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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 06-12-2012, 02:52 PM   Top  -  End  -  #1
Welknair
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Default Mixed Ultimate Homebrew Arts Contest I: Power has a Price

Mixed Ultimate Homebrew Arts I: Power has a Price


Quote:
Originally Posted by Morph Bark View Post
"Ladies and gentlemen, boys and girls, my name is 'Omme Breuer and I will be your host today. Allow me to welcome you all to the first installment of MIXED ULTIMATE HOMEBREW ARTS! We have a fine line-up of capable contestants awaiting your viewing pleasure; for them, only one question remains:

ARE YOU READY TO 'BREW IT?!"
I welcome you, one and all, to the first Mixed Ultimate Homebrew Arts (MUHA) Contest. This competition is intended to encourage and award creativity and originality, with a specific focus on its works having far-ranging effects on any world in which they are included. We aren't looking for cool PrCs that are only ever used by one character in your campaign. No, we're looking for the things that represent more fundamental aspects of the world.

The most peculiar aspect of this competition is how open-ended it is: Contestants are allowed to submit work of any type (Base Class, PrC, Monster, Feat(s), spell(s), and so on), or come up with something entirely new.

Without any further ado, THE RULES:

1. Contestants will be creating original homebrew material which accomplishes the "Objective" set forth in the contest. This material can consist of any standard form of homebrew (Base Class, PrC, Feat, Spell, Monsters, Race, Item) or be something entirely new (Introducing Bloodlines would be an example of this). A submission can combine homebrew-forms and may contain multiple pieces, such as having a Base Class supported by a selection of new spells, an entirely new magic subsystem (like incarnum, martial maneuvers or xenotheurgy), or maybe something else entirely.

2. No portion of a submission may be posted elsewhere on these boards prior to or during the contest. Only new work may be submitted. Any work found to have been created prior to the contest will be disqualified.

3. All submissions must be for Dungeons and Dragons 3.5.

4. Each contestant is limited to a single submission.

5. Work may only be posted by its creator and may not be copied from anywhere else. Plagiarism warrants instant disqualification.

6. Submissions must include a name, crunch, fluff, and a brief evaluation on how the submission would impact a world in which it was used.

7. Submissions will be judged by Welknair, Morph Bark, Owrtho, and Milo v3. The judging criteria are: Completion of Objective, Balance, Flavor, and Originality, each on a one-to-ten scale. Said judging will occur after the submission period has ended and the winner shall be the indvidual who is awarded the highest average score.

8. Once scoring is completed, the average scores for each contestant will be posted in a large table in the first post of that contest thread. By entering a work into this competition, you give permission for your score to be displayed publicly. There is to be no debate over who received what score and why.

9. This thread is strictly for submissions. Discussion on submitted works should occur in the accompanying Chat Thread.

10. No reserving posts.

Special Emphasis: Submissions to this contest are much more likely to score well if they are seen to have far-ranging effects on the world (Demonstrating a before-unseen aspect of the universe) and if they employ entirely new mechanics. Subsystems are looked upon very favorably. This isn't to say that they are the only way to win, but the focus of this competition is original flavor/mechanics, not just another Class/PrC/Monster contest.

~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~


Contest I: Power Has a Price
Objective: Show that power comes with a price. This could be a change in how spellcasting or leveling works, a new type of spellcasting, new ways the world works, or anything else you can come up with to convey this notion about the world.
Submission Time: June 14th to July 28th, 2012.

Much more eloquently put by Morph Bark:

Quote:
Originally Posted by Morph Bark View Post
I can assure everyone that if they manage to BLOW MY MIND, I will give them ONE JILLION DOLLARS.

I don't even care WHAT you make, as long as you make SOMETHING.

Be it feat chains, tactical feats, a new monster with a bloodline attached, a prestige class with some spells, a base class with an entire new magic system (which can be as simple or as complicated as you like it), a group of races under a new subtype, a race with a Paragon class and racial substitution levels or a racial prestige class, new optional rules in the same vein as the rules for Honor/Taint/Reputation/Contacts in Unearthed Arcana (or the SRD), a legacy weapon, a pair of artifacts opposed to each other that are in a delicate balance, a major artifact broken into several pieces that each count as minor artifacts that grant special new abilities depending on which of the pieces you combine, a magic item set with some nice lore behind it.

For all you care or I know or the opposite you might even write a little story and afterwards think "HM, I WONDER HOW HE DID THAT" and base some little homebrew thingies off of it that are related to one another.

Just remember that there is ONE and ONE ONLY, SINGLE guideline:

Power
has a
Price
__________________
Avatar by Araveugnitsuga

Fourthland: A Game of Abstraction
Quotes
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Extended Homebrewer's Signature

Last edited by Welknair : 07-30-2012 at 11:20 AM.
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Old 06-14-2012, 12:23 AM   Top  -  End  -  #2
Welknair
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Default Re: Mixed Ultimate Homebrew Arts Contest I: Power has a Price

The submission period has officially begun. All entrants have 6 weeks from today to submit their final works. May the best 'brewer win.
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Fourthland: A Game of Abstraction
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Old 06-15-2012, 04:47 PM   Top  -  End  -  #3
Amechra
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Join Date: Dec 2010
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Where I live.
Default Re: Mixed Ultimate Homebrew Arts Contest I: Power has a Price

So, do you really wish to take this path?

It will give you strength.
It will also give you hunger.


Contract with Sin

You gave up your humanity for the strength to do what you need to do, whatever that might have been. Maybe a soldier gives away their life to Wrath to help him get through his next battle, maybe a young lover gives away their life to Lust to help them win the person they love from a distance.

All that is constant is that none of them count on the hunger. The horrible, gnawing hunger, that no amount of food or drink can sate (well, unless they are a Glutton, but that is a special case). And so they starve until they eventually discover that, well, the fist they drove into their neighbor's face fed them fro a day, or that that first hit of a new drug sated their thirst.

And now they can't stop... ever.

Rules
Spoiler


The Sins
Spoiler


Dragons and Pacts with Sin
Spoiler
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Old 06-19-2012, 01:30 AM   Top  -  End  -  #4
Lohj
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Default Re: Mixed Ultimate Homebrew Arts Contest I: Power has a Price

Name:
Lifesewer
Crunch
Spoiler

Fluff
Spoiler

Impact:
Spoiler
__________________
I am an Oxymoron. Calm, cheery, deadly, furious.


Last edited by Lohj : 07-17-2012 at 10:25 PM.
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Old 07-03-2012, 04:58 AM   Top  -  End  -  #5
Techwarrior
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Join Date: Apr 2012
Default Re: Mixed Ultimate Homebrew Arts Contest I: Power has a Price

Blood Magic

Blood Magic is a grueling process of arcane rituals that use the energy of creatures around the caster to fuel the magic's effects. Blood Magic is best at creating effects that weaken and debilitate targets. Creatures that use Blood Magic do so in one of two ways.

There are creatures that hail from the plane of blood, Eliria. These creatures can use Blood Magic because of the magical energies that is inherent to the plane. For them it is as natural as breathing.

Others have made a pact with a native of Eliria to gain the use of Blood Magic. These are called Atropic Mages. To them, Blood Magic is an art that is difficult to understand, and strenuous, even dangerous, to use. That is the price of such power though, and Atropic Mages have payed for it. What exactly the Elirian gain from this bond has been debated by advanced scholars for centuries.

The Atropic Mage

What's yours is mine.
-An Atropic Mage, just before sucking the life energy from a foe.


Sometimes, someone makes a deal with a creature for power. Rarely, someone asks for the ability to channel life essence. Powerful beings from the plane of Eliria will occasionally grant the persons wishes, so long as they give up something for that power. Their soul.

Game Rule Information
Hit Die: d8
Skills: 4+Int
Class Skills: Concentration, Craft, Decipher Script, Knowledge (The Planes), Profession, Speak Language, Spellcraft
Pacts and Class Skills: Each Pact gives an Atropic Mage access to one or more skills, see individual pacts for details.

