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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 05-27-2010, 12:49 PM   Top  -  End  -  #1
Lord_Gareth
Ettin in the Playground
 
 
Join Date: Sep 2007
Default Base Class Challenge - The Altar of Naught

Altar of Naught

Welcome back, ya'll, to my base class contest! The rules (below) are the same as before - make an original D&D 3.5 base class and fight for the right to keep your kneecaps!

1. You will be making an original D&D 3.5 base class, themed around the void; necromantic mages calling forth shadows, soul-sucking assassins, or even a ninja-like class that blinks in and out of existence. There are no other real restrictions, other than the fact that you cannot have posted this class anywhere else before. Aside from that, anything goes - psionics, martial manuevers, spellcasting, whatever.

2. Submissions are due by August 30th or earlier, and should be submitted in the format which will follow in the next post. Incomplete entries will be disqualified; no exceptions.

3. Plagarism is strictly forbidden.

Aside from that, feel free to create whatever you need; new mechanics, brand-new feats, items, whatever!

Chat thread; entries only in this thread, please

Ready?

GO!
__________________


Quote:
Originally Posted by Chilingsworth View Post
Wow! Not only was that awesome, I think I actually kinda understand Archeron now. If all the "intermediate" outer planes got that kind of treatment, I doubt there would be anywhere near as many critics of their utility.
My extended homebrew sig

Last edited by Lord_Gareth : 09-23-2010 at 03:26 PM.
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Old 05-27-2010, 12:51 PM   Top  -  End  -  #2
Lord_Gareth
Ettin in the Playground
 
 
Join Date: Sep 2007
Default Re: Base Class Challenge - The Altar of Naught

CLASS NAME

Put a quote by a member of your class here!

A general description of your class

Abilities: The abilities important to your class

Role: What does your class do in the party?

Background: How do you become a member of your class? Why?

Organization: Organizations that tend to hold members of your class belong here.

Alignment: What alignment(s) your class may have and why.

Races: What races most often have members of your class, as well as any races that cannot join, along with why.

Religion: How a member of this class might approach religion; general stereotypes, what gods they revere, and even why.

Other Classes: How does your class relate to other classes? How do they cooperate? Are there classes they just can't stand?

Adaptation: How might a DM fit your class into his campaign or his own unique world setting? How might your class be changed?

Hit Die: Duh

Starting Gold: Also duh

Class Features

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

Skill Points at First Level: Triple duh
Skill Points at Each Additional Level: Quadruple duh (I'm sensing a theme here)

LevelBase Attack<br>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

Weapon and Armor Proficiencies: Should be obvious

Remaining class features go here!
__________________


Quote:
Originally Posted by Chilingsworth View Post
Wow! Not only was that awesome, I think I actually kinda understand Archeron now. If all the "intermediate" outer planes got that kind of treatment, I doubt there would be anywhere near as many critics of their utility.
My extended homebrew sig
Lord_Gareth is offline   Reply With Quote
Old 05-27-2010, 09:20 PM   Top  -  End  -  #3
Zom B
Barbarian in the Playground
 
 
Join Date: Dec 2009
Location: 
Georgia
Gender: Male
Default Re: Base Class Challenge - The Altar of Naught



"You look good enough to eat."
-Merrobem the Scarred


Image:
Spoiler


With a hunger that transcends mere sustenance, the Fellheart Disciple consumes the vitae of their opponents, thus adding their life essence to the pool of power from which the Disciple - and his ever-voracious demon within - subside.
When he is initiated, the Therrhobic Circle monitors the lower planes, waits for a demon about to be spat out by the universe, then snatches away the Fell energies and grafts them onto the soul of the initiate. From this point on, the disciple fights a constant battle: as the demon within grows in power and hunger, the disciple must also grow in power so as to maintain control of his self, and must also mollify the growing emptiness within as the demon feeds on his life essence. For fighting this battle, the disciple gains the supernatural power to touch the souls of others. Harvesting vitae from enemies provides something else on which the demon may feed, and creates a pool from which the disciple draws his power.

Abilities: As wisdom dictates the will that he can exert over his demonic half, this ability is of high importance to the disciple, and determines how difficult it is to resist his class abilities. A high constitution benefits the fellheart disciple, as it dictates the amount of vitae to which he has access and provides a greater buffer in case he does not have access to fresh sources.

Role: The fellheart disciple works best as a support caster, supplementing stronger casters such as wizards and clerics, as they can deal damage, hinder enemies, and heal, but not quite as well as other casters. Unlike other casters, the fellheart disciple can perform these activities for as long as they have a steady supply of vitae.

Background: The Circle of Therrhob, named for the demon who first took on disciples over three thousand years ago and gifted them with the knowledge of fell soul grafts and the power that such could yield, recruits primarily from the churches of evil deities, although a surprising number of creatures approach the Circle of their own accord, who are both frustrated at the effort and time needed to pursue other paths to magical might and are convinced that the way of the fellheart disciple is one to tread easily.

Organization: The Therrhobic Circle attempts to keep control over its disciples, although over the years a large number of disciples have turned from the evil that first lured them. Most purely good-aligned organizations are unable to overlook the source of the disciple's power, however, regardless of how he may choose to use it.

Alignment: When taking the first class level, the Fellheart Disciple must be any nongood. After this point, the damage has been done, so to say, and his own will and morale determine the focus of his energies, whether they be to the furtherance of a good ideal or an evil one. He can change alignment without impacting his ability to learn new incantations or gain new levels in the Fellheart Disciple class.

Races: Humans, who in general thirst for power, are particularly susceptible to the Circle's allure. The church of Gruumsh counts many fellheart disciples among their clergy; as a result, orcs and half-orcs are raised with discipleship being promoted to them. With other races, it is up to the individual member whether their inclinations lead them to the Circle. Elves, being fond of the natural world, are extremely unlikely to be found among the membership.

Religion: Most members of the discipleship are devoted to one god or another, either as a matter of their beliefs or as a source of strength in their constant fight against the consuming hunger within. Evil disciples are drawn towards deities who thematically tied to the disciple such as Wee Jas, Vecna, or even Orcus or Tharizdun. Neutral or Good disciples favor Boccob.

Other Classes: About every other class but warlocks and some sorcerers are apprehensive of the fellheart disciple, even long after they have come to know him. Paladins and most good clerics will, naturally, not associate with evil disciples, and most likely will not affiliate with a neutral one.

Adaptation: For a less evil-oriented source of power, a vestige which requires vital sustenance in order to maintain the symbiont hold on the character's soul can be used in place of a demon.

Hit Die: d8

Starting Gold: As cleric.

Class Features

Class Skills: The Fellheart Disciple's class skills (and the key ability for each skill) are Bluff, Concentration, Craft, Decipher Script, Diplomacy, Heal, Intimidate, Knowledge (Arcana) (Int), Knowledge (Religion) (Int), Knowledge (The Planes) (Int), Profession, Sense Motive, Spellcraft, Use Magic Device.

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

LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialMax VitaeIncantation Level
1st
+0
+2
+0
+2
Harvest, Background Training21st
2nd
+1
+3
+0
+3
 51st
3rd
+2
+3
+1
+3
 92nd
4th
+3
+4
+1
+4
 142nd
5th
+3
+4
+1
+4
Imbue203rd
6th
+4
+5
+2
+5
 273rd
7th
+5
+5
+2
+5
 354th
8th
+6/+1
+6
+2
+6
 444th
9th
+6/+1
+6
+3
+6
 545th
10th
+7/+2
+7
+3
+7
Imbue655th
11th
+8/+3
+7
+3
+7
 776th
12th
+9/+4
+8
+4
+8
 906th
13th
+9/+4
+8
+4
+8
 1047th
14th
+10/+5
+9
+4
+9
 1197th
15th
+11/+6/+1
+9
+5
+9
Imbue1358th
16th
+12/+7/+2
+10
+5
+10
 1528th
17th
+12/+7/+2
+10
+5
+10
 1709th
18th
+13/+8/+3
+11
+6
+11
 1899th
19th
+14/+9/+4
+11
+6
+11
 2099th
20th
+15/+10/+5
+12
+6
+12
Heartless/Embrace2309th

Weapon and Armor Proficiencies: Fellheart disciples are proficient with all simple weapons and one martial weapon of their choice, chosen at the first level taken as a fellheart disciple. They are proficient in all light and medium armors but not with shields. Furthermore, the player may choose to gain additional proficiencies with martial weapons or with heavier armors (see the Background Training class feature)

Max Vitae: The fellheart disciple can have no more than the listed limit in vitae at a given time. If he harvests any in excess of this value, it is wasted. The disciple's max vitae increases with a high Constitution score and by level, as indicated on the table below:
Spoiler


Incantation Level: A fellheart disciple casts incantations, which are powered by distorting and shaping the life essence that they harvest from other creatures. The disciple's Wisdom modifier determines how hard these incantations are to resist. A fellheart disciple can learn any incantation and can cast any incantation that they know, even those beyond their incantation level (see table above). Learning a new incantation requires one full round of uninterrupted communion with the demon within in order to learn the incantation's form. This action can be performed during combat, but doing so provokes an attack of opportunity.
To reflect the disciple's own studies, he knows one 1st-level incantation and gains knowledge of a new incantation every two levels thereafter (up to the listed Incantation Level), none of which grant the demon within any experience in the learning of them.

Harvest (Su): By placing his hands upon a creature (other than a construct or undead) that died less than one hour ago, the fellheart disciple can, as a full-round action, harvest vitae from their victim. The disciple gains an amount of vitae equal to the victim's hit die, to the maximum amount that the disciple can hold.
Alternately, the fellheart disciple can perform a special coup de grace as a full-round action on a dying opponent, killing their victim and draining vitae equal to the creature's hit die plus the amount of hit points remaining until the creature is at -10. For instance, if a 1 HD goblin were drained of their vitae at -3 hit points, the disciple gains 8 vitae from this special coup de grace.
As a result of being roused, the disciple's demon consumes an amount of the disciple's stored vitae at the end of each combat (see The Demon Within section).

Background Training: Because the Therrhobic Circle typically chooses their initiates from stronger-willed stock such as neophyte priests who have received some battle training, a Fellheart Disciple begins his first level with the choice to gain either proficiency with all martial weapons or proficiency in heavy armor.

Imbue (Su): At 5th, 10th, and 15th level, the fellheart disciple selects any one metamagic feat and gains it as a bonus feat so long as he meets the prerequisites for it. He may apply the selected feat to enhance the qualities of any one of his incantations as he incants it as if it were a spell, except in cases where the entry to be modified is absent. The disciple spends an additional 2 vitae for every spell level increase that the metamagic feat would have otherwise applied.

Heartless (Su)/Embrace (Su): When the fellheart disciple achieves 20th level, they must choose how to deal with the demon that steadily grows in power and selects between the Way of the Heartless or the Fell Embrace. The disciple chooses one:
  • Heartless: In a special ritual lasting eight hours, the disciple removes his heart from his body, ensuring that the demon can no longer feed upon him and in the hopes that death may never grace him. The heart lives independently, still beating, from the body, and so long as it is undamaged the fellheart disciple cannot be truly killed, even by age. As long as his heart is alive, whenever he is reduced to or below -10 hit points, he remains unconscious instead of dying and instead recovers hit points at the rate of one per hour. Furthermore, he gains immunity to poison, sleep effects, paralysis, stunning, disease, and death effects and no longer suffers ability damage from having no vitae or risks having the demon take control. If the disciple is or becomes a type of creature that does not have a heart or cannot be reduced below 0 hit points without being destroyed, he does not benefit from the Heartless ability.
  • Embrace: The fellheart disciple fuses with his demonic half, yet remains in control of the union. He gains damage reduction 10/cold iron or good, darkvision 60 ft., immunity to electricity and poison, resistance to acid 10, cold 10, and fire 10, spell resistance 12 + HD, and telepathy 100 ft. Furthermore, he gains immunity to the ability damage inflicted from having no vitae and no longer risks yielding control due to the demon's hunger. He ceases to age and does not need to eat or sleep. Any effect that can target or detect an extraplanar outsider can target or detect the fellheart disciple. If the fellheart disciple is affected by a spell or effect that would force an extraplanar creature to another plane, the fellheart disciple is instead unable to use incantations for 2d4 rounds.
No matter which option the disciple chooses, all incantations cost one additional vitae to incant, renew, or channel as a result of the barriers placed between himself and his demon.

The Demon Within
Spoiler




"And now I know what I know
Expect the demon down below
To surface through my mortal soul..."
-Sul'lii Er'na

Spoiler


Deny [General]
You can slow the progression of an otherwise out-of-control demon within.
Prerequisites: Incanter level 1
Benefit: Your demon within loses a level.
Special: You may select this feat multiple times.

Fell Affinity [General]
Your demon graft grants you an affinity with demonkind.
Prerequisites: Incanter level 1
Benefit: Social interactions between demons possessing hit dice equal to or less than your own and your party (when you are visible to the demon) begin at one category higher than they would be otherwise. For instance, if a given demon's attitude was unfriendly to your party, they are indifferent instead.

Fellwark [General]
Your Fell Field incantations resist more damage than normal.
Prerequisites: Must have learned the Fell Field incantation
Benefit: When making a Spellcraft check to determine the hit points of your Fell Field, add +5 to the check.

Sadistic Streak [General]
You have a special knack for inflicting pain upon others, which shows in the delight you take in the task.
Prerequisites: Incanter level 1
Benefit: Any of your channeled incantations that deal cumulative damage deal an additional 1 cumulative point of damage per round.
Special: You may select this feat multiple times. Its effects stack.

Unnatural Talent [General]
You're a natural at the unnatural.
Prerequisites: Must have a vitae pool.
Benefit: When you first take this feat, gain an additional 2 max vitae.
Special: You can take this feat multiple times. Each time you take the feat after the first time, the maximum amount of vitae you can have at one time increases by 1.
__________________
Zombitar courtesy of Djinn_In_Tonic.

Last edited by Zom B : 08-17-2010 at 12:26 AM.
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Old 05-28-2010, 11:37 PM   Top  -  End  -  #4
Rauthiss
Bugbear in the Playground
 
 
Join Date: Aug 2006
Default Re: Base Class Challenge - The Altar of Naught

THE BEREFT BLADE
(BFT)

Cool picture:
(In a spoiler box for your reading convenience!)


"Come closer, I don’t bite" - Beckett, a Bereft Blade

Many who choose to study the art of the blade learn to attack harshly, attacking those who would otherwise harm them. A bereft blade, however, instead chooses to follow a slyer style, blending shadow magic and the art of the blade in a unique style that allows him to destroy his enemies.

Abilities: As warriors, bereft blades often choose to strengthen their body, as the energies from the shadow plane that flow through them are difficult to control. However, the power of the mysteries that they learn is based upon their strength of personality, so many bereft blades do not forget to strengthen their charisma.

Role: The bereft blade functions on the ability to incapacitate his foes, either by drawing them into melee with him or by disabling him with his mysteries. As such, a bereft blade often functions as a damage taker or “tank” for a party.

Background: Many Bereft blades find themselves studying their unique art as a result of meeting a shadowcaster or otherwise learning of the art. A few find that they can naturally tap into the powers of the plane of shadow after a traumatic experience, but these cases are few and far between.

Organization: Bereft blades are often solitary, with very few ever meeting other bereft blades. However, many sects of shadowcasters will eagerly accept a bereft blade into their midst, in order to learn about their talents.

Alignment: Bereft blades are not predisposed to any alignment by nature. However, the natural thought that dark equals evil results in a comparatively small number of good bereft blades.

Races: Races that have a natural connection to the plane of shadow such as Umbrals or Shadowswyfts are more likely to take up the mantle of the bereft blade, but a member of any race can learn the art.

Religion: Many bereft blades are atheistic, choosing to worship the pure power of shadow rather than any one god. Those who do often follow gods of knowledge, darkness, or death.

Other Classes: Bereft blades practice an art that very few can understand. The more academic classes may show a scholarly interest, while martial classes may find their ways odd. Paladins, rangers, duskblades, and other similar classes can often empathize with the difficulty of learning battle and spellcasting simultaneously, but only other bereft blades and shadowcasters can truly understand the shadow skills that a bereft blade knows.

Adaptation: In campaigns where the plane of shadow does not exist, bereft blades can draw their power from the areas between the planes, or any other source that the DM deems acceptable. In addition, any adaptation used for shadowcasters can be used for bereft blades, if a campaign includes both. DMs using the Tome of Battle might find it appropriate to substitute the shadowcasting abilities of the bereft blade for Shadow Hand stances or maneuvers, but this requires more work for the DM.

Hit Die: d10 – A bereft blade is strengthened by the shadow in him, as well as his martial training.

Starting Gold: 2d10 * 10 GP – Bereft Blades rarely start out wealthy, but are still able to afford basic armor and weaponry.

Class Features

Class Skills: The Bereft Blade's class skills (and the key ability for each skill) are: Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Hide (Dex), Jump (Str), Knowledge (all skills taken individually) (Int), Move Silently (Dex), Sense Motive (Wis), Spellcraft (Int), Swim (Str), and Use Magic Device (Cha)

Skill Points at First Level: (4 + Int mod)*4
Skill Points at Each Additional Level: 4 + Int mod

LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialMysteries Known
1st
+1
+2
+0
+2
Apprentice Mysteries, Draw of the Void (15 ft.)1
2nd
+2
+3
+0
+3
Armored Shadowcasting (Light Armor)1
3rd
+3
+3
+1
+3
Pulling Strike2
4th
+4
+4
+1
+4
Draw of the Void (20 ft.)2
5th
+5
+4
+1
+4
Armored Shadowcasting (Medium Armor)3
6th
+6/+1
+5
+2
+5
Bereft Terrain3
7th
+7/+2
+5
+2
+5
Draw of the Void (25 ft.)4
8th
+8/+3
+6
+2
+6
Accelerated Mysteries4
9th
+9/+4
+6
+3
+6
Apprentice Mysteries (Spell-like), Initiate Mysteries5
10th
+10/+5
+7
+3
+7
Draw of the Void (30 ft.)5
11th
+11/+6/+1
+7
+3
+7
Voided Terrain6
12th
+12/+7/+2
+8
+4
+8
Trapping Strike6
13th
+13/+8/+3
+8
+4
+8
Draw of the Void (35 ft.)7
14th
+14/+9/+4
+9
+4
+9
Void Blade7
15th
+15/+10/+5
+9
+5
+9
Quickened Mysteries8
16th
+16/+11/+6/+1
+10
+5
+10
Draw of the Void (40 ft.)8
17th
+17/+12/+7/+2
+10
+5
+10
Void Self9
18th
+18/+13/+8/+3
+11
+6
+11
Apprentice Mysteries (Supernatural), Initiate Mysteries (Spell-Like), Master Mysteries9
19th
+19/+14/+9/+4
+11
+6
+11
Draw of the Void (45 ft.)10
20th
+20/+15/+10/+5
+12
+6
+12
Void Sphere10

Weapon and Armor Proficiencies: A bereft blade is proficient with all simple weapons, martial weapons, light armor, and medium armor.

Mysteries and Paths: Short Version:
Spoiler


Long (but more complete) Version:
Spoiler


Draw of the Void (Su): As a move action, a bereft blade may tap into the power of the Plane of Shadow and pull his opponents towards him as the emptiness of the plane draws them closer. Every foe within 100 ft. of the bereft blade must make a will save of DC 10 + ½ the bereft blade’s class level + the bereft blade’s Charisma Modifier. If they fail their save, they must move towards the bereft blade, as a free action, 15 feet or as far as possible if they are closer than that amount. Every 3 levels, this distance increases by 5 feet. If doing so would put the foe in an obviously harmful situation other than proximity to the Bereft Blade (For instance, if there is a pool of acid between him and the bereft blade) the foe gains a +5 bonus to his save.

Armored Shadowcasting (Ex): As the bereft blade practices his skills with manipulating shadow, he learns to summon its power despite the burden of armor. A bereft blade of level 2 or higher may ignore the Spell Failure Chance from any light armor. This does not allow him to ignore the ASF from shields. At level 5, this benefit extends to medium armor.

Pulling Strike (Ex): A bereft blade of level 3 or above chooses to train himself in attacking enemies as they are pulled toward him by his Draw of the Void ability, to make further use of this unique talent. Any foes pulled by the bereft blade’s Draw of the Void ability provoke an attack of opportunity from the bereft blade as they enter a square that he threatens. This does not allow the bereft blade any extra attacks of opportunity over the normal amount that he would be allowed.

Bereft Terrain (Su): By tapping into the plane of shadow, a bereft blade of at least level 6 can phase some terrain partially out of existence, making it harder for characters to travel in it. As a standard action that provokes attacks of opportunity, the bereft blade may spend a use of any mystery he knows to select a number of 5 by 5 foot squares equal to his class level. These squares become difficult terrain for 1 minute or until the bereft blade dispels the effect.

