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

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Old 09-28-2011, 01:08 AM   Top  -  End  -  #1
Temotei
Firbolg in the Playground
 
 
Join Date: Nov 2008
Location: 
Minnesota
Gender: Male
Default Base Class Challenge VIII - One Small Step for a Contest...

One Small Step for a Contest...One Giant Step for Contestkind

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

1. You will be creating an original base class based around a theme of outer space and fantasy; spellcasters with stars as familiars, meteor-riding berserkers, and warriors with planet-aligning powers are all possibilities. You may not post your entry anywhere else until after the contest is finished. If you have already posted a class under this theme, you may not enter it for this contest. Aside from that, anything goes--psionics, martial maneuvers, spellcasting, whatever. Go crazy; new mechanics, new feats, new items, and everything else you can think of are fair game!
2. Submissions are due by October 31, and should be submitted in the format shown in the next post. Feel free to play around with fonts, images, and the like, but make sure the end result is easy on the eyes.
3. There must be a name, complete class, and fluff for both combat and role playing purposes. Incomplete entries will be disqualified--no exceptions.
4. Plagiarism is strictly forbidden.

The chat thread is here. Feel free to discuss each other's creations, give critique, or talk about what you're thinking of this contest, but entries belong in this challenge thread.

Ready, Houston?

SPACE RACE!
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Old 09-28-2011, 01:09 AM   Top  -  End  -  #2
Temotei
Firbolg in the Playground
 
 
Join Date: Nov 2008
Location: 
Minnesota
Gender: Male
Default Re: Base Class Challenge VIII - One Small Step for a Contest...

Base Class Name

Put an image of your class here!

Put a quote by or about a member of your class here!

A general description of what your class is!

Adventures: Why your class might adventure.

Characteristics: What your class is capable of.

Alignment: What alignment or alignments your class may have and why.

Religion: What deities or ideals your class follows, if any, and why.

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

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

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

Role: What your class does in and for a party.

Adaptation: How a DM might change your class to fit into their campaign or unique world setting.

GAME RULE INFORMATION
CLASS NAME's have the following game statistics.
Abilities: A brief description of what ability scores are important to your class.
Alignment: What alignments are available to your class are listed here. "Any" is a possibility.
Hit Die: dx
Starting Age: What age your class starts at level one as normally ("As barbarian," "As bard," and "As cleric" are the standard options, though feel free to put down the numbers, as well.).
Starting Gold: What amount of currency your class starts at level one with normally ("As barbarian," "As cleric," "As druid," "As fighter," "As monk," and "As sorcerer" are the standard options, though feel free to put down the numbers, as well.).

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

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

CLASS NAME
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial
1st
+x
+x
+x
+x
Class Ability
2nd
+x
+x
+x
+x
Class Ability
3rd
+x
+x
+x
+x
Class Ability
4th
+x
+x
+x
+x
Class Ability
5th
+x
+x
+x
+x
Class Ability
6th
+x
+x
+x
+x
Class Ability
7th
+x
+x
+x
+x
Class Ability
8th
+x
+x
+x
+x
Class Ability
9th
+x
+x
+x
+x
Class Ability
10th
+x
+x
+x
+x
Class Ability
11th
+x
+x
+x
+x
Class Ability
12th
+x
+x
+x
+x
Class Ability
13th
+x
+x
+x
+x
Class Ability
14th
+x
+x
+x
+x
Class Ability
15th
+x
+x
+x
+x
Class Ability
16th
+x
+x
+x
+x
Class Ability
17th
+x
+x
+x
+x
Class Ability
18th
+x
+x
+x
+x
Class Ability
19th
+x
+x
+x
+x
Class Ability
20th
+x
+x
+x
+x
Class Ability

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

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

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

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



Spoiler

Last edited by Temotei : 09-28-2011 at 01:12 AM.
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Old 09-29-2011, 02:06 AM   Top  -  End  -  #3
Noctemwolf
Barbarian in the Playground
 
 
Join Date: Jul 2010
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USA
Gender: Male
Default Re: Base Class Challenge VIII - One Small Step for a Contest...

Sci-Forged


I once wondered what we Warforged truly are... and I have found it.

The Sci-Forged is a different take on the Warforged. Instead of being simply a feat, like the Psi-forged body and such, This class is a full on 20 level progression as the Warforged who takes the class slowly changes into less of a construct created by magic and more like a true futuristic robot; run by science and physics and not by the eldritch power of magic.
This class is meant to be very similar to the Warlock, but with a largely different flavor to it, as well as thematic invocations, with the best part being that every ability used by the Sci-Forged is not considered magical. Thus, A Sci-Forged makes a great opponent for magic users who will grit their teeth at the fact they cannot stop the Sci-forged' scientific abilities.

Adventures: a Sci-Forged adventures for knowledge to advance itself further towards it's ultimate goal; to finally be rid of the magic that first gave it life and to become a 'pure' machine.

Characteristics: A sci-forged is meant to be a support caster type, with many ways to help their allies and themselves while locking down opponents. With their abilities being entirely based on manipulating physics instead of magic power, their abilities are also almost impossible for a mage to stop without some heavy forethought.

Alignment: Almost all Sci-Forged are Lawful Neutral, as their thinking is based on logic. Good and Evil have little bearing on a sci-forged except as extremes of opinion. They are most often lawful as they understand that the basics of things are built upon immutable laws that all must follow. This is not a hard and fast rule, however; though all Sci-Forged wish to become 'pure', the philosophy behind what a pure machine is, all mind or all emotion, is wildly debated.

Religion: Most Sci-Forged have no religion, seeing it as a waste of their time to follow certain creeds or ideas on simple faith, preferring to listen to the laws of the universe and follow them.

