numbe of situations, depending upon the exact creature chosen.

Adaptation: The class is fairly fluff-neutral as it is, but they could be adapted further if necessary. They could be made into herald of a warrior deity, summoning otherworldly armies, provided you make them divine casters and limit them to celestial/infernal/ghostly enemies. Their class features and spell lists could be easily modified to increase their focus on necromancy.

Legion Magus
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialMinor AurasMajor Auras0123456
1st
+0
+0
+2
+2
Spell Focus: Conjuration, Augment Summoning, Armored Mage002------
2nd
+1
+0
+3
+3
Minor Aura1030-----
3rd
+1
+1
+3
+3
-1031-----
4th
+2
+1
+4
+4
Major Aura +1, Draconic Aura11320----
5th
+2
+1
+4
+4
Bonus Feat21331----
6th
+3
+2
+5
+5
Leadership21332----
7th
+3
+2
+5
+5
-213320---
8th
+4
+2
+6
+6
Bonded Creature223331---
9th
+4
+3
+6
+6
Draconic Aura323332---
10th
+5
+3
+7
+7
Bonus Feat, Major Aura +23233320--
11th
+5
+3
+7
+7
-3233331--
12th
+6/+1
+4
+8
+8
Improved Bonded Creature3233332--
13th
+6/+1
+4
+8
+8
-33333320-
14th
+7/+2
+4
+9
+9
Draconic Aura43433331-
15th
+7/+2
+5
+9
+9
Bonus Feat43443332-
16th
+8/+3
+5
+10
+10
Greater Bonded Creature, Major Aura +3434443320
17th
+8/+3
+5
+10
+10
-434444331
18th
+9/+4
+6
+11
+11
-434444432
19th
+9/+4
+6
+11
+11
Draconic Aura444444443
20th
+10/+5
+6
+12
+12
Bonus Feat, Ultimate Bonded Creature544444444

Spell Focus (Conjuration), Augment Summoning: Legion Magi are trained specifically in conjuration magic, and thus gain Spell Focus (Conjuration) and Augment Summoning for free at first level.

Armored Mage (Ex): Being as they must be close enough to their thralls for their auras to effect them, Legion Magi learn to cast spells in some types of armor. Legion Magi suffer no Arcane Spell failure due to armor while wearing light armor.

Auras (Su): The Legion Magus is able to channel his arcane power into auras, supernatural fields of magical energy which offer allies within range certain boosts. The Legion Magus may project only one minor aura (starting at level 2) and one major aura (starting at level 4). Projecting an aura is a swift action, and remains active until the Legion Magus dismisses it (a free action) or chooses to activate an aura of the same kind (major or minor). A Legion Magus can have an aura active continually; thus, a Legion Magus can have an aura in effect before an encounter even starts. Activating an aura requires no action on the part of the Legion Magus and is a passive magical effect. Unless otherwise noted, a Legion Magus's aura affects all allies within 80 feet, regardless of their ability to hear, see, or comprehend him. The Legion Magus' aura is dismissed if he is dazed, unconscious, stunned, paralyzed, or otherwise incapacitated, or if he enters an anti-magic field or similar effect. A minor aura lets the allies add the Legion Magus's Charisma bonus (if any) to certain rolls, while a major aura lets allies add a +1 bonus (increasing by +1 at levels 10 and 16) to certain rolls. Except as stated above, their auras are identical to those of Marshals, and they have access to all the same auras.

Draconic Aura (Su): At level 4, and every five levels thereafter, a Legion Magus gains access to a free Draconic Aura, in addition to their normal Auras. Additionally, their major aura bonuses stack with those from Dragon Shaman levels for the purpose of Draconic Auras.

Spells: A Legion Magus casts arcane spells, which are drawn from the Legion Magus Spell List. He can cast any spell he knows without preparing itahead of time. To learn or cast a spell, a sorceror must have a Charisma score equal to at least 10 + the spell level. The DC for a saving throw vs. a Legion Magus's spells is 10 + the spell level + the caster's Charisma modifier. Like other casters, a Legion Magus may only cast a certain number of spells each day (see above table). Upon reaching level 5, and every third class level after that, the Legion Magus may choose to learn a new spell in place of one he already knows, effectively “losing” the old spell in favor of the new one. The new spell must be of the same level as the one lost, and only a single spell may be swapped at any given class level. This spell must be swapped at the same time as he gains new spells. The Legion Magus can have called, summoned, created, or animated creatures under his simultaneous control with a total HD equal to the number level 1 followers appropriate to his Leadership score, minimum Legion Magus Level HD (this is counted separately from followers gained through leadership.)

Spells Known
Spoiler


Spell List
Spoiler


Bonus Feat: The Legion Magus, at levels 5, 10, 15, and 20, may choose a bonus feat. At each such opportunity, he can choose a metamagic feat, an item creation feat, or a conjurer feat (below) for which he qualifies. These bonus feats are in addition to the feat that a character of any class gets from advancing levels. The wizard is not limited to the categories of item creation feats, metamagic feats, or Spell Mastery when choosing these feats.

Leadership: The Legion Magus receives the Leadership feat for free at level 6.

Bonded Creature (Su): At level 8, the Legion Magus gains a Bonded Creature, a summoned being who shares a special bond with its owner. The Bonded Creature may be any creature, provided its CR is equal to its owner's Legion Magus level – 2. The Bonded Creature advances along with its owner by HD or class, and The Legion Magus may change what type of creature is bonded to it any time it gains a level in the Legion Magus class without losing any temlates applied to it, provided they are appropriate to the creature and its CR remains the correct number for the Legion Magus's level. At level 12, the Bonded Creature may increase its CR to its owner's Legion Magus level – 1, either by normal advancement, or the application of a template. At level 16, the Bonded Creature's CR becomes equal to its owner's Legion Magus level, and at level 20, it exceeds it by 1. The Bonded Creature advances along with its owner by HD or class, and The Legion Magus may change what type of creature is bonded to it any time it gains a level in the Legion Magus class without losing any temlates applied to it, provided they are appropriate to the creature and its CR remains the correct number for the Legion Magus's level.
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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.

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Old 09-28-2012, 09:57 PM   Top  -  End  -  #12
malonkey1
Dwarf in the Playground
 
 
Join Date: May 2012
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Gender: Male
Default Re: Base Class Challenge XIV - Champions and Mooks

Reserved Space for Conjuration Feats...
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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.

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Old 09-30-2012, 02:59 AM   Top  -  End  -  #13
Felyndiira
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Join Date: Mar 2009
Location: 
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Default Re: Base Class Challenge XIV - Champions and Mooks

Siren

Put an image of your class here!

"I sing, because it brings victory to my king and a future to my country. When I sing, our soldiers fight like lions on the battlefield, and our enemy could only flee before their presence. When I sing, our men do not feel fear or discouragement that brings about death in battle, but instead battle with renewed vigor and strength. I sing because it allows our soldiers to live; for our men to return to the embrace of a happy family rather than dying as just another corpse on a battlefield. The smile on their faces is more important to me than anything else in the world."
- M๏r A๋viria, Lieutenant-Commander of the Atolian Army

The gift of a siren is a rare one. Typically, it was a gift passed down by a distant ancestry, usually celestial in origin and remarkedly more common in bloodlines of Aasimars. The gift manifests as a magical voice that lay dormant in a child until awakened by a extraordinary event. For some, their gift would never appear until some point in their adulthood - or sometimes never at all, but for others, it was as evident as day from an early point in their childhood, present as either a layer of unnatural charm in the child's words or a brilliant glow when the child hums her favorite tune. Perhaps those who never awaken their gift could be considered lucky, however. For most kingdoms, the sirens are also known by their other name - "war witches" - for the chaos and hatred that they would sew on the battlefield.

And which king, in their right mind, would not? A single siren could empower an army to three-fold its original strength. A single siren could bring flames of sacred judgement on her enemies and bolster her friends with celestial fury. For a small nation desparately guarding against a more powerful threat, a siren is like a godsend to his soldiers. For a powerful nation bent only on conquest, a siren is a potent tool to transform their war forces into titans of the battlefield. There are some monarchs that would consider themselves righteous and noble, but their masks quickly fall when a key to victory appears before their eyes. How many kings, after all, could remain noble and good when they could so effortlessly conquer entire kingdoms just by the weaponization of a single individual?

For many of these "war witches," such a lifestyle meant a swift death at the hands of an assassin, or a entire life confined to a single cage protected

Adventures: There are few sirens that live to adulthood, and correspondingly, only a few that have found an adventuring group that they could trust. A siren's motivations are often simple and pristine - for some, they are tired of being used as weapons of war, and escaped their confinement and their former allies in pursuit of freedom. For others, their fear at what would happen should their gift ever be discovered persuades them to seek a path of freedom. For some sirens, adventuring also offers them the chance to develop their voices and create new songs to enhance their power. Like a sorcerer, a siren's ability is inborn, and its advancement becomes a pursuit for sirens that choose not to turn away from their gift.

Characteristics: A siren's power is channeled through her song and voice, carrying enchantments and curses to all creatures that can hear her. For her friends, her song usually brings a sense of joy and courage; it strengthens their minds, rejuvenates their muscles, and inspires them to strike with the strength of a bear and with the quickness of a leopard. For her enemies, her song brings about sorrow and despair, lashing out as lashes of fire or righteous rebukes to their strength. Her song can be magnified to cover an entire battlefield, strengthing entire battalions while weakening her enemies for the inevitable conclusion.

Unlike a bard, however, a siren's sole focus is in the magic underlaying her voice. A siren does not - without additional training - recite obscure lore from far-away lands or astonish onlookers with their rapier skills, nor are their song spells as direct as a bard's spells. Instead, a siren depends on allies that they can trust to protect her while she supports a battle from the back, occasionly slinging a few notes of fire and frost to help demolish their enemies.