The Atropic Mage
LevelBABFortReflexWillClass Features
10102Pact, Blood Magic, Backlash
21203Atropic Touch 1d6
32213Channel Energy
43214Bonus Feat, Atropic Touch 2d6
53314Overchannel
64325Atropic Channel, Atropic Touch 3d6
75425Blood Burn, Improved Pact
86426Atropic Touch 4d6
96436Bonus Feat
107537Atropic Touch 5d6
118537Improved Overchannel
129648Atropic Touch 6d6
139648Greater Pact
1410649Bonus Feat, Atropic Touch 7d6
1511759Efficient Atropic Touch
16127510Atropic Touch 8d6
17128510Greater Overchannel
18138611Superior Pact, Atropic Touch 9d6
19148611Bonus Feat
20159612Master of Blood Magic, Atropic Touch 10d6


Class Features
Weapon and Armor Proficiencies: An Atropic Mage is proficient with simple weapons and no armor or shields.
Backlash (ex): Blood Magic is foreign to an Atropic Mage's soul. Whenever an Atropic Mage uses any of its Blood Magic, there is a possibility that the Mage suffers a debilitating backlash during the attempt. To avoid the effects of a Backlash, she must make a Fortitude save DC 15 + level of the Blood Magic used + level of any Meta-Blood Magic.
The amount she fails the Fortitude Save determines the effects of the Backlash. The effects are cumulative, so if the Mage fails by 12 points, she suffers the first three effects listed below. If the Atropic Mage suffers a backlash, resolve the effects of the Blood Magic or Spell BEFORE resolving the Backlash.
• 1-4: The Atropic Mage suffers 1d4 points of untyped damage per level of the Spell or Blood Magic used as her body strains with the effort of channeling the power.
• 5-9: The Atropic Mage takes 1 point of Wisdom damage per level of the Blood Magic used as her mind sears with the energy tapped by the power.
• 10-14: The Atropic Mage is Exhausted for 1 minute per level of the Blood Magic used as her body fails to take the stress of the magic. In addition, the Atropic Mage may not use any of her Blood Magic or spells for the duration of the exhaustion. This Exhaustion affects the Atropic Mage, even if she normally has immunity to exhaustion, as the exhaustion is mental, not physical.
• 15+: The Atropic Mage gains 1 temporary negative level per level of the Blood Magic used as the magic rips part of her away to fuel its effect. Unlike normal negative levels, these negative levels do not deal hit point damage and never threaten permanent level loss. These negative levels are removed when the Exhaustion is removed.
Pact: An Atropic Mage makes a pact in exchange for her powers. She may choose one of the following pacts. This pact is permanent, barring a renegotiation with your benefactor. The effect of trading your soul for power precludes her from taking any feat or ability that requires you to swear allegiance to a power (like the feat Knight of Stars).
List of Pacts:
Spoiler

Blood Magic (sp): The thing that really sets an Atropic Mage apart is her manipulation of life energies. Most of her class abilities are considered Blood Magic abilities. She may use these abilities a number of levels worth of Blood Magic per day equal to her class level plus her Constitution modifier. When a Blood Magic ability allows a savings throw, the save DC is equal to 10 + level of Blood Magic + Wisdom modifier. All Blood Magic normally has a Verbal and a Somatic component although that can be altered through the use of Meta-Blood Magic feats.In addition, Blood Magic suffers from Arcane Spell Failure chance from all applicable sources.
Each level a Blood Mage gains allows her to select one Blood Magic from the following list. Her caster level for her Blood Magic is equal to her Atropic Mage level. An Atropic Mage may only learn Blood Magic with a level equal to half of her Atropic Mage level (minimum 1). The Atropic Mage must meet all of the prerequisites for the Blood Magic they select.
For all Blood Magics except Atropic Touch (which has its own function), the maximum levels of Blood Magic + Meta-Blood Magic that an Atropic Mage may use in one casting is equal to half her Atropic Mage level (Meta-Blood Magic applied from Overchannel and feats such as Blood Magic Focus do not get figured in this total).

Blood Magics:
Spoiler

Atropic Touch (sp): As an attack action, a second level Atropic Mage may attempt to harm an enemy with an Atropic Touch. This is a Blood Magic ability that has a level equal to one for each die the Atropic Touch deals. The Atropic Mage expends the necessary uses of Blood Magic and then makes a melee touch attack. If the attack is successful, it deals 1d6 points of negative energy damage to the target per level of this Blood Magic.
Channel Energy (sp): As a first level Blood Magic, a third level Atropic Mage may channel life energy from herself into another. She takes damage as if she had failed a Backlash savings throw by 1-4 points, and restores twice this amount of health in the creature touched. This is neither positive nor negative energy. If the Atropic Mage suffers a Backlash from using this Blood Magic, she does not get to use that Backlash damage to heal more damage. The Atropic Mage may not use this ability on herself.
Bonus Feats: At fourth level, and every five levels thereafter, an Atropic Mage gains a bonus feat. This feat must be a Blood Magic feat and the Atropic Mage must meet all the prerequisites as normal.
Overchannel (su): As a swift action, by taking a -2 penalty on the Backlash save for activating a Blood Magic ability, an Atropic Mage of fifth level may increase the spell level of the Blood Magic she uses by 1, or may add one level of Meta-Blood Magic to the spell she is casting. Neither use of this ability costs additional Blood Magic, nor is this a Blood Magic ability.
Atropic Channel: When using Atropic Touch, you heal a number of hit points equal to one half of the damage dealt.
Improved Pact: The manifestation of your pact with your benefactor has gotten more... noticeable.
Spoiler

Blood Burn (su) At seventh level, as a standard action an Atropic Mage may attempt to regenerate her Blood Magic by sacrificing from her body. The Atropic Mage makes a Backlash save, treat this as if it were a Blood Magic of half her Atropic Mage level, rounded down for the purpose of the Backlash save. If the Atropic Mage survives the Blood Burn, she regains a number of Blood Magic per day equal to half her class level, rounded down.
Improved Overchannel: Your ability to Overchannel improves. As a swift action, by taking a -3 penalty on the Backlash save for activating a Blood Magic ability, an Atropic Mage of eleventh level may increase the spell level of the Blood Magic she uses by 2, or may add two levels of Meta-Blood Magic to the spell she is casting. Neither use of this ability costs additional Blood Magic, nor is this a Blood Magic ability.
Greater Pact: At thirteenth level, an Atropic Mage's Pact gets to be, disturbing, to say the least.
Spoiler

Efficient Atropic Touch: Your Atropic Touch only uses half of the normal uses of Blood Magic. It is still counted as a Blood Magic of the appropriate level.
Greater Overchannel: Your ability to Overchannel is great. As a swift action, by taking a -4 penalty on the Backlash save for activating a Blood Magic ability, an Atropic Mage of sixteenth level may increase the spell level of the Blood Magic she uses by 3, or may add three levels of Meta-Blood Magic to the spell she is casting. Neither use of this ability costs additional Blood Magic, nor is this a Blood Magic ability.
Superior Pact: Your pact has completely manifest itself within you.
Spoiler

Master of Blood Magic: You learn two additional Blood Magics and gain 4 additional uses of Blood Magic at 20th level. In addition you gain a +2 bonus to Backlash saves and may take 10 on such saves.

Last edited by Techwarrior : 07-29-2012 at 06:39 PM.
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Old 07-03-2012, 06:00 AM   Top  -  End  -  #6
Techwarrior
Bugbear in the Playground
 
 
Join Date: Apr 2012
Default Re: Mixed Ultimate Homebrew Arts Contest I: Power has a Price

Blood Magic Feats

Extra Blood Magic:
Prerequisites: 1 Blood Magic
Benefit: You learn 2 additional Blood Magics that you meet the prerequisites for.
Atropic Shaping
Prerequisites: Atropic Touch
Benefit: You may learn Atropic Shape Blood Magics and actually learn 1 Atropic Shape Meta-Blood Magic upon taking this feat. In addition, if you use an Atropic Shape Meta-Blood Magic you reduce the amount of dice the Meta-Blood Magic costs by 1. You may only use one Atropic Shape Meta-Blood Magic at a time.
Heighten Blood Magic:
Prerequisites: 1 Blood Magic
As a Meta-Blood Magic of first level, you may increase the DC of your Blood Magic by 3.
Extended Blood Magic:
Prerequisites: 1 Blood Magic
As a Meta-Blood Magic of first level, you may double the duration of your Blood Magic.
Empowered Blood Magic:
Prerequisites: 1 Blood Magic
As a Meta-Blood Magic of second level, your Blood Magic deals an additional half of the rolled result in damage.
Maximized Blood Magic:
Prerequisites: 1 Blood Magic
As a Meta-Blood Magic of third level, your Blood Magic deals twice the rolled result in damage.
Quickened Blood Magic:
Prerequisites: 1 Blood Magic
As a Meta-Blood Magic of fourth level, your Blood Magic may be cast as a Swift action.
Subtle Blood Magic:
Prerequisites: 1 Blood Magic
As a Meta-Blood Magic of first level, your Blood Magic may be cast without Verbal or Somatic components.
Rebargain:
Prerequisites: 1 Blood Magic
Once per day, you may trade a number of Blood Magics gained through levels or the Extra Blood Magic feat equal to your Wisdom Modifier. This retraining takes a number of minutes equal to the amount of Blood Magic to retrain.
Superchannel:
Prerequisites: Overchannel
You may apply 1 addtitional level of Meta-Blood Magic when you Overchannel.