Accelerated Mysteries (Ex): As a bereft blade uses the mysteries he knows more and more often, he learns to more easily incorporate them into his combat style, gaining the ability to cast them faster. A bereft blade of level 8 or above gains the ability to cast or use his mysteries as a move action rather than a standard action.

Voided Terrain (Su): At level 11, a bereft blade can take an area of terrain and shunt it completely to the plane of shadow, removing it from the reality of the material plane altogether. When a bereft blade uses his bereft terrain ability, he may choose a number of unoccupied 5 by 5 foot squares equal to the normal amount. There squares are ripped from reality itself – they become impassable terrain that blocks line of effect and line of sight, in addition to providing total cover. It is impossible to fly over these squares or burrow under them – the entire area is temporarily removed from the very fabric of reality itself. This effect lasts for 1 minute or until dispelled by the bereft blade.

Trapping Strike (Ex): A bereft blade of level 12 has practiced with the use of shadow enough to be able to trap opponents close to him by warping the shadows around them. Whenever a bereft blade successfully strikes an opponent within 5 ft. of him, he may choose to trap that opponent. Any opponents so trapped cannot move more than 5 feet away from the bereft blade. This ability is in effect for 1 minute unless they succeed on a Will save of DC 10 + ½ the bereft blade’s class level + the bereft blade’s Charisma Modifier when the bereft blade strikes the target. If an effect would force the opponent away, that effect fails. A bereft blade can only trap one enemy at a time.

Void Blade (Su): At level 14, a bereft blade gains the ability to wrap his weapon in shadow, turning it into a void similar to a Sphere of Annihilation. Any weapon wielded by the bereft blade is automatically filled with the power of shadow. Any such weapon ignores an amount of DR equal to the bereft blade’s class level and deals untyped damage.

Quickened Mysteries (Ex): As a bereft blade continues to use his mysteries, he may blend it with his swordplay at a level impossible for many spellcasters, further refining his ability to cast mysteries. Whenever a bereft blade of level 15 or greater attacks, he may cast a mystery as a free action.

Void Self (Su): A bereft blade of level 17 or greater has gained an ability that few others can comprehend - by shifting himself to the plane of shadow for a split second, he may avoid attacks against him. Whenever an opponent tries to attack a bereft blade, that bereft blade may spend a use of a mystery to negate all effects of that attack, including damage, any tripping attempts, and so on. This is a free action, and must be declared before the blade is aware of the results of the attack.

Void Sphere (Su): At level 20, a bereft blade has gained mastery over his link to the plane of shadow, and can call upon the very manifestation of the void itself. A bereft blade automatically gains control of any Spheres of Annihilation within 100 feet of him. In addition, Once per day, a bereft blade can spend a full round action to summon a Sphere of Annihilation anywhere within 10 ft. This sphere is automatically under the blade’s control, and vanishes after one minute or until dismissed by the blade.
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Old 05-29-2010, 03:58 PM   Top  -  End  -  #5
Vaynor
Hoopy Frood in the Playground
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Join Date: Jul 2005
Location: 
California
Gender: Male
Default Re: Base Class Challenge - The Altar of Naught

VOID WALKER


a step into the void is a step away from all that is light


”Nothing is everything and everything is nothing.”
~Kelan, void walker~

The void walker has gained access to a unique energy source, the Void. The Void is a plane parallel to the Material Plane, albeit completely empty (except for things that have been sent there forcibly). The void walker is able to both summon and dismiss things from the Void, long-forgotten creatures from days long past, or even her current enemies. In the Void, both time and space are irrelevant, creatures sent there do not age or notice the passing of time and are literally in all places at once. The void walker has also mastered this aspect of the Void, she is able to walk the void, allowing her to move massive distances with a single step in the void, send her enemies far away by the same methods, age her enemies disastrously, or even reverse her own aging. The most potent power of the void walker, however, is her ability to summon voidmatter. Also known as antimatter, it is the very inverse of all that exists corporeally, painfully sending part of whatever it touches to the Void.

Abilities: Charisma is the most important attribute to a void walker, as her secrets rely on her Charisma score. A void walker should also have good Constitution and Dexterity scores to improve her durability. To a more martially focused void walker, Strength can be useful. Wisdom and Intelligence improve the void walker’s Will save and skill points, respectively, but are for the most part unimportant.

Role: A void walker will most likely take on a role similar to a wizard or sorcerer with their offensive and defensive secrets, as well as being able to buff the party.

Background: Void walkers come from those who prefer solitude, quiet study, and unmitigated power. Void walkers tend to be pragmatic in their pursuit of knowledge, knowledge that proves deadly on the battlefield.

Organization: Void walkers do not form any organizations, but more likely join other organizations if they feel the need. However, most void walkers tend to be mostly solitary and do not seek the pleasures of social events.

Alignment: Void walkers may come from any part of the alignment spectrum, although their ambivalence to life causes them to be neutral in at least one aspect.

Races: No specific race has an affinity with void magic, individuals seek out knowledge of the Void on their own, usually from a desire to gain knowledge of the unknowable.

Religion: As with their lives, void walkers tend to be fairly ambivalent towards religion. Any god that a void walker may follow is due to their upbringing or lifestyle, irrelevant to their learning of the Void.

Other Classes: Void walkers are usually calm and rational, and despise those who act without thought. This mostly includes barbarians, although other classes who act irrationally are usually disliked by void walkers.

Adaptation: The void walker’s power need not be drawn from the Void, and can be easily refluffed to be a negative energy plane, a shadow plane, or other planes based on destruction or nothingness.


Alignment: Any neutral.

Hit Die: d6

Starting Gold: As wizard.

Class Skills: The void walker’s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), Spellcraft (Int).

Skill Points at First Level: (4 + Int modifier) x4.
Skill Points at Each Additional Level: 4 + Int modifier.

Level
BAB
Fort SaveRef SaveWill SaveSpecialChakraSecrets Known
1st
+0
+0
+0
+2
Secrets of the void, unlock chakra, recall the void (1/round)
1
3
2nd
+1
+0
+0
+3
2
4
3rd
+1
+1
+1
+3
3
5
4th
+2
+1
+1
+4
3
7
5th
+2
+1
+1
+4
Recall the void (2/round)
4
8
6th
+3
+2
+2
+5
5
9
7th
+3
+2
+2
+5
6
10
8th
+4
+2
+2
+6
6
12
9th
+4
+3
+3
+6
7
13
10th
+5
+3
+3
+7
Recall the void (3/round)
8
14
11th
+5
+3
+3
+7
9
16
12th
+6/+1
+4
+4
+8
9
17
13th
+6/+1
+4
+4
+8
10
18
14th
+7/+2
+4
+4
+9
11
20
15th
+7/+2
+5
+5
+9
Recall the void (4/round)
12
21
16th
+8/+3
+5
+5
+10
12
22
17th
+8/+3
+5
+5
+10
13
24
18th
+9/+4
+6
+6
+11
14
25
19th
+9/+4
+6
+6
+11
15
26
20th
+10/+5
+6
+7
+12
Master of the void (5/round)
15
27

Class Features

Weapon and Armor Proficiencies: The void walker is proficient with all simple weapons and light armor, but not with shields.

Secrets of the Void: Void walkers have unlocked powerful secrets concerning the Void, allowing them to tap into its power and use it for their own devices. A void walker begins play with knowledge of five secrets, and they learn more as they gain power and further unlock the secrets of the Void. Secrets can be anything from the simple act of calling something from the void, sending something to the void, utilizing voidmatter offensively, unleashing the raw power of the void, and more. The power required to use their secrets, however, is enormous. The void walkers have learned how to funnel the required power directly from the Void itself, channeling it through fonts of power in their bodies known as chakra. Each secret requires a certain number of chakra to use, essentially a required amount of power. Additionally, some secrets may only be learned by void walkers with a minimum number of total chakra. Utilizing a secret is generally a standard action, unless noted otherwise. Likewise, all secrets are considered spell-like abilities unless noted otherwise.

To learn a secret, a void walker must have an Intelligence score of at least 10 + (chakra prerequisite / 2). The DC for a secret is equal to 10 + (required number of chakra / 2) + Charisma modifier. The void walker gains new secrets known as indicated on the table above.

At level 4, and every even level thereafter, the void walker may replace one of her known secrets with a new secret, which she must meet the requirements for as if gaining the secret normally.

Unlock Chakra: The void walker learns how to unlock fonts of energy in her body known as chakra. Through these chakra, the void walker can channel energy directly from the Void to utilize secrets. The void walker’s chakra are represented as a disk, expanding as the void walker unlocks new chakra. The void walker begins play with 1 open chakra, and gains additional chakra as indicated on the table above. Additionally, the void walker gains additional unlocked chakra equal to her Charisma modifier. However, a void walker can never have more chakra than her class level + 5. Once expended, a chakra cannot be used again until it has had time to recover its energy from the Void. As the void walker gains power and knowledge, her chakra themselves become more powerful, allowing her to store more energy within them. Some secrets increase in power according to the void walker’s level. A void walker can always downgrade these secrets to their previous levels of power (oftentimes decreasing the number of chakra required to unleash the secret). A character’s effective void walker level is equal to her levels in the void walker class + her levels in any other spellcasting class.

Recall the Void (Ex): Once the void walker has unlocked her first chakra, energy from the Void pours into it, filling her with untapped energy. This energy, however, requires time to recuperate. At first level, this energy recovers at a rate of 1 chakra per round. This increases to 2/round at level 5, 3/round at level 10, 4/round at level 15, and 5/round at level 20. Energy recovery takes place at the end of the void walker’s turn, available for use on any subsequent turn. Energy stored in chakra does not dissipate, it remains ready for use until the void walker’s decides to use it. Every day, when the void walker awakens, her void energy is untapped, requiring 10 minutes of meditation to regain her chakra and focus her energy correctly.


THE VOID

The Void is a plane directly parallel to the Material Plane. However, the Void is the inverse of the Material Plane, a vast expanse of pure nothingness. At least, that’s how it used to be. Beginning long ago, a select few have discovered the secrets of the Void, and have been able to bend it to their will. These people are known as void walkers. Since then, many creatures, objects, and other miscellany have been sent to the Void, the most powerful void walkers have even been known to send entire worlds to the Void. Not everything in the Void was put there purposefully, however; sometimes objects or even rarely entire creatures can be sent to the Void by happenstance. If you’ve lost a shoe, it’s most likely in the Void.

The Void is separated from the normal confines of space and time, a creature summoned from the void might be from any place past, present, or future, according to both their timelines and the current time in the Material Plane. Because of the unpredictability of the Void, it is difficult to master, with varying amounts of control based on the power of its wielder. Due to the Void’s nature, a void walker is able to enter the void and travel hundreds of yards, or even miles, in a single step.

The Void’s best known attribute is that of its makeup. The Void is filled with voidmatter, also known as antimatter. Like the plane itself, voidmatter is the inverse of matter, and when the two meet both are annihilated from known existence forcefully, sent into the depths of the Void. Because of voidmatter, existence in the Void is not an easy one. By existing in the Void, any creature or object is slowly deteriorated by voidmatter. Creatures who have spent enough time in the Void are known as “the void-touched”. They have taken on a wispy appearance, only a semblance of their former selves. Those who have spent even longer in the Void are known as “dead”.


WORK IN PROGRESS.
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"'There aren't any beginnings,' Burton said. 'Nor any ends.
It seems to me that man has engaged in a blind and fearful struggle out of
a past he can't remember, into a future he can't foresee nor understand.
And man has met and defeated every obstacle, every enemy except one.
He cannot win over himself.'"
~John Steinbeck~

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Old 05-30-2010, 02:10 AM   Top  -  End  -  #6
Hyooz
Bugbear in the Playground
 
 
Join Date: Jun 2008
Default Re: Base Class Challenge - The Altar of Naught

NIHILIST

"What was that?" "Oh... nothing."

There lies a void within all things. In the tree, in the rock, in the flesh of mortal and immortal races. Between the crude matter exists a great expanse of Nothing. This Nothing has existed since time began. From out of it came all things, and to it all things will return. It is primal, it is fierce, and it is powerful. The Nothing goes by a variety of names; the Void, the Darkness, and such. The Nihilists have found this great void, and have somehow made its power their own. Not all Nihilists fully understand the origin of their powers, and even scholars have found no effective way to explaining them. Their powers are quite real, however, and the great Nothing that fuels them even more so.

Abilities: Wisdom is the Nihilist's primary ability. They use it to draw upon the Nothing, and it determines the DCs of their abilities, as well as how many Nihilo they can have at any given time. Dexterity is also important to the Nihilist, granting them a higher armor class and making it easier to strike with their Nihilo when they must.

Role: The Nihilist is primarily a battlefield controller, shaping and distorting his Nihilo to make the field of battle a potentially dangerous place for anyone who treads there. He is also a capable ranged attacker, able to use his Nihilo as versatile and potent weapons.

Background: Most Nihilists accidentally discover their talent for manipulating the void. They might spend their early life prone to losing small things, discover the occastional hole in a wall or piece of clothing that shouldn't be there, or simply notice themselves accidentally bringing bizarre shapes of... something into existence. On rare occasions, they are able to study the art in a text somewhere and develop their abilities from there.

Organization: The Tower of the Void is the primary gathering of those studying the Nothing. Those versed in the Void, or with interest in ultimate emptiness, gather there. Nihilists are more than welcome, their powers a great boon to study of the Nothing.

Alignment: Nihilists of all alignments exist. Those who follow the law see the Nothing as the ultimate order, while the aspirants of chaos see it as the highest form of entropy. For good and evil, it is simply another weapon. Evil Nihilists might try to reduce the whole of existence back to its original oneness with the Nothing, but evil is as evil does.

Races: Long-lived races and immortal races most commonly develop Nihilists, as they have a better chance than most to witness the progression back to the Void, but Nihilists can come from any race.

Religion: Nihilists are a confused lot when it comes to religion. The gods, quite frankly, are nearly impossible to deny. They are certainly powerful, and many might be worth of worship. But to a Nihilist, who sees and feels the great Nothing constantly looming, threatening to return all things to it, the gods may fall short. So, a nihilist might worship a god as he chooses, appreciating his or her work in the world and the god him/herself. Or, a nihilist may not see the point to god worship, and keep the Void as his only deity, as it is above all.

Other Classes: The Nihilist tends to get along well with members of all classes. There can be complications, however, depending on their view of the Nothing. One Nihilist may take issue with those who are too frivolous in life. The rogues and bards, flitting about without a care. We are all moving toward the great end to all things, how can you waste your time on something that doesn't matter? On the other hand, another Nihilist might be dancing alongside the bard, convinced that since all things will end, nothing truly matters, and taking yourself too seriously, as the clerics and paladins tend to do, is truly a greater waste. Druids, and other nature-loving people may take offense to the Nihilist's abilities as well, seeing the Void as entirely abhorrent to nature, as any emptiness is.

Adaptation: Nihilists should fit into any campaign world without too much trouble. Eternal worlds generate the most trouble, but other explanations of what the Void is are all that would be required.

Hit Die: d8

Starting Gold: 3d4x10 (75gp)

Nihilist Class Features

Class Skills: The Nihilist's class skills (and the key ability for each skill) are: Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (the planes) (Int), Profession (Wis), and Spellcraft (Int).

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

LevelBase Attack<br>BonusFort SaveRef SaveWill SaveSpecial
1st
+0
+2
+0
+2
Nihilo 1d6
2nd
+1
+3
+0
+3
Nil Body
3rd
+2
+3
+1
+3
Nihilo 2d6,
4th
+3
+4
+1
+4
En Nihilo (Counterspell)
5th
+3
+4
+1
+4
Nihilo 3d6, Nil Body (Magical)
6th
+4
+5
+2
+5
Maleable Naught
7th
+5
+5
+2
+5
Nihilo 5d6
8th
+6
+6
+2
+6
En Nihilo (Material)
9th
+6
+6
+3
+6
Nihilo 6d6
10th
+7
+7
+3
+7
Ex Nihilo (Creation)
11th
+8
+7
+3
+7
Nihilo 7d6
12th
+9
+8
+4
+8
En Nihilo (Energy)
13th
+9
+8
+4
+8
Ex Nihilo (Life)
14th
+10
+9
+4
+9
Nihilo 8d6
15th
+11
+9
+5
+9
En Nihilo (Death)
16th
+12
+10
+5
+10
Ex Nihilo (True)
17th
+12
+10
+5
+10
Nihilo 8d6
18th
+13
+11
+6
+11
En Nihilo Logos
19th
+14
+11
+6
+11
Deus Ex Nihilo
20th
+15
+12
+6
+12
Nihilo 9d6

Weapon and Armor Proficiencies: The Nihilist is proficient with light armor, and all simple weapons.

Nihilo (Su): The signature ability of a Nihilist. Nihilo are, essentially, small regions of absolute nothing. This is more than a mere vacuum; it is a region connected to the primal emptiness that began all existence. Nihilo of different Nihilists rarely look the same. The connection to the Nothing was brought forth by their individual will, so their individual will shapes it, colors it, and gives it a presence on the material plane. Thus, some Nihilo will appear as black spheres, while others will be amorphous blue shapes or silver rods. Complicated shapes are possible, and some Nihilists revere the Void to the point of creating Nihilo in a manner similar to other divine relics, but a shape more complicated than a simple geometric or amorphous shape requires a Craft check DC 15 as part of the creation of the Nihilo. You may create and maintain a number of Nihilo up to your Wisdom modifier.

Nihilo are, in a certain way, magical in nature, and can be dispelled. Treat the Nihilo's spell level as being equal to the highest level spell a wizard of the manifesting Nihilist's level could cast for the puproses of dispelling. Creating a Nihilo is a standard action that provokes attacks of opportunity. Upon creation, a nihilo floats in a square adjacent to you which you designate. A Nihilo will remain in its square, perfectly still, unless you move it. Nihilists can move each of his Nihilo up to 30ft as a move action. A creature that ends its turn in the same square as a Nihilo takes damage based on the Nihilist's class level.

Nihilo are as abhorrent to nature as a more standard vacuum, and coming into contact with one is a painful experience for all but the Nihilist that created it. The Nothing tears and rips at everything it touches from the confines of the Nihilo. As a standard action, the Nihilist can direct a Nihilo to attack a creature. This is a ranged touch attack originating from the Nihilo's square that does damage based on the Nihilist's class level.

Nil Body (Su): The Nihilist's connection to his Nihilo allows him a number of abilities to connect himself more directly to the Nothing. By taking the Nihilo into himself, and expanding its existence through his body, he can make it significantly more difficult for his foes to find his body with their blades. By moving a Nihilo into his own square, the Nihilist enjoys a 10% miss chance against all mundane attacks. If multiple Nihilo are used for this purpose, the miss chance increases by another 10% (to a maximum of 10% miss chance per 2 Nihilist levels).

Once a Nihilo is used for this purpose, it stays with the Nihilist until he moves it out of himself (or the Nihilo runs out of time.)

At 5th level, as the Nihilist's connection to the Void is becoming more powerful, so too does his ability to fade into it. The miss chance from this ability now protects him from all effects requiring an attack roll.

En Nihilo: At fourth level, the Nihilist's Nihilo begin to become much more than weapons. The Nihilist is able to use them as direct conduits from their world to the Void, drawing the material, and more still, into the infinite blackness.

At first, a Nihilist can only use this against that which is already barely there - magic. An enemy casts a spell, directed at the Nihilist. Unfortunately, they do not account for the Nihilo in the way, and can only watch as their spell is drawn away into the Void. Any time a spell is cast with a line of effect that would pass through one of his Nihilo, the Nihilist may, as an immediate action, destroy his Nihilo to counter the spell.

At eighth level, the Nihilo have grown more powerful, and the insatiable vortex to the nothing can draw material objects with it. By destroying a Nihilo, a Nihilist can do damage that ignores hardness to any unattended object in its square equal to the Nihilo's normal damage. Additionally, if a creature passes through his Nihilo, a Nihilist can, as an immediate action, destroy the Nihilo to attempt to sunder a weapon or shield carried by the creature. The Nihilist and his target make opposed attack rolls with their respective weapons. If the Nihilist beats the defender, roll Nihilo damage (which ignores hardness) and deal it to the weapon or shield. If he fails, he doesn't do any damage.

At twelfth level, a Nihilist can attempt to draw all of a creature's energy into the Void, rendering it nearly motionless. When a creature passes through one of his Nihilo, the Nihilist can destroy it, forcing the creature to halt, possibly leaving it in a desperate strait. As an immediate action, the Nihilist can destroy his Nihilo as a creature passes through it. The creature's movement is immediately stopped, and it must make a Fortitude save (DC 10 + Nihilo's level + Wis modifier) or be exhausted for 1d4 rounds and a Will save (DC 10 + Nihilo's level + Wis modifier) or be unable to move from its current square for 1d6 rounds.