Alignment: A siren can be of any alignment. Some sirens are hapless children that managed to escape the battlefields, and seek adventure to forget about their previous lives. Some sirens, perhaps just awakening their powers and ignorant of their stigma, would kind-heartedly utilize her power to call rain and ensure a bountiful harvest for simple farmers. Some are ruined generals and officers of former empires bitter that their undefeated armies could actually be vanquished, and seek only to regain the power that they have previously enjoyed under their former liege. Whatever their reasons for taking up the mantle of an adventurer, a siren is defined only by her gift of voice, and they can be as varied - if far less numerous - as the clouds in the afternoon sky.

Religion: A siren's bloodline

Background: How you become part of your class and why.

Races: It is commonly believed that a siren's gift originates from a celestial bloodline, as more aasimars and other celestial planetouched awaken the gift than other races. However, the theory is put into question by a number of sirens that are humans, elves, or any other race with standard ancestries. Some choose to abandon their gifts and pursue other paths (see the Songtouched template below) and never truly enter the class, while many others choose to embrace their destiny against all odds.

Other Classes: How your class relates to other classes, positively or negatively, and why.

Role: For a siren, the most

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: While charisma does not affect the number of notes and words that a siren could sing in one round, a siren's charisma bonus will often affect the effects of her songs and synergize with some of her other class abilities, including affecting her will saves. Otherwise, like a wizard, a siren usually benefits from having high Dexterity and Constitution scores.
Alignment: Any.
Hit Die: d4
Starting Age: As barbarian.
Starting Gold: 5d20x2

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

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

Siren
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial
1st
+0
+0
+0
+2
Song Magic, Discord, Battle Hymn
2nd
+1
+0
+0
+3
Class Ability
3rd
+1
+1
+1
+3
Class Ability
4th
+2
+1
+1
+4
Class Ability
5th
+2
+1
+1
+4
Class Ability
6th
+3
+2
+2
+5
Class Ability
7th
+3
+2
+2
+5
Class Ability
8th
+4
+2
+2
+6
Class Ability
9th
+4
+3
+3
+6
Class Ability
10th
+5
+3
+3
+7
Class Ability
11th
+5
+3
+3
+7
Class Ability
12th
+6/+1
+4
+4
+8
Class Ability
13th
+6/+1
+4
+4
+8
Class Ability
14th
+7/+2
+4
+4
+9
Class Ability
15th
+7/+2
+5
+5
+9
Class Ability
16th
+8/+3
+5
+5
+10
Class Ability
17th
+8/+3
+5
+5
+10
Class Ability
18th
+9/+4
+6
+6
+11
Class Ability
19th
+9/+4
+6
+6
+11
Class Ability
20th
+10/+5
+6
+6
+12
Class Ability

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

Weapon and Armor Proficiencies: Sirens are proficient with the club, dagger, heavy crossbow, light crossbow, rapier, quarterstaff, and whip. She is not proficient with any armor or shields.

Song Magic:
Song magic is a bit of a misnomer. The gift that sirens have learned to use is not limited only to hymns and melodies, but can sometimes be expressed using simple words intermingled with standard phrases. As such, unlike a traditional spellcaster or a bard's songs, a siren's magic is not tied to spell slots or specific abilities with daily limits; instead, her power expresses itself in her creativity; seemingly without limit, her songs transform into words of power, into waves of exhaustion, or into a cloud of blades with a few simple changes in melody and words.

In general, song magic is expressed through music and performance are called "melodies", while song magic that is expressed through normal words are called "sentences." Melodies are typically more general and more powerful, while sentences cannot use certain types of elements, such as notes and musical devices. In addition, there are some unique elements that cannot be used as melodies and some elements that cannot be used as sentences.

A siren's song is divided into components, represented by a point value (melody points) that determines how difficult the component is to include into a song; her vocal dexterity and control over her magic determines how many of these components she can include within one melody or one sentence, which is performed over a single round (six seconds) of time.
Mood - These elements set the mood of a single line or sentence, often through dramatic changes in tone or voice. A single line in a song can only use a single mood element.
Expression - These elements change the expression of the other song elements through its inclusing, often as a whole.
Note - These elements represent individual and groups of notes - a C#, a Fb, eight sixteenth notes that comprise a short cadence, etc. They are melodic in nature, and cannot be used in sentences.
Word - These elements are words laced with magical power that lend meaning to both melodies and sentences, and shape the song magic in various ways.
Voice - These elements modify other elements in a single melody or sentence.
Musical Devices - These elements are devices that can only be used in a song. They usually do not have stand-alone effects, but add unique effects to a single melody. They cannot be used in sentences.
Performance - These elements include hand gestures, dances, or other physical elements that lend power to song magic.
Untyped - These elements do not fit into any other category. They often have unique restrictions or unique effects, and typically require a very high level.
Song and sentence elements are learned akin to a sorcerer learning new spells, although elements are not divided into spell slots. Instead, a certain level of Perform (Singing) is required to learn each element, and a siren can only learn a limited number of elements per level. A single melody or sentence may be maintained for as long as the siren wishes, although if a siren stops her song magic at any time, she must wait one full round before she could initiate it a second time.

Discord:
A single dissonant note in the middle of a song or a single scream of a word in the middle of a discussion, and a sudden lash of flame strikes at an enemy. Discords are song elements that are not meant to be included within melodies or sentences, but are quick and jarring notes and phrases that evoke an instantaneous magical effect. Similar to her progression with song elements, a siren can learn a number of discords as she levels up, and may insert a discord at any time within her song magic to execute an attack.

Discords, however, are interruptions in an otherwise perfect flow of melody, and complex discords make it very difficult for a siren to regain the full pace of her song. Every discord will consume a number of melody points and render them unavailable for use for a set number of rounds, beginning with the round when the discord was used (for example, if a discord requires 1 point and has a cooldown of one turn, then one point of melody is rendered unavailable until the siren's next turn). Discord cooldown applies to the entire melody pool and stacks with itself - if a discord with a cost of 3 and a cooldown of three rounds is used when the siren has five melody points on cooldown for two rounds, the siren now has eight melody points on cooldown for five rounds.

Melody points on cooldown cannot be used to power any song magic.

Battle Hymn:
A normal song is meant to be delivered to a limited audience; its effects are relatively powerful, but its magic dissipates when delivered over an extended range when the voice becomes little more than a whisper. A battle hymn is different; a siren behind legions of soldiers can broaden her voice using her own magic, producing magical effects that cover entire miles around her. A battle hymn's effects break the range limit of song magic, instead covering a circle with a radius of 1 mile/2 levels of siren that she possesses. Because of the magical strain in maintaining her voice over such distances, battle hymns are usually also weaker than that of a standard song; when delivering a battle hymn, use the effects specified under "battle hymn" to determine the new effect of the song.

Battle hymns require the full concentration of the siren, and require five minutes of preparation to sing. While maintaining a battle hymn, the siren cannot perform any discords or change the music in any way. Battle hymns must be melodies.
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Old 09-30-2012, 03:00 AM   Top  -  End  -  #14
Felyndiira
Bugbear in the Playground
 
 
Join Date: Mar 2009
Location: 
Here.
Default Re: Base Class Challenge XIV - Champions and Mooks

Song Magic

Spoiler



Mood

Spoiler



Elements

Spoiler

Last edited by Felyndiira : 09-30-2012 at 05:33 AM.
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Old 09-30-2012, 03:02 AM   Top  -  End  -  #15
Felyndiira
Bugbear in the Playground
 
 
Join Date: Mar 2009
Location: 
Here.
Default Re: Base Class Challenge XIV - Champions and Mooks

Have to reserve two just in case if the song lists are longer than I expected. I'll delete this if not needed of course.
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Old 10-07-2012, 08:42 PM   Top  -  End  -  #16
celtois
Barbarian in the Playground
 
 
Join Date: Jan 2007
Location: 
Canada
Default Re: Base Class Challenge XIV - Champions and Mooks

Melodist

-No Here Image To Keep Roland Happy -

I'm never alone, for my notes shall forever keep my company. -Kendra Iomos a Melodist

A general description of what your class is!

Adventures: Melodists adventure for a variety of reasons, almost as many reasons as there are types of Melodists. But in general most Melodists are drawn by a desire to see what the world, and use the power of their voice to change it.

Characteristics: What your class is capable of.

Alignment: Music is a universal concept and so too is the Melodist. There can be Melodists of any alignment. Evil Melodists often enjoy twisting bright melodies to sap away hope in anyone who gets in their way..

Religion: Most Melodists choose not to follow any religion, believing instead in the power of their voice. However in settings where god's of music exist, a Melodist may say a word or two in their honour

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
Melodist's have the following game statistics.

Abilities: Charisma is the primary stat of importance to the melodist, as it is the basis for most of her abilities, of Secondary importance are Wisdom which allows the Melodist to make use of more notes at once, Constitution, which helps the Melodist stay standing in a fight and Dexterity to help the Melodist avoid being hit. Both Intelligence and Strength are of little use to the dedicated Melodist.

Alignment: Any

Hit Die: d6
Starting Age: As Bard
Starting Gold: As Barbarian

Class Skills
The Melodist's class skills (and the key ability for each skill) are: Appraise (Int), 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), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (None), Spellcraft (Int), Swim (Str), Tumble (Dex), and Use Magic Device (Cha).