Erisians

Last edited by Techwarrior : 07-29-2012 at 06:52 PM.
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Old 07-21-2012, 06:15 PM   Top  -  End  -  #7
Temotei
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Minnesota
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Default Re: Mixed Ultimate Homebrew Arts Contest I: Power has a Price

Chronoshifter


Time is not on anyone's side.
-- Henry Radozin, chronoshifter

Time is my ally
Time is my foe
Those who oppose, from I
To you, woe!

Time governs all. It waits for no one--except the chronoshifter. Disrupting the flow of time and destroying its proper cycles are the chronoshifter's area of expertise.

Adventures: Typical chronoshifters adventure to gain more control over time, usually so they can change its flow, as so many are dissatisfied with it. Some wish to live longer and have a chance at a longer life, while others attempt to spite time itself by controlling it.

Characteristics: A chronoshifter uses chronoshifts, allowing him to change time's flow in certain areas and even within creatures' bodies. Chronoshifts provide a huge variety of abilities, allowing the chronoshifter to function is most situations at least adequately.

Alignment: Lawful chronoshifters are fairly rare, while chaotic ones are far more common. Good and evil have no special hold over chronoshifters, generally, though the variety is much greater on the moral scale.

Religion: Religious beliefs are fairly rare among chronoshifters. Some worship gods and goddesses with time as part of their domain, but most don't, as the whole idea of being a chronoshifter is to mess with time. Possible deities chronoshifters would worship include Cyndor (god of continuity) and Labelas Enoreth (goddess of history).

Background: A chronoshifter's abilities are discovered early in life, though they are undeveloped and chaotic. As a child, a chronoshifter might slow time around him so he can sneak out of the house with little effort and get back before his parents even know, or he might defend his friends or himself with distortions in time. Most chronoshifters don't officially take up the name until later in life, however, when they can control their abilities properly and when they know the consequences of attempting to control time.

Races: Short-lived races like humans and half-orcs tend to be more common among chronoshifters, since controlling time in what little time they have is a strong and common ambition. However, elves and other long-lived races often have chronoshifters, though fewer, to help shape history and keep it.

Other Classes: Chronoshifters get along with few other classes. Barbarians might find chronoshifters too focused on breaking the fabrics of time than enemies, while clerics and paladins might see the chronoshifter as an affront to their chosen deity. Wizards sometimes get along just fine with chronoshifters, as both have world-changing abilities that often fit together well.

Role: As a versatile caster-like class, the chronoshifter is able to fulfill a few roles, sometimes at once. His combat ability and overall sturdiness is extremely low, but with strong supporting abilities, crowd control, and utility, the chronoshifter tends to make up for it easily. In battle, the chronoshifter takes on a battlefield controller-type role or a supporting role often, but he can dish out decent damage with a few chronoshifts, as well. Outside of battle, chronoshifters have a few utilities from chronoshifts, a big knowledge-base from skills, and even the ability to scout.

GAME RULE INFORMATION
Chronoshifters have the following game statistics.
Abilities: Wisdom allows the chronoshifter to manipulate time more effectively in many ways, adding to chronoshift save DCs and Will saving throws, important for avoiding warps and other dangers. Dexterity grants bonuses to initiative, allowing the chronoshifter to use his potentially game-changing powers more quickly. Constitution buffs up his pathetic hit point total.
Alignment: Any.
Hit Die: d4.
Starting Age: As cleric.
Starting Gold: 5d4x10 gp.

Class Skills
The chronoshifter's class skills (and the key ability for each skill) are Craft (Int), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (local) (Int), Knowledge (nobility and royalty) (Int), Knowledge (the planes) (Int), Listen (Wis), Profession (Wis), and Spot (Wis).

Skill Points at 1st Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier

CHRONOSHIFTER
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialChronoshift LevelShift Points
1st+0+0+0+2Chronoshifting, shift points12
2nd+1+0+0+3Prepared chronoshift14
3rd+1+1+1+3-26
4th+2+1+1+4Rushed chronoshift 1/day28
5th+2+1+1+4Prepared chronoshift210
6th+3+2+2+5-312
7th+3+2+2+5Future sight +1314
8th+4+2+2+6Prepared chronoshift316
9th+4+3+3+6-418
10th+5+3+3+7Rushed chronoshift 2/day420
11th+5+3+3+7Prepared chronoshift, timeless body422
12th+6/+1+4+4+8-524
13th+6/+1+4+4+8Extended Life Span, future sight +2526
14th+7/+2+4+4+9Prepared chronoshift528
15th+7/+2+5+5+9-630
16th+8/+3+5+5+10Rushed chronoshift 3/day632
17th+8/+3+5+5+10Extended Life Span, prepared chronoshift634
18th+9/+4+6+6+11-736
19th+9/+4+6+6+11Future sight +3738
20th+10/+5+6+6+12Prepared chronoshift, ultimate chronoshift740

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

Weapon and Armor Proficiency: Chronoshifters are proficient with all simple weapons, but not with any armor or shields.

Chronoshifting: A chronoshifter's namesake, chronoshifting is the art of manipulating time by force of will and understanding of the universe. Grabbing the threads of time, the chronoshifter can do amazing things. The process of chronoshifting is risky, however. Time was not meant to be twisted in the way the chronoshifter so loves to do. Sometimes, time will actively resist the chronoshifter, creating chaotic effects, including possibly destroying sections of time itself. When the chronoshifter uses a chronoshift, he must make a Will save of DC 5 + twice the level of the chronoshift + the number of chronoshifts used within the last minute. Success means nothing, while failure brings some sort of risk, called a "warp," to the chronoshift, as designated in each individual chronoshift. The warp's effects are in addition to whatever effects the chronoshift would have. Any immunity the chronoshifter possesses doesn't affect warps. If a chronoshift allows a saving throw to avoid some or all of its effects, the save DC is equal to 15 + Wis modifier + the number of chronoshifts used within the last minute.

A chronoshifter can only chronoshift once per round and every chronoshifting ability (hereafter referred to as chronoshifts) requires a standard action to use unless otherwise noted. As well, all chronoshifts are supernatural in nature unless otherwise noted. Finally, the chronoshifter can use a specific chronoshift only once every two rounds.

A chronoshifter knows all chronoshifts of every level available to him.

Shift Points: The chronoshifter is limited in his time-manipulating ways by a number of shift points, as given in the table above. Chronoshifts cost a number of shift points equal to their level. A chronoshifter can recover shift points by spending a minute to focus on the flow of time. The amount recovered is equal to 1/3 the chronoshifter's level (minimum 1).

Prepared Chronoshift: At 5th level, a chronoshifter is able to prepare one chronoshift for the day. The cost of a prepared chronoshift is 1 less than normal. This reduction only applies once per day. The chronoshifter can prepare any chronoshift of a level equal to one lower than the highest level available to him.

At 8th level, and at every third level after (11th, 14th, 17th, 20th), the chronoshifter can prepare another chronoshift every day or focus more energy into a single chronoshift, further reducing its cost.

Rushed Chronoshift: At 4th level, the chronoshifter is capable of using a chronoshift as a swift action instead of a standard action, effectively allowing for two chronoshifts to be used in one round. However, there is a 25% chance the rushed chronoshift will automatically subject the chronoshifter to its warp. A rushed chronoshift has no effect on the Will save DC to avoid warps.