Background: A War-Forged usually takes the Path of a Sci-Forged when he realizes that magic is not the only way to build a machine. Perhaps Alien creatures from another world have invaded the planet, and Robotic minions have inspired the War-Forged to become more like them. Perhaps an ancient civilization was discovered deep beneath the crust of the Earth, and the secrets discovered by the War-Forged was the staggering realization that the creatures they were fighting were not magical at all, and yet very similar to him.

Races: War-Forged are the exclusive members of this class, seeing as no other race as of yet is created through a fusion of magic and technology rather than just simple biological process. As such, only War-Forged may take levels in this class.

Other Classes: Sci-forged can understand the honor behind the fighters profession, seeing as many Sci-forged Were once War-Forged and were originally built to fight. They can see eye to eye with many other fighting classes as well, though barbarians are often seen as far to unrestrained and clerics as men of faith and not men of logic. Despite their dislike for magic (usually), Sci-Forged often get along well with wizards, due to the extensive similarities the two classes have. Sorcerer's, though they have similar abilities, aren't usually on the same mental plane as a Sci-Forged.

Role: The role of this class is as support to the rest of the party, filling a similar role to that of the cleric. With some light healing ability, as well as front line combat potential and powerful buffs, this class can stand beside their allies and insure they live to see another day.

Adaptation: If you wish, you could remove the racial requirement and play the class as one who seeks to become a machine rather than a flesh and body creature. Or, if your setting has mechanical creatures, simply rename the class and change the racial requirement. (If your imaginary machine race were called “Clocks”, as an example, then you could rename the class Sci-Clocks and change the racial requirement to “You must be a Clock”).

GAME RULE INFORMATION
Sci-Forged' have the following game statistics.
Abilities: Intelligence is paramount to this class, as it affects the power of their Theories (Effects similar to Invocations). Strength and Constitution are often important as well to insure that a Sci-Forged has staying power alongside his melee teammates, though Dexterity could also be useful if the Sci-Forged intends Any Ranged Combat.
Hit Die: d8
Starting Age: As Cleric.
Starting Gold: As Wizard.

Class Skills
The Sci-Forged' class skills (and the key ability for each skill) are...
Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Heal (Wis), Jump (str), Knowledge (All, Taken individually) (Int), Profession (Wis), Spellcraft (Int), Use Magic Device (Cha).


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

Sci-Forged
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialTheoriesTheory Grade
1st
+0
+2
+0
+2
Theories, Nanites, Focused Strike +1d61Least
2nd
+1
+3
+0
+3
 2Least
3rd
+2
+3
+1
+3
 2Least
4th
+3
+4
+1
+4
Focused Strike +2d63Least
5th
+3
+4
+1
+4
 3Least
6th
+4
+5
+2
+5
 4Lesser
7th
+5
+5
+2
+5
Focused Strike +3d64Lesser
8th
+6/1
+6
+2
+6
 5Lesser
9th
+6/1
+6
+3
+6
 5Lesser
10th
+7/2
+7
+3
+7
Focused Strike +4d66Lesser
11th
+8/3
+7
+3
+7
 7Greater
12th
+9/4
+8
+4
+8
 7Greater
13th
+9/4
+8
+4
+8
Focused Strike +5d68Greater
14th
+10/5
+9
+4
+9
 8Greater
15th
+11/6/1
+9
+5
+9
 9Greater
16th
+12/7/2
+10
+5
+10
Focused Strike +6d610Greatest
17th
+12/7/2
+10
+5
+10
 10Greatest
18th
+13/8/3
+11
+6
+11
 11Greatest
19th
+14/9/4
+11
+6
+11
Focused Strike +7d611Greatest
20th
+15/10/5
+12
+6
+12
Realized Potential, True Focus12Greatest

Class Features
All of the following are class features of the Sci-Forged.

Weapon and Armor Proficiencies: Sci-Forged are proficient with all simple weapons, as well as two martial weapons of their choice. They are proficient with Light and Medium Armors, and with shields (But not Tower Shields).

Theories (Ex): A Sci-Forged does not prepare or cast spells like most caster's do. Instead, he possesses a repertoire of attacks, defenses, and abilities known as Theories that require him to focus the wild energy that suffuses his soul. A Sci-Forged can use any Theory he knows at will, with the following qualifications:

A Sci-Forged’ Theories are similar to spell-like abilities; using a Theory is therefore a standard action that provokes attacks of opportunity. However, unlike a spell or spell-like ability, a Theory cannot be disrupted thorugh counterspelling or Dispel Magic. A Sci-Forged is entitled to a Concentration check to successfully use an theory if he is hit by an attack while Activating a Theory, just as a spellcaster would be. A Sci-Forged can choose to use a Theory defensively by making a successful Concentration check, to avoid provoking attacks of opportunity. A Sci-Forged’ Theories are not subject to spell resistance unless a Theories’s description specifically states otherwise. A Sci-Forged’ caster level with his theories is equal to his Sci-Forged level. The save DC for a Theory (if it allows a save) is 10 + equivalent spell level + the Sci-Forged’ Intelligence Modifier.
Since Theories are not spell-like abilities or spells, a Sci-Forged cannot benefit from the Spell Focus feat or from the Ability Focus feat, as well as from feats that emulate metamagic effects for spell-like abilities, such as Quicken Spell-Like Ability and Empower Spell-Like Ability.
The four Levels of Theories, in order of their relative power, are least, lesser, greater, and greatest. A Sci-Forged begins with knowledge of one Theory, which must be of the lowest grade (least). As a Sci-Forged gains levels, he learns new Theories. A list of available Theories can be found following this class description. At any level when a Sci-Forged learns a new Theory, he can also replace a Theory he already knows with another Theory of the same or a lower grade. At 6th level, a Sci-Forged can replace a least Theory he knows with a different least theory (in addition to learning a
new theory, which could be either least or lesser). At 11th level, a Sci-Forged can replace a least or lesser theory he knows with another theory of the same or a lower grade (in addition to learning a new invocation, which could be least, lesser, or greater). At 16th level, a Sci-Forged can replace a least, lesser, or greater Theory he knows with another theory of the same or a lower grade (in
addition to learning a new Theory, which could be least,lesser, greater, or greatest).
Finally, Theories are not subject to arcane spell failure chance.