At fifteenth level, Nihilists are feared for their ability to draw entire beings into the Void in an instant. When a creature passes through one of his Nihilo, the NIhilist can, as an immediate action, attempt to totally remove a creature from reality. The creature must make a fortitude save (DC 10 + Nihilo level + Wis modifier) or be utterly destroyed.

Maleable Naught (Su): Nihilists aren't limited to simple compact regions of Void. Very quickly, they learn to twist and stretch their Nihilo, making them incredibly versitile tools for a clever Nihilist.

As a move action, the Nihilist can adjust one of the following aspects of a Nihilo. Any Nihilo so adjusted can no longer be used to attack, and moving it through a creature no longer has a chance do damage them. Otherwise, no matter how adjusted, the Nihilo is still a Nihilo, and can be used for Nihilist class abilities, and moved like a normal Nihilo.

Width: Stretching and skewing the naught, the Nihilist draws the Nihilo into a curtain of non-existence, separating himself from his foes. He can press his Nihilo into a wall of a number of 5ftx5ft squares equal to his class level. The squares can be arranged in any way, as long as each square is connected to another and at least one square occupies the Nihilo's original square.

Refractive/Reflective: Nothing tends to do weird things to natural processes, and light is not excluded. With a little help from the Nihilist, this can be adjusted to his advantage. Making a Nihilo refractive blocks line of effect through it, while making a Nihilo reflective blocks line of sight through it. You can only adjust one of these aspects at a time.

Vicious: While a shaped Nihilo can't be used to attack directly, it is still very possible for the Nihilist to make them dangerous again. A Nihilo adjusted to be Vicious does normal Nihilo damage to any creature passing through its square. This damage still does not occur when the Nihilo is moved through someone, and the Nihilist still cannot attack with the Nihilo.

Solid: The Nihilo expands, filling with proto-matter that first erupted from the Void at the beginning of time. It quickly becomes totally impassable, taking up space in the most effective of ways. The Nihilo becomes a 5' cube or matter, effectively forming a small wall. If the Nihilo you are making Solid was widened before, each square becomes the face of a cube, placed on whichever side the Nihilist chooses. These blocks are solid, and made of some kind of matter, however crude. Each 5' block has 10 hp and 10 hardness. If a block is broken, treat it as if the creature that broke it has passed through the Nihilo for the purposes of other Nihilist abilities.

Viscous: Any square the Nihilo occupies becomes difficult terrain.

Ex Nihilo (Su): Just as everything will one day return to naught, in the beginning, all things sprang forth from it. The material, the ethereal, and the astral; all planes were once a part of it. The gods themselves are said to have come from it. A Nihilist does not simply wield a sword or magical energy, or even entropy. A Nihilist's weapon is the very primordial existence from which all things were made.

At 10th level, a Nihilist can tap into the primal substance of the Nothing to create something wholly new. By destroying a Nihilo, he can create a small item, as Major Creation without a material component.

At 13th level, the Nihilist learns to create life out of Void, though only a vague, primordial representation of it. The creatures he forms are of his own design, but ill formed and temporary, as all things are. As a standard action, the Nihilist can destroy a Nihilo to create an Astral Construct as if he had manifested the Psionic power with a number of power points equal to his class level.

At 16th level, the Nihilist's ability to create matter becomes even more refined. He is now able to create matter as a True Creation spell, instead of Major Creation.

En Nihilo Logos (Su): The Void is an existence beyond comprehension. To look into it risks confusion, at best, and utter madness at worst. Drawing upon their entire connection to the Nothing, the Nihilist can cause a region of his world to mimic the sheer insanity of the Void. As a full attack action, the Nihilist can activate this ability by using all of his Nihilo. This effect has a duration of 1 minute/2 levels and is dispellable.

Treat each Nihilo as a vertex (if a Nihilo is currently occupying multiple squares, determine a "center" of the Nihilo to serve as the vertex) of the area effected by this ability. Within the area:

- All attacks have a 50% miss chance.
- Area effects with a source or target within the area have a 20% chance of improper placement. If this occurs, the spell is centered 1d4 x 5 feet in a random direction from where the caster intended. To determine direction, use rules for a missed splash weapon.
- Any movement, from a 5-foot step to a full run and everything between, occurs in a random direction. (Again, use the rules for a missed splash weapon to determine direction.) Reroll any result that places the creature in an "illegal" space (in another creature's area, within a wall, and so on). A random roll that results in a fall off a ledge (or a similar mishap) is allowable. A successful Will save negates this particular effect, but that save must be repeated for each round of movement.

You are immune to the movement altering effect, but not the other effects of this ability.

Deus Ex Nihilo: Just as the deities sprang forth from the eternal Void, the Nihilist can make himself, if only temporarily, akin to a god. Drawing his Nihilo into himself, he draws raw divine power from them, granting himself the likeness and power of a deity. Activating this ability is a full round action. The Nihilist gains a divine rank equal to the number of Nihilo he destroys for this ability, gaining the related bonuses detailed below (where X is equal to the divine rank granted through this ability.) This effect lasts for 1d6 rounds, after which the Nihilist is fatigued and unable to create any more Nihilo for as many rounds. At the end of this effect, the Nihilist returns to having as many divine ranks as he had before using the ability, unless he had no divine rank before using this ability, in which case, he goes back to having no divine rank.

- All past and present HD are maximized
- Base land speed increases to 60ft, if not already higher
- Gains a +X Divine bonus to armor class
- Gainst a +X bonus to existing natural armor, or gainst +X natural armor
- Apply Charisma modifier as a Deflection bonus to Armor Class
- Gains a +X divine bonus to all attack rolls
- Gains damage reduction 20/epic and any alignment opposed to the Nihilist's own
- Gains a +X divine bonus to all saving throws
- Gains immunity to polymorph, petrification, energy drain, ability drain, ability damage, mind-affecting effects, electricity, cold, acid, disease, poison, stunning, sleep, paralysis, death effects, disintegration, and all effects that imprison or banish the Illustrious One. These immunities (except elemental immunities) can be overcome only be a creature with a higher divine rank than the Nihilist
- Gains a +X divine bonus on all skill checks, ability checks, caster level checks, and turning checks.
- Gains fire resistence of 5 + X
- Gains spell resistence 32 + X
- Gains immortality (not that it's likely to come up)
- Becomes immune to massive damage
- Gains a Divine Aura (Daze). Every creature (or every enemy, at the Nihilist's choice) within a radius of up to 100 x X feet (the Nihilist may increase or decrease this radius as a free action) must succeed on a Will save (DC 10 + X + the Nihilist's Charisma modifier) or simply stare at the Nihilist in awe, unable to take any actions save those required to defend themselves. The Nihilist may activate or deactivate this ability as a free action. Once a creature has saved against this effect, it is immune to the effect for 24 hours. This ability is a mind-affecting ability, and does not effect creatures of an equal or higher Divine Rank than the Nihilist.
- Gains the ability to speak, read, write, and understand all forms of communication.
__________________

Current Contest Entries:

Prestige Class Contest: In the Shadows -The Ghost Wyrm

Base Class Contest: Altar of Naught - The Nihilist

Monster Competition: Beings of Legend - The Omni Template

Spoiler

Last edited by Hyooz : 07-02-2010 at 12:26 AM.
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Old 06-01-2010, 10:29 AM   Top  -  End  -  #7
Sereg
Barbarian in the Playground
 
Griffon
 
Join Date: Oct 2008
Location: 
South Africa
Gender: Male
Default Re: Base Class Challenge - The Altar of Naught

DEMOLISHER

You should thank me! I am removing you from this meaningless existence and returning you to the dust that you once were and were always meant to be!

Demolishers are warriors whom have dedicated themselves to destruction. They fight wildly and brutally and their devotion to destruction has given them supernatural powers which reduce their connection to the world and enhance their ability to destroy it. These powers are stronger as the demolisher becomes more injured.

Abilities: Demolishers are most powerful when they have many injuries. Therefore they need many hit points and therefore a high constitution. A high strength is also important as they are melee warriors and are at their best when causing a lot of damage.

Role: Demolishers break things. That is what they do. They function well as a tank and have a few blasting and utility abilities as well.

Background: Demolishers start as people whom revel in violence and destruction. Eventually they come to see destruction as something beautiful. They decide that as it is easier to destroy than create, it must mean that things are meant to e destroyed. They believe that things are somehow better when they are. They embrace this philosophy and devote themselves to it, finding ways to bring further destruction at the cost of their own safety. When they do this, they awaken the power of destruction within them which strengthens them when injured and gives them supernatural destructive powers.

Organization: Organizations of demolishers do exist but hardly ever last long. Groups of demolishers have too much of a tendency to fight each other to the death. Even those that are friends will do so as a way of showing respect. It is also against demolishers’ natures to create, which includes new organisations.

Alignment: Demolishers are violent harbingers of destruction whom are happy to injure, maim, kill and vandalise all they come across. They carve out a path of terror and ruins wherever they go. As such, Chaotic Evil is the most common alignment among demolishers. Lawful demolishers see destruction as the only way to obtain true order. The rare good demolishers restrict themselves to using their powers on those whom they believe the world would be better without and those whom have come to accept that the demolishers are right. Even those good demolishers feel the need to do a lot of unnecessary damage though.

Races: Orcs are the race most likely to develop the philosophy required to become a demolisher. Other savage races are also reasonably likely to do so. Humans include a fair number of demolishers as well. Dwarves whom have been cast out of their clan occasionally turn to the path of the demolisher as well. Elves are the race whom are least likely to become demolishers as the philosophy of the demolisher is absolute anathema to almost all elves. Most fey have similar feelings to the elves in this regard.

Religion: Demolishers whom worship gods are naturally drawn to those that offer the destruction domain. Tharizdun is a particularly popular choice as a god whom wishes to destroy the multiverse. However, many demolishers believe that destroying the whole mutiverse is a little extreme and that the prime material planes should suffice.

Other Classes: Members of other classes have a tendency to view demolishers as utterly insane. However, they may be willing to work with them if they believe that they can direct them away from themselves and towards their enemies. Arcane casters are glad to have demolishers as a meat shield as long as they are far enough away to not be injured by their own team mate. Clerics tend to find demolishers worrying as they don’t know how to deal with an ally whom doesn’t want to be healed. Skill monkeys tend to become exasperated at trying to explain that some things require subtlety and ask the demolisher to stand back while they deal with the problem. Other warriors, especially paladins and knights, though less so for barbarians tend to be shocked by the utter lack of discipline and concern for possible collateral damage that demolishers display. Demolishers themselves are happy to have allies, as long as there’s still plenty to smash.

Adaptation: As written, demolishers are crazy brutes whose pure destructiveness gives them supernatural powers. You may wish to strengthen the supernatural element and tie them to cults, fiends or other dark forces. Alternatively you may wish to cut out the supernatural elements completely and make them more like individuals whom are so used to destroying that their muscles have become extraordinarily good at it. You my want to give them access to martial disciplines then, such as Tiger claw.

Hit Die: d12

Starting Gold: As fighter

Class Features

Class Skills: The demolisher's class skills (and the key ability for each skill) are: Climb (Str), Disable Device (Dex), Intimidate (Cha), Jump (Str), Knowledge (Architecture and Engineering) (Int), Listen (Wis), Survival (Wis), and Swim (Str).

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

LevelBase Attack<br>BonusFort SaveRef SaveWill SaveSpecial
1st
+1
+2
+0
+0
Aura of Destruction, Destructive Blast, Destructive Cause, Improved Unarmed Strike
2nd
+2
+3
+0
+0
Destructive Strike
3rd
+3
+3
+1
+1
Living on the Edge
4th
+4
+4
+1
+1
Disabling Strike
5th
+5
+4
+1
+1
Magic Strike
6th
+6/+1
+5
+2
+2
Improved Sunder
7th
+7/+2
+5
+2
+2
Horrifying Wounds
8th
+8/+3
+6
+2
+2
Energising Wounds
9th
+9/+4
+6
+3
+3
Overpowering Strike
10th
+10/+5
+7
+3
+2
Dispelling Strike
11th
+11/+6/+1
+7
+3
+3
Invigorating Wounds
12th
+12/+7/+2
+8
+4
+4
Shattering Strike
13th
+13/+8/+3
+8
+4
+4
Only a Flesh Wound
14th
+14/+9/+4
+9
+4
+4
Disintegrating Strike
15th
+15/+10/+5
+9
+5
+5
Examine Structural Integrity, Reckless Rush
16th
+16/+11/+6/+1
+10
+5
+5
Crushing Grip, Into the Line of Fire
17th
+17/+12/+7/+2
+10
+5
+5
Penetrating Strike, Visage of the Apocalypse
18th
+18/+13/+8/+3
+11
+6
+6
Wounding Strike
19th
+19/+14/+9/+4
+11
+6
+6
Earthquake, Empty Mind
20th
+20/+15/+10/+5
+12
+6
+6
Unworldly

Weapon and Armor Proficiencies: Demolishers are only proficient with their unarmed strikes.

Aura of Destruction (su): While injured, the demolisher may give off an aura with a radius indicated in the table below which inflicts force damage of a quantity indicated in the table every round to all objects and creatures within the aura as a swift action which lasts until dismissed or the demolisher loses consciousness. While active, the aura looks like black flames. The demolisher and his/her gear are immune to the aura. A fortitude save DC 10 + demolisher level + constitution modifier is allowed for half damage and allies are treated as having improved mettle for this purpose.

Destructive Blast (sp): While injured, a demolisher may fire a destructive blast which looks like a concentrated form of their aura as a ranged touch attack which does force damage as indicated on the table and has a range of 60 ft.

Destructive Cause: Demolishers have dedicated themselves to destruction. To heal, repair or create goes against what they believe in and weakens them. If a demolisher repairs an object or heals a creature, they are treated as having an additional number of hit points equal to the number that they healed or repaired for the purposes of their class abilities for the next 24 hours. If they create an object, then they are treated as having 1 additional hitpoint for every 10 gp that the object is worth for the next 24 hours.

Improved Unarmed Strike (ex): A demolisher gains the improved unarmed strike feat even if they do not qualify for it. If they already have the improved unarmed strike feat they gain another feat for which they qualify.

Destructive Strike (su): From 2nd level, an demolisher can wreath their fists (or another part of their body) in the destructive power of their aura. While they are injured, their unarmed strikes do additional force damage as indicated in the table.

Living on the Edge (ex): Demolishers enjoy being injured which discourages them from using armour or using other forms of protection. When they are injured however, they can use their pain to encourage their bodies to move just a little bit faster out of the way of a lethal attack. From 3rd level, while the demolisher is not wearing armour , they gain a competence bonus to armour class equal to 1 point for every 10 hit points below their maximum hit point level they have to a maximum of twice their class level. This bonus to armour class is lost when their dexterity modifier to armour class does not apply.

Disabling Strike (ex): By 4th level, a demolisher is used to destroying objects with brute strength and gains a bonus to strength checks to destroy objects equal to their class level.

Magic Strike (su): From 5th level, while injured, a demolisher’s unarmed strikes are treated as magic for the purpose of overcoming damage reduction.

Improved Sunder (ex): At 6th level, the demolisher gains improved sunder as a bonus feat. If s/he already has improved sunder, s/he may take another bonus feat that s/he qualifies for.

Horrifying Wounds (ex): From 7th level, a demolisher gains a circumstance bonus on intimidate checks equal to 1 per 10 hitpoints fewer than his/her maximum s/he has to a maximum of twice his/her class level due to the unnerving nature of seeing an individual covered in gory wounds who seems to be enjoying the pain.

Energising Wounds (ex): From 8th level, grievous injury no longer causes the demolisher to lose consciousness as the pain keeps them alert. They no longer lose consciousness below 0 hit points and remain free to act.

Overpowering Strike (ex): From 9th level, when using power attack with his/her unarmed strike, the demolisher gains the benefits associated with using a two-handed weapon, even though their unarmed strike is not one.

Dispelling Strike (ex): From 10th level, the demolisher can destroy not only material objects, but also the effects of magic. As a full round action, the demolisher may make a dispelling strike, which, if it hits causes the effect of a targeted dispel magic with a caster level equal to the demolisher’s class level.

Invigorating Wounds (ex): From 11th level, the demolishers wounds invigorate them even more effectively increasing their strength. While the demolisher has fewer than three quarters of their maximum hitpoints, they are treated as having a +2 circumstance bonus to their strength score. This increases to +4 at under half, +6 at under a quarter and +8 at less than 0.

Shattering Strike (ex): From 12th level, the demolisher’s unarmed strikes ignore all hardness and damage reduction other than that which is negated by epic weapons and do double damage to all objects and constructs.

Only a Flesh Wound (ex): From 13th level the demolisher can easily shrug off injuries that would kill almost anyone else. They will not die from hitpoint damage until they reach their class level plus their constitution modifier below zero hitpoints.

Disintegrating Strike (su): From 14th level, the demolisher may choose to disintegrate any object or creature which s/he reduces to 0 hitpoints. This special ability can only affect objects or creatures normally vulnerable to a disintegrate spell and allows for a fortitude save DC 10 + demolisher level + strength modifier. This is considered part of the attack. This attack can also be used on effects which are not vulnerable to hit point damage but are vulnerable to disintegrate spells.

Examine Structural Integrity (ex): From 15th level, the demolisher is experienced enough in breaking things that they can look for weaknesses in a structure to exploit in order to do more damage. As a swift action the demolisher may make a Knowledge (Architecture and Engineering) check with a difficulty class of 15 before attacking an object, structure or construct. If they make the check, they do bonus damage equal to twice the amount by which they exceeded the required difficulty class plus their class level for their attacks against that specific object or creature until the end of the encounter or until they use this ability on a different object or creature.

Reckless Rush (ex): From 15th level, the demolisher is used to wildly charging into battle without any care for personal safety. On a successful attack after a charge, they do double damage as well as 1d6 damage to themselves and may make a free bull rush attempt which still does damage with a bonus on their strength check equal to their class level.

Crushing Grip (ex): From 16th level, the demolisher can easily squeeze the life out of a person. While grappling, they do an extra 1d6 hitpoints plus strength modifier bludgeoning damage to their enemy. This damage increases one die step for every 10 hitpoints below maximum that the demolisher has.

Into the Line of Fire (ex): From 16th level, the demolisher eagerly sacrifices their own safety for an advantage in battle. As an immediate action, the demolisher may cause any melee attack directed at them to be an automatic critical hit. If they do so, and they attack the individual who attacked on the first attack of their next round, they gain the benefit of the Truestrike spell and perform an additional amount of damage equal to double their class level.

Penetrating Strike(ex): From 17th level, the demolisher can destroy a suit of armour whilst it is being worn. As a full round attack, the demolisher may perform a penetrating strike, which, if successful, also reduces the armour bonus supplied by the armour of the victim by 1. If the armour bonus is reduced to zero this way, the armour is destroyed.

Visage of the Apocalypse(su): From 17th level, all can tell that the demolisher is an envoy of destruction. Whilst their aura of destruction is active, they gain the benefits of frightful presence as if they were a dragon of their hit dice.

Wounding Strike(ex): From 18th level, the demolisher’s attacks ruin the body. As a full round attack, the demolisher may perform a wounding strike, which, if successful, also causes 1 point of constitution damage.

Earthquake(su): From 19th level, the demolisher may use their brute force and supernatural abilities to bring about a natural disaster. As a full round action, the demolisher may strike the ground to cause the effects of an Earthquake spell with a caster level equal to their class level.

Empty Mind (su): From 19th level, the demolisher’s mind is so distant from the material mthat s/he is treated as if permenantly under a mind blank spell as long as s/he is injured.

Unworldly: At 20th level, the demolisher is rejected by the material so s/he is no longer considered native to it. His/her type changes to outsider and s/he is no longer considered native to any plane. Any effect that would transport him/her to his/her home plane will instead transport him/her to either the plane of shadow, the astral plane or the ethereal plane at random. S/he can also plane shift to and from these planes at will as long as s/he is injured and can bring up to one willing individual with for every 10 hit points below his/her maximum that s/he has.

Hp Fewer than MaxAura of Destruction DamageAura of Destruction RadiusDestructive Blast Damage Destructive Strike Bonus Damage
1-10
1d2
5 ft.
1d4
1
11-20
1d3
10 ft.
1d6
1d2
21-30
1d4
15 ft.
2d4
1d3
31-40
1d6
20 ft.
2d6
1d4
41-50
1d8
25 ft.
2d8
1d6
51-60
2d6
30 ft.
4d6
1d8
61-70
2d8
35 ft.
4d8
2d6
71-80
4d6
40 ft.
8d6
2d8
81-90
4d8
45 ft.
8d8
4d6
91-100
8d6
50 ft.
16d6
4d8

Last edited by Sereg : 07-01-2010 at 11:53 PM.
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Old 06-04-2010, 12:46 AM   Top  -  End  -  #8
Glimbur
Ogre in the Playground
 
 
Join Date: Aug 2008
Location: 
Midwest, not Middle East
Gender: Male
Default Re: Base Class Challenge - The Altar of Naught

Pilot of Nothingness


"Nothing is impossible. Summoning a giant robot with which to crush your foes is impossible. Therefore, you must make the giant robot out of nothingness." Ilya Tarvish, visionary and madwoman.