The chronoshifter can rush a chronoshift once per day at 4th level, twice per day at 10th level, and three times per day at 16th level.

Future Sight: At 7th level, a chronoshifter can see into the future, if only a few moments, granting a +1 insight bonus to initiative and AC. This bonus improves by 1 at 13th level and again at 19th level.

In addition, once per day, the chronoshifter can extend his mind's reach into the future, doubling the bonuses for 1 round.

Timeless Body (Ex): At 11th level, a chronoshifter no longer takes penalties to his ability scores for aging and cannot be magically aged. Any such penalties that he has already taken, however, remain in place. Bonuses still accrue, and the chronoshifter still dies of old age when his time is up.

Extended Life Span (Ex): At 13th and 17th levels, the chronoshifter gains the Extended Life Span epic feat.

Ultimate Chronoshift: At the peak of his time-twisting ability, the chronoshifter learns one chronoshifting ability so powerful and so dangerous that time itself is torn asunder. The chronoshifter chooses one ultimate chronoshift to learn at 20th level from the ultimate chronoshift list. All ultimate chronoshifts take longer than normal chronoshifts to use, different Will save DCs to avoid warps, and XP costs (each specified in individual chronoshift entries). While using an ultimate chronoshift, the chronoshifter is in a state of deep meditation, traversing the paths of time with his mind. If he takes damage, he may choose to come out of this state, though it breaks the chronoshift's effects and subjects him to a Will save to avoid its warp. He need not come out of his meditation if he does not will it, however. Ultimate chronoshifts cost 30 shift points.

Level 1 Chronoshifts:
Spoiler


Level 2 Chronoshifts:
Spoiler


Level 3 Chronoshifts:
Spoiler


Level 4 Chronoshifts:
Spoiler


Level 5 Chronoshifts:
Spoiler


Level 6 Chronoshifts:
Spoiler


Level 7 Chronoshifts:
Spoiler


Ultimate Chronoshifts:
Spoiler





Shadowshifter


I know Time's secrets.
- Elanwei Solimor, shadowshifter

A chronoshifter messes with time, bending it to his will and effectively ruining time's continuum. A shadowshifter takes it a step further, covering up everything with darkness, subtlety, and skillfulness. Time itself won't even know what hit it until it's too late.

Hit Die: d6.

Requirements
To qualify to become a shadowshifter, a character must fulfill all of the following criteria.
Skills: Bluff 5 ranks, Disguise 5 ranks, Escape Artist 5 ranks, Hide 7 ranks, Knowledge (history) 5 ranks, Sleight of Hand 5 ranks, Tumble 5 ranks.
Feats: Improved Initiative.
Special: The character must have used at least one 3rd-level chronoshift.

Class Skills: The shadowshifter's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Disguise (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (local) (Int), Knowledge (nobility and royalty) (Int), Knowledge (the planes) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Profession (Wis), Sleight of Hand (Dex), Spot (Wis), and Tumble (Dex).

Skill Points at Each Level: 6 + Int modifier

SHADOWSHIFTER
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialChronoshifting
1st+0+0+2+2Shadowshifting+1 level of existing chronoshifting class
2nd+1+0+3+3Invisible shifting+1 level of existing chronoshifting class
3rd+2+1+3+3Shadow strike-
4th+3+1+4+4Improved shadowshifting, invisible shifter+1 level of existing chronoshifting class
5th+3+1+4+4Shadow assault-

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

Weapon and Armor Proficiency: Shadowshifters gain no additional weapon or armor proficiencies.

Chronoshifting Level/Shift Points: At 1st, 2nd, and 4th levels, the shadowshifter gains shift points and new chronoshift levels (if applicable) as if she had taken levels in the chronoshifter class.

Shadowshifting: A shadowshifter uses chronoshifts in a different way than would be normally assumed, infusing each thread of time she manipulates with shadows and mystique. Whenever the shadowshifter uses a chronoshift, she can make a Bluff, Disguise, Escape Artist, Hide, Sleight of Hand, or Tumble check immediately after as a free action. If the shadowshifter is in plain sight while making a Hide check in this way, she takes a -10 penalty on the check.

Shadowshifting otherwise works exactly like chronoshifting.

Invisible Shifting: At 2nd level, a shadowshifter has mastered the art of subtlety. By spending an additional shift point when using a chronoshift, the chronoshift and its effects become entirely invisible. The effects remain the same.

Shadow Strike (Su): At 3rd level, after using a chronoshift, the shadowshifter can attack an enemy as a swift action and apply any precision damage abilities she has by spending 2 additional shift points. If she has no precision damage abilities, she simply deals an additional 1d6 damage. The target enemy must be within 30 feet for the precision damage to apply, as normal.

Improved Shadowshifting: At 4th level, the shadowshifter is able to make a Hide check in plain sight at no penalty after using a chronoshift.

Invisible Shifter (Su): The shadowshifter can spend 4 additional shift points while using a chronoshift to turn invisible for 1 round. Any action that would turn the shadowshifter visible while under the effects of an invisibility spell do the same here.

Shadow Assault (Su): At 5th level, after using a chronoshift, the shadowshifter can make a full attack against an enemy as a swift action and apply any precision damage abilities she has on each attack by spending 8 additional shift points.




Battleshifter


The forces of Time rage on forever, as do I.
- Lakin Resta

With prowess in combat and in chronoshifting, the battleshifter is a force to be reckoned with. Fusing time in his weapon, he strikes down upon his foes with great power. Many fear the battleshifter, for he is one who can control time with pure force and maybe a bit of rage. Even time bewares, as the battleshifter has no mind to spare those who cross him.

Hit Die: d10.

Requirements
To qualify to become a battleshifter, a character must fulfill all of the following criteria.
Skills: Heal 5 ranks, Knowledge (history) 5 ranks.
Feats: Combat Expertise or Power Attack.
Special: The character must have used at least one 3rd-level chronoshift. As well, the character must craft a time weapon, which can be any kind of weapon infused with the essence of time.

DM Note:
Spoiler


Class Skills: The battleshifter's class skills (and the key ability for each skill) are Craft (Int), Heal (Wis), Jump (Str), Knowledge (history) (Int), Knowledge (local) (Int), Knowledge (nobility and royalty) (Int), Knowledge (the planes) (Int), Listen (Wis), Profession (Wis), and Spot (Wis).

Skill Points at Each Level: 4 + Int modifier

BATTLESHIFTER
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialChronoshifting
1st+1+2+0+2Battleshifting, time weapon+1 level of existing chronoshifting class
2nd+2+3+0+3Precognition+1 level of existing chronoshifting class
3rd+3+3+1+3Chronostrike-
4th+4+4+1+4Time guard+1 level of existing chronoshifting class
5th+5+4+1+4Chronoassault-

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

Weapon and Armor Proficiency: Battleshifters gain no additional weapon or armor proficiencies.

Chronoshifting Level/Shift Points: At 1st, 2nd, and 4th levels, the battleshifter gains shift points and new chronoshift levels (if applicable) as if he had taken levels in the chronoshifter class.

Battleshifting: A battleshifter is aggressive with chronoshifts, infusing each with power and vigor. After using a chronoshift, the battleshifter gains either a +1 bonus on attack rolls or a +1 bonus to AC for 1 round. The bonus increases by 1 at every level.

Battleshifting otherwise works exactly like chronoshifting.

Time Weapon: All battleshifters create their own time weapons. The battleshifter automatically gains the feat Weapon Focus (time weapon). The time weapon is infused with the essence of time, which allows it to augment the battleshifter's time-based abilities in combat. When the battleshifter uses a chronoshift that deals damage while wielding the time weapon, he deals an additional 1d6 damage. This damage increases to 2d6 at 3rd level and 3d6 at 5th level.

Precognition (Ps): At 2nd level, the battleshifter is able to see small bits of the future through his time weapon. This grants the battleshifter a continuous precognition effect. However, this bonus can only be used once per encounter.

Chronostrike (Su): At 3rd level, a battleshifter gains the ability to attack while using a chronoshift. By spending 3 additional shift points, the battleshifter can infuse a chronoshift into his time weapon and attack with it, allowing him to attack at the same time as using a chronoshift. The attack applies Power Attack or Combat Expertise for free up to a bonus equal to the number of levels in battleshifter the battleshifter has. This free bonus does not count toward the normal limits of either feat, nor does it take any attack bonus whatsoever. The battleshifter may then use the feat to apply higher bonuses or he may leave it as is. If the battleshifter has both Power Attack and Combat Expertise, he may apply both if he wishes, gaining free bonuses with both feats. If the attack misses, so does the chronoshift, but the battleshifter need not make a Will save to avoid the warp in this case.