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

CLASS NAME
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial
1st
+0
+0
+0
+2
Melody Singer I, Living Notes, Melodic Training I
2nd
+1
+0
+0
+3
Genre Specialization
3rd
+1
+1
+1
+3
Melodic Training II
4th
+2
+1
+1
+4
Refrain 1/day
5th
+2
+1
+1
+4
Melodic Training III
6th
+3
+2
+2
+5
Melody Singer II
7th
+3
+2
+2
+5
Melodic Training IV
8th
+4
+2
+2
+6
Genre Specialization
9th
+4
+3
+3
+6
Melodic Training V, Refrain 2/day
10th
+5
+3
+3
+7
Counter-Harmony I
11th
+5
+3
+3
+7
Melodic Training VI
12th
+6/+1
+4
+4
+8
Melody Singer III
13th
+6/+1
+4
+4
+8
Melodic Training VII
14th
+7/+2
+4
+4
+9
Genre Specialization, Refrain 3/day
15th
+7/+2
+5
+5
+9
Melodic Training VIII
16th
+8/+3
+5
+5
+10
Counter Harmony II
17th
+8/+3
+5
+5
+10
Melodic Training IX
18th
+9/+4
+6
+6
+11
Melody Singer IV
19th
+9/+4
+6
+6
+11
Melodic Training X, Refrain 4/day
20th
+10/+5
+6
+6
+12
Genre Specialization, Capstone

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

Weapon and Armor Proficiencies: A Melodist is proficient with Simple Weapons and Light Armor

Melody Singer: As a full action The Melodist may use a number of notes per equal her Melody Singer level (I-IV) times her wisdom bonus, the melodist may use half as many on standard action. A Melodist's Melody Singer level (I-IV) times her charisma bonus is the number of Living Notes that may be under her control at once. Notes not under her control lose their spark of life and cease to exist.

The Living Chant: The notes a Melodist sings are manifestations of pure life force, and may thus act as tiny creatures which the Melodist can direct, including acting upon other objects, five or more notes in one square are considered to act like a swarm. A note can be destroyed by hitting it with a physical attack (1hp). A note has an AC equal to 10+the Melodist's Charisma Level+The Level of Melodic Training the Melodist has. A note has a fly speed of 60ft perfect, and is invisible. It emits a constant sound which is audible with a listen check, with a DC equal to the AC of the note, a note pinpointed in this way may be attack without a 50% miss chance. All notes in a 5ft square must be of the same kind otherwise they cancel each other out.

Melodic Training: A melodist begins play with a Melodic Training level of one, and knows three notes. Whenever the Melodist's Melodic Training level increase (I-X) she learns a new note.

Genre Specialization: At 2nd level and every six levels thereafter a Melodist may select an additional Genre of music to specialize in, from the following list. The genre will enhance her notes.
  • Tragic
  • Comedic
  • Romantic
  • Dramatic
  • Heroic
  • Satiric

Refrain: A limited number of times per day a Melodist can continue to control her notes while unconscious, dying or even dead. This effect lasts for one turn.

Counter-Harmony: For each level of Counter-Harmony the Melodist may have an additional note type in a 5ft square without the effects cancelling, two at Counter-Harmony I and three and Counter-Harmony II.


Notes
__________________
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I made my own avatar, lucky me.

Last edited by celtois : 10-07-2012 at 09:19 PM.
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Old 10-08-2012, 05:28 AM   Top  -  End  -  #17
kanachi
Orc in the Playground
 
Join Date: Jul 2006
Location: 
Cambridge, UK
Default Re: Base Class Challenge XIV - Champions and Mooks

The War Smith


Image by ptitvinc

“Some people seek a key to a kingdom,
I seek a door that can stop me!”


- War Smith Makaan before his assault on Hiigara.


A war smith draws power from the raw essence of battle. Feeding upon its chaos and ferocity to craft mighty engines of war which decimate all who stand before them.

There is not a singular form which can define the violent rage of battle and thus none, not even the smith themselves, truly know what forces they will bring to bear. Only when the drums of war sound and the rhythm of battle is joined by a chorus of blood will the true nature of their craft be revealed.

Adventures: A war smith seeks out conflict so they may understand it. Quickly they learn that the heat of battle forges the finest steel, but why and how it does so are harder questions to answer - often leading the war smith on expansive campaigns in search of some greater truth.

Characteristics: The core of the class is focused upon a specialised deck of battle cards which are shuffled to form the “Storms of War”. Over time the War Smith draws these cards and uses them to piece together Engines of War, which are powerful constructs under the War Smith’s command. These cards may also be placed into the War Smith’s Foundry, an extradimensional space from which the War Smith themselves draws energy. Taming the Storms of War is therefore a War Smiths chief concern and often their driving motivation as well!

Alignment: The raw powers a War Smith draws upon are both violent and chaotic but this does not mean all War Smiths are by nature chaotically aligned (Though many are). Many see the Storms of War as a conundrum or puzzle which offers them a glimpse of some greater truth and therefore may try to find order in the chaos they observe. After all to understand conflict offers insight into far more than battle.

more to come...

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):
__________________
OMFGWTF!!

Last edited by kanachi : 10-11-2012 at 09:21 AM.
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Old 10-08-2012, 05:29 AM   Top  -  End  -  #18
kanachi
Orc in the Playground
 
Join Date: Jul 2006
Location: 
Cambridge, UK
Default Re: Base Class Challenge XIV - Champions and Mooks

Just in case
__________________
OMFGWTF!!
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Old 10-09-2012, 01:56 PM   Top  -  End  -  #19
rottenvenetic
Pixie in the Playground
 
Join Date: Jul 2012
Gender: Male
Default Re: Base Class Challenge XIV - Champions and Mooks

The Self-made Legion


I am the State. All of it!

A self-made legion is an aberration of nature, as much as the undead, but dissimilar, and always deliberate on its part. Several bodies, or hundreds, or thousands, are all held in sway by one soul. All its minds are slaved to it, creating an utter, unbreakable unity of purpose, and the bodies naturally grow similar to each other in strengths, weaknesses and aspect. The self-made legion’s spirit propagates its influence through breeding – female bodies of the Legion will birth more Legion bodies, and the seed of its males will always result in Legion bodies too. A Legion’s bodies age and die as normal, gaining no physical advantages, but as long as one body remains alive the Legion will endure. Only an extraordinarily powerful soul can warp its original body to become a self-made legion, and it usually occurs in youth; no matter how many bodies it has, the self-made legion is for all other intents and purposes a single person. Sometimes this is even enforced by law.
Despite such a strong spirit a self-made legion cannot afford any significant variance in its bodies. They will all have the same class levels and the same stats, feats and skills, differentiated only by the possibility of non-uniform racial traits, though equipment and temporary modifiers can be varied at will.
A self-made legion that’s been around for long enough is an uncanny sight on and off the battlefield: the harmony and synchronization that dominates a population of a self-made legion’s bodies makes it seem otherworldly and unnerving, and constitutes the dreams of many a tyrant.
At war, the legion is even more obviously unnatural. Its army of bodies marches and fights in perfect unison, with impossible stubbornness, discipline and determination. Despite, or more often because of feeling all of its bodies’ sufferings in full, the self-made legion as a whole is all but impervious to them, and will advance in any conditions and can sacrifice bodies at need with an ease unsurpassed even by suicidal fanatics.

Adventures: The self-made legion can grow into a village or warband, even an army or state unto itself, and will naturally compete at the level of its population. Individual bodies or small groups are often sent into missions to retrieve or deny artefacts, strategic points and other such resources.
The aid of a self-made legion is a sought after commodity among the pragmatic, since it can bring to bear the power to act of multiple bodies, usually utterly devoted to the cause and fanatical, yet one need only secure the acquiescence of a single person.
For their part self-made legions retain the social needs of their original body, and are happy to interact with others – a need its multiple bodies can never sate.

Characteristics: The self-made legion inculcates its unique spirit into all its offspring, essentially ensuring that many bodies come under the control of the same person. Unless all its bodies capable of reproducing are destroyed, a self-made legion is immortal. All the bodies share the original’s class levels etc. Unless reduced to a single body a self-made legion is immune to any soul-affecting and fear effects. The legion as a whole cannot suffer other mind-affecting effects either, unless it’s reduced to its last body. All effects placed on one or more of its bodies will affect only those bodies.
As a character gains levels in this class, it will learn many additional feats and skills since all bodies share all learning; any experience gained or lost by any body of the self-made legion is instantly sent to all others.
Note that if bodies of different self-made legions mate, the one with the greater levels in this class will occupy all of the resulting zygotes; if the legions are equal in level the female body’s spirit will break the tie and take over.

Alignment: The benefits of this class are useful for the full gamut of moral or ethical paths and motivations; all alignments are equally open to self-made legions.

Religion: Self-made legions are typically atheists. While they may acknowledge the existence of gods, their multiple bodies allow them a much greater degree of control over their fate and their environment. Seldom will they feel the need to curry favour with or otherwise worship a deity.

Background: Self-made legions are, like sorcerers, born at least as much as they are made. For any number of reasons ranging from intentional reincarnation to cosmic accidents, a newborn mortal’s soul may gain extraordinary potency. In the case of future self-made legions this will often not manifest in any obvious special powers (though they may have unnaturally keen emotional or even psionic perception from childhood), but in feelings of anxiety, of lack of control; the spirit feels vulnerable and stifled when trapped into a mortal body, and will often express the wish for immortality and personal power, while shunning power over others as insufficient or irrelevant.
The revelation and start of the path in this class arrive at the moment of conception: just after completing the act of reproduction, when the gametes fuse into a zygote the nascent self-made legion’s spirit will feel the void of the soulless new being and ecstatically rush in to fill the void, retaining control over its original body also. The new being will instantly become an extension of its parent’s will, and will seem to develop mentally at an alarming rate – in fact this is merely because the child will have full access to the legion’s thoughts and experience from the outset, insofar as its brain is able to process them.
When this first propagation occurs, the character automatically gains its first level of this class, retaining any previous classes and extra experience as they are.

New bodies restriction: All new bodies must be procreated by the legion’s existing ones, though outsider partners will still result in legion children. Self-made legions have no other way to expand their body numbers.

First level restriction: The first level of this class can only ever be gained in the way described in the Background.

Races: All intelligent mortal races can become self-made legions, the only real requirement being that the soul is distinct from the body; depending on the possibility and desire for hybridization a self-made legion may span through several races. They are almost always killed off quickly among elves and Halflings, who nurture revulsion for this class well beyond what most members of other races feel. Self-made legions may not contain any undead bodies.

Other Classes: That people tend to be disturbed or even disgusted by a self-made legion’s nature has little cross-class variability. Paladins and Chaotic clerics, as well as any other class which is based around a communion with nature or around personal freedom – such as rangers, druids and bards – may have difficulty accepting a self-made legion, since their perception is that its myriad bodies are thralls, even though they will have never held another soul but the Legion’s.