A pilot of nothingness is an unusual front line fighter with strange defensive tricks and unexpected attack forms.

Abilities: Str, Con, and Dex are as important to you as they are to any front line fighter. You also have some class abilities that key off of Str.

Role: A pilot of nothingness is best off on the front lines, but after Rocket Punch and the related abilities are unlocked he can also serve as ranged support.

Background: Everyone has the ability to call up a miniscule amount of nothingness. Occasionally someone notices that they have this skill, and so they train it. Fighting is dangerous, so it is only sensible to wrap something around yourself to make it less dangerous. This is where the mecha comes from.

Organization: Pilots of Nothingness can work for any organization or be self-employed. It is possible to teach and tutor new pilots, but it is also possible to learn for yourself.

Alignment: Any. Nothingness is merely a tool to the pilots, it can be wielded for good or evil, law or chaos.

Races: Humans are the race most likely to try crazy new things, so many pilots are human. Any race has the capability to be a pilot of nothingness.

Religion
: Pilots know that nothing is real. This can shade their religious beliefs, but how exactly that works varies from person to person. There are pilots that revere and serve any god you can think of, and also those who do not.

Other Classes: Pilots can have many differing views on other classes. For example, some regard fighters as poor unfortunates who try to make up for their lack of abilities with hard training while others see fighters as artisans of war who have simply chosen a different path to make their will manifest in the world.

Adaptation
: Pilots might instead shape quintessence, ether, aether, or other made up elements around themselves. Shaping more classical elements would also be possible but might require a more significant reworking of class features.

Hit Die: d8

Starting Gold: 6d4 x 10 gp.

Skills: 4+int modifier. 4x that at first level Skill list: Climb(Str), Craft(Int), Gather Information(Cha), Intimidate(Cha), Jump(Str), Knowledge(Local)(Int), Knowledge(Planes)(Int), Listen(Wis), Martial Lore(Int), Profession(Wis), Spot(Wis)

LevelBABFortRefWillClass Features
1st+0+2+0+0Summon Mecha (Medium), Shadow Fist, Nothing Can Hurt Me +1
2nd+1+3+0+0Bonus Feat, Void Touch +1d6
3rd+2+3+1+1Strength of Nothing +2
4th+3+4+1+1Rocket Fist
5th+3+4+1+1Sweeping Strike, Void Touch +2d6
6th+4+5+2+2Nothing Can Hurt Me +2, Void Shield 10
7th+5+5+2+2Summon Mecha (Large)
8th+6/+1+6+2+2Strength of Nothing +4, Rocket Fusillade
9th+6/+1+6+3+3Mecha Smash!, Void Touch +3d6
10th+7/+2+7+3+3Void Shield 20, Gravity Null
11th+8/+3+7+3+3Nothing Can Hurt Me +4, Rocket Barrage
12th+9/+4+8+4+4Nothing Defense
13th+9/+4+8+4+4Strength of Nothing +6, Void Touch +4d6
14th+10/+5+9+4+4Summon Mecha (Huge), Void Shield 30
15th+11/+6/+1+9+5+5Mettle
16th+12/+7/+2+10+5+5Nothing Can Hurt Me +6
17th+12/+7/+2+10+5+5Not Exist
18th+13/+8/+3+11+6+6Void Touch +5d6
19th+14/+9/+4+11+6+6Void Shield Immunity
20th+15/+10/+5+12+6+6Void Gate

Proficiencies: A Pilot of Nothingness is proficient in all simple and martial weapons and light and medium armors. Also, they are proficient in all shields except the tower shield.

Summon Mecha(Su): As a full round action, you wrap nothingness around yourself in a humanoid form. This is called your mecha, because as you gain skill and power you can make the wrapping larger until eventually it appears to be a huge battlesuit. At first level, when you are in your mecha you are medium size. At seventh level the mecha may be large sized, which gives you more reach and you take up more space. At fourteenth level you may call a huge sized mecha. You may still call a smaller mecha than your maximum, but never smaller than medium. The mecha lasts for a number of minutes equal to your class level.

As a bonus, when you call your mecha you gain shadowy duplicates of your weaponry, armor and shield sized appropriately for your mecha to use. As a downside, the rest of your class features only work when you are in your mecha unless specifically noted otherwise in the class feature.

Nothing Can Hurt Me(Su): Attacks against you sometimes are diverted by... nothing. You gain an enhancement bonus to your natural armor according to the value shown on the table.

Shadow Fist: You are a martial initiator. Your only discipline known is Shadow Hand, but on the plus side you know every Shadow Hand maneuver and stance that you are allowed to use by your initiator level. Save DC's are based on your strength, not your wisdom. You are treated as having all maneuvers that you know readied, but there is a catch. The power of nothingness eats away at you as well: whenever you use a maneuver you take damage equal to the level of the manuever times 2. Stances do not damage you to initiate or continue.

Bonus Feat(Ex): You may take any [fighter] feat you qualify for as a bonus feat. This applies even when you are not in your mecha.

Void Touch(Su): Your attacks are wrapped in nothingness. This shouldn't hurt, but it does. Every melee (or Rocket Fist) attack you make may deal extra void type damage equal to the amount shown on the chart. Void touch bonus damage does not apply to martial strikes; if you use too much nothingness once you'll disappear.

Strength of Nothing
(Su): You gain a bonus to your strength score as shown on the table.

Rocket Fist(Su): You may make a melee attack at a range equal to your class level times five in feet. This may be a martial strike or a trip or a disarm attempt or a sunder attempt or a standard attack. This is a standard action.

Sweeping Strike(Ex): You may attack creatures in two adjacent squares that are both within your reach with the same attack. Resolve each attack roll separately. This may be done with attacks of opportunity, standard attacks, or full attacks. This may not be done in conjunction with Rocket Fist (but see Rocket Barrage). You may affect an additional square for every three levels you have, so at 8th level you may affect three squares, at 11th you may affect four, and so on.

Void Shield(Su) As a standard action, you may adjust the harmonics of your mecha to better defend against an energy type. You gain resistance to one of the five energy types (fire, cold, acid, electric, or sonic) for the duration of your mecha, or until you change the resistance to a different type. This starts out as resistance 10 at 6th level, increases to 20 at 10th level, 30 at 14th level, and flat out immunity at 19th level.

Rocket Fusillade(Su): You may make a full attack at a range equal to your class level times five in feet. This is a full round action.

Mecha Smash(Ex): When you use Sweeping Strike, instead of making attack rolls you may force your opponents to make reflex saves to avoid your attack. The DC is 10+str modifier+effective BAB. A successful save halves the damage taken from the attack. You deal damage as though you hit the opponent with a melee attack. You may use power attack, but for every point of penalty you would take on your to-hit roll you instead reduce the DC by one. You may make iterative attacks with this as a full round action, but the saves get easier to make as you use iteratives. You may also use this to make one attack as a standard action. You affect the same amount of squares as you would with a Sweeping Strike. You may combine this with Rocket Punch or the other rocket abilities.

Gravity Null(Su): Gravity pulls harder on things that are heavier. Nothing is weightless. You are covered in nothing. With this realization, you gain a fly speed equal to your land speed with good maneuverability.

Rocket Barrage(Su): You may use Sweeping Strike on attacks that use Rocket Fist or Rocket Fusillade. Treat any square within range as the focal point, and all other squares affected by the attack must be adjacent to the focal point. The total number of squares you may affect is the same as the number you may affect with Sweeping Strike.

Nothing Defense(Su): You only mostly exist... and sometimes not existing at the right time is very healthy. As immediate action, make a fort save against an effect. If you make the save, you ignore the effect. If the effect does not offer a save, the DC is 10+relevant ability mod+half the hitdice of the source. If the source has no hit dice, like a volcano, the DC is 10 + your fortitude modifier. You may do this a number of times per day equal to your class level.

Mettle(Ex): When you are affected by an ability that offers a fortitude or will save for a lesser effect, if you make the saving throw you are instead not affected by the affect at all. This applies even when you are not in your mecha.

Not Exist(Su): Attacks that target an area sometimes forget that you are in the area. If you are in the area affected by an area of effect attack (fireball, avalanche, cloudkill, but not force cage or wall of stone) it has a 70% chance of affecting you. For effects that last for several rounds, like cloudkill or black tentacles, check each round that you remain in the effect.

Void Gate(Su): Nothingness within, nothingness without. You (as a standard action) open the chest plate of your mecha and expose the core, which is nothingness. This manifests as a 60' cone. Every creature within that cone must make a Fortitude save (DC 20+Str Modifier) or have their essence pulled out by your core and take 10d6 plus your strength modifier times three in void damage. Those that make the Fort save are unaffected. You may use this ability once per day, each additional use damages you for a cumulative five hit points; so the second use a day hurts you for 5 hp, the third use hurts for 10 hp, and so on linearly. This is just regular damage, it may be healed normally.
__________________
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Co-winner of the first GitP Pairs Contest.

Last edited by Glimbur : 06-27-2010 at 06:32 PM.
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Old 06-04-2010, 02:35 AM   Top  -  End  -  #9
Owrtho
Ogre in the Playground
 
 
Join Date: Jul 2008
Default Re: Base Class Challenge - The Altar of Naught

Sponge

"If life is a reflecting pool, then we are like a sponge"
-Daniel Roberts, a Sponge

The travelling performer. His passing barely noticed, his name never asked. In his wake, people find themselves in pain or relief.

Abilities: Charisma and Constitution are important abilities for a sponge. The former as it improves the effectiveness of one's abilities, the latter as it increases a sponges number of hitpoints which are vital.

Role: A sponge excels in avoiding notice and in combat. He can also perform some healing.

Background: Sponges are often those that have in some way been exposed to the harshness of reality such that they loose something inside. They turn to fill this void by soaking up what is around them. For this reason they often become travellers, in hopes of finding something that might fill it permanently.

Organization: While there is little in the way of actual organizations for sponges, particularly due to their nature of not being noticed, it is not uncommon to find groups that know each other. This is mainly due to sponges being the main ones that 'inspire' others to become sponges.

Alignment: While sponges don't show much preference for any one alignment, they often are neutral along at least one axis.

Races: Members of any race may become a sponge. However, humans are more common due to their numbers.

Religion: Most sponges do not follow any particular religion. Often they give up such things upon becoming a sponge. They rarely care about other's religion, however.

Other Classes: Sponges have no particular issues with other classes from their point of view.

Adaptation: How might a DM fit your class into his campaign or his own unique world setting? How might your class be changed?

Hit Die: d12

Starting Gold: 4d4 × 10 (100 gp)

Class Features

Class Skills: The sponge's class skills (and the key ability for each skill) are: Bluff (Cha), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Forgery (Int), Gather Information (Wis), Heal (Wis), Knowledge (any) (Int), Listen (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Speak Language (none), Spot (Wis), Tumble (Dex), Use Rope (Dex)

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

LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial
1st
+0
+2
+0
+2
Reflecting pool, Soak up lots of pain
2nd
+1
+3
+0
+3
Don't question who I am
3rd
+1
+3
+1
+3
Tune (Live In So Much Danger)
4th
+2
+4
+1
+4
 
5th
+2
+4
+1
+4
Let me in
6th
+3
+5
+2
+5
Tune (Persuasion)
7th
+3
+5
+2
+5
Stay up late
8th
+4
+6
+2
+6
 
9th
+4
+6
+3
+6
Eat up all your sins
10th
+5
+7
+3
+7
Little World
11th
+5
+7
+3
+7
Tune (Everybody Goes Insane)
12th
+6/+1
+8
+4
+8
Absorbing the good with the bad
13th
+6/+1
+8
+4
+8
 
14th
+7/+2
+9
+4
+9
Travelled far
15th
+7/+2
+10
+5
+10
Tune (Everybody Locks Their Doors)
16th
+8/+3
+10
+5
+10
Completely Self-Contained
17th
+8/+3
+11
+5
+11
 
18th
+9/+4
+12
+6
+12
Tune (You're Mine)
19th
+9/+4
+12
+6
+12
 
20th
+10/+5
+13
+6
+13
Tune (We Are Like a Sponge)

Weapon and Armor Proficiencies: Sponges are proficient with all simple weapons. Sponges are proficient with light armour, but not with shields.

Reflecting Pool (Ex): A sponge has a pool of points that it can use to store damage for their other abilities. The size of a sponges reflecting pool is equal to 5 times their class level + 3 times their Constitution modifier. This pool empties at a rate of 10 points per hour it isn't used.

Soak up (Ex): As a touch attack, a sponge can soak up damage from the creature, or cause the creature to soak up damage. This counts as a normal attack action and can be used in full attacks. Soak up may be used while playing music even if no hands are free to make the attack. In such a situation it still must make a ranged touch attack on a target within the sponge's reach.
When used to soak up damage, a sponge may soak up up to the amount of damage a creature has taken. The sponge takes damage equal to the amount chosen, but may choose to put some into his reflecting pool if there is room available. The creature is healed 1 point of damage for every 5 points of damage absorbed. He may not use this on the same creature again for 2d4 rounds.
When used to make the creature soak up damage, the sponge may deal damage equal to the amount he has been dealt. He may also deal damage from his reflecting pool on top of this, but can only deal 1 damage for every 2 points in it. Any damage dealt from the reflecting pool is removed from it.

Don't Question Who I Am (Su): Upon reaching second level, creatures find that they aren't concerned with a sponge's identity. A creature must make a Will save (DC 10 + 2 x (class level + charisma modifier)) to care who the sponge is. Creatures are not aware of making this check even if the succeed. This is a mind-affecting ability. Mindless creatures are always effected, even if they have immunity to mind-affecting abilities. Mindless creatures automatically fail unless under specific instructions to look for the sponge or one meeting his description.
This does not prevent guards or the like from stopping a sponge, they just won't care what his identity is or be concerned of any past record he might have. It also does not stop creatures that already know the sponge from recognizing him.

Tune (Su): A sponge is capable of playing tunes that can affect how people act without them ever realizing it is more than background music. Starting a tune requires a standard action. Every round that a sponge attempts to play a tune he must make a perform check for the type of instrument he uses (or singing) as well as use a swift action for every round after the first. Changing tunes requires stopping and starting a new tune. A sponge may only play one tune at a time. He may continue playing his tune for as long as he likes, as long as he continues making the perform checks, but must start over again if he fails one. However, over time it can become harder to keep up a tune. Each tune has a base DC that it starts at. If the total number of rounds that the sponge plays tunes at for the day exceeds his class level, the DC of the perform checks increases by 5 for each additional round that he would play (some tunes may count as more or less rounds than normal per round. If another class grants tunes, the number of rounds at base DC per day stack for tunes of both classes). This increase in DC lasts after the sponge gets enough rest or the equivalent. All creatures in hearing range are affected by tunes, and as such must make saves upon first hearing the tune. If they fail the save they are under the affects until the sponge stops playing or they leave hearing range. If the sponge starts playing again, all creatures must reattempt the save. A sponge may choose if it wants to include itself or not upon starting a tune. He may also choose to exclude up to half class level others from the effects of his tune. Those that hear a tune are not made aware of its affects by hearing or succumbing to them. Those that are affected by a tune are not made aware they are being affected by anything.
Tunes may be played at the same time as other sponge class abilities that use perform checks to make music. Attempting to do so increases the base DC of both abilities by 1 + class level ability is gained divided by 3 (rounded down, minimum 2 including the + 1).
Specific tunes are as follows:
Spoiler



Let me in (Su): Upon reaching 5th level, creatures don't bother to take note of a sponge's coming and going while he performs. By making a perform check to perform a type of music (with an instrument or singing), a sponge may create ambient music that makes is seem like they belong there and aren't worth noticing. Creatures must make a Will save (DC perform check with a max of 10 + class level + charisma modifier) to notice a sponge if he doesn't bother them. Creatures on lookout gain a +5 bonus to this check if they are paying attention. This effect only lasts as long as the sponge continues playing. Creatures are not aware of making this check even if the succeed. This is a mind-affecting ability. Mindless creatures are always effected, even if they have immunity to mind-affecting abilities. Mindless creatures automatically fail unless under specific instructions to look for the sponge or one meeting his description.

Stay up late (Ex): Upon reaching 7th level, a sponge no longer needs to sleep. Instead they must, for a number of hours each day that they would normally need to sleep (or meditate), soak up the pain of the world. They may split up the time as they choose. Failure to do so causes the normal penalties for not sleeping if they do not sleep instead. Upon entering the state to soak up the pain of the world, a sponge's reflecting pool's current value is reduced by half (rounded up). They take 1 damage every 10 minutes, but transfer 1 damage per 3 class levels (rounded down) into their reflecting pool every 5 minutes they remain in this state. In addition they gain a +2 bonus to search and spot checks in this state. A sponge in this state may not use their soak up ability or cast spells, but otherwise may function as they normally would when awake.
In addition a sponge using this ability may make a perform check to produce music of DC 22 to increase the effectiveness. This check must be made once per hour and during any hour it is successful, they take 2 points of damage rather than 1, but may transfer 1 damage per 2 class levels to their reflecting pool every 5 minutes. In addition, the bonus to spot and search checks is increased to +4, and anyone sleeping within hearing range of the music heals twice as fast as normal.
If a sponge using this ability is fatigued, they take double the amount of damage they normally would every 10 minutes until they use this ability for long enough to no longer be fatigued. If they are exhausted, the damage is dealt in increments of 5 minutes rather than 10 on top of being doubled for being fatigued.

Eat up all your sins (Ex): When using the soak up ability or any ability that copies it to gain damage, a sponge of at least 9th level may choose to gain sustenance from it. Doing so reduces the damage dealt to the sponge from the ability by half (rounded down), and in turn gains sustenance as if having eaten. It takes 40 points of damage reduced this way to equate to a days worth of food for a normal medium sponge.

Little World (Su): A sponge of at least 10th level may welcome creatures to it's little world. For a number of rounds per day equal to his class level a sponge may activate this ability. It has a radius of 5 feet per two class levels and is centred on the sponge. Activating little world is a standard action and it may be ended any time as a free action. As long as it is activated, the sponge gains an additional attack with his soak up ability at his highest BAB (This is stacks with other effects that increase the number of attacks).
While active, a sponge may sense the exact location of any creature in range that has taken damage since the ability activated. In addition, any time a creature in the area is dealt damage by any source other than the soak up ability, all other creatures in the area aside from the sponge that are close enough that it is within their reach take 1 point of damage. The sponge himself takes 4 damage (or a max of the damage dealt to the creature) whenever a creature takes damage in range. The sponge may choose to have this damage go to his reflecting pool if there is room.
If a sponge so chooses, he may attempt a perform check to extend the radius (the perform check must produce music either through instrument or song). Any round while the ability is activated he may make a perform check as a standard action to increase the radius by the result of the check feet (rounded up to the nearest 5 feet). If he would run out of rounds for the ability, the sponge may make a perform check (DC 20) to extend the ability another round. Each time he does so the check increases by 2. He must already be performing to extend the duration.

Absorbing the Good With the Bad (Ex): At level 12, a sponge gains the ability to absorb more than damage using his soak up attack. A sponge may also absorb buffs and debuffs that creatures have on them. If a sponge chooses to do so, it will gain the effect as well. The effect counts as an amount of damage equal to the caster level + the spell level. Upon absorbing it, the sponge takes damage equal to the amount of damage the effect counts as. A sponge may choose to store the spell in his reflecting pool if there is room for it. If he does so, he does not gain the effects, but may choose to transfer it to another creature using his soak up attack. Soaking up an effect does not cause the original bearer to loose it. The duration of the effect is how much was left when it was soaked up. The duration continues counting down even if the effect is stored in the reflecting pool. If a sponge would loose points from his reflecting pool due to not using it while an effect is there, he may choose weather to loose the effect or normal points. If any points from the effect are lost, all of them are.

Travelled Far (Ex): A sponge of at least 14th level is adept at travelling for great distances. However, doing so makes them more susceptible to the pain that surrounds them. The sponge no longer suffers the normal penalties for being fatigued or exhausted. Instead they take 1 point of lethal damage every half hour they remain fatigued with no penalty to their normal operation. If exhausted they take 1 point of lethal damage every 10 minutes rather than every 30. The sponge may otherwise operate normally while fatigued or exhausted.

Completely Self-Contained (Ex): A sponge of at least 16th level is capable of keeping his little world contained to itself. When activating Little world, the sponge may choose to use this ability as well. If they do, things within the area of little world may not be damaged or healed by things outside the area little world. In addition, any healing done within the area causes the healer to be dealt 1d4 damage per 10 points of damage healed. This does not include and damage healed by use of the soak up ability, but does count any other methods. This does not trigger those nearby being injured as other sources of damage do.