Time Guard (Su): At 4th level, the battleshifter's body becomes protected by time's flow. He is treated as always being affected by blur. In addition, once per day, he can strike while blurring himself even more, making it impossible to react. The next attack the battleshifter makes is an automatic hit.

Chronoassault (Su): At 5th level, a battleshifter can make a full attack, applying one chronoshift to each strike and gaining the free bonuses as with chronostrike. This costs 3 additional shift points per attack made.

Last edited by Temotei : 07-22-2012 at 04:45 PM.
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Old 07-21-2012, 06:16 PM   Top  -  End  -  #8
Temotei
Firbolg in the Playground
 
 
Join Date: Nov 2008
Location: 
Minnesota
Gender: Male
Default Re: Mixed Ultimate Homebrew Arts Contest I: Power has a Price

Feats

Chronoshift Focus [Chronoshifting]
You have a favorite chronoshift, which becomes easier and less dangerous to use.
Prerequisites: Chronoshifter level 3rd.
Benefit: Choose one chronoshift you are able to use. You gain a +2 insight bonus on your Will saving throw to avoid its warp and it costs 1 less shift point than normal.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new chronoshift.

Danger Shift [Chronoshifting]
You crank up the power of your chronoshifts while making them more dangerous.
Prerequisites: Chronoshifter level 6th.
Benefit: Whenever you use a chronoshift, you may choose to take a penalty on your Will save to avoid the warp up to your base Will saving throw bonus. This number is added to the DC of the chronoshift.

Extra Shift Points [Chronoshifting]
You increase your connection to time, granting you more power when you need it.
Prerequisites: Chronoshifter level 1st.
Benefit: You gain 2 extra shift points. For every four levels of any chronoshifting class you possess, you gain another 2 shift points. These levels stack.

Greater Chronoshift Focus [Chronoshifting]
You focus even more on your favorite chronoshift.
Prerequisites: Chronoshift Focus.
Benefit: Choose one chronoshift you have applied Chronoshift Focus to. You gain another +2 insight bonus on your Will saving throw to avoid its warp (considered from the same source, so it does stack) and it costs another 1 less shift point than normal.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new chronoshift to which you have applied the Chronoshift Focus feat.

Improved Prepared Chronoshift [Chronoshifting]
Your prepared chronoshifts become even easier to use.
Prerequisites: Prepared chronoshift class feature.
Benefit: Your prepared chronoshifts cost 2 shift points less than normal.
Normal: Your prepared chronoshifts cost 1 shift point less than normal.




Impact on the World

Time is everywhere. Every time the chronoshifter uses a chronoshift, it changes time's flow, if only slightly. This could have various effects on the world, including inconsistencies in history, the predicted future changing, and so on. Especially with ultimate chronoshifts, the chronoshifter must be careful, for with them, the entire world is often affected. The stronger a chronoshift is, the more effect it has on the world.

In fact, these effects could come to harm the chronoshifter later on in an adventure. Knights or paladins might see him as an anomaly and heretic and try to hunt him down. Gods or goddesses of time might even intervene in his affairs. In the same way, positive things can come out of it. History might have changed to say he helped a group rebel against a tyrannical government and the group might give aid later due to this, despite the chronoshifter never actively doing this.

The power a chronoshifter wields over time and the world, therefore, is great, but so is the price. A chronoshifter never forgets this--and if anyone knows how long never is, it's the chronoshifter.
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Old 07-24-2012, 12:43 AM   Top  -  End  -  #9
Zaydos
Titan in the Playground
 
 
Join Date: Aug 2009
Location: 
The Beastlands
Gender: Male
Default Re: Mixed Ultimate Homebrew Arts Contest I: Power has a Price

The Runebound Knight


”Do you want to live?” A woman’s voice said. Jarla was startled; it had been three days since she’d heard a human voice other than that of her gaoler. Her head turned to and fro, looking for the source in the grimy dungeon where she awaited execution, but Jarla could see nothing.

“Of course I want to live, let me god. I’ve done nothing!” Jarla pleaded. This was not true, the crimes she was condemned for were hers by right, but it wasn’t fair that her co-conspirators got away without their names even being tarnished.

“Then the first thing you need to do, Jarla, is learn not to lie,” the voice said again and suddenly there was a blazing light in the hall outside. The rats which were Jarla’s constant and only companions squealed out in fright as they scurried blindly into hiding. A woman walked into sight of Jarla’s cell, standing almost seven feet tall with white hair like luminescent gossamer. Great feathered wings sprung from the woman’s back and she held a beautiful trumpet made of glistening silver.

Jarla shrunk back, she did not know what exactly this woman was but something about the woman filled her with terror. The woman looked into Jarla’s panicking face, “I can offer to extend your life, but it will come at a cost.”

Jarla swallowed the stone of the dungeon cell hard against her back. She would not expect a demon to have appeared so radiant, but with such an offer what else could they be. “And what’s this cost?”

“You must dedicate your life to repentance, your very being becoming a sword of justice with which to cut away the darkness,” the winged woman said.

Jarla stared at her, “So you want me to sell my soul? What kind of fool do you take me to be?”

“I take you as someone who has fallen in over her head. Someone who left alone has gone far down the path of murderer, hired assassin, and warrior for things fell, someone whose soul is liable to fall to the Abyss upon their death, but who still has a sliver of hope for redemption. I can offer you that redemption. I cannot offer you a happy life, nor comfort, but I can offer you a life well lived, and a chance to become someone better,” the woman said.

Out of the corner of her eye Jarla could see the gallows ready for her morning execution. “So what exactly do you mean with dedicate my life to repentance?”

“You must serve the forces of Good, walking the thin line of what is right, you must always do your best to protect and save others. To fail in these tasks may mean your death. In exchange you will be freed from this prison and granted power with which to act. While this power comes from Celestia, it is you, Jarla, who will fuel it; your own soul acting as the force behind it. To over use this power means your death, to neglect it means a slow wasting. You will be a living weapon of justice, a life of conflict and battle. I cannot promise you happiness, and the gallows may be the better choice; they are definitely the easier one,” the archon finished, her gaze locked on Jarla’s.

“I accept,” Jarla said, hesitantly but bravely. Suddenly the wooden door shook and shattered and the archon stepped within. She placed her hand on Jarla’s forehead, Jarla’s blonde forelocks falling back over it. Jarla felt energy surge through her and suddenly everything was a silvery light, a moon formed within it and a seven tiered mountain. The light changed, golden, platinum, iridescent, and many others, and through it all Jarla felt a growing fire within her chest. She wanted to scream in pain, howl in fury, but her breath was gone swept from her by the rushing wind.

Suddenly everything cleared. Jarla was gasping, still feeling a burning in her chest strong enough to cause her to wince in pain. The door was still open, and Jarla heard footsteps coming towards her. A guard was walking down the dungeon hall. He stopped by her open door and said, “Jarla Felsbin, for your crime of murder, assassination, and treason against the crown you have been pardon by order of his majesty Ferdion the Wise.”

Relief flooded Jarla, but the pain in her chest did not fade. Somehow she knew that fire would remain, a reminder of her pact with the mysterious being and her new responsibilities that it brought.


Forged through a pact with the powers of Mount Celestia, a Runebound Knight has traded their freedom for the power to serve as a weapon of good in the world. A Runebound Knight has a runic pact inscribed upon his very soul, and by calling upon these words of power can invoke powerful magic even at the cost of burning through the energy of his very essence. This pact enforces upon a Runebound Knight a code of conduct, striking them ill should she stray from the path of good.

A Runebound Knight is created when an archon makes a pact with a mortal granting the mortal the ability to channel forth the full power of their soul in exchange for serving as a weapon for the promotion of good in the world. A Runebound Knight is always fully informed as to the nature of the pact before accepting, and the act of accepting the pact burns through their soul serving to recreate it and imbue you with the power of Celestia.

