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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 11-26-2011, 03:35 PM   Top  -  End  -  #1
Matar
Ogre in the Playground
 
 
Join Date: Feb 2007
Default Rift-Child [WIP] Xenotheurgy Base Class

Do note, this is an -extreme- work in progress. It needs a ton of work still but hopefully I will finish it. The main reason I made this is because while RoC's True Xeno class is really amazing, it's Incursions just don't fit in every campaign.

A Rift-Child has no Incursions, instead having Rift, which are pretty minor effects. Instead of gaining harbinger marks or increases to their skill level they gain (well, will eventually) the ability to modify their Breaches to a much larger degree then a True-Xeno could.

I imagine the cap-stone will be some sort of immortality effect, perhaps letting you take over the mind of anyone you've driven insane after you die. That seems pretty nice.

If you dudes have any ideas are have anything you'd like to see in this class, feel free to drop ideas.

Massive thanks to RoC for making this incredible system.

------

Rift Child

”I am the Child of Madness. With my very existence I preach the truth of what reality really is.”
-Octavious Seldin, Rift-Child



MAKING A RIFT-CHILD

Abilities:

Races:


Starting Gold: As cleric
Starting Age: As rogue


Class Skills
The Rift-Child's class skills (and the key ability for each skill) are Bluff (Cha), Craft (Int), Decipher Script (Int), Disguise (Cha), Escape Artist (Dex), Hide (Dex), Intimidate (Cha), Knowledge (arcana), Knowledge (dungeoneering), Knowledge (the planes), Listen (Wis), Move Silently (Dex), Search (Int), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Use Magic Device (Cha)
Skill Points at 1st Level: (4 + Int modifier) X 4
Skills Points at Each Additional Level: 4 + Int modifier

Hit Dice: d6

LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialMurmurs
1st
+0
+0
+0
+2
Pull from Beyond, Unearthly Will
3
2nd
+1
+0
+0
+3
Obedient Insanity 1/day
4
3rd
+2
+1
+1
+3
The First Steps
4
4th
+3
+1
+1
+4
Extended Madness
5
5th
+3
+1
+1
+4
Obedient Insanity 2/day
5
6th
+4
+2
+2
+5
The First Steps
6
7th
+5
+2
+2
+5
Engorged Madness
6
8th
+6/+1
+2
+2
+6
Obedient Insanity 3/day
7
9th
+6/+1
+3
+3
+6
The Short Walk
7
10th
+7/+2
+3
+3
+7
 
8
11th
+8/+3
+3
+3
+7
Obedient Insanity 4/day
8
12th
+9/+4
+4
+4
+8
The Short Walk
9
13th
+9/+4
+4
+4
+8
Apex of Madness
9
14th
+10/+5
+4
+4
+9
Obedient Insanity 5/day
10
15th
+11/+6/+1
+5
+5
+9
The Long Path
10
16th
+12/+7/+2
+5
+5
+10
11
17th
+12/+7/+2
+5
+5
+10
Obedient Insanity 6/day
11
18th
+13/+8/+3
+6
+6
+11
The Long Path
12
19th
+14/+9/+4
+6
+6
+11
Instant Madness
12
20th
+15/+10/+5
+6
+6
+12
Eternal Madness, The Final Steps
13

CLASS FEATURES

Weapon Proficiencies: As a Rift-Child, you gain proficiency with all simple weapons and with light armor but not with shields.

Murmurs (Su): You have access to three or more murmurs, tenuous connections to the far realms made by causal knowledge of its existence and contents. All murmurs are supernatural abilities with seven levels of power. The first level is insufficient to grant any game effects and the seventh overpowers the senses, rendering you all but useless. Otherwise, all murmurs grant a static penalty and bonus, the size of which depends on the murmurs level. Furthermore, each murmur grants access to a small list of breaches and a single Rift of your choice (no Rift may be learned more than once).
The number of murmurs that you have access to is given on the table above. At any given time, you may only have three active murmurs. Up to once per day, after 8 hours of rest and/or sleep, you may exchange a single first level active murmur for an inactive one.
At the end of each day, you may reduce the level of a single active murmur you possess by 1 (to a minimum of 1). A limited wish, wish, or miracle can also forcibly decrease the level of a murmur by 1 (no saving throw).
You pay a steep price for the power that they wield, however. You cannot be brought back from the dead by any means, including divine intervention.

Disturbance (Su): You gain a number of Disturbances, supernatural alterations to the world around you. A Disturbance has no in game effect other then being generally odd and weird.

You have one Disturbance for every Murmur that you have. Each Disturbance is tied to a certain Murmur. The effects of a Disturbance emanate out to 120 feet. The Disturbances of a Rift-Child are more static then those of a True Xenotheugist, normally only changing after a few days to several weeks, although it may change more often at the players/DM's discretion.