Theory List:
Spoiler



Nanites (Ex): As a gift from the creatures you are attempting to emulate, these small bug like creatures are invisible to the naked eye. These small creatures are not considered separate from you; In effect, they are considered part of you. these creatures grant you several benefits as you gain levels.
at Level 1, You can heal naturally (As though you were not a construct).
At level 5, you heal naturally, but now gain hit points per hour instead of per day.
At level 10, you gain Fast healing 1.
At level 15, you gain Fast Healing 5 (this replaces Fast Healing 1).
At level 20, you gain Fast Healing 10 (this replaces Fast Healing 5).

Nanite Abilities:

Focused Strike (Ex): Through the use of your powerful intellect and speed of thought granted by your goal of becoming a perfect machine, your strikes are particularly deadly, as are those of your allies.
Whenever you make a standard action attack (Including special attacks that deal damage such as Stunning Fist) You may add your intelligence modifier to your attack roll, and the number shown on the list to the damage for that attack. This is precision damage and does stack with sneak attack damage.
In addition, as a standard action, you can share a number of dice up to your maximum with an ally. Whatever amount of dice you choose may be subtracted from your total, and you can grant this ability to an ally. For example, you have 6d6 dice from Focused strike added to your damage. You may choose to give 3d6 of this to an ally, allowing them to add their intelligence modifier to their attack roll and the 3d6 to their damage roll.
You may share any number of dice with any number of allies, so long as the total amount of dice shared does not exceed your total (no more than 6 dice can be shared, using the original example). This sharing is indefinite, but you may return any of your dice to yourself as a free action if you so desire.

Realized Potential (Ex): (Become a construct, but maintain Fort Saves and all constitution bases become int based instead).

True Focus: once per day plus an amount equal to half your intelligence bonus , you can add your Focused Strike attack roll and damage bonuses to all damaging attacks in a full attack sequence. You may share uses of this ability among your allies exactly as you would share Focused Strikes damage dice.

Theory descriptions:

note: All theories use your class level as your caster level when required.

least:
Spoiler


Lesser:
Spoiler








CLASS FEATURE NAME (Ex, Su, Sp, Ps):
__________________
"I took the road less traveled- now where the hell am I?"
"When I became a man I put away childish things, including the fear of childishness and the desire to be very grown up." -C.S. Lewis

Voice acting videos:



Last edited by Noctemwolf : 10-30-2011 at 12:02 PM.
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Old 09-29-2011, 09:46 PM   Top  -  End  -  #4
Amechra
Ogre in the Playground
 
 
Join Date: Dec 2010
Location: 
Where I live.
frown Re: Base Class Challenge VIII - One Small Step for a Contest...

The Star-Sworn Knight




The songs sing; they sing Fate, to be exact.

What man would refuse a chance to listen to that beautiful song? It would be a blasphemous occurrence to stop up one's ears, and yet most people are born with stopped-up ears.

Of course, there are ways to remove such plugs...

Adventures: Why does anyone adventure? The stars sing differently from place to place, so merely the travel is a thing of wonder; and, well, combat is accompanied by the most wondrous choir you could possibly imagine.

Characteristics: Star-Sworn Knights have a wondrous ability to warp the fates of others to their will; whether granting freedom from the ties that bind an allies hands, or causing the enemies bodies to bleed, they mix this alteration of fate with martial prowess.

Alignment: Why, an at all, of course; the stars themselves care little for such trifles as alignment.

Religion: The stars are religion enough; a God of Fate could be worshiped, but they are a poor substitute.

Background: Somehow, their ears became freed of all blockage from the celestial chorus, and truly heard for the first time in their lives.

And it was wondrous.

Races: Any race that can see the heavens can follow this path; dwarves, admittedly, rarely take this path, as they live beneath the earth, away from the beauteous stars.

Other Classes: Everything has its place, and everyplace has the one thing that fits it. The Star-Sworn Knight does what it does, and everyone else does what they need to do.

Role: A Star-Sworn Knight is primarily a mid-line fighter, buffing allies and debuffing foes before entering into combat itself.

Adaptation: Perhaps they have simply learned Truenaming through a different tradition, or are blessed by some deity of something. I don't know, you tell me.

GAME RULE INFORMATION
Star-Sworn Knights have the following game statistics.
Abilities: Charisma is pretty darn important; other than that, don't neglect theit physical ability scores.
Alignment: Any
Hit Die: d10
Starting Age: As Bard
Starting Gold: As Druid

Class Skills
The Star-Sworn Knight's class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (astronomy/dungeoneering/geography/nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis) Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex).

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

THE STAR-SWORN KNIGHT
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialSongs KnownSongs Attuned
1st
+0
+0
+2
+2
Chorist of the Heavens, Dream of Concordance11
2nd
+1
+0
+3
+3
Guarded by the Stars22
3rd
+2
+1
+3
+3
Virtuoso of Stars (1)32
4th
+3
+1
+4
+4
Dream of Concordance43
5th
+3
+1
+4
+4
Question the Skies 1/day53
6th
+4
+2
+5
+5
Virtuoso of Stars (2)54
7th
+5
+2
+5
+5
Dream of Concordance64
8th
+6/+1
+2
+6
+6
Question the Skies 2/day75
9th
+6/+1
+3
+6
+6
Virtuoso of Stars (3)85
10th
+7/+2
+3
+7
+7
Dream of Concordance86
11th
+8/+3
+3
+7
+7
Question the Skies 3/day96
12th
+9/+4
+4
+8
+8
Virtuoso of Stars (4)107
13th
+9/+4
+4
+8
+8
Dream of Concordance117
14th
+10/+5
+4
+9
+9
Question the Skies 4/day118
15th
+11/+6/+1
+5
+9
+9
Virtuoso of Stars (5)128
16th
+12/+7/+2
+5
+10
+10
Dream of Concordance139
17th
+12/+7/+2
+5
+10
+10
Question the Skies 5/day149
18th
+13/+8/+3
+6
+11
+11
Virtuoso of Stars (6)1410
19th
+14/+9/+4
+6
+11
+11
Dream of Concordance1510
20th
+15/+10/+5
+6
+12
+12
Ascendant Embodiment of the Stellar Choir1611

Class Features
All of the following are class features of the Star-Sworn Knight.