Role: A self-made legion’s primary role in a party with single-body allies is to provide numbers. For a legion with no other classes especially, its adult experience will be dominated by its ability to replace its bodies and treat them as expendable. Due to having just as many brains, however, the legion is often capable of complex, perfectly coordinated group tactics. These can range from finesse actions consisting of multiple simultaneous stealthy attacks, to massed charges, where a numerically well-endowed legion will hurl wave after wave of bodies at the enemy, grinding them into the ground.

Adaptation: The most obvious limitation that any DM will probably consider is to severely curtail the number of bodies the legion has, or at least which are available to serve in the adventure or campaign, since by design a self-made legion can accrue an unlimited number of bodies given enough time; it is bound to be small in its first generations.

However a self-made legion can make for a dangerous antagonist, a leader who sees, hears and feels through every one of its soldiers at once, whose army is literally a part of its being, all incorruptible, and which has no outstanding leaders which can be targeted to cripple it or throw it into confusion - nor is there any one body which can be killed to bring down the legion.

Self-made legions have the following game statistics:

Abilities: Constitution is the single constantly important ability score for self-made legions, though they have high hit points to begin with. Depending on what it wants to achieve with its bodies and what other classes it may plan to learn a self-made legion may vary its other ability scores at the player’s will when the character is generated.
Alignment: Any; shared by all bodies. Alignment change occurs instantly for all bodies.
Hit Die: d12 for each body
Starting Age: Whenever it first procreates – at the player’s and GM’s discretion.
Starting Gold: Varies depending on the character’s background, at the player’s and GM’s discretion. Already-established self-made legions tend to have ample finances at their disposal.

Class Skills
Unless it has levels in other classes the self-made legion will treat all skills as cross-class.

Weapon and Armour Proficiencies: The self-made legion’s bodies are proficient with all simple weapons, but no armour or shields.

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

Self-made legion (each body):
LevelBABFort SaveRefx SaveWill SaveSpecial
1+0 +0+0+2Legion breeding, internal telepathy, immune soul
2+1 +0+0+3Bonus feat
3+2 +1+1+3+2 skill points
4+3 +1+1+4+4 skill points
5+3 +1+1+4Bonus feat
6+4 +2+2+5+2 skill points
7+5 +2+2+5+4 skill points
8+6/1+2+2+6Bonus feat
9+6/1+3+3+6 +2skill points
10+7/2+3+3+7+4 skill points
11+8/3+3 +3+7Bonus feat
12+9/4+4 +4+8+2 skill points
13+9/4+4 +4+8+4 skill points
14+10/5+4+4+9Bonus feat
15+11/6+5+5+9+2 skill points
16+12/7+5+5+10+4 skill points
17+12/7+5+5+10Bonus feat
18+13/8+6+6+11+2 skill points
19+14/9+6+6+11+4 skill points
20+15/10/5+6+6+12Bonus feat

Self-made legion bonus feats can be anything allowed in the current campaign.

Class Features:

Legion breeding (SU): All children produced by bodies of the legion will inevitably belong to the legion (except when mating with a more advanced legion) as described in the previous entries.

Internal telepathy (SU): All bodies of the legion have flawless communication with each other. It is instantaneous, impossible to jam or break by any means, and unaffected by distance.
At all times the self-made legion has as much information of its conscious bodies as a mortal being of the same education has of its own.
The legion is instantly aware if one of its bodies is injured, put to sleep or killed, or if it suffers any other effect. If a legion’s bodies are mind-controlled, but the legion has at least 1 unaffected, waking body, it will still gather information from the affected body or bodies as normal, while partially or completely losing control depending on the strength of the effect, until it is removed as normal.

Immune soul (SU): The soul of a self-made legion is invulnerable to any attack.
This includes the levels and experience loss incurred through energy drain attacks or attack components.
The legion’s bodies cannot lose any of their supernatural abilities for any reason other than being killed or, in case of active abilities, being knocked unconscious. They are also immune to any fear effects.
Whenever the self-made legion is reduced to a single body, the Immune Soul supernatural ability is lost with all components, but it will be regained when the legion begins to grow again. For this purpose only bodies that have been born for at least 2 years count.
__________________
There, feel the glory of necrosis, and rejoice! Nurgle loves you! - Ulkair

Just started homebrewin'!

Last edited by rottenvenetic : 10-09-2012 at 02:06 PM.
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Old 10-11-2012, 03:42 PM   Top  -  End  -  #20
sengmeng
Orc in the Playground
 
HalfOrcPirate
 
Join Date: Apr 2011
Location: 
Minnesota
Gender: Male
Default Re: Base Class Challenge XIV - Champions and Mooks

Guardian Angel




You just call on me brother, when you need a hand
We all need somebody to lean on
I just might have a problem that you'd understand
We all need somebody to lean on

--Bill Withers, Lean on me

A Guardian Angel shares blood with some celestial being, and it awakens within her an intense desire to protect those she loves. She forms intense bonds of friendship with her allies and seems to be always ready to protect or avenge them.

Adventures: Most Guardian Angels adventure because their friends do.

Characteristics: The Guardian Angel is a unique and varied combatant as long as she is surrounded by her allies, and she can become an incredible force against evil with her affinity for Exalted feats.

Alignment: Any Good. The celestial blood and the desire to protect others at any cost to oneself require a certain degree of altruism.

Religion: Guardian Angels who discover their celestial ancestor often venerate them, otherwise they usually worship any good god.

Background: Guardian Angels may come from any background, as long as they develop an intense need to protect their friends and a Good alignment. A Guardian Angel is born, not made.

Races: Any race capable of being good and interbreeding with celestial creatures may be a Guardian Angel. The most common Guardian Angels, however, are Aasimars or half-celestials. Tiefling and half-fiend Guardian Angels are not impossible, just nearly so. If using the bloodlines alternate rules, any bloodline other than celestial prevents a creature from being a Guardian angel.

Other Classes: Guardian Angels get along with any other class that isn't obviously evil. They need other classes to be effective. Without allies, a Guardian Angel is effectively a charismatic fighter without bonus feats and no Climb, Jump, or Swim skill. This is especially true if she doesn't choose the melee or stealth paths.

Role: The Guardian Angel is a team player who can focus on supporting combatants or magic users and can choose between several powerful combat or defensive options. She can also make a good party face, since befriending others is the source of her power.

Adaptation: Guardian Angels have celestial ancestry, but that can be shifted to any extraplanar good creature more appropriate to a given campaign.

GAME RULE INFORMATION
Guardian Angel's have the following game statistics.
Abilities: Guardian Angels have little use for mental abilities; they are often creatures of raw emotion. Charisma allows them to find friends more easily and affects a few of their class abilities. Constitution is important because they often put themselves between danger and their friends. Strength or Dexterity may be important depending on which path they choose, but Guardian Angels are proficient with the heaviest armors and shields and many take advantage of that, so Strength often trumps Dexterity.
Alignment: Any Good. A Guardian Angel who becomes non-Good may not advance as a Guardian Angel any more, but she does not lose any of her class abilities.
Hit Die: d10
Starting Age: As fighter.
Starting Gold: As fighter.

Class Skills
The Guardian Angel's class skills (and the key ability for each skill) are Animal Empathy (Cha), Bluff (Cha), Craft (Int), Diplomacy (Cha), Disguise (Cha), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (Religion) (Int), Knowledge (the Planes) (Int), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Speak Language.

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


levelBABRef SaveFort SaveWill SaveSpecialBonded Allies
1st+1+0/+2+0/+2+0/+2Bonded Allies, Swift Aid, Sacred Vow1
2nd+2+0/+3+0/+3+0/+3Summoned2
3rd+3+1/+3+1/+3+1/+31st Path (1st ability)4
4th+4+1/+4+1/+4+1/+4Summoned Attack6
5th+5+1/+4+1/+4+1/+4Vengeance9
6th+6+2/+5+2/+5+2/+5Commune12
7th+7+2/+5+2/+5+2/+52nd Path (1st ability)16
8th+8+2/+6+2/+6+2/+6Summoned II20
9th+9+3/+6+3/+6+3/+6Summoned Charge25
10th+10+3/+7+3/+7+3/+7Improved Aid30
11th+11+3/+7+3/+7+3/+71st Path (2nd ability)36
12th+12+4/+8+4/+8+4/+8Phase42
13th+13+4/+8+4/+8+4/+8Summoned III49
14th+14+4/+9+4/+9+4/+9Greater Aid56
15th+15+5/+9+5/+9+5/+92nd Path (2nd ability)64
16th+16+5/+10+5/+10+5/+10Vengeance II72
17th+17+5/+10+5/+10+5/+10Superior Aid81
18th+18+6/+11+6/+11+6/+11Summoned IV90
19th+19+6/+11+6/+11+6/+111st Path (3rd ability)100
20th+20+6/+12+6/+12+6/+12Vengeance III120

Weapon and Armor Proficiencies: Guardian Angels are proficient with all armor and all shields including tower shields, and all simple and martial weapons.