It is possible to suppress but doing so traps more of the aberrant energies within your head. For each suppressed you take a –1 penalty to Will saves. As a standard action,you may suppress or reactivate any number of Disturbances.


Breaches (Su): Each murmur grants access to a number of supernatural abilities called breaches. Breaches are split into breach levels that behave like spell levels. Your xenotheurgy level dictates the highest level of breach that you can access, as given on the table below. Furthermore, to use a breach, the level of the murmur granting it must equal or surpass its breach level.

The DC of Breaches is handled differently as a Rift-Child. The DC to save against a Breach is (10+1/2 Murmur Level+Warp Points[The bonus to DC from Warp Points is never higher then the ability modifier that is added to your will save from Unearthly Will). The DC to resist escalating your Murmur level is equal to (10+1/2 Murmur Level+Warp Points).

Breaches are usable at will and take a standard action to use. They may be empowered, however, as stated Xenotheurgy thread.

Maximum Breach Level by Xenotheurgy Level
Spoiler


Rift (Ex): You gain a number of Rifts equal to your number of Murmurs. Each Rift is tied to a specific murmur, much like the Incursions of a True-Xenotheurgist. You may only be under the effects of a Rift if it is from a currently active Murmur. If you replace the murmur linked to your active Rift for any reason you must also change your active Rift as well. Rifts are highly internalized, normally only effecting the Rift-Child and possibly those that come into contact with him. Unlike Incursions you must have a single Rift active at all times.

You may change your active Rift after 8 hours of rest, replacing it with another Rift from an active Murmur.

Pull from Beyond (Su): As you gain power, energies from the far realms start keeping you alive. You remain alive until your hit points reach –10 –5 hit points/breach level you have access to (to a maximum of –40 hit points when you can access 6th level breaches). If you have access to abilities that keep you conscious under 0 hit points, they stop functioning at –10 hit points.

Unearthly Will (Ex): You gain Unnatural Will (see here) as a bonus feat.

Obedient Insanity (Ex): Although your resistance is not as powerful as that of a True Xenotheurgist you may still ask the madness to obey, and at times it will. Once per day plus once every 3 class levels, except for 20, you may automatically pass a will-save against murmur escalation.

Roads to Madness (Ex): At level three, and every three levels after and at level 20, you gain access to a Road of Madness. These come in four tiers, with each tier offering 5 subsection. The different tiers are as follows: The First Steps, The Short Walk, The Long Path, and The Final Steps. You may select a single subsection every time you gain access to a Road of Madness, limited to your highest accessible tier of Roads of Madness, as shown on the table.

Example: Fredrick recently leveled up to level 9. He already has the Lies and Truth, along with the Speaker of the End. He has the choice to pick up a Roads of Madness from either The First Steps or The Short Walk, depending on what Breaches he wants to augment.

Extended Madness: You gain the Extend Distortion. This functions like the Extend Breach Meta-Breach feat but not does disallow the Breach for 24 hours. This is treated as a Distortion when it comes to Warp Point calculation.

Engorged Madness: You gain the Engorged Distortion. This functions like the Widen Breach Meta-Breach feat but does not disallow the Breach for 24 hours. This is treated as a Distortion when it comes to Warp Point calculation.

Apex of Madness: You gain the Apex Distortion. This functions like the Maximize Breach Meta-Breach feat but does not disallow the Breach for 24 hours. This is treated as a Distortion when it comes to Warp Point calculation.

Instant Madness: You gain the Instant Distortion. This functions like the Quicken Breach Meta-Breach feat but does not disallow the Breach for 24 hours. This is treated as a Distortion when it comes to Warp Point calculation.
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Last edited by Matar : 03-02-2012 at 01:43 PM.
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Old 11-26-2011, 03:36 PM   Top  -  End  -  #2
Matar
Ogre in the Playground
 
 
Join Date: Feb 2007
Default Re: Rift-Child [WIP] Xenotheurgy Base Class

RIFTS
Spoiler


The Roads of Madness
Spoiler


FEATS:

Rift Walker
Your abilities ignore any influence other then that of the Far-Realms.
Prerequisites:Access to at least one Rift
Benefits: As a swift action once per day all breaches, murmers, and disturbances you have are treated as extraordinary abilities (they still function against incorporeal creatures as if supernatural) until you receive 8 hours of rest.
You take a penalty to all wisdom and charisma class skills, as if you have used an incursion. Feats and skills that lower the penalty for Incursions also lower the penalty for this feat. This penalty lasts until you receive 8 hours of rest.
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ParsonxMaggie Shipper in the Playground

Last edited by Matar : 03-02-2012 at 01:52 PM.
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