Weapon and Armor Proficiencies: A Star-Sworn Knight is proficient in all simple and martial weapons, as well as all light and medium armor; they are also proficient in all shields, except for tower shields.

Chorist of the Heavens (Su): A Star-Sworn Knight has given their lives over to the stars and the music of the crystal spheres; as such, they may manipulate that "music" through their voices or footsteps.

At every level other than 6th, 10th, 14th, and 18th a Star-Sworn Knight learns a Song. However, they do not always have access to their Songs to use, and must first Attune to their songs. In their first two levels they learn two Songs, and the ability to Attune to two Songs, but from then on they may only Attune to a number of additional Songs for every two levels beyond 2nd. Their Songs are drawn from the Lexicon of the Evolving Mind, and otherwise function as Utterances (excepting, of course, the Truenaming check, and the Laws)

To Attune to their Songs, a Star-Sworn Knight must spend 10 minutes under the open skies listening to the music that threads its way through the heavens; as such, they need to have relative silence in the area while doing so. Alternatively, if they take three times the time necessary to normally Attune their Songs, they may Attune their Songs without needing a view of the sky.

Using a Song requires a Move action to begin, and then a Swift action is required to sustain the song, for a number of rounds up to 1/2 the Star-Sworn Knight's level (minimum 1). After the Song has finished in any way, the Star-Sworn Knight receives a number of points of Dissonance equal to 1/2 the number of rounds spent performing the song (minimum 1). The effects of the song remain for one round, plus an additional round at 5th, 10th, 15th, and 20th levels, after the Star-Sworn Knight finishes the song.

To perform a Song, the Star-Sworn Knight is required to make a Concordance check (1d20+Star-Sworn Knight level+Wisdom modifier); when they do so, they must choose whether to sing in harmony with the music of the Spheres or to use it as a guide for a dance. This choice determines whether or not the Song has a Verbal or Somatic component; if the Song has a Somatic component, they are affected by ASF.

A Star-Sworn Knight's Dissonance pool is set to 0 at Midnight; this only occurs if the Star-Sworn Knight has been asleep for at least one hour before midnight if they are below the open sky, or 3 hours if wherever they are sleeping does not have a direct view of the sky.

Dream of Concordance (Ex): A Star-Sworn Knight knows enough about the structure of the celestial music to use it to create a change in themselves, as well.

Each time the Star-Sworn Knight gains this class feature they may select one of the following abilities:
-Aria of the Stars: For as long as the Star-Sworn Knight is using a Song, they gain a Morale bonus to Armor Class equal to +2, with an additional +1 bonus for every 3 levels after 1st they have in this class.
-Canticle of the Stars: For as long as the Star-Sworn Knight is using a Song, they gain a Morale bonus to Damage Rolls equal to +1, with an additional +1 bonus for every 2 levels after 1st they have in this class.
-Cantata of the Stars: For as long as the Star-Sworn Knight is using a Song, they gain a Morale bonus to Attack Rolls equal to +1, with an additional +1 bonus for every 3 levels after 1st they have in this class.
-Rhymes of Heaven: The Star-Sworn Knight learns a single Fundamental of Shadow, Cantrip, or Orison as a Rhyme. This ability may be selected multiple times.
-Bonus Feat: The Star-Sworn Knight may choose any Fighter Bonus Feat or Luck feat as a Bonus Feat.
Guarded by the Stars (Su): The stars guard their own; and a Star-Sworn Knight has managed to enter that elite group.

A Star-Sworn Knight of at least 2nd level adds their Wisdom Modifier to any two out of the three Saves; they may change this selection as a free action once per round, which may be performed during another creature's action.

In addition, the Star-Sworn Knight may, as an Immediate Action, forgo the use of this ability for the next minute to allow a Will Save to ignore the effects of any spell or spell-like ability that would affect them that they wouldn't normally receive a saving throw against.

Virtuoso of Stars (Su): A Star-Sworn Knight oftentimes will need to use their Songs in ways that they were not entirely designed for.

A Star-Sworn Knight of at least 3rd level gains a number of Virtuoso points equal to the amount indicated on the table above plus their Wisdom Modifier. They may spend a Virtuoso Point for one of the following benefits:
-Extension: A Star-Sworn Knight may spend a Virtuoso Point to cause the current round of the currently active Song to not count against the maximum duration of the Song itself; in addition, they do not need to use a Swift action to sustain the Song for that round. If they somehow have multiple Songs active, this benefit only applies to one of the Songs.
-Rapidity: A Star-Sworn Knight may spend a Virtuoso Point when activating a new song to have it take a Swift action to begin, rather than a Move action.
-Find the Pitch: A Star-Sworn Knight may spend any number of Virtuoso Points to remove an equal amount of Dissonance.
They regain one Virtuoso point whenever they enter an encounter, and regain a number of Virtuoso Points equal to their Wisdom Modifier whenever they spend the time to Attune their Songs.

Question the Sky (Sp): A Star-Sworn Knight has a unique connection to the stars; this allows them to be privy to information that would be inaccessible to others.