Owrtho
__________________

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

Last edited by Owrtho : 07-19-2010 at 01:34 PM.
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Old 06-10-2010, 08:33 PM   Top  -  End  -  #10
Jota
Dwarf in the Playground
 
Join Date: Dec 2009
Default Re: Base Class Challenge - The Altar of Naught

Riftsink

Spoiler


“He who fights with monsters might take care lest he thereby become a monster. And if you gaze for long into an abyss, the abyss gazes also into you.” ~ Friedrich Nietzsche

A riftsink is a creator interdimensional portals, or rifts, which he uses to deter movement, flit about the battlefield, and generally attack from relative safety.

Abilities: Riftsinks are martial combatants, so the basic trio of Strength, Dexterity, and Constitution are all important to some extent. Constitution takes on a greater importance given the costs associated with opening and traversing the rifts, and Charisma is necessary to bend the void to the riftsink's will.

Role: A riftsink is a mixture of zone controller, debuffer, and striker, generally in that order.

Background: It has been suggested that riftsinks are akin to warlocks: exchanging their mortal souls for the abilities they possess. Some riftsinks have dismissed this as a fanciful notion cooked up in old wives' tales, while others have embraced the notion, though whether that acceptance is deception or not few can truly tell. Some suggest it is just a skill to honed, like a wizard's magic or a warblade's maneuvers. Others subscribe to the notion that riftsinks pay tribute to higher powers, celestial or fiendish, to acquire their abilities. In truth, it may be any one of these: a particular riftsink can only tell how he acquired his power, not how others may have acquired theirs.

Those who do become riftsinks are often motivated by an incorrigible curiosity, though reasons as generic as wanting more power and wanting to travel and see the world (and beyond) are frequently cited among aspiring practitioners.

Organization: Riftsinks are often courted by organizations that specialize in protection services, and stronger riftsinks sometimes find work as couriers of hazardous or important materials, in reconnaissance detail, or as message runners.

Alignment: Entities of any alignment may become a riftsink, as anyone who desires power might assume the mantle. Though this is true, progressive exposure to the void tends to induce chaotic tendencies in those who venture beyond with regularity.

Races: Any member of any race may become a riftsink. Riftsinks are more common amongst those races typically stricken with wanderlust, which may mean half-elves, halflings, or gnomes, or even humans, depending on the setting in question. Elves typically have alternative options for exploring the same means and are somewhat rarer, as are those races generally distrustful of anything that might be perceived as arcane magic. The vocation has a small, devoted niche among those who delve in the depths of the earth, where mobility is already limited and control of what little space there is has magnified ramifications. Outsiders, and others who might eventually seek to break the barriers of the planes, are also likely candidates to become riftsinks.

Religion: Though most riftsinks are generally well-traveled enough to accept the existence of gods, their vocation does not invoke particularly pious tendencies, except in those that believe their powers are granted by a deity, who are understandably reverent. Such riftsinks tend to worship gods of chaos, travel, and the void. In terms of domains, potential suitors would probably include one or more of the following amongst their portfolio: Chaos, Darkness, Knowledge, Liberation, Luck, Madness, Trickery, Travel, and Protection.

Other Classes: Riftsinks tend to get along well enough with other classes with morally ambiguous power sources, and it follows then that the suspect nature of the void tends to invoke some suspicion on those who cling to a path of righteousness, such as paladins, as well as good-aligned clerics and crusaders. Riftsinks also tend to mesh well with rangers and the odd druid who accepts the void as a legitimate part of nature, though those who reject that viewpoint tend to be decidedly less forthcoming in any interactions that might occur. Riftsinks are known to tread on the nerves of more simplistic martial combatants, who regard the restriction to their opposition's movements as a wash given the similar impact on their own mobility. Higher level riftsinks (really any riftsink, but those of higher level in particular), however, are considered a great boon to the strategically inclined warrior or party, and are typically accepted quite readily by those with a vested interest in survival.

Adaptation: Just about any power source imaginable can be used to power the riftsink's abiltiies with the right background flavor. The riftsink could easily be a time traveler, have his abilities re-flavored to be psionic in nature, or even draw his power from a specific item that allows for his abilities to be used. The void that he taps does not have to be chaotic, alien, or oppressive, either, though justifying its effects if it were someplace less aberrant could prove an interesting challenge.

Hit Die: d10

Starting Gold: 3d4×10 gp (75 gp).

Class Features

Class Skills: The riftsink's class skills (and the key ability for each skill) are: Autohypnosis (Wis), Bluff (Cha), Hide (Dex), Intimidate (Cha), Knowledge [all skills, taken individually] (Int), Listen (Wis), Move Silently (Dex), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Survival (Wis), and Tumble (Dex).

Skill Points at First Level: [6 + Intelligence modifier] * 4
Skill Points at Each Additional Level: 6 + Intelligence modifier

Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Flurry of Blows Attack Bonus
1st
+0
+0
+2
+2
Flurry of Blows, Reach Across Space -2/-2
2nd
+1
+0
+3
+3
Progenitor of the Void -1/-1
3rd
+2
+1
+3
+3
Reach Across Time +0/+0
4th
+3
+1
+4
+4
Journeyman of the Rifts +1/+1
5th
+3
+1
+4
+4
Gaze of the Abyss (Fascinated, Shaken), Hunter from Beyond +2/+2
6th
+4
+2
+5
+5
One's Company +3/+3
7th
+5
+2
+5
+5
The Hunger of Emptiness +4/+4
8th
+6/+1
+2
+6
+6
Capricious Fury, Gaze of the Abyss (Confused) +5/+5/+0
9th
+6/+1
+3
+6
+6
Champion of the Void +6/+6/+1
10th
+7/+2
+3
+7
+7
Limit Break +7/+7/+2
11th
+8/+3
+3
+7
+7
Gaze of the Abyss (Frightened), Greater Flurry +8/+8/+8/+3
12th
+9/+4
+4
+8
+8
Assault of the Madcap, Two's a Crowd +9/+9/+9/+4
13th
+9/+4
+4
+8
+8
Paragon of the Rift +9/+9/+9/+4
14th
+10/+5
+4
+9
+9
Gaze of the Abyss (Blinded) +10/+10/+10/+5
15th
+11/+6/+1
+5
+9
+9
Sudden Translocation +11/+11/+11/+6/+1
16th
+12/+7/+2
+5
+10
+10
Emissary of Unreality +12/+12/+12/+7/+2
17th
+12/+7/+2
+5
+10
+10
Gaze of the Abyss (Dazed) +12/+12/+12/+7/+2
18th
+13/+8/+3
+6
+11
+11
Three's a Party +13/+13/+13/+8/+3
19th
+14/+9/+4
+6
+11
+11
Beyond the Material +14/+14/+14/+9/+4
20th
+15/+10/+5
+6
+12
+12
Lurker in the Depths +15/+15/+15/+10/+5

Weapon and Armor Proficiencies: A riftsink is proficient with all simple weapons and all light armors.

Flurry of Blows (Su): When wearing light or no armor, a rifstink may strike with a flurry of blows at the expense of accuracy. When doing so, he may make one extra attack in a round at her highest base attack bonus, but this attack takes a –2 penalty, as does each other attack made that round. The resulting modified base attack bonuses are shown in the Flurry of Blows Attack Bonus column above. This penalty applies for 1 round, so it also affects attacks of opportunity the riftsink might make before his next action. When the riftsink reaches fifth level the penalty lessens to –1, and at ninth level it disappears. A riftsink must use a full attack action to strike with a flurry of blows.

A riftsink applies his Strength bonus (not Strength bonus ×1.5 or ×0.5) to his damage rolls for all successful attacks made during a flurry of blows, regardless of whether he wields a weapon in one or both hands.

When a riftsink reaches 11th level, his flurry of blows ability improves. In addition to the standard single extra attack he gets from flurry of blows, he gets a second extra attack at his full base attack bonus.

Reach Across Space (Su): A riftsink can make melee attacks against far off opponents as though they were within reach by sacrificing one hit point per attack he makes. The designated opponent must be within 10 feet, plus 5 feet per five class levels (15' at level 5, 20' at level ten, etc). If the the target is threatened by a creature hostile to it, it must make a Reflex save (DC 10 + riftsink's BAB) or the riftsink gains all the benefits of flanking against that opponent in the current round.

The riftsink only threatens enemies through rifts during his turn, and not during others' turns.

Progenitor of the Void (Su): As an attack action, a riftsink create a rift leading to the void: a semi-stable portal that fill a 5' x 5' x 5' cube. Each rift created in this manner costs the riftsink one hit point. Rifts are created in empty squares of riftsink's choice within the riftsink's reach, but the riftsink cannot create a portal in an occupied square. Rifts are hazardous to more concentrated forms of matter. General rules regarding damage and rifts are given below:
Rift Damage
* All damage dealt by rifts is untyped.
* Always round down when determining how many damage dice a rift deals. *Damage dealt by a rift is not subject to damage reduction, though hardness still applies.
* Voluntarily passing through a rift deals damage equal to half the riftsink's class level in d4; Fortitude halves -- if the transgressor ends his turn in the same space without moving further, he takes double damage.
* Having one's space entered by a rift deals damage equal to half the riftsink's class level in d6; Fortitude halves.
* If a rift is attacked with natural weapon, the attacker takes damage equal to half the rinksink's class level in d4.
* If a rift is attacked using a manufactured weapon, that weapon takes damage equal to the half the riftsink's class level in d4.
* When a rift deals damage to any creature or object, it winks out of existence.
* A riftsink takes no damage from passing through his own rifts, but his movement through one will cancel it out.
* A rift can damage a riftsink's allies.

Rift Movement
* Rifts cannot be farther than close range (25 feet + 5 feet per two class levels) from the riftsink who created them or they wink out.
*Two rifts cannot occupy the same space. If the riftsink moves them so, both rifts wink out.
* At the beginning of the riftsink's turn, each of his rifts can move 5' in any direction according to the riftsink's will - this requires no action on the riftsink's part, though he must be conscious.
* The riftsink can spend a move action to move any of his rifts any distance, so long as the combined distance moved by the portals is less than 10 feet per class level; e.g., a level 12 riftsink has 120 feet of move to split among however many rifts he has opened.

Miscellaneous
* The space occupied by a rift is never treated as threatened.
*A riftsink can see from any of his portals as though he were standing in that space, though others looking into the rift see nothing. For each portal a riftsink has open within the gaze attack range of an opponent who possesses such an attack, the effectiveness of averting his eyes against that gaze attack is reduced by 10%.
* A rift touched while in a dimensional lock winks out harmlessly.
* Rifts provide soft cover from ranged attacks; if an attack would hit but for this cover the rift winks out.
* The maximum number of active portals a single riftsink may have open at one time is equal to his Charisma modifier or his class level+3, whichever is lower.
Reach Across Time (Su): A riftsink can delay without affecting his place in the initiative count in future rounds. Doing this costs the riftsink one hit point. Before the beginning of each round of combat after the first, a riftsink can increase the result of his initiative roll (and thus potentially the order in which combatants act) by two in exchange for one hit point.

Journeyman of the Rifts (Su): When a riftsink steps into one of his rifts he now may choose to appear adjacent to (but not above) any other rift he has open (in an unoccupied square) rather than negating the rift. Entering a rift and appearing outside another consumes 5 feet of available movement. Each time the riftsink passes through a rift he uses he pays one hit point. He may also attack through his rifts at no cost (hit points) to himself. Treat each rift as having a reach equal to the riftsink to determine which squares he can attack. The riftsink only threatens squares in this manner during his turn. If a creature is flanked by two a riftsink's portals, it is flanked when he attacks it through a portal using this ability. If the riftsink is Large or larger, he may only travel in this manner if there is enough open space near the rift he intends to appear at. If there is not, he merely does not travel and shorts out the gateway rift.

For every odd rift (first, third, fifth, etc.) a riftsink passes though in a round, he gains a +1 untyped bonus to attack rolls until the beginning of his next turn.

A riftsink cannot enter or exit portal that is in a dimension lock, though a riftsink targeted by dimensional anchor may still use this class feature to move around, just not those effects specifically prohibited by dimensional anchor.

Gaze of the Abyss (Su): Select a portal. By expending a standard action (and one hit point) this portal gains a gaze attack for a single instant. All creatures within 30 feet (allies included) at the time of activation must save (Will) or suffer from an effect of the riftsink's choosing. Creatures who save against a particular status effect are immune to that effect until the end of the encounter. Every three levels after fifth the riftsink gains a new effect option.

Hunter from Beyond (Ex): His aura, scent, and footfalls stolen by the void, the riftsink gains the Darkstalker feat.

One's Company (Su): One per round as a free action that may be taken out of turn, a riftsink may select two portals. If anyone enters either of these two portals, they appear adjacent to the other one in an empty space, just as if they had the riftsink's Journeyman of the Rifts class feature. If the creature does not wish to travel in this manner, it may choose make a Will save (DC 10 + 1/2 riftsink class level + riftsink Charisma modifier) to resist, though a success means the creature takes damage from the rift (it is still entitled to a save to halve that damage). Once either portal has been used, this effect ceases to function and the portals are once again hostile to foreign creatures. Enemies do not know this at first take. Large or larger creatures who cannot travel in this manner do not sustain damage from the shorted rift. Using this ability costs the riftsink one hit point. The ability to use One's Company recharges at the beginning of the riftsink's turn.

The Hunger of Emptiness (Su): A creature slain by a riftsink's portal has its essence returned to him in part by the void. If a rift reduces a a creature to below zero hit points (even undead and constructs and the like), the riftsink is restored X hit points per hit die that creature had. Consult the table below to determine X.

The Hunger of Emptiness
Riftsink LevelX
1-8
2
9-12
3
13-16
4
17-19
5
20
8
Furthermore, each time the riftsink passes through a rift, the void clings at his material form, returning it only reluctantly. For each rift (which need not be a unique rift) he passes through in a round, the riftsink gains DR 1/--, which stacks with itself (though not with damage reduction from other sources). This damage reduction lasts until the beginning of the riftsink's next turn.

Capricious Fury (Ex): When the riftsink uses his flurry of blows class feature, he may move 5 feet between each pair of (main hand) attacks. This movement can provoke attacks of opportunity, and it does not count against the riftsink's ability to take a 5' step during his turn.

Champion of the Void: The riftsink's rifts can now be sustained within medium (100 feet + 10 feet per class level) range, and may force targets to save using their Fortitude or Will save (this applies to damage only, not the Gaze of the Abyss class feature); the riftsink chooses which save is targeted when a rift is activated. Gaze of the Abyss may be used as a standard or move action, but the same portal may not be used twice in the same round.

Furthermore, after passing through two rifts in a round with his Journeyman of the Rift class feature, all attacks the riftsink makes afterward force opponents to save or be affected by his Gaze of the Abyss class feature. The second rift opens up the level five effect options, and each even number rift after that opens up the next effect (so the fourth rift opens up confused, the sixth frightened, and so on), but only if the riftsink has already unlocked that effect for Gaze of the Abyss. An opponent who successfully saves against a status effect is immune to that effect (from the riftsink's class features) until the end of the encounter. A riftsink must declare the intended status effect before he makes an attack roll. This class feature cannot be combined with Reach Across Space.

Limit Break (Su): As a move action, a riftsink can create a rift in any unoccupied space with 100 ft/class level. This rift ignores the usual distance limitations, lasts until the end of the riftsink's current turn, and then winks out.

Assault of the Madcap (Ex): When using his flurry of blows class feature, the riftsink may sacrifice a main hand attack to move 5 feet (not take a 5' step -- this movement can provoke attacks of opportunity, does not count against 5' step for the round).

Two's a Crowd (Su): One's Company can now be used twice per round.

Paragon of the Rift: The riftsink's rifts can now be sustained within long (400 feet + 40 feet per class level) range, and may force targets to save using their Fortitude, Reflex, or Will save (this applies to damage only, not the Gaze of the Abyss class feature); the riftsink chooses which save is targeted when a rift is activated. Gaze of the Abyss may be used as a standard, move, or swift action, but the same portal may not be used twice in the same round.

Sudden Translocation (Su): As an immediate action, the riftsink can move one of his rifts 10 feet per class level. The rift moved in this manner may not be moved into or through an occupied square. Using this ability costs one hit point.

Emissary of Unreality (Su): For each separate rift that he passes through, the riftsink has a 5% chance of being unaffected by any new effect (existing effects, spells, and the like carry over) that originates from a source other than the riftsink, positive or negative, until the start of his next turn. This miss chance does not apply to the riftsink's Hunger of Emptiness class feature, nor does is prevent a riftsink from paying the hit point costs of his riftsink class features.

Three's a Party (Su): One's Company can now be used thrice per round.

Beyond the Material (Su): As a standard action, the riftsink may create a new rift or designate an existing rift, which now acts as a gate spell (travel version only). This ability costs the riftsink one hit point per round it is held open. The riftsink may close the gate, leaving a normal rift, as a free or immediate action. Upkeep cost is paid at the beginning of the riftsink's turn.

Lurker in the Depths: A riftsink now threatens squares with his Journeyman of the Rifts class feature even when it is not his turn. The riftsink no longer pays hit point costs for any of his riftsink class features, and may now use his Gaze of the Abyss class feature as an immediate action. The five feet of movement allowed to him by his Capricious Fury and Assault of the Madcap class features no longer provokes attacks of opportunity.

Assorted Addenda

Spoiler

Last edited by Jota : 07-13-2010 at 11:55 AM.
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Old 06-15-2010, 06:46 PM   Top  -  End  -  #11
Khabuem
Pixie in the Playground
 
Join Date: Oct 2009
Location: 
Upstate NY
Gender: Female
Default Re: Base Class Challenge - The Altar of Naught

SPELLSINK

So they say every force has something equal and opposite to it. Yeah, that describes my relationship to magic, all right.
-Alexei Sarkovski, a human spellsink

Magic, whether arcane or divine, is one of the most powerful forces of the universe. But even the most powerful of forces must be below something on the food chain. Spellsinks feed and absorb on the magical energies around them, using them to feed into their own spells and powers.

Abilities: Charisma is the spellsink’s primary stat, due to his spellcasting and other class abilities’ reliance on it. A high Dexterity helps both his Armor Class and his ability to connect with his ranged spells. Constitution helps his durability against attacks he can’t otherwise negate.

Role: A spellsink’s role is to debuff and impede the enemy, particuluarly casters. His spells and abilities primarily serve this purpose, with some direct damage and party support and buff spells as well. His skill list let him act as a secondary face or rogue in times of need, and his ability to redirect spells can help him defer damage from other party members.

Background: Many spellsinks come by the powers naturally. Generally, a natural spellsink is born in an area of heavy or wild magic, and have adapted to it by feeding off of the magical energies around them. Self-made spellsinks are more likely to have learned their powers in order to defend against magic, whether due to fear of magic, hatred of highly magical creatures like living spells, or sheer pragmatism and respect of magic’s power.

Organization: Very few organizations deal with spellsinks. Their tendency to feed upon the magic around them makes them unwelcome in most organizations that include spellcasters of any stripe. Some churches will employ spellsinks in order to deal with artifacts or other priests of opposing alignment. Thieves’ guilds also house some spellsinks, as their abilities can make them uniquely equipped to deal with magically fortified strongholds.

Alignment: Spellsinks can be anywhere on the alignment scale, but there is a preference towards non-good and non-lawful due to the destructive nature of the class.

Races: Humans are probably the most common spellsinks. Some of the more defensive or magic-phobic human societies tend to have studied spellsinks, while their curiosity often leads them to highly magical areas where natural spellsinks are born. The commonness of magic in elven and gnomish societies lead to natural spellsinks being born in those communities, while dwarfs and halflings see very little of the class. Among savage races, the class is not particularly common, with most monstrous creatures lacking the strength of will needed to be a spellsink.

Religion: Spellsinks often follow the predominant religion of their race or community. They generally will not follow a god of magic such as Wee Jas or Vecna, due to their innate opposition to those gods’ portfolio.

Other Classes: Due to the spellsink’s feeding on magical energies, most other full spellcasters dislike the spellsink at best, with outright loathing being common among wizards and sorcerers. More martially oriented classes tend to see spellsinks as a valuable weapon against dangerous magical traps and foes. Spellthieves in particular enjoy the spellsink’s company, as they share their tendency to use magical foes’ energies against them.

Adaptation: Adapting this class to a psisink is simple enough. Change all references to magic to psionics, and replace the spell list with power points and six levels of psionic powers. When choosing powers for the class list, focus on debuffs, dispelling, and the occasional protective effect. Alternately, for people who dislike spellcasting on someone whose role is arguably that of an anti-caster, the spellsink can easily be made a non-caster. Give the spellsink full BAB and armor/weapon proficiencies, lose his casting and spell recycling, and allow him to channel his dispel magic ability through his attacks, similar to the duskblade’s spell channeling.