Bonded Allies: The Guardian Angel forms special bonds with her friends, and almost all of her class abilities are based around helping those to whom she is bonded. Guardian Angel's cannot form bonds with undead, evil outsiders, vermin, constructs, oozes, plants, or creatures who are incapable of having a non-evil alignment. The creature must have an intelligence score, and a friendly disposition towards the Guardian Angel. Forming the bond takes one minute (though bonding with multiple creatures at once does not change the amount of time required) and does not require a shared language, though the creature gains a general idea of what is requested. Thereafter, she may communicate with them telepathically at an unlimited range as long as they are on the same plane. The limit to the number of bonds she can form is given under the “Bonded Allies” heading on the table, plus her Charisma bonus. She may not change her bonds unless one of her bonded allies dies or betrays her (typically, the DM will decide what constitutes betrayal, and the Guardian Angel will decide whether or not to forgive them). If she is betrayed and decides to break the bond, she takes a -4 penalty to her saves and AC against her former bonded ally, and a -4 penalty to attacks made against them until the end of the encounter. She may not form a bond with that creature again unless they are the recipient of an atonement spell. If one of her bonded allies dies, she may choose to form a new bond with another creature, but she also may choose to keep the bond. She can always sense the locations of her bonded allies if they are on the same plane. She can sense if her bonded ally is on another plane, but not which plane it is. She always knows when a bonded ally is damaged or dies. She cannot willingly attack a bonded ally in a way that deals lethal damage, ability damage, ability drain, or level drain, or target them with a harmful spell, and if she is under a mind control or compulsion that causes her to attempt to attack a bonded ally, she immediately gets another save to resist the enchantment or compulsion and adds her Charisma bonus to the save. The Guardian Angel uses the higher values on the table for her saving throws when she is standing adjacent to a bonded ally. Forming a bond with an animal or magical beast with an intelligence score of 1 or 2 is more difficult. The bond counts as a "trick" and must be taught to the animal using handle animal checks over the course of a week (the normal length of time for teaching an animal a trick). The Guardian Angel may only form a bond with one animal or magical beast at a time. A wizard and her familiar or a paladin and her special mount count as one creature for the purposed of forming bonds, e.g., if the Guardian Angel is also a paladin and/or a wizard/sorcerer, she is automatically bonded to her special mount and/or familiar and they do not count against her bonded ally limit. If she forms a bond with a wizard, sorcerer or paladin, she is bonded to their familiars and/or mounts as well, without them counting against her bonded ally limit. If she attempts to bond with a creature that she doesn't know is ineligible, such as a werewolf or chromatic dragon in human form, the bond fails to form but she does not know why. Thus, if a lich uses illusions to pose as a living being the bond would fail, but she would not discover that it is a lich, nor would she know that it is necessarily evil (the very rare good undead creatures are also ineligible). The success of a bond also does not inform the Guardian Angel of a creature's alignment (an evil human would not be revealed as evil, a good orc would not be confirmed as good).

Swift Aid: At 1st level, the Guardian Angel may aid another as a swift action instead of a standard action. She may also use a standard action to aid a different ally in the same round.

Sacred Vow: The Guardian Angel gains the Sacred Vow feat as a bonus feat at 1st level (Book of Exalted Deeds).

Summoned (Su): At 2nd level, the Guardian Angel’s bonded allies may summon her to their sides with a swift or immediate action. The Guardian Angel must be conscious and willing to answer their call. She is made aware of her ally’s situation when they attempt to summon her. She appears in any open square of her choosing adjacent to the bonded ally who made the call. She cannot be called if there isn't room. Answering the call is an immediate action on the part of the Guardian Angel. Eventually, she gains the ability to answer more than one summons in a round at levels 8, 13, and 18 (effectively, she gains an additional immediate action which can only be used to answer a summons). She may bring along any gear and equipment she can carry, as well as a number of bonded allies equal to her Charisma bonus, who must be in contact with one another, and at least one of them must be in contact with her. If she is mounted and her mount is a bonded ally, the mount does not count towards her limit. Bonded allies' mounts do, however, and must also be bonded allies to be brought along, except for a paladin's special mount, who counts as the same creature as its rider.

Path: Guardian Angels gain several powerful ways to attack their enemies and protect their friends, with certain abilities better suited for bolstering certain allies. They may choose the paths of melee, ranged, defense, stealth, and magic. At level 3 they choose a path and gain the first ability in that path. At level 7 they choose second path and gain the first ability in their second path. At level 11 they gain the second ability in their first path. At level 15, they gain the second ability in their second path, and finally at level 19 they gain the 3rd ability in their first path.

Melee: The path of melee represents a single-minded determination to protect one's friends through decisive violence towards their enemies in a straightforward manner.
Spoiler


Ranged: The ranged path represents a desire to keep one's friends out of harm's way.
Spoiler


Defense: A defense oriented Guardian Angel would rather see her self harmed than one of her friends.
Spoiler


Stealth: A Guardian Angel who follows the stealth path has a complicated outlook, probably because she has been taught that tactics seen as "dishonorable" to most can still be good.
Spoiler


Magic: The path of magic appeals to some Guardian Angels, sometimes because magic-users tend to be frail and in need of protection, but also because magic is so powerful that Guardian Angel feels a special need to guide its use towards good.
Spoiler


Summoned Attack (Su): At level four, when the Guardian Angel is summoned by a bonded ally, she may make a free attack at her highest base attack bonus against any opponent she threatens in her new location.

Vengeance: At 5th level, if a bonded ally of the Guardian Angel dies or is dropped to negative hitpoints, she is immediately summoned to the space they last occupied, unless she perceives the situation to be suicidal (such as if they died in a pool of lava, or were killed by an overwhelming foe). This does not count against her per-round limit on the Summoned ability, but she may use her Summoned Attack, Summoned Charge or Pounce abilities, and if she has a feat from the Arrive in Style chain, those effects apply as well. She may attempt to use the Heal skill to stabilize her bonded ally as a swift action. When attacking a creature that killed or dropped one of her bonded allies, every successful attack by the Guardian Angel is treated as a critical threat. This effect only lasts while the bonded ally remains at negative hitpoints or is dead, and the Guardian Angel must not break the bond. Vengeance is a very powerful ability and may constitute the largest temptation a Guardian Angel can face to subvert her good alignment. It may seem expedient and practical to send a weak bonded ally into certain death to gain this advantage, but a Guardian Angel who coldly and exploitively manipulates her allies in such a fashion may soon find herself short on allies and unable to advance as a Guardian Angel.

Commune (Su): At 6th level, the Guardian Angel may communicate with any of her bonded allies who have died. They can provide her any information they had in life. What they might be able to report about the afterlife is up to the DM. Maintaining a bond with a dead ally still counts against her normal limit.

Summoned Charge (Su): At 9th level, when the Guardian Angel uses her Summoned Attack ability, she may now count it as a charge. Most feats or abilities that affect charging apply, but certain ones, such as Leap Attack, do not, since it requires them to jump a certain horizontal distance.

Improved Aid: At 10th level, when using the aid another action, the Guardian Angel grants a +4 bonus instead of a +2 bonus. She may now use a swift action and a standard action to aid the same ally, but they only add a +6 bonus in that case.

Phase (Su): At 12th level, after being constantly summoned to help her friends, the Guardian Angel eventually finds a way to remain in the place between places for an indefinite amount of time. As a free action, she disappears to a place that is not part of any plane and cannot be found by non-epic magic. She cannot return on her own, however, and must be summoned by one of her bonded allies. She does not age or need food or air while she is phased, nor does any time pass for her while she is phased. Thus, any spells or status ailments that affected her when she phases do not affect her until she returns, and their durations are halted. She may not take any actions while phased except for communicating with her bonded allies.

Greater Aid: At 14th level, the Guardian Angel now grants a +6 bonus when using the aid another action. If she aids the same ally twice, they gain a +10 bonus.

Vengeance II: At 16th level, when attacking a foe who killed or dropped one of her bonded allies, the Guardian Angel treats any successful hit as a confirmed critical. Against opponents who are normally immune to critical hits, she still treats successful hits as a critical threat, and they are affected as normal. This effect only lasts while the bonded ally remains at negative hitpoints or is dead, and the Guardian Angel must not break the bond.

Superior Aid: At 17th level, the Guardian Angel now grants a +8 bonus when using the aid another action. Aiding the same ally twice in one round yields a +12 bonus.

Vengeance III: At 20th level, the Guardian Angel gains 2 additional multipliers to her critical hits when attacking an opponent who killed or dropped one of her bonded allies, and her weapons gain the vorpal special quality against them, even if they are not slashing weapons (flavorwise, the DM may say that the enemies' heads simply explode in a shower of gore and a burst of divine light). This effect only lasts while the bonded ally remains at negative hitpoints or is dead, and the Guardian Angel must not break the bond.
__________________
High Priest of Bob


Notable Homebrew:
Spoiler

Last edited by sengmeng : 11-04-2012 at 05:29 PM.
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Old 10-17-2012, 01:56 PM   Top  -  End  -  #21
sengmeng
Orc in the Playground
 
HalfOrcPirate
 
Join Date: Apr 2011
Location: 
Minnesota
Gender: Male
Default Re: Base Class Challenge XIV - Champions and Mooks

ALTERNATE CLASS FEATURES

Smite: The Guardian Angel either does not gain Sacred Vow as a bonus feat at 1st level, or she halves the number of Bonded Allies gained through level advancement (rounded up, and she still gains one additional bonded ally per point of her Charisma bonus). Instead, she gains the ability to Smite Evil 1/day as a paladin of equal level. If she has levels of paladin, her Guardian Angel and paladin levels stack to determine the strength of her Smites for both classes, but not the number of Smites per day (essentially, a Paladin/Guardian Angel of any level gains an extra smite use per day compared to a Guardian Angel or Paladin of the same level). She may gain both this and the Turn Undead alternate class feature, but must give up Sacred Vow and halve her number of bonded allies (she cannot choose to halve the number of bonded allies twice). A Guardian Angel does not need to be Lawful Good to take this alternate class feature. This counts as Smite Evil for the purposes of qualifying for feats or prestige classes.


Turn Undead: The Guardian Angel may Turn Undead as a cleric equal to her Guardian Angel level. The Guardian Angel either does not gain Sacred Vow as a bonus feat at 1st level, or she halves her number of Bonded Allies gained through level advancement (rounded up, and she still gains one additional bonded ally per point of her Charisma bonus). She may gain both this and the Smite alternate class feature, but must give up Sacred Vow and halve her number of bonded allies (she cannot choose to halve the number of bonded allies twice). This counts as Turn Undead for the purposes of qualifying for feats or prestige classes.