A number of times per day as indicated by the table above, a Star-Sworn Knight of at least 5th level may use Augury as a Spell-like ability.

Ascendant Embodiment of the Stellar Choir (Ex): A Star-Sworn Knight slowly climbs the ladders of the heavens, until they finally learn the final secret: the method of becoming a star.

At 20th level, a Star-Sworn Knight's type changes to being an Outsider with the [Native] and [Void] subtypes; do not recalculate their hit points, saves, or BAB.

In addition, they may expend every daily use of Question the Sky simultaneously to use Contact Other Plane as a Spell-Like ability, in a ritual that takes 10 minutes to perform.

Finally, they may discard their mortal forms temporarily, becoming star-stuff, for a moment. For a number of minutes per week equal to their Wisdom Modifier, split up as they wish, a Star-Sworn Knight gains the following traits:
-They become Incorporeal; in addition, whatever weapons they wield gain the Ghost-Touch property.
-They shed light as a Daylight spell in a 50 ft radius; this light is visible from up to 20 miles away, as long as nothing impedes line of sight.
-Fly speed 200 ft (Perfect).
-Their weapons deal Dessication damage instead of their normal damage type, due to the extremes of temperature present; anything destroyed by their weaponry is reduced to ash.
-Luck feats and other abilities that grant rerolls or automatic successes on a check do not function within the radius of the Daylight effect.
It takes 1 full minute to enter this state; once they exit this state, they are sickened until they sleep for 8 hours.

Last edited by Amechra : 11-06-2011 at 11:38 PM.
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Old 09-29-2011, 11:15 PM   Top  -  End  -  #5
Saidoro
Bugbear in the Playground
 
Goblin
 
Join Date: Aug 2010
Default Re: Base Class Challenge VIII - One Small Step for a Contest...

Danmaku

In war, one should seek to take and hold the high ground. From there, the enemy's movements are clearly visible, and he will struggle just to reach you, let alone fight you. High orbit is the highest ground there is.

Ancient mystically and technologically advanced civilizations have at some point risen on almost every plane, and on almost all of those planes they have fallen, leaving behind artifacts of great power. Among those artifacts there are the Danmaku satellites, grand ships filled with weapons and placed among the stars to watch over the civilization's enemies and strike them down from above. Occasionally someone will find a way to reactivate and communicate with one of these satellites, drawing upon its stored information and using it to rain death upon their foes.

Adventures: Most Danmaku adventure because there are few non-adventuring, non-military uses for an orbital laser cannon.

Characteristics: Most Danmaku will have downloaded the schematics to several mystic tools to give them some versatility, but still their answer to most situation is lasers. If that doesn't work they'll use more lasers.

Alignment: If the campaign world is such that logic and rationality are associated with law Danmaku will tend to be lawful. Otherwise they can come in any alignment whatsoever.

Religion: Every Danmaku holds in their hands the power of a lesser god, a fact which does not tend to encourage faith in anyone but oneself. In spite of this, some Danmaku will choose to worship gods of science or knowledge.

Background: The first step to becoming a Danmaku is building a device capable of sending and recieving signals to an old-tech Satellite and breaking through the satellite's information defenses. From their all they need do is decide that they want to use their new toy.

Races: Warforged are common entrants into this class, they were likely created by the same group that made the satellite and show a certain amount of kinship with the machines. It is also common for any race somehow associated with whatever civilization built the satellites to pursue the path of the Danmaku, for them it is less like discovering something new than it is like relearning old secrets.

Other Classes: Melee types tend to view the Danmaku the same way they would an arcanist when they first meet, though some will come to view them as a fellow weapon-user when the nature of their power is explained. Learned spellcasters like wizards tend to look down on the Danmaku for taking up a source of external power when they could be cultivating an internal one, and Danmaku likewise look down on wizards for taking a difficult path when an easy one is available. Danmaku tend to get along well with warlock, rogues and othe skilled types.

Role: The Danmaku fills the ever-important 'shooting things with lasers' role, their primary class abilities having to do with killing their enemies as quickly as possible. They are also a fairly skilled class, having high skill points per level, a high intelligence and the ability to select whichever skills the party most needs as class skills.

Adaptation: The satellite could easily be something the Danmaku has designed and built himself instead of something they have found and reactivated, especially in campaign settings where magitek is common. Alternately, the Danmaku could be a stellar traveller of some variety how is using the weaponry found on their spaceship.

GAME RULE INFORMATION
Danmaku have the following game statistics.
Abilities: Dexterity and intelligence are the most important scores for a Danmaku, the first deciding her attack modifier with lasers and the second contributing to her saving throw DCs. Constitution is also useful as it contributes to hitpoints and saving throws.
Alignment: Any
Hit Die: d6
Starting Age: As Bard
Starting Gold: As Monk + Communicator, Laser and Omnitools

Class Skills
The Danmaku's class skills (and the key ability for each skill) are Craft(Int), Disable Device(Int), Intimidate(cha), Knowledge(int), Open Lock(Dex), Profession(Wis), Search(Int), Spot(Wis), Use Magic Device(Cha)