Hit Die: d6

Starting Gold: (4d4 x 10) gp (average value of 100 gp)

Class Features
Class Skills: The spellsink's class skills (and the key ability for each skill) are: Bluff (Cha), Concentration (Con), Diplomacy (Cha), Disable Device (Int), Gather Information (Cha), Intimidate (Cha), Knowledge (arcana) (Int), Open Lock (Dex), Profession (Wis), Spellcraft (Int), and Use Magic Device (Cha).

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

Spoiler


Weapon and Armor Proficiencies: A spellsink is proficient with simple weapons. Spellsinks are proficient with light armor and shields (except tower shields). Because the somatic components required for spellsink spells are relatively simple, a spellsink can cast spellsink spells while wearing light armor without incurring the normal arcane spell failure chance. However, like any other arcane spellcaster, a spellsink wearing medium or heavy armor or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass spellsink still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Spellcasting (Su): A spellsink casts arcane spells which are drawn from the spellsink spell list. He can cast any spell he knows without preparing it ahead of time. To learn or cast a spell, a spellsink must have a Charisma score equal to at least 10 + the spell level (Cha 10 for 0-level spells, Cha 11 for 1st level spells, and so forth). The DC for a saving throw against a spellsink’s spell is 10 + the spell level + the spellsink’s Charisma modifier.
Like other spellcasters, a spellsink can cast only a certain number of spells of each spell level per day (but see spell recycling below). His base daily spell allotment is given on the following table. In addition, he receives bonus spells per day if he has a high Charisma score (see Table 1–1: Ability Modifiers and Bonus Spells, page 8 in the PHB).
The spellsink’s selection of spells is extremely limited. a spellsink begins play knowing four 0-level spells (also called cantrips) of your choice. At most new spellsink levels, he gains one or more new spells. Upon reaching 4th level, and at every second spellsink level after that (6th, 8th, and so on), a spellsink can choose to learn a new spell in place of one he already knows. In effect, the spellsink “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level spellsink spell the spellsink can cast. a spellsink may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.

Spellsink Spells Known per Level
Spoiler


Creative Sink (Su): A spellsink’s magic comes from his siphoning of other energies, and is an inherently destructive force. He can not use his spells towards the crafting of magical items. If he has levels in another spellcasting class, he may use those spells for crafting magical items as normal.

Item Sink (Su): The spellsink’s skill at siphoning magical energies helps him when trying to tap into the existing magic of scrolls and wands. He gains a competence bonus to Use Magic Device checks equal to half his level rounded down (minimum +1).

Magic Sink (Su): The spellsink’s consumption of magical energies impedes the casting of spells upon him. At 2nd level, the spellsink gains spell resistance equal to 12 + his spellsink level. He may lower or raise his spell resistance as a swift action. This spell resistance does not apply if the spellsink is unconscious.

Improved Counterspelling (Ex): At 2nd level, a spellsink gains Improved Counterspelling as a bonus feat. If he already has this feat, he may choose any other feat that he qualifies for instead.

Dispel Magic (Sp): The spellsink learns to disrupt magics from a distance. At 3rd level, he can use dispel magic as a spell-like ability three times a day. This ability functions exactly like the spell, except that if he fails to dispel an effect, he may not attempt to dispel it with this ability again for 24 hours. The spellsink gain two more uses a day at 6th and 9th level. At 12th level, it becomes greater dispel magic. At 15th, the spellsink can use it at-will. At 18th level, the maximum cap of +20 to the caster level is removed. The spellsink may substitute uses of this ability for spell slots when counterspelling.

Spell Recycling (Su): The spellsink can repurpose some of the energies he absorbs into his own spells. At 4th level, if a spell is dissipated by the spellsink’s magic sink ability, he may immediately regain a spell slot of up to one level below the failed spell.

Damage Sink (Su): The spellsink is capable of absorbing the damage of even sure hits. Once per day at 5th level, a spellsink may declare successful damage dealt to him to be sunk. All damage dice from the effect are treated as though they rolled natural 1s. This effect applies only to the spellsink; a fireball that hit both the spellsink and an ally would only be minimized for the spellsink. At every four levels after (9th, 13th, and 17th) the spellsink gains one additional use of this ability per day.

Practiced Counterspelling (Ex): A spellsink is so good at impeding other’s magic he can do it on the fly. At 7th level, the spellsink may counterspell as an immediate action.

Energy Vortex (Su): The spellsink becomes strong enough that he can suck away energies not directed at him. At 8th level, whenever an ally within 30 feet of the spellsink is targeted by a spell or spell-like ability, the spellsink may make a caster level check (DC is 10+enemy caster level + spell level). If he succeeds, the effect is redirected at the spellsink (and subject to his spell resistance if applicable.) This ability can not be used on area effects such as fireball.

Summoning Sink (Su): Creatures called forth by other casters risk expulsion from this plane if they attack the spellsink. Whenever a creature from a conjuration (summoning) or (calling) spell attacks a spellsink, as an immediate action the spellsink may make an opposed caster level check with the summoner. Success means the creature is immediately dismissed.

Greater Magic Sink (Su): At higher levels, the spellsink can not be touched by almost any magic unless he wills it. His spell resistance becomes spell immunity.

Unimpeded Casting (Ex): The spellsink is used to casting through antimagic impediments, due to his own powers fighting against him. This gives him an edge when dealing with others’ attempts at the same. At 14th level, the spellsink can sometimes cast in or through antimagic or impeded magic areas. When casting into an antimagic field or similar, he must make a caster level check (DC is 16 + the antimagic field’s caster level). Success means he can cast his spell freely. While in an area or plane of impeded magic, he gains a bonus equal to half his spellsink level on Spellcraft checks to cast.

Energy Sustenance (Su): The spellsink can now totally rely on magic to sustain him. At 16th level, a spellsink no longer needs to eat, drink, or breathe, as his body is powered by its constant feeding off of the energy around him.

Expanded Magic Sink (Su): The spellsink can widen his magic sink to protect nearby allies. As a swift action, the spellsink may share his spell immunity with one ally within 30 feet. All magical effects directed at the ally are treated as though they were directed at the spellsink for the purposes of his spell immunity and spell recycling. The effect fades after one minute, or immediately if the ally moves more than 60 feet away from the spellsink.

Magic Nullification (Sp): The spellsink can completely destroy magical energies at a whim. At 20th level, he can cast disjunction as a spell-like ability once per day. This functions exactly like the spell, except that the spellsink may get a +4 bonus against any object on his person being disjunction, and he does not risk losing his spellcasting when disjoining an artifact.

Spellsink Spell List
Spoiler
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Old 06-16-2010, 07:10 PM   Top  -  End  -  #12
Lix Lorn
Titan in the Playground
 
 
Join Date: Feb 2010
Location: 
Missing her corner
Gender: Male2Female
Default Re: Base Class Challenge - The Altar of Naught

Antithesis

Of course you can’t kill me. I don’t exist. Soon enough, neither will you.

An Antithesis is a being that draw on nothingness, taking it into themselves and using it to fuel their various powers. Reality itself seems to prefer to pretend they don’t exist-and they find it rather easy to make their enemies stop existing. Their unique status gives them several abilities that twist the laws of magic and existence. Unlike many forms of magic, they require no subtle movements (Unless the Antithesis enjoys melodrama), and therefore are unaffected by armour. Many Antitheses use this strength to suit up in a full harness of armour and get into the middle of the combat.

Abilities: An Antithesis has put themself outside of reality, existing purely on the power of their own spirits. This willpower is best represented with Charisma, which fuels most of their abilities. Most of their abilities require an attack roll, making Strength an important secondary concern. Of course, Dexterity and Constitution are also of some importance, allowing them to serve as a ranged combatant, or to increase their survivability.

Role: An Antithesis is a powerful short range fighter, with some supporting abilities. In a desperate situation, they can serve as a healer or a ranged fighter.

Background: An Antithesis is most commonly the result of a great deal of personal study, and an excessive amount of belief in one’s ability to remain themself.

Organization: While an Antithesis can sometimes get on in a mage’s guild or even a military group, the only places where they truly fit in is with adventurers, who are regularly as strange or even stranger.

Alignment: A willingness to use the power of nothingness is commonly a more neutral ideal on the good-evil axis, while it tends to appeal to either of the two extremes of chaotic and lawful-taking in the power of emptiness is either a reckless and spontaneous decision, or one thought through carefully. As with all things, however, there are exceptions.

Races: Humans, with their infinite variety, make of most of the Antitheses. Other than them, long lived races are more likely to have both the curiosity and the knowledge to attempt to become such a being.

Religion: An individual Antithesis has little reason to have different beliefs than they would have otherwise. Some claim that the powers of nothingness render religion unnecessary, but an equally large number believe that it merely makes it more important.

Other Classes: The Antithesis appears strange to most magical classes, their nature rendering them completely wrong to their eyes. Druid’s in particular consider them an abomination, and one who is willing to befriend them is as rare as a Druidic necromancer.

Adaptation: Most abilities could be replaced with negative energy damage to avoid the references to nothingness, although a power increase would be necessary to compensate for the commonality of methods to avoid this damage.

Hit Die: d8

Starting Gold: As Cleric

Class Features

Class Skills: The Antithesis' class skills (and the key ability for each skill) are: Balance (Dex), Bluff (Cha), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Heal (Wis), Listen (Wis), Knowledge (The Planes) (Int), Move Silently (Dex), Perform (Cha) Spot (Wis), Tumble (Dex)

Skill Points at First Level: (4 + Int Modifier) x4
Skill Points at Each Additional Level: 4 + Int Modifier

LevelBase Attack<br>BonusFort SaveRef SaveWill SaveSpecial
1st
+0
+0
+0
+2
Annihilating Touch, Annihilation
2nd
+1
+0
+0
+3
Beyond Reality
3rd
+2
+1
+1
+3
Void Strength
4th
+3
+1
+1
+4
Annihilating Blade
5th
+3
+1
+1
+4
Speed of the Nonexistant
6th
+4
+2
+2
+5
Bolt of Nothing
7th
+5
+2
+2
+5
Universal Persistence
8th
+6/+1
+2
+2
+6
Energised Annihilation
9th
+6/+1
+3
+3
+6
Channeled Void
10th
+7/+2
+3
+3
+7
Outside Looking In
11th
+8/+3
+3
+3
+7
Void Overload
12th
+9/+4
+4
+4
+8
Far Beyond Reality
13th
+9/+4
+4
+4
+8
Nothing-Storm
14th
+10/+5
+4
+4
+9
Greater Persistence
15th
+11/+6/+1
+5
+5
+9
Spirit Link
16th
+12/+7/+2
+5
+5
+10
Void Burn
17th
+12/+7/+2
+5
+5
+10
Knowledge Annihilation
18th
+13/+8/+3
+6
+6
+11
Unreality
19th
+14/+9/+4
+6
+6
+11
Permanence
20th
+15/+10/+5
+6
+6
+12
Eradicate

Weapon and Armour Proficiencies: An Antithesis is proficient with all simple weapons, and up to one martial weapon of their choice. They are also proficient in light, medium, and heavy armour, plus shields, including Tower Shields.

Annihilating Touch (Su) :
A weapon? Ha. Like I need one.
An Antithesis can, as a normal attack action, make a Melee touch attack a number of times per encounter equal to their Charisma bonus. If it hits, this attack deals 1d4 untyped damage per class level, plus the Antithesis’ charisma bon us. This attack ignores object hardness.

This attack can be used as the weapon in a sunder attack using all the normal rules.

A creature slain by any form of Annihilating Touch is completely destroyed, leaving no remains. They cannot be returned to life with any method short of True Resurrection, or several chained Wishes.

Although, it certainly wouldn’t hurt. Me, anyway.
At 4th level, an Antithesis gains the ability to challenge this power through a melee weapon. If they do, it is no longer treated as a touch attack, but deals any damage that the weapon would in addition to that of Annihilating Touch.

Or I could just remove you from here.
At 6th level, and Antithesis can project this nothingness at range. They may use their Annihilating Touch attack as a ranged touch attack, with range equal to five foot per class level. Alternatively, they may channel the damage through a ranged weapon, with the same rules as for a melee weapon.

Annihilate (Ex):
You’re going to kill me? Trust me on this... not a good idea.
When an Antithesis is slain, the nothingness within them expands outwards in an explosion of soundless emptiness. Anything within 5 foot per class level is caught by the wave, although they are entitled to a reflex save for half damage. Everything that fails this save takes untyped damage equal to d3 damage per class level, multiplied by the Antithesis’ Charisma bonus.

This detonation is so powerful, it persists even within antimagic effects. However, it deals half as much damage.

As a side effect of this ability, an Antithesis cannot be raised from death by any method short of True Resurrection, or several chained Wishes.

Beyond Reality (Su):
Next you’re going to try and mess with my head. Idiot.
An Antithesis of at least 2nd level is strange and confusing to normal beings. They gain a morale bonus to resist any mind affecting effect equal to half their class level.

Oh, I felt something there. A failure that bad must chafe.
At 12th level, they become immune to mind affecting effects, unless it is caused by a creature with at least twice their hit dice, or by a character with at least two levels of Antithesis.

Void Strength (Ex):
Besides. You? Kill me? Not even in your dreams.
As a side effect of the power of nothingness that runs through them, an Antithesis of 3rd level or higher is very difficult to kill. They gain a bonus on all saving throws which would result in their death if failed equal to their class level. In addition, they are immune to massive damage, and do not die from HP damage until their life total reaches (-10 – (Class level*Cha bonus)
If an Antithesis is targeted by a mind affecting spell that will cause them to die on a failed save, the bonuses from Void Strength and Beyond Reality stack.

Speed of the Nonexistant (Ex):
I mean, you couldn’t catch me with the entire military of the plane helping you.
The flaring sensation of emptiness that an Antithesis draws upon lends wings to their feet. An Antithesis of at least 5th level gains their charisma modifier as a morale bonus to their reflex save and initiative. In addition, they gain a +5 morale bonus per two points of charisma modifier to their base land or swim speeds (Although they do not gain any movement modes they do not already possess), half this bonus to burrow, and twice this bonus to their fly speed (If they have one).

This speed also allows them to chain attacks together smoothly. Whenever they hit with an unarmed strike or the melee touch attack granted by the Annihilating Touch ability, they may immediately attempt to trip their opponent, or start a grapple. This will not provoke an attack of opportunity.

Universal Persistance (Su):
Hey, look! You actually cut me! It’s three inches long, two, one all gone!
An Antithesis of at least 7th level is healed by the energies within them, which are unwilling to allow a powerful host to fall. They gain Fast Healing equal to half their class level. In addition, they age at half the normal rate. (All age categories are doubled in size, as is the maximum age)

And now I foresee an attempt at removing a limb. Look, for your ego’s sake, don’t try it.
At 14th level, an Antithesis also gains Regeneration equal to half their class level. They are dealt lethal damage by psionic and magical powers and spells. The Fast Healing from 7th level does not stack with this ability to heal nonlethal damage faster, but does continue to heal even magical damage. In addition, they cease to age. They still die when their (Doubled from Universal Persistance) maximum age is reached.

Energised Annihilation (Su):
You realise, this is getting pretty dull. Maybe I’ll set you on fire...
An Antithesis of 8th level can channel the empty power within them to fuel more conventional attacks. They can use any form of their Annihilating Touch ability to deal fire, electricity, acid or cold damage. If they do, then each die of damage is replaced by 2d4.
Alternatively, they may deal subdual, Negative or Positive energy damage. (In this case, either negative or positive energy can be used to heal or harm any given creature.) If they do, each die of damage is replaced by a d8.
Finally, they may choose to deal force damage. If they do, then each die is increased in size to a d6.

If an opponent is slain by an Energised Annihilating Touch, they are not removed from existence. A normal Resurrection, Raise Dead or Reincarnate spell is enough to return them to life.

Channeled Void (Su):
...aww, I feel sorry for you. Give me a hug...
At 9th level, an Antithesis can force a huge amount of energy into a grappled enemies system. Any opponent grappled can be targeted as a Swift Action. They must make a Fortitude save with DC equal to 10 + half the Antithesis’ class level. If they fail, they take damage equal to the Antithesis’ class level times their Charisma bonus. If they pass, they take half this damage.

Outside Looking In (Ex):
I understand you, really, I do.
A 10th level Antithesis has been outside the normal realm of mortals for a while. This separation allows them more understanding of how people work. They gain an insight bonus to Bluff, Diplomacy and Intimidate checks equal to their Charisma modifier.

Void Overload (Su):
...well, okay. No I don’t. That’s why I’m about to destroy you utterly and completely!
At 11th level, an Antithesis begins to fully understand what they are doing. They may ‘supercharge’ their Annihilating Touch attack by using more than one of their per encounter uses in a single attack. (This remains a single attack action.) However, this causes backlash damage against them. They deal damage to the target as if they were hit with more than one use of the attack, but the Antithesis takes damage equal to twice the number of damage dice dealt.
(If using Energised Annihilation to deal fire, electricity, acid or cold damage, treat each 2d4 as a single die)

Nothing-Storm (Su):
Well... dodge this then!
At 13th level, an Antithesis can use their annihilating touch attacks as a cone or burst attack. If so, their range is halved, for a cone, or divided by four, for a burst. Every target within the range is dealt damage, but is entitled to a reflex save for half damage.

This ability can be combined with Void Overload and/or Energised Annihilation.

Spirit-Link (Su):
Awah, you’re dying? I’m still bored... okay, let me just heal you up quick...
An Antithesis of at least 15th level can absorb other people’s injuries by reaching out with ‘nothing’ and drawing in ‘something’. They claim that this makes perfect sense.
Treat this as a melee touch attack if the subject is unwilling, but otherwise it works automatically. They regain health equal to the amount of damage that you would deal with your Annihilating Touch. You take nonlethal damage equal to this amount. (Which will be regenerated due to your Universal Persistence class feature)

Void Burn (Su):
That’s better! Now... don’t want you to be able to fight back too well...
A 16th level Antithesis can use their anti-power to weaken their enemies, sometimes permanently. They may give up dice of the untyped damage dealt by Annihilating Touch to deal ability damage. For each four dice of damage given up this way, they take 1d3 + Cha modifier ability damage to one stat of your choice. They may take a Fortitude save with DC equal to 10 + half your class level + your Charisma Modifier to negate this damage. If they fail, then they must take another save after a day has passed with the same DC. If this is failed, the damage becomes Ability Drain instead, but if passed the damage goes away.
If any dice of normal damage remain, they can be exchanged with Energised Annihilation or used for damage as normal.

Knowledge Annihilation (Su):
I’ve had fun today, haven’t you? Maybe if I burn away everything that defines you, you’ll consider joining me.
A 17th level Antithesis can destroy their opponents very memories and skills. This works much like Soul Burn, but is an exchange of 6d4 untyped damage for 1d2 negative levels. The fortitude save to avoid these negative levels is equal to 10 + half your class level + your Charisma Modifier. The same DC is used to stop these levels from becoming permanent after 24 hours.

Unreality (Ex):
After all, you never had a chance, really. The laws of nature themselves prostrate themselves before me.
An 18th level Antithesis is treated as an Outsider as well as a member of their original race. Any future racial hitdie use the Outsider rules, and they gain Darkvison, do not need to eat or sleep (Although they still can) and, if they somehow die without the Annihilation ability activating, still require an effect such as True Resurrection to return to life.

Permanence (Ex):
For a start, I’m a fixed point. I will always be.
A 19th level Antithesis cannot die. The Universe has decided that this being that so offends it’s eyes will always be and must always be-and if something else disagrees, it will take steps to fix it. An Antithesis of this level will never die from old age. (They already do not age, due to Universal Persistence). In addition, whenever they are killed in any method, they will be resurrected after exactly one week as per the spell True Resurrection. They lose one level as per normal for a return to life.
If for any reason True Resurrection cannot return them to life, it will try again after one week. This effect will continue to repeat every week until it is successful.

Eradicate (Su):
...and I could always just have done this.
A 20th level Antithesis can channel all of their power into a single strike. Once per encounter, as a full round action, they can make either a ranged or melee touch attack. If this attack hits, the target must make a Fortitude and a Will Save with DC equal to the Antithesis’ class level plus their Charisma modifier. If either save is failed, they are destroyed with no remains, meaning that they require the equivalent of a True Resurrection spell to return to life. If both saves are passed, the attack deals damage equal to the Antithesis’ class level times their charisma modifier.
__________________
Recent Homebrew:
My anima stands ready!
Pick a celestial, any celestial
Valley Dwarves-Vodka, Blizzards, and Wolves
Spoiler

Spoiler

Last edited by Lix Lorn : 08-22-2010 at 02:38 PM.
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Old 06-27-2010, 12:07 AM   Top  -  End  -  #13
Satyrus
Dwarf in the Playground
 
Join Date: Apr 2009
Default Re: Base Class Challenge - The Altar of Naught

Void Risen

“In the cold emptiness of a void there is no hope, but neither is there fear.”
- Ingallim Ranstere, after mediatation



The power of the void is not a path chosen but one forced upon a creature by circumstance. Only by experiencing the absolute desolation of one’s hopes, dreams and beliefs can a creature fall into the depression of nothingness and come to release the void in sorrow. Most creatures never recover and waste away to die but a few fall even deeper, their minds coming to the space between planes a true void and then they return. When Void Risen do return they are most often completely different, cold and devoid of emotion when before they were full of life. After all it is those that were once the most naïve and joyful which are most prone to being broken.