Ascendance: The Guardian Angel's Charisma bonus is doubled for the purposes of determining how many bonus bonded allies she gets, as well as how many bonded allies may accompany her when she is summoned, and how many spells she may channel per round with the magic path's 3rd ability. Instead of the Vengeance ability, the Guardian Angel gains wings. She may fly at her movement rate with poor maneuverability as long as she is carrying a light load and not wearing armor heavier than light armor. Instead of the Vengeance II ability, she improves her maneuverability to Good and can fly at twice her movement rate in medium armor or carrying a medium load (but not both). If she is flying in medium armor or carrying a medium load, use her adjusted movement rate for determining her fly speed. Instead of Vengeance III, she gains the ability to fly in any armor and carrying any load (though if she can't move, she can't fly) and gains the Outsider creature type, and the Good subtype. She no longer counts as her original creature type. If she has damage reduction, an attack must now be evil-aligned to overcome it (i.e., if she has DR 5/Cold Iron, it changes to DR 5/Evil and Cold Iron). If it was already overcome by Evil or -, it does not change.


FEATS


Angel Totem
Prerequisites: Summoned class ability, Rage class ability, Chaotic Good alignment.

Benefit: Your Barbarian and Guardian Angel levels stack for determining your rage bonuses and number of uses per day. You also gain the Vengeance, Vengeance II, and Vengeance III abilities when your barbarian and Guardian Angel levels total 5, 16, and 20 respectively.


Holy Rage [Exalted]
Prerequisites: Rage class feature, Vengeance class feature.

Benefit: When you are summoned by the Vengeance class ability, you may rage immediately. Every round you attack the enemy who dropped your bonded ally does not count against your rage's duration. You cannot use this ability if you are fatigued. If you were already raging when summoned by the vengeance ability, the rounds you spend attacking the opponent who dropped your bonded ally do not count against your rage's duration.


Arrive in Style
Prerequisites: Summoned class feature.

Benefits: When the Guardian Angel is summoned, a flash of light dazzles adjacent evil opponents. Evil opponents are dazzled for 1 minute unless they make a fortitude save of DC 10 + half the Guardian Angel's level + her Cha bonus.


Dramatic Entrance [Exalted]
Prerequisites: Summoned class feature, Arrive in Style feat.

Benefits: When the Guardian Angel is summoned, she casts light as the Daylight spell for one round, except for the radius is 30 ft instead of 60 ft. She also adds +2 to the save DC for her Arrive in Style effect, and enemies are stunned for 1 round as well as dazzled for 1 minute.


Flashy Entrance [Exalted]
Prerequisites: Summoned class feature, Arrive in Style and Dramatic Entrance feats.

Benefits: The Guardian Angel adds another +2 to the save DC of the Arrive in Style effect and she casts light as a Daylight spell out to 60 ft for one round. Opponents within 30 ft treat the light as real sunlight, so undead who are harmed by sunlight take damage or suffer whatever ill effect sunlight has on them. Opponents with light sensitivity who fail their saving throws are also shaken for as long as they are dazzled.


Sunbringer [Exalted]
Prerequisites: Summoned Class feature, Arrive in Style, Dramatic Entrance, Flashy Entrance feats.

Benefits: The range of the light effects from Flashy Entrance double and all magical darkness effects within 120 ft are dispelled. The Guardian Angel also gains a single use of the Turn Undead ability per day that she may only use immediately after she is summoned. She turns undead as a cleric of her Guardian Angel levels. Cleric levels do not affect the power or number of turning attempts she may make. She does, however, qualify for feats that affect the Turn Undead ability, including Extra Turning. Any uses of Turn Undead gained through Extra Turning must also be used when she is summoned, and no more than once per round. If she has the ability to Turn Undead from cleric levels or as an alternate class feature, she gains extra uses of both types when she takes the Extra Turning feat.


Unopposable Light [Exalted]
Prerequisites: Ability to Turn Undead, Nimbus of Light or Flashy Entrance feats

Benefits: The character may turn evil outsiders as if they were undead. They cannot be destroyed, however. When making a Turn Undead attempt, the character must choose whether or not to affect undead or evil outsiders.


Nova [Exalted]
Prerequisites: Unopposable Light

Benefits: You gain an additional use of Turn Undead per day (or, if you have the ability from more than one source, an additional use of each type). You may now expend two uses of Turn Undead to turn both evil outsiders and undead, and when you do, you skip the turning check and simply roll turning damage. There is no upper limit to how powerful of an undead or evil outsider you can affect. Any evil outsider whose HD is less than half your level in the class that grants you the ability to turn undead is banished to its home plane. You affect a number of undead and evil outsider HD equal to your turning damage (if your turning damage is 15, you may affect up to 15 HD worth of undead and 15 HD worth of evil outsiders).


Faith Aegis [Exalted]
Prerequisites: Any ten exalted feats.

Benefits: The character adds her Charisma bonus to her saves vs spells, supernatural abilities, or spell-like abilities from evil creatures. She also adds her Charisma bonus to her AC as a shield bonus vs attacks made by evil creatures, including touch attacks. If she has a normal shield, her Charisma bonus is added to it as an enhancement bonus, but it does not stack with any enhancement bonus the shield may have, and no longer adds to her touch AC. This shield bonus does not stack with any other source of a shield bonus, such as the shield spell.


Exalted Aegis [Exalted]
Prerequisites: Faith Aegis, any twelve other exalted feats.

Benefits: When you fight defensively or take the total defense action, any adjacent allies gain a shield bonus to their AC's equal to your shield bonus. This bonus does not stack with any shield bonus they may have.


Arrow of Thought
Prerequisites: Summoned class ability.

Benefits: When the Guardian Angel is summoned by a bonded ally, she may appear in any space adjacent to that ally or in any space from which she threatens an opponent that her bonded ally successfully damaged with a ranged attack that round. She may use this on airborne opponents, but unless she makes an immediate grapple attempt or can also fly, she will fall.


Spell Purification [Exalted]
Prerequisites: Any five Exalted feats, ability to channel spells (Guardian Angel magic path's third ability).

Benefit: The first time a Guardian Angel channels a bonded ally's spell in a round, she may choose to purify it, giving the spell the Good descriptor. In addition, a purified spell which deals damage only deals half damage to neutral creatures, and no damage to good creatures. Against evil outsiders, the spells damage dice are increased by one step. Purifying a spell prevents the Guardian Angel from channeling any other spells that round.


Celestial Blood Affinity [Exalted]
Prerequisites: Any Good alignment, Any five Exalted feats, Celestial Bloodline, must have no levels in any class other than Guardian Angel, Paladin, or (Good) Cleric.

Benefits: This feat is available only when the character would have to spend a level on his bloodline. He may use this feat instead of spending a level on his bloodline.

Special: This feat may be selected more than once. If the character no longer qualifies for the feat, she does not lose the benefits of it, but she cannot take it again.


Avenging Smite [Exalted]
Prerequisites: Smite Evil class feature, Vengeance class feature, Angelic Smite and Sacred Vow feats.

Benefits: When the Vengeance ability is used, the Guardian Angel may immediately make a single Smite Evil attack against the opponent who dropped her bonded ally. This Smite Evil use does not count against her daily limit. She may only gain a Smite Evil use this way once per round, but she may use her regular use(s) of Smite Evil thereafter. It is wasted if she cannot reach the enemy when she is summoned.


Exalted Grace [Exalted]
Prerequisites: Any three Exalted feats.

Benefits: Once per day as a free action, you may add a +1 enhancement bonus to your Charisma for one round for every Exalted feat you have, including this one and ones gained as bonus feats from being a Guardian Angel (Sacred vow and/or Sacred Strike). This affects all Charisma related abilities and checks (however, it does not last long enough for you to gain extra bonded allies from it).


Exalted Strength [Exalted]
Prerequisites: Any eight Exalted feats.

Benefits: Once per day as a free action, you may add a +1 enhancement bonus to your Strength for one round for every Exalted feat you have, including this one and ones gained as bonus feats from being a Guardian Angel (Sacred vow and/or Sacred Strike). This affects all Strength related abilities and checks.


Angelic Smite [Exalted]
Prerequisites: Smite Evil class feature, Sacred Vow feat

Benefits: When the character Smites Evil, she adds +1 damage for every Exalted feat she has, including this one and ones gained as bonus feats from being a Guardian Angel (Sacred vow and possibly Sacred Strike).


Paladin's Touch [Exalted]
Prerequisites: Charisma 13, Sacred Vow, Vow of Poverty, any other feat with Sacred Vow as a prerequisite, and any ten other Exalted feats.

Benefits: You gain the ability to Lay on Hands, but the amount you can heal is your Charisma bonus multiplied by the number of Exalted feats you have. This counts as Lay on Hands for the purposes of prerequisites to feats or prestige classes (but does not circumvent alignment restrictions that may also apply). If the character already has Lay on Hands from another source, such as Paladin levels, the two pools are simply added together.


Universal Righteousness [Exalted]
Prerequisites: Any ten Exalted feats, except Knight of Stars, Favored of the Companions, or Servant of the Heaven's.

Benefits: You gain an aura of good as if you were a paladin or cleric of a good god equal to your level +the number of exalted feats you have. Creatures who use detect good on you and become stunned must make a saving throw vs DC 10 + 1/2 your character level + your cha bonus or go permanently blind. You are considered Lawful Good, Neutral Good, or Chaotic Good, whichever would be most beneficial to you at the time. This lets you qualify for feats, classes, or prestige classes as if you had any of those alignments, as well as protecting you from spells like Word of Chaos and Dictum which specifically affect non-chaotic or non-lawful creatures, as well as making you immune to extra damage from axiomatic or anarchic weapons, and allowing you to wield either type without gaining a negative level. Your natural weapons and weapons you use are considered Good, Lawful, and Chaotic-aligned.