Often this pact is given as a deal for a being who fell onto the road of evil, a final chance at redemption a form of celestial parole for those who have committed crimes against justice. More rarely a noble soul in need of aid will be rewarded with this investiture of power, warned prior that to accept means pledging ones entire being to the pursuit of justice. Either way a Runebound Knight finds themselves on a road that is never ending, always the battle against evil and never can the rest too long. Such is the life of one who has traded their soul for the sword.

The Ritual
Spoiler


Adventures: A Runebound Knight’s pact leads them to great sweeping quests in the name of good. A simple life is not for them, and by making their pact cannot be theirs any longer. A Runebound Knight will often quest for whatever noble cause presents itself, seeing few other options. Others seek a means to escape their pact by whatever means possible, only obeying it when she must and always looking for scraps of eldritch knowledge that may free them.

Characteristics: The Runebound Knight can fight along the front lines, a fully competent warrior. Even so she are ultimately a weapon forged by the powers of Mount Celestia for the purpose of combating evil on the Prime and it is only against evil that their full combat ability come to the front. A Runebound Knight is a resilient warrior who can alloy their combat prowess with a wide array of magical abilities. Unfortunately she must be wary for their powers are fueled by their very soul and over use can lead to death.

Alignment: Most Runebound Knights eventually become good or dead, their code enforcing a path of righteousness which leads those which hold onto their evil ways to inevitably find themselves dead or worse. Law comes easy to most Runebound Knights, even if inevitably their code forces them to choose good over it. Chaotic individuals chafe unbearably under the constraints placed upon them; even those who would make such choices by nature usually find the fact that she no longer have a truly free choice in the matter unbearable.

Religion: Runebound Knights are not necessarily religious, their powers coming from a celestial source as opposed to a divine one. Even so many Runebound Knights find themselves worshipping gods of Law and Good, especially warrior gods such as Heironeous. Others find themselves turning away from the gods, believing that if even the archons are seeking mortal agents then the gods of good are not living up to their responsibilities.

Background: Many a Runebound Knight has a background she’d prefer to forget or erase, starting on their path as a chance of redemption for acts she has committed. These people can come from a variety of backgrounds as the Ritual of Branding can reshape a person almost entirely. Others lived exemplary lives, but in a time of great need called out to the forces of light and found their request for help answered through the only means available.

Races: Every race can spawn a paragon of justice, or one who is willing to risk everything for redemption. Many Runebound Knights rise from amongst the tieflings, attempting through service to the divine to overcome the prejudice against their evil blood. Aasimar often become a Runebound Knight seeking to emulate their own celestial ancestor. Amongst the more common races humans and half-orcs are the most likely to enter onto the path of a Runebound Knight. Few are the elves or dwarves who would sell their longs life into service of even a noble cause.

Other Class: A Runebound Knight sees a kinship of sorts with Paladins and Crusaders, even if many feel pangs of jealousy that the powers of these comrades in arms do not endanger them so. Clerics of good aligned gods are an easy ally and fellow in battle, while those which serve dark gods make the most hated foes besides true fiends. A Runebound Knight has little truck with druids, as a druid’s sphere of activity is the natural world and a Runebound Knight deals more in matters of Good and Evil. Arcanists in general a Runebound Knight sees little reason to trust, too often in their duties must she fight a man made mad with the unlimited power that such offers; few admit that she are often more than a little jealous of the safety with which a wizard can use his powers. A psionicist is typically viewed in a better light, their mental discipline and reduced powers seeming to stave off the worst of the temptation towards darkness. Rogues and others of their ilk who focus on mundane skills are considered useful by Runebound Knights for their ability to perform several tasks that she cannot easily. Meanwhile fighters and others who rely upon brute force of weapons are either respected for their courage, or looked down upon for their foolishness.

In warlocks a Runebound Knight finds a twisted mirror, both have traded away full rights to their soul in exchange for the power to change the world; some find it ironic that the dealing with celestials may be the more dangerous. Binders are of special interest for they make pacts dealing with the sanctity of their soul, but instead of a permanent alteration merely allow a creature to ride along with their soul for the interim. Finally those who wield incarnum, especially for noble causes, can also elicit a Runebound Knight’s interest as their power is another, albeit safer, means of channeling the energy of their own soul into a weapon.

Role: A Runebound Knight is a warrior first. Their magical abilities allow them to augment this with powerful physical buffs, magical healing, and even debuffs and direct magical attacks but ultimately their first weapon is their might of arms. Their resistance to blows from non-evil foes and their ability to increase their defenses give them some stamina while their ability to smite evil foes gives them offense against those foes most likely to overcome their defense. Their most powerful ability, though, is their Soul Runes and ability to act as a front-line combat caster wading into combat with the power of their soul burning bright. Runebound Knights act as their name would imply, fighting on the front line till the day is saved or their light is extinguished.

Abilities: A Runebound Knight requires Charisma first and foremost. Their spell saves are set by her charisma and their spells reduce their charisma each time she casts a spell meaning that her Charisma directly determines how many spells she may cast each day as well as their power. Strength and Constitution are the next most important abilities. Strength determining their ability to hit and deal damage without relying on their Soul Runes, meaning the higher their Strength the more she can fall back on their Soul Runes as secondary abilities for solving problems outside of combat, and Constitution determines their in combat durability which is important on the front line.
Dexterity, Intelligence, and Wisdom all take a back seat to these three. Dexterity is still important for determining when she acts in the first round of combat and their AC, even though she may wear heavy armor. Intelligence determines their skill points. Wisdom maintains a strong mental defense although their ability to boost their saving throws, a strong Will save, and their code granted protection against compulsion that would force them to act against it means that she may be able to make it their lowest priority. That said doing so comes at a price as to grossly violate their pact she must make a Will save based on their level.

Alignment: A Runebound Knight can be any alignment, although the tenants of her pact will often lead her towards Neutral or Good alignment if she survives.

Hit Dice: d10.
Starting Age: As fighter.
Starting Gold: 6d4 x 10.

Class Skills:
The Runebound Knight’s class skills and the key ability for them are: Autohypnosis (Wis), Balance (Dex), Climb (Str), Concentration (Con), Diplomacy (Cha), Heal (Wis), Jump (Str), Knowledge (religion) (Int), Knowledge (the Planes) (Int), Ride (Dex), Sense Motive (Wis), and Use Magic Device (Cha).

Skill points per level: 4 + Int modifier.

Runebound Knight
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial0lvl1st2nd3rd4th5th6th7th
1st
+1
+2
+0
+2
Smite Evil 1/minute, Soul Runes, Soul Burning, Rejuvenation1 (3)-------
2nd
+2
+3
+0
+3
Bolster Resistance, Hallowed Resilience1 (3)3------
3rd
+3
+3
+1
+3
Foe Bound1 (4)3------
4th
+4
+4
+1
+4
Smite Evil 1/5 rounds, Electricity Resistance 51 (4)2------
5th
+5
+4
+1
+4
Reburn the Runes (10 minutes)1 (5)23-----
6th
+6
+5
+2
+5
Empower Soul Rune, Immunity to Petrification 1 (5)13-----
7th
+7
+5
+2
+5
Smite Evil ¼ rounds, Tongues012-----
8th
+8
+6
+2
+6
Bolster Defense01 (3)23----
9th
+9
+6
+3
+6
Shelter Ally, Electricity Resistance 1001 (3)13----
10th
+10
+7
+3
+7
Smite Evil 1/3 rounds, Reburn the Runes (full round action)01 (4)12----
11th
+11
+7
+3
+7
Quicken Soul Rune, Aura of Menace01 (4)1 (3)23---
12th
+12
+8
+4
+8
Aegis of the Celestial Soldier, +4 on saves versus poison01 (5)1 (3)13---
13th
+13
+8
+4
+8
Smite Evil ½ rounds01 (5)1 (4)12---
14th
+14
+9
+4
+9
Mass Shelter Ally, Electricity Resistance 2001 (6)1 (4)1 (3)23--
15th
+15
+9
+5
+9
Reburn the Runes (Swift)01 (6)1 (5)1 (3)13--
16th
+16
+10
+5
+10
Smite Evil 1/round, Magic Circle against Evil01 (7)1 (5)1 (4)12--
17th
+17
+10
+5
+10
Reactive Soul Rune01 (7)1 (6)1 (4)1 (3)23-
18th
+18
+11
+6
+11
Transferance01 (8)1 (6)1 (5)1 (3)13-
19th
+19
+11
+6
+11
Smite Evil 2/round, Electricity Immunity01 (8)1 (7)1 (5)1 (4)12-
20th
+20
+12
+6
+12
Paragon of Glory01 (9)1 (7)1 (6)1 (4)1 (3)23

Class Features: The following are class features of the Runebound Knight.