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

DANMAKU
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial
1st
+0
+0
+2
+0
Communicator, Laser 1d6, Space Laser, Omnitools, Magitech, Schematic
2nd
+1
+0
+3
+0
Beam Spam, Trapfinding
3rd
+2
+1
+3
+1
Laser 2d6, Schematic
4th
+3
+1
+4
+1
Beam Jump
5th
+3
+1
+4
+1
Laser 3d6
6th
+4
+2
+5
+2
Schematic
7th
+5
+2
+5
+2
Laser 4d6
8th
+6/+1
+2
+6
+2
Deep Strike
9th
+6/+1
+3
+6
+3
Laser 5d6, Schematic
10th
+7/+2
+3
+7
+3
Sweep, Bunker Buster
11th
+8/+3
+3
+7
+3
Laser 6d6
12th
+9/+4
+4
+8
+4
Siege Beam, Schematic
13th
+9/+4
+4
+8
+4
Laser 7d6
14th
+10/+5
+4
+9
+4
Beamportation
15th
+11/+6/+1
+5
+9
+5
Laser 8d6, Schematic
16th
+12/+7/+2
+5
+10
+5
Paint Target
17th
+12/+7/+2
+5
+10
+5
Laser 9d6
18th
+13/+8/+3
+6
+11
+6
Beam Shield, Schematic
19th
+14/+9/+4
+6
+11
+6
Laser 10d6
20th
+15/+10/+5
+6
+12
+6
Vaporization Beam

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

Weapon and Armor Proficiencies: Danmaku are proficient with all simple weapons and with their lasers. They are proficient in light armor.

Communicator (Ex): The first step in becoming a Danmaku is building a device capable of communicating with their satellite, a task which requires 4 hours work and materials worth 100 gold pieces. The communicator is required to use Beam Jump, any ability involving Space Laser or Siege Beam, and some schematics. The exact appearance and function of the communicator is up to the Danmaku, but they usually have some sort of visual component and always require at least one hand to use. The communicator can be activated using a hand also holding a light weapon or similarly sized object provided the weapon is not used to attack that round and the Danmaku does not need to hold the communicator (so it would need to be attached to their belt or wrist or something.)

Laser (Ex): One of the first things most Danmaku do is look through the satellite's schematics for a way to defend themselves in places where it cannot reach. A Danmaku is able to build a laser gun with one hours work and materials worth 50 gold pieces. The laser gun acts as a light ranged weapon with the damage listed on the above table, a critical threat range of 20x2, and a 30 ft range increment. The lasers can be used by characters other than the Danmaku but only while they are within 30 feet of the Danmaku. Only one laser can be used in any given round, though the Danmaku may possess more than one at a time.

Omnitools (Ex): The Danmaku satellites don't contain only military information, they also held some schematics for wondrous old tech tools. At first level the Danmaku can select two skill which become class skills if they were not already or gain a +1 bonus if they were. Additionally, the Danmaku can produce masterwork tools relevant to those skills with one hours work and materials worth 50 gold pieces. These tools provide a circumstance bonus equal to +2 or half the Danmaku's class level, whichever is higher. Unlike most of their class features, these can be used by people other than the Danmaku, but they exhaust their power supplies and are rendered unusable if away from their creator for more than an hour.

Space Laser (Ex): The Danmaku begins to unlock the satellite's weapon systems, starting with the basic lasers. As a standard action the Danmaku may deal 1d6 damage per class level in a cylinder up to 10 ft + 5ft per 2 class levels in radius and functionally infinite in height. The cylinder must be created within 100 feet + 50 feet per class level of the Danmaku. After using this ability the Danmaku must wait 1d4 rounds before using it again. This ability can even be used underground, indoors or on other planes, in which case the satellite fires into a momentary portal and the cylinder is only as high as the ceiling rather than being infinite in height.

Magitech (Ex): Danmaku view magic as a sort of science, and they operate magical items not through force of will or personality but through logical deduction and experimentation. A Danmaku may use their Intelligence modifier in place of their Charisma when making Use Magic Device Checks.

Schematics (Ex): The satellites were designed first and foremost for war, but they also store information about various old tech tools and weapons. At first level, third level, and every three levels thereafter the Danmaku chooses one schematic from the list below and gains the ability to construct the associated device with the listed amount of work and materials.

Beam Spam (Ex): At second level the Danmaku gains Rapid Shot as a bonus feat. If they already have rapid shot they may instead ignore the -2 penalty to attack rolls when using Rapid Shot with their lasers.

Trapfinging (Ex): Beginning at second level, the Danmaku can locate and disarm magic traps and other traps with a find or disable DC over 20.

Beam Jump (Ex): At fourth level the Danmaku has learned the secret of converting herself to pure energy and flinging her new form as a laser. This transformation only lasts for a fraction of a second, but that is enough for some purposes. As a move action the Danmaku can tranfer themselves to an unoccupied square within 10 ft + 5 ft per class level to which they have line of effect. Any creature in the straight line between the Danmaku's origin and destination take damage as though they had been struck by the Danmaku's Laser. After using this ability the Danmaku must wait 1d4 rounds before using it again.

Multi Beam (Ex): Starting at fourth level the Danmaku can power more than one laser at a time. Any number of lasers can now be used, but for each used in a round beyond the first the damage of all lasers used in that round decreases by 1d6. If this would reduce laser damage to below 1d6 it is reduced to 1d4 instead.

Deep Striking (Ex): At eighth level the Danmaku advances their Beam Jump, allowing them to convert themselves to energy, launch themselves up to their satellite and be sent back down nearby. As a standard action the Danmaku may move to another unoccupied space capable of supporting them within 40 ft per class level. This creates an effect as the Danmaku's Space Laser at both the start and end points which does not harm the Danmaku. After using this ability the Danmaku must wait 4d6 minutes before using it again and 1d4 rounds before using Space Laser or Beam Jump again.

Sweep (Ex): Beginning at tenth level the Danmaku can set their lasers to produce a constant emanation, and use these beams to strike multiple targets. As a standard action the Danmaku can deal damage as their laser in a 300 foot line or a 150 foot cone. This ability can be used at will.

Bunkerbuster (Ex): Starting from tenth level the Danmaku can modify their Space Laser to be especially destructive to Objects. This acts as a normal use of space laser except that it deals 3 times its normal damage to unattended objects and 1.5 times its normal damage to undead and constructs. After using this ability the Danmaku must wait 1d4 minutes before using it again and 1d4 rounds before using space laser again, this ability cannot be used while space laser is unusable.