Special: Your actual alignment becomes neutral good, but nothing can detect more than the fact that you are good.
__________________
High Priest of Bob


Notable Homebrew:
Spoiler

Last edited by sengmeng : 11-02-2012 at 08:11 PM.
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Old 10-17-2012, 10:48 PM   Top  -  End  -  #22
Derjuin
Ogre in the Playground
 
 
Join Date: Jul 2009
Location: 
Land of Maps and Treasure
Gender: Female
Default Re: Base Class Challenge XIV - Champions and Mooks

Celebrant

Grant us your blessing, spirits of steel and strength. Let not these brave men and women fall in the coming conflicts – let their strikes be true and their bravery unwavering!
~ A celebrant before a decisive battle

A Celebrant is a large-scale combatant, supporting allies through the use of ceremonies, healing and support magic.

Adventures: Celebrants usually adventure to gain experience with spirits and the religious beliefs of other areas, or to carry out the will of a guiding spirit or fulfill the destiny of an ancestor or teacher. Others adventure because they see themselves as caretakers of others and feel obligated to follow friends or allies into dangerous areas.

Characteristics: Celebrants are support characters, whose primary purpose is to provide bonuses, healing, and battlefield control to their allies. They are capable of frontline combat, but are not as effective as others specifically trained for that role.

Alignment: Most Celebrants are Lawful in nature. They tend to honor oaths and promises, as they and their allies often make them between each other. However, chaotic Celebrants are common among creatures prone to chaotic lifestyles, though they are usually less so.

Religion: Celebrants typically worship racial deities, but they pay heed to other gods as well – particularly the deities of their allies. They may also appeal to gods of war, healing, or fate.

Background: Most Celebrants have formal training as an apprentice to an older Celebrant, typically after being drafted into or joining a military. Others are touched by some divine essence and speak unto their friends and allies, offering participation in rites or ceremonies to others of like mind.

Races: Savage races are most likely to have Celebrants in their ranks. They may be religious leaders outside of wartime or even chiefs. More civilized races may rely instead on paladins, bards, or clerics to form a supporting backbone for their armies. This isn't to say that civilized races never have Celebrants – those that worship nature deities or place emphasis on song within their religion would probably have Celebrants among them as well.

Other Classes: Celebrants clash mostly with Bards, who they see as frivolous and spoony, and Clerics, who are usually able to perform similar duties to the Celebrant, yet in a different way. Celebrants are usually not as pious as clerics, as they do not actually represent a deity but instead ask one for aid, and as such do not have the extreme views some clerics may have.

Role: Celebrants provide support in the form of spells, ceremonies and healing to their allies.

Adaptation: Celebrants can derive all their power from divine beings, or they may be an offshoot of an arcane caster. They may instead call upon nature or the spirits of the land for help, as a shaman or druid might.

GAME RULE INFORMATION
Celebrants have the following game statistics.
Abilities: Celebrants rely on Wisdom and Charisma for their spells and abilities, and Constitution to keep them alive. If they choose to engage in combat, Strength and Dexterity help them in hitting with either melee weapons or ranged wepaons.
Alignment: Any; usually lawful.
Hit Die: d6
Starting Age: As cleric.
Starting Gold: As barbarian.

Class Skills
The Celebrant's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (nature) (Int), Knowledge (religion) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Spot (Wis), Survival (Wis), and Swim (Str).

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

CELEBRANT
FeaturesSpells per Day
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial1st2nd3rd4th
1st
+0
+0
+0
+2
Ceremony I2---
2nd
+1
+0
+0
+3
Spirit's Reach3---
3rd
+2
+1
+1
+3
Enduring Healing31--
4th
+3
+1
+1
+4
Spell Totems (1st level)42--
5th
+3
+1
+1
+4
Ceremony II53--
6th
+4
+2
+2
+5
Chain Magic531-
7th
+5
+2
+2
+5
Ancestors' Blessing642-
8th
+6/+1
+2
+2
+6
Spell Totems (2nd level)653-
9th
+6/+1
+3
+3
+6
Warcasting6531
10th
+7/+2
+3
+3
+7
Ceremony III, Spirit Link 1/day6641
11th
+8/+3
+3
+3
+7
Primal Knowledge (5th level)6642
12th
+9/+4
+4
+4
+8
Spell Totems (3rd level)6652
13th
+9/+4
+4
+4
+8
Primal Knowledge (5th level)7653
14th
+10/+5
+4
+4
+9
Swift Mending8763
15th
+11/+6/+1
+5
+5
+9
Ceremony IV, Primal Knowledge (6th level)9874
16th
+12/+7/+2
+5
+5
+10
Spell Totems (4th level)10984
17th
+12/+7/+2
+5
+5
+10
Primal Knowledge (6th level)111095
18th
+13/+8/+3
+6
+6
+11
Improved Warcasting1211105
19th
+14/+9/+4
+6
+6
+11
Primal Knowledge (7th level)1212116
20th
+15/+10/+5
+6
+6
+12
Ceremony V, Spirit Link 2/day, Contingent Spell Totems (multiple levels)1212126

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

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

Spellcasting: A Celebrant spontaneously casts spells from the Celebrant Spell List (below). Celebrant spells are Divine spells, and thus do not incur penalties from armor or shields. The Celebrant's Wisdom modifier determines the DC of his spells (for those with them) and how many bonus spells per day per level he has.

Ceremony (Su): A Celebrant may engage a party in a ceremony, granting benefits based on the number of participants. As the Celebrant grows in power, he gains the ability to perform more and different ceremonies. At 1st level, participants can gain the benefits of only a single Ceremony at once. At 5th level, this number increases to two; at 10th level, and again at 15th and 20th, this number increases by one, to a maximum of five Ceremony benefits.

Ceremonies take 1 minute per participant to complete, up to a maximum of 1 hour. Further participants do not increase the time spent. Ceremony benefits last 24 hours, unless overwritten by another Ceremony or otherwise specified. A Celebrant must have at least one participant to perform any Ceremony. Certain Ceremonies may require more than one participant. Celebrants know all Ceremonies available to them at each level. See the following table for Ceremonies and their effects. All Ceremonies grant Morale bonuses, unless otherwise specified.

CEREMONIES
Spoiler


Spirit's Reach (Su): Beginning at 2nd level, a Celebrant may cast spells with a range of Touch and a (harmless) save as a ranged spell with a range of up to 5 feet per Celebrant level.

Enduring Healing (Su): Beginning at 3rd level, a Celebrant may choose to expend additional energies to empower a healing spell. By expending an unused spell slot, the Celebrant causes a spell with the (Healing) descriptor to copy itself on the following turn and heal the same target as on the previous turn. Using Enduring Healing is a swift action.

Spell Totems (Su): Beginning at 4th level, a Celebrant may, as a standard action, summon a Small, wooden Totem and imbue it with a spell. Imbuing the Totem with a spell uses up spell slots according to the spells cast into the totem. The Celebrant must carry a Totem Juju with him in order to use this ability (identical to a Wooden Holy Symbol in size and price). At 4th level, the Celebrant's spell totem can only contain one 1st level spell. At 8th level, it can contain a single 2nd level spell; at 12th, a single 3rd level spell; at 16th, a single 4th level spell; at 20th, it can contain up to 2 spells whose level does not exceed the Celebrant's Charisma modifier.

As an immediate action, the Celebrant may will the Totem to cast its spell. Once it has cast its spell or after 1 hour, the Totem disappears. The Celebrant may only have one Totem summoned at a time. Any spell from the Celebrant spell list with a Target: Single Creature or Area can be contained in a Spell Totem. Any spells that require a caster level use the Celebrant's at the time of summoning. Spells cast through a Spell Totem do not benefit from any of the Celebrant's class features (such as Warcasting or Swift Mending).

Spell totems have 5 hit points and hardness 5. The Celebrant does not lose the spell until the Totem itself has cast it; thus, destroying the Totem does not deprive the Celebrant of a spell slot.

At 20th level, the Celebrant may program his Totem with a contingency for casting its spell instead of using an immediate action to trigger it. This contingent triggering works the same way as the Contingency spell.

Chain Magic (Su): Beginning at 6th level, the Celebrant gains the Chain Spell metamagic feat as a bonus feat, even if he does not meet the prerequisites. The Celebrant may choose to only affect half the number of targets (1/2 his CL instead of equal) and reduce the spell level increase to +1 instead of +3.

Ancestor's Blessing (Su): Beginning at 7th level, whenever the Celebrant heals an ally with a Cure X Wounds spell, the next Conjuration (Healing) spell cast on the same ally within 5 rounds is automatically empowered (if it is Instantaneous) or extended (if it has a duration).

Warcasting (Su): Beginning at 9th level, whenever the Celebrant casts a spell that targets a number of creatures based on his Caster Level (such as Cure Light Wounds (mass)), he may use 150% of his Caster Level (rounded down) to determine the maximum number of targets instead. For example, an 11th-level Celebrant using Cure Light Wounds (mass) would be able to target up to 15 creatures with his spell, instead of 11.

Spirit Link (Su): Beginning at 10th level, the Celebrant can link the spirits of several allies together. He may link up to 1 ally per Celebrant Level (maximum 20) he has. This link lasts for 1 minute. For the duration of the link, each ally (including the Celebrant) knows the status of each other ally, as if by the spell Status. For each creature linked together, all creatures take 1 less point of damage from all sources. At 10th level, the Celebrant may create this link once per day; at 20th level, the Celebrant gains the ability to create this link twice per day.

Primal Knowledge (Ex): At 11th, 13th, 15th, 17th, and 19th levels, a Celebrant can add a new spell to a special list of more powerful spells. At first, this list has no spells on it. As soon as he reaches 11th level, he gains the option of adding a spell to it. These spells are not cast in the same way as his other spells; instead, the Celebrant expends a number of spells slots whose combined level equals the level of the spell on the list. At 11th and 13th levels, the Celebrant may add one spell from the 5th level list. At 15th and 17th levels, he may add one spell from the 6th level list. At 19th level, he may add one spell from the 7th level list.

5th - Bear's Endurance (mass), Bull's Strength (mass), Cat's Grace (mass), Cold Snap, Control Winds, Cure Light Wounds (mass), Dispel Magic (greater), Eagle's Splendor (mass), Fox's Cunning (mass), Heal, Heroism (greater), Inferno, Panacea, Rejuvenation Cocoon, Vigor (greater), Wall of Stone.