Weapon and Armor Proficiencies: A Runebound Knight is proficient in all simple and
martial weapons and with all armor (heavy, medium, and light) and shields (except tower
shields).

Soul Runes: When a person becomes a Runebound Knight she has a runic pact carved into her very soul, binding her to the path of good even as it empowers her to act in that cause. These runes enforce a code of conduct onto the Runebound Knight even as they give her the power to channel the very essence of their souls to fuel her magical powers.

These runes enforce restrictions on a Runebound Knight. It is possible to break these restrictions but depending upon the severity of the breach a Runebound Knight suffers a penalty to attack rolls, saves, skills, and ability checks for a certain duration and may have to make a Will save to even commit the action. A charm spell cannot force a Runebound Knight to commit an act that would cause a Will save to commit, and if a compulsion or other mind-affecting effect would force a Runebound Knight to commit an act against their code she gains an immediate Will save at +4 against the same DC to break free of the effect; if the act would require a Will save the Runebound Knight must still make the Will save to commit the act even though she may not choose to fail the save. A Runebound Knight intuitively knows if an action would violate their code (i.e. the DM warns them). If every possible action would result in a violation of the code the Runebound Knight can intuitively know which act would be the least violation and suffers no penalty for committing it nor does she have to make a Will save. You may not suffer a penalty for the same action more than once (if you refuse to aid the villagers killing ogres attacking them you will not suffer the penalty again for refusing to aid the villagers in killing those ogres). Penalties imposed from violating the code stack with each other.
Violations

Spoiler


In addition to acting as a code constraining a Runebound Knight’s actions, his Soul Runes fuel her magical powers. These determine the highest level Soul Runes she can use and his use of them, although the actual activation is described in Burn Soul. These abilities are Spell-like abilities. Your Soul Rune level is equal to your class level and any levels in Prestige Classes which raise it and acts as your Caster Level for your Soul Runes.
A Soul Rune deals no damage, ability damage or drain, and/or negative levels to good creatures, and only half damage, ability damage or drain, and/or negative levels to neutral creatures. By twisting the rune a Runebound Knight can deal half damage, ability damage or drain, and/or negative levels to good creatures or full to neutral creatures. Doing so inflicts penalties similar to violating their pact and such penalties are listed together.
Finally the Soul Runes preserve the soul from the effects of negative energy, bolstering it even as they are fueled by its essence. If a Runebound Knight would gain negative levels equal to her character level she instead gains 1 less than her character level.
The save DC of your Soul Runes is 10 + spell level + your Charisma modifier.

Burn Soul: A Runebound Knight can utter the name of one of the runes carved into her soul and in so doing pull magical force from her Soul Runes activating them even as he burns his own soul in the process. To do so is a spell-like ability, but unlike most spell-like abilities XP costs must still be paid and all Soul Runes have a Verbal Component. Activating a Soul Rune requires a Runebound Knight to deal herself an amount of Charisma burn based upon its level listed in the table above, the number (if any) in parentheses is the number of free uses of a rune of that level a Runebound Knight may use each day before suffering Charisma burn. This ability burn cannot be prevented in any way. Should it, or the Charisma burn from committing a Grave Violation of their pact, reduce a Runebound Knight’s Charisma to 0 she dies at the end of their action; this is considered a Death effect for the purposes of determining what spells can be used to revive the Runebound Knight. In addition activating a Soul Rune produces bright light out to 60-ft and shadowy illumination out to 120-ft for 1 round; this is considered a light effect with a level equal to the Soul Rune level.
By paying an additional 1 Charisma burn a Runebound Knight may activate her Soul Rune without a Verbal Component or without producing light; by paying 2 Charisma burn a Runebound Knight may negate both qualities.

Smite Evil: Once per minute, a Runebound Knight may attempt to smite evil with one normal melee or ranged attack. She adds +4 bonus to her attack roll and deals 1 extra point of damage per Runebound Knight level. For example, a 13th-level Runebound Knight armed with a longsword would deal 1d8+13 points of damage, plus any additional bonuses for high Strength or magical affects that would normally apply. If the Runebound Knight accidentally smites a creature that is not evil, the smite has no effect, but the ability is still expended.
At 4th level, and every 3 levels there after the rate at which a Runebound Knight may use her Smite Evil ability improves as listed on the table above.

Rejuvenation (Ex): A Runebound Knight heals ability burn at an accelerated rate compared to other creatures. With a night’s rest she heals 3 points of ability burn per class level per ability, and with 24 hours of complete bed rest she heals all ability burn.

Bolster Resistance (Su): The pact which fuels a Runebound Knight’s powers also protects her. By taking 2 points of Charisma burn (this charisma burn cannot be prevented in any way) as an immediate action a Runebound Knight may add her class level to the next saving throw she makes.

Hallowed Resilience (Su): A Runebound Knight is protected from harm gaining DR equal to half her class level; damage from unholy weapons or which counts as evil aligned overcomes this DR.

Foe Bound (Su): A Runebound Knight is a weapon against evil. When a 3rd level or higher Runebound Knight uses Smite Evil on a foe she may inflict 2 Charisma burn (which cannot be reduced) to herself to make every attack against that target for the next minute gain a bonus to hit and damage as if she were using her Runebound Knight Smite Evil ability.

Reburn the Runes (Su): A Runebound Knight has learned that flexibility is required to serve the greater good. She may rearrange the runes of their soul to maximize their fight against evil. Beginning at 5th level a Runebound Knight may change her Soul Runes known by spending 10 minutes and suffering Charisma burn. The Runebound Knight takes 1 point of Charisma Burn (which cannot be reduced) per Soul Rune changed or 4 points to change all of them. At 10th level a Runebound Knight may rearrange the runes as a full round action taking 1 point of Charisma Burn (which cannot be reduced) per Soul Rune changed or 4 points to change all of them. At 15th level a Runebound Knight may rearrange the runes as a swift action taking 1 point of Charisma Burn (which cannot be reduced) per Soul Rune changed or 6 points to change all of them, in addition the cost to change all of them when taking 10 minutes is reduced to 2 points.

Empower Soul Rune (Su): A Runebound Knight may fuel the power of her Soul Runes further at the cost of his own soul. Beginning at 6th level by paying an additional 2 Charisma burn when activating a Soul Rune a Runebound Knight may empower it (as the Empower Spell feat) with no change to casting time or effective level.

Tongues (Sp): As the runes burned into a Runebound Knight’s soul matures the Runebound Knight takes on qualities of the archons which applied them. At 7th level a Runebound Knight gains a permanent Tongues effect; if it is dispelled the Runebound Knight may reactivate it as a free action.

Bolster Defense (Su): The defenses imbued into the Runebound Knight become more intricate protecting him from harm. As an immediate action a Runebound Knight may deal herself 2 Charisma burn (which may not be reduced or prevented) to add a Sacred bonus to AC equal to her class level until the start of his next action. While this ability is active the Runebound Knight shines with light equivalent to a Daylight spell.

Shelter Ally (Su): The Runebound Knight cannot be expected to only defend themselves. By dealing herself an additional 1 Charisma burn a Runebound Knight may activate Bolster Resistance or Bolster Defense on another creature within 30-ft instead of herself; the bonus is still derived from the Runebound Knight's class levels.

Aura of Menace (Su): A righteous aura surrounds a Runebound Knight when she fights or get angry. Any hostile creature within a 20-foot radius of the Runebound Knight must succeed on a Will save (DC 10 + ½ Class level + Charisma modifier) to resist its effects. Those who fail take a –2 penalty on attacks, AC, and saves for 24 hours or until they successfully hit the Runebound Knight that generated the aura. A creature that has resisted or broken the effect cannot be affected again by the same Runebound Knight’s aura for 24 hours.