Siege Beam (Ex): Starting at twelfth level the Danmaku can call down a beam of epic proportions, far more suited for destroying cities than people. As a 2-round action the Danmaku may deal 2d6 damage per class level in a cylinder 30 feet per class level in radius and functionally infinite in height. Characters in the area may make a reflex save to take half damage but evasion and improved evasion cannot reduce the damage to zero on a successful save unless the character in question is within 5 feet of something which was not destroyed by the beam and would give cover against an attack coming from the sky. The beam iis treated as though Bunkerbuster was applied to it for the purpose of damageing objects and such. Unfortunately, this beam cannot be aimed precisely. Instead, the Danmaku should select a point within 300 feet per class level as the intended center and the beam strikes 2d6 time 100 feet in a random direction from that point. After using this ability the Danmaku cannot use it again for 6d6 hours.

Beamportation (Ex): Beginning at fourteenth level the Danmaku can send themselves and others up to their satellite and then send themselves great distances or even between planes at the expense of accuracy. This allows the Danmaku to duplicate Teleport or Plane Shift as the spells except that they are extraordinary and a space laser large enough to encompass all those affected is created at both the start and end points. After using this ability the Danmaku must wait 1d6+1 hours before using it again or one hour if it was only used to transport the Danmaku and up to 50 pounds of goods.

Paint Target (Ex): At sixteenth level the Danmaku unlocks the advanced targeting function of their satellite allowing them to fire their siege beam more accurately. As an action requiring 30 seconds of work the Danmaku may designate a point within 100 feet of themselves. For the next 24 hours they may fire their siege beam at that point and have it strike exactly at that point and not moved in a random direction. This does not render their siege beam usable again if they have already expended it within the last 6d6 hours.

Beam Shield (Ex): At eighteenth level the Danmaku gain the ability to call down a solid wall of laser energy and sustain it over time. As a standard action the Danmaku can designate a number of consecutive five-foot squares equal to their class level. Any creature or object passing through or over or starting their turn in those squares at any height takes 1d6 damage per Danmaku level. The Danmaku may maintain this ability for 1 minute per class level and may not use but may not use Space Laser, Deep Striking, Siege Beam, or Beamportation while doing so, though they may end the shield concurrently with using any of those, leaving no discernible delay between when the shield ended and the next effect took place. After ending this ability the Danmaku must wait 1d4 minutes for each minute it was used before using it again or one minute if it was used for less than a minute.

Vaporization Beam (Ex): At twentieth level the Danmaku unlocks their satellite's most dangerous weapon, the disintegration beam. This acts as a normal use of space laser except that it deals 4d6 damage per Danmaku level and offers a fortitude save to take half damage in addition to the reflex save(if both saves are made it deals one quarter normal damage.) A character with mettle or evasion or their improved versions must succeed on both saves to reduce the beam's damage to zero, though a character with both mettle and evasion may reduce damage to zero with only one successful save. After using this ability the Danmaku must wait 2d6 hours before using it again and 1d4 rounds before using space laser again. This ability cannot be used while Space Laser is unusable.

Schematics:
Spoiler

Last edited by Saidoro : 11-06-2011 at 05:19 PM.
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Old 09-30-2011, 04:18 AM   Top  -  End  -  #6
Derjuin
Ogre in the Playground
 
 
Join Date: Jul 2009
Location: 
Land of Maps and Treasure
Gender: Female
Default Re: Base Class Challenge VIII - One Small Step for a Contest...

Zodiac



The stars are all around us - not just in the heavens, but in you, me, and this world as well. Whether by happenstance or by mortal intervention, we are all part of the grandeur of the universe's heavenly play, that billion-year show sure to outlast our ephemeral lives. In this I am a medium of sorts, acting as conduit for the Signs above to act upon reality so far from themselves.
~Yedeah, a Zodiac and philosopher

Adventures: Zodiacs adventure to find out more about the mystery of the stars and the universe as a whole - how it all fits together, how things relate to each other, and just what those patterns in the sky mean (if anything.)

Characteristics: Zodiacs begin practically as blank slates, whose abilities change with the Sign they choose to adopt for the day. They are unable to change their Sign once they have adopted it, however, so they must choose wisely from among the choices given to them. Typically, they become proficient at a specific area (such as mounted combat, information gathering, controlling minds, or summoning allies) without too much widespread power.

Alignment: Zodiacs can be of any alignment. Lawful scholars and chaotic free-spirits abound in the study of the stars, as well as those that would use their knowledge to aid others and those that would use their knowledge for greed, power, and villainy.

Religion: Zodiacs don't have much of a central religion, however they do sometimes revere deities of knowledge and learning, or deities that align with their own outlook on life and the universe as a whole.

Background: Most Zodiacs become a member of their class through an extreme sort of curiosity, as this is what drives the class's members as a group to study the reaches of the universe that have, so far, been left untouched to mortal minds. Most are explorers at heart, and enjoy travelling to gaze at the stars in new lands, or even travel beyond the plane (or planet!) to get closer to the stars.

Races: Though there is no official list of races that the greater population of Zodiacs object to, mostly longer-lived races, such as elves, are interested in the stars in such a way that Zodiacs are. Shorter-lived races, and more brutal and savage creatures, tend to focus on more specific needs, such as things that are occurring in their everyday lives. Some savage Zodiacs, and many cultured ones, insist that the stars do actually play a role in even the most mundane beast's life.

Other Classes: Zodiacs relate best to other knowledge-seekers - wizards, archivists, factotums, and possibly rogues. They have slight disdain for those that would rather not learn at all, but such is really not a problem among members of a specific class (except maybe Barbarian), though they are usually willing to put up with the small, usually tolerable issues they have with other classes.