“Glimpse into the void and you will come back, dive headfirst and you can only emerge as someone different.”

Abilities: The most important ability of the Void Risen is wisdom as most of his special abilities and his spells are dependent on it. Secondary abilities of importance are dexterity for touch attacks and intelligence for the needed skills to counter enemy mages. As always constitution is useful for supplementing the low HD of a Void Risen.

Role: As a Void Risen your main role in the party is to foil the magical abilities of foes and sap their strengths from them. You have a limited number of spells yourself and can act a secondary caster behind the main line of combat.

Background: Void Risen are not given formal training, rarely one might take on an apprentice but this is only because all Void Risen share a bond of loss. Only those who have lost something truly precious to them can be pushed to the edge of sanity and lose themselves in the void to come back as calm and often cold individuals with terrifying powers. Many are driven by a goal of vengeance or protection and they do not often sway from their paths even if it takes many decades or even centuries.

Organization: Void Risen are not organized into any cohesive organizations, occasionally one may take a pupil and very rarely a group of Void Risen devastated by the same or similar travesty will join together in a common cause.

Alignment: Void Risen have a natural tendency to be of neutral alignment due to their withdrawn and detached nature. Some though can end up on the extreme ends of the scale as well particularly in cases where a goal is clearly formed in their minds.

Races: Humans, elves and half-elves are most commonly Void Risen. Elves are naturally detached from the world and can be pushed to the cold void easily while humans are more apt to take risks in their short lives and invite disaster and finally half-elves share a bit of both characteristics and sometimes find themselves isolated from the pure races. Gnomes, halflings and dwarves are more resilient to the traumatizing effects of death while in a similar vein half-orcs are often raised with death all around. However every race has claims some Void Risen as tragedy can push any thinking creature past his limit.

Religion: To most Void Risen religion is a facet of life that matters little, except for the not so rare occasion where a Void Risen has a particular disdain for a god or gods that were blamed for a past tragedy. Others however found their way back through the guidance of a deity and may be piously devoted to them.

Other Classes: Void Risen are usually a bit reserved and seemingly cold. The outgoing and sometimes childish nature of bards often irritates them. Particularly zealous paladins and clerics can annoy a Void Risen as well, especially if they have a reason to dislike gods but on the other hand their single-minded determination is something a Void Risen can appreciate. Void Risen have no particular affinity or dislike of other spellcasters or more mundane companions such as fighters.

Large groups are not always the most comfortable for a Void Risen but during a pinch they can always be counted on to be level-headed and bring organization out of seeming chaos sometimes acting as strategist for their bands.

Adaptation: In low-magic settings this class could be given more special abilities to mentally damage or confuse opponents. If the role of the void as a force that connects plains is more important then the spell list could be expanded to include things like dimension door, teleport and plane shift.

Hit Die: d4

Starting Gold: 3d4x10 (75 gold)

Class Features

Class Skills: The Void Risen's class skills (and the key ability for each skill) are: Appraise (Int), Bluff (Cha), Concentration (Con), Craft (Int), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (the planes) (Int), Listen (Wis), Sense Motive (Wis), Spellcraft (Int) and Spot (Wis).

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

LevelBABFortRefWillSpecial1st2nd3rd4th5th6th7th8th9th
1
+0
+2
+0
+2
Empty Mind +1, Null Casting, Stagger 1/encounter
2--------
2
+1
+3
+0
+3
Cold Calm30-------
3
+1
+3
+1
+3
Stagger 2/encounter31-------
4
+2
+4
+1
+4
Breath of the Void320------
5
+2
+4
+1
+4
Empty Mind +2, Aspect of the Void331------
6
+3
+5
+2
+5
Stagger 3/encounter332------
7
+3
+5
+2
+5
 3320-----
8
+4
+6
+2
+6
Glimpse of the Void3331-----
9
+4
+6
+3
+6
Stagger 4/encounter3332-----
10
+5
+7
+3
+7
Empty Mind +3, Aspect of the Void33320----
11
+5
+7
+3
+7
 33331----
12
+6/+1
+8
+4
+8
Embrace of the Void, Stagger 5/encounter33332----
13
+6/+1
+8
+4
+8
Forgotten Sorrow333320---
14
+7/+2
+9
+4
+9
 433331---
15
+7/+2
+9
+5
+9
Empty Mind +4, Stagger 6/encounter, Aspect of the Void443332---
16
+8/+3
+10
+5
+10
Rift4443320--
17
+8/+3
+10
+5
+10
 4444331--
18
+9/+4
+11
+6
+11
Stagger 7/encounter44444320-
19
+9/+4
+11
+6
+11
 44444431-
20
+10/+5
+12
+6
+12
Empty Vessel, Aspect of the Void444444420

Weapon and Armor Proficiencies: A Void Risen is proficient with simple weapons and light armor which they can wear without impeding their spellcasting but medium or heavy armor carries normal penalties as do shields. Nullcasting however, is never hampered by armor or shields.

Empty Mind(Ex): The void does things to a person’s mind that none can imagine who have not experienced it. People attempting to manipulate a Void Risen’s mind find it difficult to penetrate. Starting at 1st level a Void Risen gains a +1 inherent bonus to will saves versus mind-effecting abilities. This bonus increases every 4 levels up to +4 at 15th level.

Spells: Beginning at 1st level a Void Risen gains access to a small number of spells that are manipulations of the void in some way. For the purpose of prestige classes and similar effects the Void Risen is an arcane caster but draws his known spells from both the arcane and divine (Void Risen never need a divine focus to cast spells). The Void Risen’s Spell List is detailed at the end of this entry.
To cast a spell a Void Risen must have a wisdom score of 10 + the spell level. The DC for a spell cast by a Void Risen is 10 + spell level + Wis Modifier.
Void Risen’s know all spells available at each level but can only cast a number of spells per day as detailed in the table above. Additionally, Void Risen are spontaneous casters and may not learn spells (unless deemed appropriate by the DM).

Null Casting(Su): Bringing forth the empty expanse that rests between the planes a Void Risen can render spells useless no matter their source or kind. Beginning at 1st level a Void Risen may attempt to counter a spell as if using the counterspell action detailed on page 170 of the player’s handbook. A Void Risen need not know the same or opposing spell to counterspell (but they must use a spell slot of equal or greater level) as it is merely the spell’s energy that are being drawn into the void and snuffed out.

Stagger(Su): The void is a terrible place to witness and while some might use the concept of a void to focus the true void can paralyze the mind and body. Starting at 1st level a Void Risen may ready a swift action to send a tiny bit of the void into the mind of a creature within 60ft. to stop a standard or swift action they were about to take. The target receives a will save DC (10 + ½ Character Level + wis mod), success means the target may act normally. This power may be used once per encounter at 1st level with another use at 3rd, 6th, 9th, 12th, 15th and 18th level to a maximum of 7. This is a mind-affecting ability.

Cold Calm(Ex): At 2nd level the Void Risen has been through such trauma that nothing can compare. The Void Risen is now immune to all fear effects.

Breath of the Void(Su): In the cold emptiness of the void between the planes the laws that govern the planes do not apply, time has no meaning there. Without time there is no aging, no blood flow, no death. Beginning at 4th level a Void Risen may place a helpless creature in a state of suspended animation a number of times per day equal to 3 + Con mod (minimum 3). This lasts for a maximum of 24 hours though a Void Risen may end the effect as a free action. Damage accrued during the period of suspended animation comes into effect immediately once the effect wears off. Using this ability is a standard action which provokes an attack of opportunity.

Aspect of the Void: As the Void Risen matures and his link with the void continues to develop he attunes to certain aspects of the void more readily than other. Starting at 5th level and every five levels thereafter a Void Risen may choose one of the special abilities from the list below.

Chill of the Void(Ex): You have learned to manifest the absolute cold of the void and unleash it upon your foes. A Void Risen with this ability may as a standard action attempt a ranged touch attack with a range of 25ft. +5ft/2 levels. The ray does 2d6 cold damage per 3 levels of Void Risen and provokes an attack of opportunity.

Darkness of the Void(Su): No light shines in the void, no ray of hope can ever be found. Upon gaining this ability a Void Risen may 3 times per day + cha modifier select a number of foes within 60ft. no greater than his wisdom modifier as a standard action. The targets receive a will save DC (10 + ½ level of Void Risen + wis mod) or be blinded for 1d4+1 rounds. This ability does not provoke an attack of opportunity.

Deception of the Void(Su): When faced with the void mind’s break under the absolute emptiness of the void and as a defense the mind often creates images and sounds but these can be dangerous hallucinations when still on a plane. A Void Risen with this ability may take a standard action to target a creature within 25ft. + 5ft/2 levels. The target receives a will save DC (10 + ½ level of Void Risen + wis mod) or is subject to an effect identical to the confusion spell that is not subject to spell resistance. If this ability is chosen at level 5 then it acts as a spell of lesser confusion until level 10. This is a mind-effecting ability.

Haunt of the Void(Su): Those who experience the void are left with terrible scars and night terrors of returning to such a place. Void Risen know this all too well and use it to their advantage. This ability can only be used on creatures that have experienced a touch of the void, usually from the abilities of a Void Risen. As a free action a Void Risen may target any creature within 30ft. they receive a will save DC (10 + ½ levels of Void Risen + wis mod) or they will become paralyzed with fright for 1d4+1 rounds and take 2 points of wisdom and charisma damage. A successful will save leaves the target shaken for 1d4+1 rounds but unable to be affected by the Haunt of the Void ability for 24 hours.

Silence of the Void(Su): In the void the only sound ever hear are the cries within one’s mind. Upon gaining this ability a Void Risen may 3 times per day + cha modifier select a number of foes within 60ft. no greater than his wisdom modifier as a standard action. The targets receive a will save DC (10 + ½ level of Void Risen + wis mod) or be deaf for 1d4+1 rounds. This ability does not provoke an attack of opportunity.

Siphon of the Void(Su): The void is a vacuum that draws all things toward itself, especially energy, quite forcefully. Whenever a Void Risen with this ability successfully uses null casting to cancel a spell the caster of that spell takes 1 point of ability damage in whatever ability they used for that casting.

Glimpse of the Void(Su): Few things are more terrifying than an absolute emptiness, to be cut off from all senses. This is the nature of the void and to see such a thing can bring even the most stalwart of warriors to their knees. Starting at 8th level the Void Risen gains a gaze attack with a 30ft. range. Meeting the gaze of a void risen while this ability is active requires a will save DC (10 + ½ Character Level + cha mod) or the opponent is stunned for 1d4 rounds, any creature that makes this save is immune to that Void Risen’s gaze for 24 hours. In addition, any creature that attempts to read the thoughts or invade the mind of the Void Risen is subjected to the same effects as if they had met their gaze. This ability is not subject to spell resistance, is a mind-effecting ability and when active is indiscriminate against ally and foe.

Embrace of the Void(Su): The Void Risen has wandered the cold emptiness of the void for long enough that they can pass on their view to others with terrifying effect. At 12th level a Void Risen may expend a spell slot to use this ability when within 5ft of an opponent. The effects of this ability are dependent on the spell level sacrificed and the effects are cumulative. The subject is allowed a will save DC (10 + ½ void risen level + spell slot sacrificed). This effect is not subject to spell resistance, takes a standard action and does not provoke an attack of opportunity.

Spell Slot Sacrificed1-34-67-9
Effect
1d6 Wis damage
1d4 mental attributes damage
Insanity (as the spell)

Forgotten Sorrow(Su): The void is a place of woe where there is no comfort no companionship and no feeling. Many have lost their body and minds to the void, even the Void Risen himself though alive has surrendered much of what they once were. Bringing forth the memories of themselves and countless others lost in the void and funneling them into another is a devastating blow. Three times per day as a full round action that provokes an attack of opportunity a Void Risen may make a touch attack against a single foe. If successful the target is stunned for 1d4+1 rounds and takes 1d4 intelligence, wisdom and charisma damage but receives a separate will save (10 + ½ level of Void Risen + wis mod) for half damage rounded down.

Rift(Su): The void lies between planes of existence, an emptiness of absolute nothingness that brings terror to even immortals. Beginning at 16th level a void risen may bring forth a rift in the plane they are currently in exposing the cold, silent emptiness of the void. Activating this ability is a full-round action which provokes an attack of opportunity. The rift ability creates an area with a 50ft. radius that last for a number of rounds equal to the Void Risen’s wisdom modifier. No creatures may enter or leave the area for the duration of the ability by any means short of a Wish spell. The area functions as an anti-magic field cast by a 20th level caster and all creatures are treated as blind and deaf, except Void Risen. All creatures (except Void Risen) within the field must make a Will save DC (10 + ½ levels of Void Risen + wis mod) each round or take 1d4 points of wisdom drain. In addition after losing three consecutive saves the subject is affected by an insanity spell without a save or spell resistance. The Void Risen can end this effect as a full-round action provoking another attack of opportunity but if the void risen is killed the area lasts for its full duration.

Empty Vessel(Su): A Void Risen at some point becomes the embodiment of their power source, becoming a cold enigma to all others but void risen. At 20th level a Void Risen is immune to all mind-effecting abilities. Once per round the Void Risen may make a touch attack against an opponent, if successful the subject gets a will save DC (10 + ½ levels void risen + Wis mod). Targets with less than ½ the HD of the Void Risen are instantly drawn into the void and cannot be returned by anything but a Wish spell as they aren’t dead but left to wander the void for eternity. Targets that have greater that ½ the HD of the Void Risen and fail their save instead have their bodies experience the full force of the void and take 1d4 damage to all attributes and 10d6 force damage, with a successful will save targets instead take 1 point of damage in all attributes and half 10d6 force damage.

Spell List

1st level: Cause Fear, Chill Touch, Doom, Endure Elements, Erase, Lesser Confusion, Pass Without Trace, Ray of Enfeeblement, Remove Fear
2nd level: Blindness/Deafness, Calm Emotions, Chill Metal, Darkness, Dispelling Touch (PHBII), Gentle Repose, Resist Energy (Cold), Scare, Silence, Touch of Idiocy
3rd level: Crushing Despair, Deeper Darkness, Dispel Magic, Energy Aegis (cold) (PHBII), Fear, Nondetection, Protection from Energy (Cold), Quench, Remove Curse, Remove Disease
4th level: Antiplant Shell, Blight, Confusion, Death Ward, Dimensional Anchor, Enervation, Orb of Cold (CArc), Slashing Dispel (PHBII), Spell Immunity, Zone of Silence
5th level: Break Enchantment, Cone of Cold, Dispel Magic (Greater), Mana Flux (PHBII), Mind Fog, Slay Living, Spell Resistance
6th level: Anti Magic Field, Antilife Shell, Disintegrate, Energy Immunity (cold) (CArc), Eyebite
7th level: Destruction, Finger of Death, Insanity, Sequester
8th level: Antimagic Field, Chain Dispel (PHBII), Dimensional Lock, Mind Blank, Polar Ray, Protection from Spells, Spell Immunity (Greater), Temporal Stasis
9th level: Energy Drain, Implosion, Mordankein’s Disjunction, Sphere of Ultimate Destruction (CArc), Time Stop

Last edited by Satyrus : 08-30-2010 at 07:50 PM.
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Old 08-14-2010, 01:01 PM   Top  -  End  -  #14
ErrantX
Ogre in the Playground
 
 
Join Date: Oct 2007
Location: 
Midwest City, OK
Gender: Male
Default Re: Base Class Challenge - The Altar of Naught

The Ebon Initiate


Andreas ir’Kennon, an Ebon Initiate

“I am not the master of death; I am but a humble servant to its mysteries. However, do not cross me. You would not like to know firsthand what I have learned.”
-Andraes ir’Kennon, moments before the massacre of Miller’s Reach.

Those that follow the path of the ebon initiate are dark soul men and women who have come to embrace death through a terrible pact with the forces of Death. Through this pact, they come to wield powerful necromantic invocations and gain traits becoming of those who traffic with the dead. Wherever death is commonplace, an ebon initiate may often be found there studying the occurrence of being directly behind it.

Adventures: Ebon initiates adventure to increase their understanding of death and use the violence inherent in this lifestyle to experiment with it. Adventuring also keeps an ebon initiate on the move, reducing the chance of his rather unorthodox and unsavory practices from calling a witch hunt upon him.

Characteristics: For the men and women who are drawn to this shadowy road, a curious sense of detachment from the members of their community and race is often present, often times tinged with abuses or loss. Some feel perverse drives towards necrophilia, while others drawn by the power and allure of death as a way to try to escape their own.

Alignment: Ebon initiates tend to be drawn towards more lawful and disciplined alignments due to cold detachment many feel both before and after their pact is made, but this is not a hard or fast requirement. They also tend more towards neutrality, but due to the very nature of their bargain and their power, ebon initiates may not be a good alignment.

Religion: For the pious ebon initiate, some follow gods of death and undeath, some follow gods of darkness and night. Others still worship their pact maker, but many walk without a divine compass in their lives.

Background: Ebon initiates arise most in any society where there is either a great deal of emphasis on death in the culture, where deities devoted to death reign strongly, or a well educated and decadent society (coming from either the very rich or the very poor). Many are educated and knowledgeable people who often practice trade in the fields of either medicine or mortuary services. All share one common thread, and that is the touch of death somewhere vital in their lives.

Races: Humankind is most likely to take up the roll of the ebon initiate, with half-elves and half-orcs being close behind, due to their natures as perpetual outsiders and a likelihood of tragedy in their lives. Elves, haflings, and gnomes are very unlikely to take up this path, but dwarves sometimes take up this path. Of the more monstrous races, gnolls and goblinkind take up this path.

Other Classes: Ebon initiates get on well with necromancers of any variety first and foremost, and fighters appreciate how tough they are in a fight. Barbarians and rogues get on well with them as well, and bards find them melancholic. Paladins and clerics of goodly gods find themselves chafing in their presence to almost hostility towards them, and rangers and druids find the unnatural aura and works of the ebon initiate to be unsettling and disturbing. Warlocks have a strained relationship with ebon initiates, due to their similar styles and roles yet drastically different powers.

Role: Ebon initiates fulfill the role of a melee fighter well, due to their netherchannel abilities and invocations, but they cannot stand as long as the more martial classes. They are also well suited to the roll of scout in a pinch, and often find themselves in the role of knowledge seeker. Their invocations provide many additional uses for party support, but will not find themselves as useful in those roles as a full caster. Their unlimited spell power with their invocations, however, does provide them with longevity that full casters don’t enjoy.

GAME RULE INFORMATION:
Abilities: Charisma is important for the ebon initiate due to its reliance with some class features, while Intelligence is important due to its factoring into invocation saving throw DCs. Strength and Constitution provide additional survivability in combat during earlier levels, but Constitution’s benefits eventually begin to wain.
Starting Age: As cleric.
Starting Gold: As cleric.

Hit Die: d8
Skills: Ebon Initiates have access to the following skills: Concentration (Con), Craft (Int), Decipher Script (Int), Heal (Wis), Hide (Dex), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (the Planes) (Int), Knowledge (religion) (Int), Move Silently (Dex), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), and Use Magic Device (Cha).
Skill Points at 1st Level: (2 + Intelligence modifier) x4
Skill Points at Each Additional Level: 2 + Intelligence modifier.

Ebon Initiate
LevelBABFortRefWillSpecialInvocations
1st
+0
+0
+0
+2
Aura of the dead, detect undead, netherchannel +1d62
2nd
+1
+0
+0
+3
Rebuke undead, dark grace3
3rd
+2
+1
+1
+3
Black banner, netherchannel +2d64
4th
+3
+1
+1
+4
Aspect of death, armored invoker (medium)5
5th
+3
+1
+1
+4
Netherchannel +3d66
6th
+4
+2
+2
+5
Invocations (least or lesser)7
7th
+5
+2
+2
+5
Netherchannel +4d68
8th
+6
+2
+2
+6
Imbue item, shroud of death (AC)9
9th
+6
+3
+3
+6
Aspect of death, netherchannel +5d610
10th
+7
+3
+3
+7
Deathspeak11
11th
+8
+3
+3
+7
Netherchannel +6d6, invocations (least, lesser, or greater)12
12th
+9
+4
+4
+8
Improved aura of the dead13
13th
+9
+4
+4
+8
Shroud of death (revenant), netherchannel +7d614
14th
+10
+4
+4
+9
Aspect of death15
15th
+11
+5
+5
+9
Netherchannel +8d616
16th
+12
+5
+5
+10
Invocations (least, lesser, greater, or dark)17
17th
+12
+5
+5
+10
Netherchannel +9d618
18th
+13
+6
+6
+11
Shroud of death (fortification)19
19th
+14
+6
+6
+11
Aspect of death, netherchannel +10d620
20th
+15
+6
+6
+12
Death's hand, killing power22

Class Features:
All of the following are class features of the ebon initiate.