6th - Control Weather, Cure Moderate Wounds (mass), Energy Immunity, Enveloping Cocoon, Extract Water Elemental, Find the Path, Geas/Quest, Heroes' Feast, Scrying (greater), True Seeing, Vigorous Circle, Wall of Force, Wind Walk.

7th - Brilliant Aura, Celerity (greater), Death Pact, Death Ward (mass), Earthquake, Heal (mass), Master Earth, Phantom Wolf, Prismatic Wall, Red Tide, Stormrage, Summon Elemental Monolith, Waterspout, Whirlwind, Word of Recall.

Swift Mending (Su): Beginning at 14th level, the Celebrant gains the ability to cast Conjuration (healing) spells as swift actions. He may choose to forego this benefit and cast them at their normal action cost as well.

Improved Warcasting (Su): Beginning at 18th level, all burst, emanation, line, or spread shaped spells the Celebrant casts have all numeric measurements of the spell’s area increase by 100%.

Celebrant Spell List

1st - Aspect of the Wolf, Beastland Ferocity, Blessed Aim, Cure Light Wounds, Delay Disease, Endure Elements, Entangle, Expeditious Retreat, Faith Healing, Feather Fall, Grease, Healthful Rest, Message, Nightshield, Obscuring Mist, Omen of Peril, Produce Flame, Remove Fear, Resurgence, Sleep, Snake's Swiftness (mass), Summon Nature's Ally I, Vigor (lesser), Vision of Glory.

2nd - Barkskin, Battle Hymn, Bear's Endurance, Blur, Bull's Strength, Calm Emotions, Cat's Grace, Celerity (lesser), Cure Moderate Wounds, Delay Poison, Divine Protection, Eagle's Splendor, Fog Cloud, Fox's Cunning, Healing Lorecall, Gust of Wind, Heroism, Misdirection, Owl's Wisdom, Resist Energy, Restoration (lesser), Soften Earth and Stone, Spell Immunity (lesser), Summon Nature's Ally II, Tactical Precision, Tongues, Whispering Wind.

3rd - Align Fang (mass), Capricious Zephyr, Circle Dance, Curse of Impending Blades (mass), Cure Serious Wounds, Dimension Step, Dispel Magic, Downdraft, Energy Vulnerability, Fireball, Good Hope, G'elsewhere Chant, Geas (lesser), Haste, Hymn of Praise (Good)/Infernal Threnody (Evil)*, Legion of Sentinels, Lightning Bolt, Neutralize Poison, Phantom Steed, Plant Growth, Protection from Energy, Quench, Regroup, Remove Curse, Remove Disease, Scrying, See Invisibility, Sleet Storm, Slow, Spike Growth, Summon Nature's Ally III, Vigor, Vigor (mass) (lesser).

4th - Break Enchantment, Burrow (mass), Celerity, Chain of Eyes, Control Water, Detect Scrying, Divine Power, Eye of the Hurricane, Freedom of Movement, Hallucinatory Terrain, Land Womb, Lay of the Land, Legend Lore, Locate Creature, Ray Deflection, Revivify, Resistance (greater), Sheltered Vitality, Summon Nature's Ally IV, Voice of the Dragon, Wall of Ice, Wall of Thorns, Wind at Back, Zone of Silence.

*If neutral, choose one. Once that choice is made you cannot change it.
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Last edited by Derjuin : 10-20-2012 at 07:56 PM.
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Old 11-02-2012, 02:52 PM   Top  -  End  -  #23
dspeyer
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Default Re: Base Class Challenge XIV - Champions and Mooks

Updraft

I am naught but a gentle breeze, which lifts you higher
--An Updraft

I caught one of those 'updraft' mages once. Got him easily. Then one of my idiot henchmen put him in the general slave pen. 20 farmers who'd never held a weapon in their lives. They overran my guards like it was easy. I barely got out alive.
--A former slavetrader, recalling an Updraft

Updrafts are committed to supporting others so deeply that it resonates on a spiritual level. Their dedication grants them access to powerful, albeit limited, magic.

Updrafts can usually find a way to support almost anyone. As such, they are welcome in any adventuring party. Not that their talents limited to violence: it is said that the great temple of Greyford was built in a single day by a hundred apprentice craftsmen and a single updraft supporting them. But their greatest power is in an army, where they can turn the most clumsy levies into a powerful force.

Adventures: Updrafts adventure for the same reasons that motivate anyone else: a cause, fame, money, or loyalty to adventuring friends. They tend to be welcome in any party.

Alignment: All Updrafts feel a strong need to support others. Not necessarily all others, but some. This usually, but not always, translates into a good alignment.

Religion: Being an Updraft is a spiritual path in itself, that often leaves no place for worshiping deities. Those who do worship, often worship gods of community, protection, or strength.

Background: Becoming an Updraft at first is a subconscious process. Many simply notice that people around them are remarkably capable, and only later realize they are casting spells. Becoming a powerful Updraft, however, is a matter of intense practice.

Races: Members of any race can become Updrafts. Halflings, being naturally community-minded, are the most common.

Other Classes: Almost everyone finds Updrafts useful to have around, though clerics are sometimes uncomfortable with their non-god-centered spirituality.

Role: Updrafts provide support. Always.

GAME RULE INFORMATION
Updrafts have the following game statistics.
Abilities: Charisma powers an Updraft's spellcasting, though this is less important than to some because they rarely if ever cause saving throws. Constitution allows them to survive, as they often need to stay close to the front-line fighters.
Alignment: Any
Hit Die: d6
Starting Age: As sorcerer
Starting Gold: As sorcerer

Class Skills
The Updraft's class skills are: Concentration, Craft (any), Diplomacy, Gather Information, Knowledge(religion), Sense Motive, Spellcraft

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

UPDRAFT

LevelBABFortRefWillSpecialSpells per DaySpells Known 
      0th1st2nd3rd4th5th6th7th8th9th0th1st2nd3rd4th5th6th7th8th9th 
1st0002 53————————41———————— 
2nd1003Extend Reach64————————42———————— 
3rd1113Bestow Skill65————————53———————— 
4th2114Supply Metamagic663———————631——————— 
5th2114Sanctify Spell664———————642——————— 
6th3225Least Aura6653——————7421—————— 
7th3225Spread Spell6664——————7532—————— 
8th4226 66653—————85321————— 
9th4336Aura 166664—————85432————— 
10th5337Combine Spells666653————954321———— 
11th5337 666664————955432———— 
12th6448 6666653———9554321——— 
13th6448Aura 36666664———9554432——— 
14th7449 66666653——95544321—— 
15th7559Greater Spells66666664——95544432—— 
16th85510 666666653—955444321— 
17th85510Aura 5666666664—955444332— 
18th96611 66666666539554443321 
19th96611Aura 766666666649554443332 
20th106612Samadhi66666666669554443333 


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

Weapon and Armor Proficiencies: Updrafts are proficient with simple weapons and light armor

Spellcasting: Updrafts are charisma-based, spontaneous divine spellcasters. They may select their spells known from either the cleric or sor/wiz list. However, they cannot select any spell with range=personal (until level 20) and they cannot cast any spell without a willing target. That includes they cannot cast spells whose target is an region or whose target will be brought into existence by the spell, as those cannot consent.

Extend Reach(su): An Updraft's magical aura extends 30 ft beyond his physical body, enabling him to deliver touch spells at this range (provided line-of-effect exists).

Bestow Skill(su): As a standard action, an Updraft can sacrifice a spell slot to provide an ally within 30 ft with an enhancement bonus. The bonus is twice the level of the spell slot to a maximum of the Updraft's ranks in that skill, and equal to the level beyond that (for example, and Updraft with 4 ranks in diplomacy could sacrifice a 3rd level spell slot to provide a +5 bonus). The bonus is to only one skill, but to all checks made using that skill for the next hour.

Supply Metamagic(su): When an ally within 30 ft casts a spell, an Updraft can apply one of his own metamagic feats to the spell as an immediate action. He must sacrifice a spell slot with level equal to the cost of the feat. This applies only to metamagic gained by feats, not class features.

Sanctify Spell(su): An Updraft casting a spell that grants an enhancement bonus may instead cause it to grant a sacred or profane bonus. This causes the spell to use a slot 2 levels higher than it normally would, and is a metamagic effect.

Least Aura(su): An Updraft is surrounded out to 60 ft by an aura that enhances his allies. The aura grants a +1 enhancement bonus to attack, damage, saves (all), AC (including touch and flat-footed), or a specific skill at the Updraft's choice. Changing or suppressing the aura is a standard action.

Spread Spell(su): When casting a spell that targets a creature, an Updraft may instead target a number of creatures equal to his charisma bonus. This causes the spell to use a slot 3 levels higher than it normally would, and is a metamagic effect.

Aura(su): Like Least Aura, an Updraft is surrounded by a set of auras which give the benefit of spells. All applicable allies within 60 ft receive the benefit. At 9th level, he has a single aura with the effect of a 0th or 1st level spell. At 13th level, he has two auras, one with a 0-1st and one with a 0-3rd. And so on. Spells with casting times greater than a standard action or durations of one round or shorter cannot be auras, nor can spells with ending conditions (like invisibility). Changing or suppressing any aura is a standard action.

Combine Spells(su): An Updraft can cast two spells on the same target or set of targets as a single standard action. The spells require separate slots, and the second one uses a slot 2 levels higher than it normally would. This is a metamagic effect. Spells with casting times greater than a standard action cannot be combined.

Greater Spells(su): An Updraft casting a spell that grants a bonus can grant a bonus 50% greater (regardless of whether the bonus is variable). This causes the spell to use a slot 2 levels higher than it normally would, and is a metamagic effect.

Samadhi(su): An Updraft at the peak of his powers recognizes no difference between others and himself. He treats range=personal as range=touch. With this revelation, he may replace up to 4 of his spells known with others of the same level.
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