Quicken Soul Rune (Su): A Runebound Knight may hasten the use of her Soul Runes, though doing so risks further damaging her own soul. Beginning at 11th level by taking an additional 2d3 Charisma burn when activating a Soul Rune a Runebound Knight may activate it as a Swift action.

Aegis of the Celestial Soldier (Su): The radiance of the Runebound Knight’s runes shelters them from blows even when the warrior does not expend her spiritual energy to cause them to blaze forth. Beginning at 12th level a Runebound Knight gains a Sacred Bonus to AC equal to half her Charisma modifier if positive.

Mass Shelter Ally (Su): A Runebound Knight learns how to extend her soul to protect a number of nearby creatures. Beginning at 14th level, when using Bolster Resistance or Bolster Defense a Runebound Knight may apply it to any number of target creatures within 60-ft. To do so she must pay an additional 2 points of Charisma burn.

Magic Circle against Evil (Su): A magic circle against evil effect always surrounds a Runebound Knight (caster level equals the Runebound Knight’s class level).

Reactive Soul Rune (Su): A Runebound Knight may use her Soul Runes reflexively, though doing so risks further damaging her own soul. Beginning at 17th level by taking an additional 3d4+1 Charisma burn when activating a Soul Rune a Runebound Knight may activate it as an Immediate action.

Transference (Su): A Runebound Knight has learned to push the ravages of her soul onto her body. Beginning at 18th level once per day a Runebound Knight may transfer all Charisma burn, damage, and/or drain she is currently suffering to an equal amount of burn, damage, and/or drain to one of Strength, Constitution, or Wisdom.

Paragon of Glory (Ex): A Runebound Knight’s Soul Runes blossom into full splendor and her powers rise to match. At 20th level a Runebound Knight takes 1 less point of Charisma burn to activate Foe Bond, Bolster Defense, Bolster Resistance, Empower Soul Rune, Quicken Soul Rune, and Reactive Soul Rune. The cost to use Reburn the Runes becomes 0 to change a single Soul Rune known as an action taking 10 minutes, 2 to change them all as a full-round action, 1 to change a single Soul Rune known as a swift action, and 4 to change them all as a Swift action.
In addition if the Runebound Knight is not Lawful Good she may immediately change their alignment to Lawful Good as if through the Atonement spell.
If the Runebound Knight is Lawful Good, or ever becomes Lawful Good, her type changes to Outsider and she gains the Law, Good, and Archon subtypes. She gains the ability to Teleport without Error (self plus 50 lbs of gear only) at-will and the save DC for their Aura of Menace gains a +2 racial bonus. She gains any other Outsider and Archon traits she does not already possess.

Soul Runes Known
Level01st2nd3rd4th5th6th7th
1st2-------
2nd21------
3rd22------
4th32------
5th321-----
6th322-----
7th332-----
8th4321----
9th4322----
10th4332----
11th44321---
12th54322---
13th54332---
14th544321--
15th544322--
16th644332--
17th6444321-
18th6444322-
19th6444332-
20th64444331

Soul Runes: These function as the spell of the same name except as noted in Burn Soul and any specific exceptions noted on the spells themselves.
Orisons:
Spoiler


1st:
Spoiler


2nd:
Spoiler


3rd level:
Spoiler


4th level:
Spoiler


5th:
Spoiler


6th level:
Spoiler


7th Level:
Spoiler


How They Change the World:
Runebound Knights are holy crusaders, a small change to the world of D&D with its paladins and clerics except they have other implications. A Runebound Knight is empowered by the archons meaning that they have taken an active role in influencing the fate of the Prime Material World. In addition they serve to bring a focus on the archons and their actions, as well as question of how their methods differ from those of fiends. The existence of Runebound Knights also implies the existence of souls trapped in a purgatory of heroic crusades, fighting their way for virtue knowing that they can never again rest happily. It also competes with paladins as crusading forces of good, even as it shows that warlocks are not the only ones selling their souls for power. It also implies an emphasis on Good over Law amongst the celestials of Mount Celestia, forging a weapon that slays Evil with no special powers against Chaos.

An organization of Runebound Knights could act as knight errants attempting to cleanse the world of evil, or as a singular figure struggling against the dark but doomed to fail. In general, while they bring up questions of the nature of what it means to be good and if the choice to be evil is taken away whether being good is still something of value, their presence in high numbers lightens the tone by indicating that the forces of good take an interest in the world. In low numbers they can remind that the struggle of the hero is often one which leads to a ruined life, and a quick death especially if they are almost unique indicating that the forces of good, or at least the archons, do not care much for the world.
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If anybody is ever interested in playing one of my homebrewed base classes let me know, I'd love to see some of them in play and would try to run a game for it.

Last edited by Zaydos : 07-27-2012 at 04:24 PM.
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Old 07-24-2012, 01:17 PM   Top  -  End  -  #10
Phosphate
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Default Re: Mixed Ultimate Homebrew Arts Contest I: Power has a Price

Arduous Training

You're not like most people. You don't have the chance nor conditions to engage in a cozy, long, gradual training to advance in class levels. Or maybe you don't want to bide your time with unnecessary things such as becoming tougher or more enduring, when you know that time would be better spent on making you more powerful, versatile, or knowledgeable. If so, I'd advise you to take a look at Arduous Training.

The Mechanic

Arduous Training is a mechanic best suited for those who want to give up survivability in exchange for power. However, such individuals must already be tough enough and used to the adventurer life to meet the rigors of this training. Therefore, Arduous Modified Levels (AMLs) can only be taken by characters that have already acquired 5 unmodified class levels.

When you choose to gain an AML, this is how it works:

1.) You choose a class to add a level to. If it's the very first level in that class, it is not eligible to be taken as an AML.
2.) You gain saves, BaB, skill points, and features from that class normally.
3.) However, instead of the normal class hit die, you add only your constitution modifier (if any) to your hit point total.
4.) You gain a number of training points (tp) based on the normal hit dice of the class: 1 point for d4, 2 points for d6, 3 points for d8, 4 points for d10 and d12.

Any tp you gain by acquiring an AML is added to the tp you already have, if any. There's no upper cap to how much tp you can have.

Tp can be spent on the Advancements below. Normally you may only gain one Advancement per level, regardless of how much tp you have. You must choose an Advancement when you level up; if you don't, you will have to wait until your next level up to pick an advancement. Advancements can be gained at any level, not just AMLs. The general format for advancements is:

Name: the name of the advancement
Cost: how much tp the advancement costs
Requirements: some advancements require other advancements to be taken beforehand, or other such conditions
Effect: what the advancement actually provides the user with
Limiter: how many times this advancement can be taken

Advance List
Spoiler


Effect on the Game

Getting tougher as you level is no longer a given, it's a choice. Furthermore, those who don't really need their extra points to health can give them up and not really lose anything from it - a fighter specialized in ranged weapons, for instance, could easily get from tier 5 to high 4 after about 3 AMLs.

Effect on the Game World

Now it makes sense to have scrawny, physically weak Masters of various classes and styles - having all high ECL NPCs also have huge hit point totals is no longer compulsory, and can be evaded with the right amout of AMLs. At very high levels, 14+, DMs can also modify monsters with AMLs to make them more challenging - at a level where ubercharging drops anything in 1 hit regardless of HP and a save-or-die is tied to any save, a loss of hit points is not that relevant to a monster, but some well chosen advancements are.

Last edited by Phosphate : 07-28-2012 at 01:15 AM.
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Old 07-29-2012, 06:31 PM   Top  -  End  -  #11
Welknair
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Join Date: Dec 2009
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Default Re: Mixed Ultimate Homebrew Arts Contest I: Power has a Price

The submissions period is now closed.
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Old 09-02-2012, 09:59 PM   Top  -  End  -  #12
Welknair
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Default Re: Mixed Ultimate Homebrew Arts Contest I: Power has a Price

Results

Best Overall: Temotei's Chronoshifter


Entrant
Objective
Balance
Flavor
Originality
Total
Amechra
30
21
31
26
108
Lohj
25
19
17
23
84
Techwarrior
31
24
30
24
109
Temotei
27
30
32
33
122
Zaydos
31
27
27
23
108
Phosphate
22
16
16
28
82

Congratulations to Temotei for winning the first MUHA Contest, and thanks to all contestants for your amazing submissions! The new contest thread should be up within the week!
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Last edited by Welknair : 09-02-2012 at 10:15 PM.
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