Weapon and Armor proficiencies: Ebon initiates are proficient in the use of all simple weapons, all martial melee weapons, as well as the use of light and medium armor. They are not proficient in shields.

Because the somatic components required for an ebon initiate's invocations are relatively simple, an ebon initiate can use any of his invocations while wearing light armor without incurring the normal arcane spell failure chance. However, like arcane spellcasters, an ebon initiate wearing medium armor or heavy armor or using a shield incurs a chance of arcane spell failure (all invocations have a somatic component). A multiclass ebon initiate still incurs the normal arcane spell failure chance for arcane spells received from levels in other classes.

Invocations (Sp): An ebon initiate does not prepare or cast spells as other wielders of arcane or divine magic do. Instead, he possesses a repertoire of attacks, defenses, and abilities known as invocations that require him to focus the necrotic energy that suffuses his soul. An ebon initiate can use any invocation he knows at will, with the following qualifications:

An ebon initiate's invocations are spell-like abilities; using an invocation therefore a standard action that provokes attacks of opportunity. An invocation can be disrupted, just as a spell can be ruined during casting. An ebon initiate is entitled to a Concentration check to successfully use an invocation if he is by an attack while invoking, just as a spellcaster would be. An ebon initiate can choose to use an invocation defensively by making a successful Concentration check, to avoid provoking attacks of opportunity. An ebon initiate's invocations are subject to spell resistance unless an invocation's description specifically states otherwise. An ebon initiate's caster level with his invocation is equal to his ebon initiate level.

The save DC for an invocation (if it allows a save) is 10 + equivalent spell level + the ebon initiate's Intelligence modifier. Since spell-like abilities are not actually spells, an ebon initiate cannot benefit from the Spell Focus feat. He can, however, benefit from the Ability Focus feat, as well as from feats that emulate metamagic effects for spell-like abilities, such as Quicken Spell-Like Abilities and Empower Spell-Like Ability.

The four grades of invocations, in order of their relative power, are least, lesser, greater, and dark. An ebon initiate begins with knowledge of two invocations, which must be of the lowest grade (least). As an ebon initiate gains levels, he learns new invocations, as summarized on the class progression table and described below. A list of available invocations can be found following the class description, and a complete description of each invocation can be found at the end of this document.

Every four levels when an ebon initiate learns a new invocation, he can also replace an invocation he already knows with another invocation of the same grade or of a lower grade. At 6th level, an ebon initiate can replace a least invocation he knows with a different least invocation (in addition to learning a new invocation, which could be either least or lesser). At 11th level, an ebon initiate can replace a least or lesser invocation he knows with another invocation of the same ore a lower grade (in addition to learning a new invocation, which could be least, lesser, or greater). At 16th level, an ebon initiate can replace a least, lesser, or greater invocation he knows with another invocation of the same or a lower grade (in addition to learn a new invocation, which could be least, lesser, greater, or dark). At 20th level, he can trade out any one invocation he has for any other invocation of any grade.

Finally, unlike other spell-like abilities, invocations are subject to arcane spell failure chance as described under Weapon and Armor Proficiencies above. Ebon initiates can qualify for some prestige classes usually intended for spellcasters, provided that the prestige class in question requires a caster level requirement, as opposed to a specific level of spells capable of being cast by the character.

Aura of the Dead (Su): The ebon initiate radiates an aura of death and decay that puts the living ill at ease. He suffers a -2 penalty to Diplomacy and Handle Animal checks when dealing with those unaccustomed to death. However, against the living he gains a +2 circumstance bonus to Intimidate checks. Consequently this aura of the dead shines pleasantly in the eyes and minds of the undead, gaining a +4 profane bonus to Diplomacy checks towards undead creatures. Unintelligent undead will ignore ebon initiate unless provoked, and intelligent undead have their disposition improved by one step towards the character. At 12th level, this aura improves, granting him a +4 circumstance bonus to Intimidate and a -4 penalty to Diplomacy and Handle Animal, and his Diplomacy bonus to undead creatures improves to a +8 profane bonus

Detect Undead (Sp): The ebon initiate has within him a strong connection to the negative energy plane, and may cast detect undead as a caster of their class level at will.

Netherchannel (Su): The ebon initiate’s connection with the powers of death manifests in his ability to channel negative energy through his death pact. The ebon initiate may summon this necrotic energy to his hands at a moment’s notice, allowing him to channel his necrotic power through a touch or through a specially anointed weapon (a short ritual taking 10 minutes and costing 50gp for materials). The character must make a touch attack (if unarmed) or a melee attack (if using a weapon) to use this ability and it can be added to any touch or melee attack the character makes as part of that action, including all attacks on a full attack action. Netherchannel may nto be combined with any other special ability (such as martial maneuvers) unless specifically mentioned (such as nether shape and nether essence invocations). Netherchannel inflicts 1d6 points of negative energy damage at 1st level, and it increases by 1d6 points of damage every odd level (to a maximum of +10d6 at 19th level). When used as a touch attack or as a ranged touch attack (through use of certain nethershape invocations), netherchannel scores a critical threat on a natural 20 and inflicts x2 damage on a confirmed critical. When channelled through a weapon, weapon damage is multiplied as normal, but netherchannel damage is never multiplied. This is a supernatural ability and is not subject to spell resistance. Creatures immune to negative energy damage are unaffected by this ability. This ability may be used to heal those beings to which negative energy is a boon (such as those with the Tomb-Tainted Soul feat), and if it used in this way, the ebon initiate lays his healing hands upon that creature as a standard action instead of as part of an attack action; normal netherchanneling is too potent and ravaging to do anything but harm. When used for healing creatures, the ebon initiate may not apply any nether essence or shape invocations.

Rebuke Undead (Su): The ebon initiate gains the ability to command and rebuke undead as a cleric equal to his class level.

Dark Grace (Su): The grace of death's blessing hangs upon the form the ebon initiate, granting the force of his personality to the protection of his being. The ebon initiate may add his Charisma modifier to all saving throws as a profane bonus.

Black Banner (Su): The potency of the ebon initiate’s necromantic power is such that when he commands undead, he may command up to twice his hit dice in undead, and when using spells or invocations that duplicate the functions of animate dead allow you to control six hit die worth of creatures per caster level instead of the usual four.

Aspect of Death: At 4th, 9th, 14th, and 19th level, the ebon initiate gains a bonus feat from the following list: Improved Toughness, Undead Leadership, Quicken Turning, Corpsecrafter (Bolster Resistance, Extra Invocation, Deadly Chill, Destructive Retribution, Hardened Flesh, Nimble Bones), Tomb-Tained Soul (Tomb-Born Fortitude, Tomb-Born Resilience, Tomb-Born Vitality), Necromantic Might (Necromantic Presence), and Profane Lifeleech. The ebon initiate must meet the requirements of the feat.

Armored Invoker (Ex): Through training with their invocations and the rigors of battle, the ebon initiate gains the ability to utilize his invocations while wearing medium armor without suffering arcane spell failure.

Shroud of Death (Su): The pall of death that infuses and invigorates the ebon disciple hangs heavily about his crumbling frame. At 8th level, this shroud grounds itself in his flesh and bones, granting him a profane bonus equal to his Charisma modifier to his armor class. At 13th level, his body continues to deepen its connection with death, and as its life force fails the ebon initiate takes on some of the traits of the undead, a revenant. He may now use his Charisma modifier in place of his Constitution modifier to determine his hit points and Concentration check modifier. At 18th level, the spectre of death that the ebon initiate gains the resilience of the dead, having a 50% chance to negate critical hits and sneak attacks.

Imbue Item (Su): An ebon initiate of 8th level or higher can use his necromantic power to create magic items, even if he does not know the spells required to make an item (although he must know the appropriate item creation feat). He can substitute a Spellcraft check (DC 20 + spell level for arcane spells or 30 + spell level for divine spells) in place of a required spell he doesn’t know or can’t cast. If the check succeeds, the ebon initiate can create the item as if he had cast the required spell. If it fails, cannot complete the item. He does not expend the XP or gp costs for making the item; his progress is simply arrested. He cannot retry this Spellcraft check for that spell for one week.

Deathspeak (Su): At 10th level, the ebon initiate learns to speak to the body that the spirit leaves behind, gaining the ability to question the dead about their memories and knowledge. The ebon initiate may use the spell speak with dead at will as a supernatural ability upon any corpse, but may only ever question a single corpse once. Further attempts by the ebon initiate will fail.

Death’s Hand (Su): At 20th level, the ebon initiate becomes fully initiated into the mysteries of death. His knowledge is such that he gains a measure of power due to his connection to the negative energies of death and his knowledge seeking altering his basic make up. This grants the Ebon Initiate a +2 to Strength, Wisdom, and Charisma, a +2 to natural armor, and resistance to cold 5. This infusion of death-essence does bear the side effect of rendering the ebon initiate vulnerable to turn undead attempts, though he can never be destroyed by a turning attempt.

Killing Power (Su): The power of death flows through the ebon initiate, and with it brings the knowledge of ultimate fatality. When using his nether channel ability, whenever the die roll comes up 6, the character may reroll the die and add that result to the total. He may continue doing this until no more sixes are rolled.

PLAYING AN EBON INITIATE
Death is inevitability; one would do well to secure one's future accordingly.

You are a very focused individual, whether lawful or chaotic, your focus is on death and the power it possesses. You may use your knowledge of death to help people, working as a physician. You may use your knowledge for evil, killing in the dark and raising an army of the walking dead. You may use your dark power to liberate nations, enslave them, or simply use them for the acquisition of more knowledge.

Your path as an ebon initiate is your own. Some members of the class frequently gather to form covens, also known to them as Wraith Circles. These circles get together to talk, share knowledge, and participate in necromantic rituals. Others gather to train for more martial pursuits; they gather to build strength and learn how best to apply their talents. You may find that a different path suits you better; many ebon initiates live perfectly ordinary lives when they're not adventuring, albeit a normal life that is bit eccentric.

Your invocations help determine what sort of ebon initiate you wish to play, as they ultimately determine your focus. Some focus on ways to improve their control and command over undead, amassing a strong, personal army to conquer or adventure with. Others focus on learning how to best utilize their netherchanneling and their death's fury to become powerful combatants. Others learn to control the battlefield with their invocations so that allies may prosper. These choices will determine your general effectiveness in the role you choose to pursue in a group.
Combat: Common combat modes for the ebon initiate often involve copious and gratuitous use of your netherchannel ability or necrotic blast ability combined with nether essence and nether shape invocations, or channeling the use of this ability through melee attacks. Many invocations aren't well suited for direct combat effectiveness; it is up to you to determine the exact use of these abilities in a heated battle. Ranged combat is a standard method for the ebon initiate of a less martial bend; they can excel at it through the right choices of invocation and feat selection.
Advancement: The ebon initiate benefits most from staying single classed, or by making small dips into classes that accent its native abilities, most especially from classes that will improve upon casting advancement. Additionally, prestige classes specially designed to work in tandem with the ebon initiate, such as the Knights of the Ebon Blade and the Ashwrought take the abilities of the ebon initiate and build in a more specialized direction.
Resources: Depending on your choices in background, the ebon initiate may have a wraith circle to draw upon or he may have the resources of an entire order of initiates. Alternately, he may have the resources of a normal mundane person, or a single teacher.

EBON INITIATES IN THE WORLD
“It was terrible, milord, the men in the village tried to grab ‘em at the Father’s request, and as they touched him… their… hands just rotted off! Then he laughed and soon the rest of ‘em rotted off too…”
-a terrified peasant recounting the massacre of Miller’s Reach

Ebon initiates are often perceived as being fel creatures, bound to the wills of death gods and their passing brings nothing but death and misery. That’s only half true. Though they are bound to death, their wills are their own, and while death may travel with them, what they do with it is what may cause misery. Ebon initiates only motives are the mastery of death through whatever means they discover on their own.
Daily Life: The routine of an ebon initiate varies, but most begin their day with meditation upon the very nature of death and their purpose in it. Morbid practices of wrapping one’s self in funerary linens or in clothes of the dead, bathing in embalming fluids, or even copulation with the dead can find their way into the routines of an ebon initiate. The rest of their non-adventuring time is spent in study and practice of their techniques, both martial and mystical. Some spend their time in devotion; others study histories and treatises on long dead civilizations to discover the true purpose of death and their potential role in existence.
Notables: The ebon initiate known as Andraes ir’Kennon is widely regarded by all as a menace and serves to only reinforce the stereotype of ebon initiates as being evil, life-hating necromancers. His massacre of the people of Miller’s Reach echo to this day as a grim reminder that death has servants and that they are not to be trifled with. His deep knowledge and will to animate the dead have always kept him well protected against assassination attempts, and his mastery of the blade has served him in more direct confrontations with those who survived his invocations. Another noteworthy initiate is Darius the Grey Witness, an ebon initiate who witnessed the deaths of hundreds in a plagued city of Anthenos, helping ease the suffering of the dying and treating those who were ill. Darius’ mercy in the face of death is particularly noteworthy due to the fact that he himself died from the plague and returned from the dead to continue aiding the sick as one of the living dead.
Organizations: One organization of ebon initiates of particular note is the Order of the Ashen Blade, a group of martial ebon initiates who have mixed their knowledge of death with the arts of the Sublime Way. The goal of this order of knights beyond the protection of their sanctuary is revenge against the cruel and powerful death knight that founded them and used them as soulless weapons against their nation. Once they were champions of their now fallen nation, and now as servants of death and darkness, the Knights of the Ashen Blade ride out to meet the forces of darkness and use its tools against them. Another group of ebon initiates are a cabal called the Frostwrought, ebon initiates who have transitioned from life into undeath to better understand its mysteries. The Frostwrought learn new ways to progress their icy powers and gain great might from this transition, but their very presence brings the essence of chill and decay where they tread. They are said to be keepers of ancient lore and are lead by a powerful lichlord who seeks to progress to demilich status. There is rumor that a group of spiritualist ebon initiate exists in the wilds of the world, practicing their dark arts through a more animistic medium. These Deathspirit Necrolytes learn to conjure forth the spirits of the dead and bind them to their will while marshaling the forces of the undead they create by ravaging the countryside around their eldritch domains.

----

FEATS
Opportunity Channel [General]
You are capable of summoning necrotic power at a moment’s notice to channel through your touch or weapon.
Prerequisites: Dex 13, ability to netherchannel.
Benefit: You may use your melee ability to netherchannel during attacks of opportunity. You may not apply your shape or essence invocations to this.
Normal: Netherchanneling may only be used on attack actions.

Invoke Word of Power [Metamagic]
Your skill and power allow you to bypass some of your invocational processes and use power words to accomplish your magic.
Prerequisites: Ability to use lesser invocations, Spellcraft 8 ranks.
Benefit: You are capable of bypassing the casting times and requirements for your invocations, boiling them down to swift action invocations that only require a vocal and material component. The invocation to be turned into a power word must have a casting time of 1 standard action or faster. This feat gives you the ability to turn any one invocation you can cast into a swift action power word 3/day.
Special: This feat may be taken multiple times for additional uses.

Extra Invocation [General]
You have studied and learned another deathly art.
Prerequisites: Ability to use lesser invocations, Spellcraft 8 ranks.
Benefit: You learn another invocation of any level of you capable of using.
Special: This feat may be taken multiple times for additional uses.

Broken Oath Renewed [General]
Your paladinhood may be lost, but by making a pact with the forces of death, you regain a dark semblance of your former power.
Prerequisites: Must have 1 or more levels in ex-paladin, must have the netherchannel class feature.
Benefit: Your levels in ex-paladin are counted as ebon initiate levels in regard to your caster level for using invocations, your ability to netherchannel, and your shroud of death class features.
Special: Once this feat has been taken, you may never again return to being a paladin as long as you also possess ebon initiate levels.

Epic Ebon Initiate
Spoiler
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Last edited by ErrantX : 03-13-2011 at 12:46 AM.
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Old 08-14-2010, 01:02 PM   Top  -  End  -  #15
ErrantX
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Default Re: Base Class Challenge - The Altar of Naught

EBON INITIATE INVOCATIONS
Ebon initiates choose the invocations they learn as they gain levels, much like sorcerers choose which spells to learn. However, an ebon initiate’s arcane repertoire is even more limited than that of a sorcerer, and his invocations are spell-like abilities, not spells.

In addition to its grade (least, lesser, greater, or dark), every invocation has a spell level equivalent, which is used in the calculation of save DC’s and for other purposes. A least invocation has a level equivalent of a 1st or 2nd level spell; a lesser 3rd or 4th, greater 5th or 6th, and dark are equivalent to up to 9th level. The level equivalent for each invocation is given in its description below. Some invocations are so potent that the ebon initiate must wait before drawing upon that particular magic again, with a cool down period of 1d4 rounds before that invocation can be called upon again.

An ebon initiate can dismiss any currently ongoing invocation as a free action. A character may only benefit from a single aura invocation at a time.

Invocations and Netherchannel: Netherchannel is not an invocation, but some invocations provide an ebon initiate with the ability to modify this. Additionally, netherchannel is not a spell-like ability, unlike an invocation, so by using an invocation to augment netherchannel's killing capacity, the invocation changes the ability into a spell-like ability (necessitating spell resistance checks or caster level checks when applicable). By adding nether essence and nether shape invocations to the ebon initiate’s nether-wielding ability, the ability’s level is modified by the total spell levels added to the netherchannel attempt. For example, if Andraes ir’Kennon wanted to combine icy channel with the nether spear invocation, his netherchannel would become an icy nether spear, a 4th level effect, inflicting cold damage at range that dazzles an opponent. An effect can never go above 9th level.

Nether Essence Invocations – Nether essence invocations are invocations that modify the damage of the ebon initiate's netherchannel ability and offer additional abilities to augment the killing power of their necrotic touch. Nether essence invocations can be added to a use of netherchanneling as a free action, and only one nether essence invocation can be applied per round. Any use of a nether essence invocation affects all uses of netherchannel until the ebon initiate's next turn. Many nether essence invocations have side effects that have saving throws; the DC is based on the nether essence invocation alone. If the character uses a nether essence invocation with a nether shape invocation, he combines the levels of the invocations to determine the DC by adding together the levels of invocations together (to a maximum of 9), adding 10, and then adding the ebon initiate's Intelligence modifier.
Least
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Lesser
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Greater
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Dark
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Nether Shape Invocations – Nether shape invocations change the delivery method of the netherchanneling ability of the ebon initiate. These invocations change the range on the ebon initiate's netherchanneling from a touch or channeled weapon strike into a ranged weapon of some variety. The invocations below state their effects, action required to use them, as well as their level, the DC to save against a nether shaped netherchannel is 10 + level of the invocation + the ebon initiate's Intelligence modifier. If the character uses a nether essence invocation with a nether shape invocation, he combines the levels of the invocations to determine the DC by adding together the levels of invocations together (to a maximum of 9), adding 10, and then adding the ebon initiate's Intelligence modifier.
Least
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Lesser
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Greater
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Dark
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Necromantic Invocations – Necromantic invocations are the more utilitarian abilities of the ebon initiate, allowing him to call upon blood, bone, death, ice, and disease to aid him in his endeavors as the result of his understanding. Unless stated otherwise, all of the following invocations require a standard action to use. Caster level for these invocations is equal to the character’s ebon initiate level. Saving throw DC’s are 10 + the invocation’s level + the character’s Intelligence modifier. Unless otherwise mentioned, all spells come from the Player’s Handbook. LM = Libris Mortis, CArc = Complete Arcane, SpC = Spell Compendium. Invocations marked with the (Aura) tag only allow for one aura at a time to be in use at a time, and invocations marked with a (Summon) tag only allow for one summon to be in use per four caster levels the character possesses. Any new summons after that point replace the earliest summon and release those creatures back to whence they came.
Least
Spoiler


Lesser
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Greater
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Dark
Spoiler
__________________


I warn you; sometimes I'm mean but I'm always honest.

My Homebrew works:
Libram of Battle: A completely OGL Tome of Battle (20 Disciplines) (WIP, ask if you're interested)
My extended homebrew signature!

Platinum Contributor to the Avatar D20 Project!

Last edited by ErrantX : 03-13-2011 at 12:47 AM.
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