Role: Zodiacs can perform many functions, though their roles are usually limited to inflicting damage, controlling enemies, the party face, or aiding their allies through buffs and debuffs. They rarely can contribute to more than one of these at a time, and must make their choice at the beginning of the day which path to pursue for that day.

Adaptation: DMs may change the names of the constellations involved to include more Fantastical star signs instead of established Zodiac signs. They could also limit the number of Signs a Zodiac may adopt based on her Favored Sign, but grant the ability to switch between them with a short ritual.

The Zodiac is a character who is closely tied to the heavens and the shining stars within them, specifically the twelve signs of the Zodiac. She attunes herself to her Favored Sign early on, and can adopt the powers of a Sign to gain more abilities. Depending on her choice of adopted Sign, she may fulfill several different roles.

GAME RULE INFORMATION
Zodiacs have the following game statistics:

Abilities: Charisma is paramount to a Zodiac. Her skills and ability DCs are largely dependent upon it, though some Signs a Zodiac might adopt may focus on other abilities. High Constitution and Dexterity help keep a Zodiac alive, and a high Intelligence helps her take advantage of more of her skills. High Strength allows a Zodiac focused on melee combat greater potential.

Hit Die: d8
Starting Age: As Cleric
Starting Gold: As Cleric

Class Skills
The Zodiac's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Disguise (Cha), Hide (Dex), Knowledge (Geography) (Int), Knowledge (Nature) (Int), Knowledge (The planes) (Int), Move Silently (Dex), Use Magic Device (Cha).

In addition, a Zodiac gains an additional Class Skill based on her Favored Zodiac, which she retains regardless of the Sign she has adopted at any time. See the list below the class table regarding Favored Signs.

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

The Zodiac
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial
1st
+0
+0
+0
+2
Adopt Sign, Starlight
2nd
+1
+0
+0
+3
Celestial Conjunction
3rd
+2
+1
+1
+3
-
4th
+3
+1
+1
+4
Living Constellation
5th
+3
+1
+1
+4
Blessed by Stars (2 skills)
6th
+4
+2
+2
+5
-
7th
+5
+2
+2
+5
Celestial Opposition
8th
+6/+1
+2
+2
+6
Cosmic Smash
9th
+6/+1
+3
+3
+6
-
10th
+7/+2
+3
+3
+7
Blessed by Stars (4 skills), Galactic Adaptation
11th
+8/+3
+3
+3
+7
Planar Step (Temporary)
12th
+9/+4
+4
+4
+8
-
13th
+9/+4
+4
+4
+8
Celestial Convergence
14th
+10/+5
+4
+4
+9
Shifting Shield
15th
+11/+6/+1
+5
+5
+9
Blessed by Stars (6 skills)
16th
+12/+7/+2
+5
+5
+10
Planar Step (Permanent)
17th
+12/+7/+2
+5
+5
+10
Quantum Strike
18th
+13/+8/+3
+6
+6
+11
-
19th
+14/+9/+4
+6
+6
+11
Galactic Jump
20th
+15/+10/+5
+6
+6
+12
Child of the Stars, Blessed by Stars (8 skills)

Weapon and Armor Proficiency: The Zodiac is proficient with all simple weapons and all light armor, but not with shields.

Favored Sign: A Zodiac's Favored Sign has little actual effect on the Zodiac herself, instead mostly influencing her interactions with others. When a character first takes a level of Zodiac, she chooses one of the following Signs as her Favored Sign; this decision can never be altered and determines some of the abilities she gains as she gains levels as a Zodiac, such as her bonus Class Skill, the shape her Living Constellation takes and the Alignment she gains a bonus to from her Celestial Conjunction and Celestial Opposition abilities. She also gains a +1 bonus to all DCs required by abilities she uses while she has adopted her Favored Sign (though she is not limited to only her Favored Sign).

Spoiler


Adopt Sign (Ex): At the beginning of each day, the Zodiac decides upon a Sign to adopt. Doing so grants her additional abilities above and beyond those already possessed by nature of her Zodiac levels. It takes the Zodiac 1 hour of peaceful meditation to fully adopt a Sign. Once she has adopted a Sign, she gains its abilities for 24 hours or until she rests for 8 hours. She may not normally dismiss her Sign until the 24 hour duration is finished.

A Zodiac who has fully adopted her Favored Sign displays a unique effect, called the Influence. She cannot suppress the Influence of her Sign in any way, but she can find ways to hide it - covering her forehead suitably will hide the Influence of Aries, but wearing gloves only causes the Influence of Aquarius to transfer to the palms of the gloves. An Influence never gives a mechanical benefit; a DM is free to rule that certain Influences (such as Libra's) might cause situational penalties, though they do not, by these rules, cause any.

Starlight (Su): As long as the Zodiac has fully adopted a Sign, she may make use of the radiant light that projects from the constellation, turning it into an energy attack to help defeat her foes. Starlight's damage is determined by the Zodiac's level and the Starlight Type of her adopted Sign. Line and Cone Starlight attacks do not deal damage to the Zodiac's allies. Unleashing Starlight is a Standard action and does not provoke attacks of opportunity.

SignStarlight typeDamageHit Type
AriesFire, 60 ft. line1d6/3 Zodiac levelsReflex save
TaurusAcid, 100 ft. ray1d6/2 Zodiac levelsRanged touch attack
GeminiElectricity, 30 ft. cone1d6/4 Zodiac levelsReflex save
CancerCold, 60 ft. line1d6/3 Zodiac levelsReflex save
LeoFire, 100 ft. ray1d6/2 Zodiac levelsRanged touch attack
VirgoAcid, 30 ft. cone1d6/4 Zodiac levelsReflex save
LibraElectricity, 60 ft. line1d6/3 Zodiac levelsReflex save
ScorpioCold, 100 ft. ray1d6/2 Zodiac levelsRanged touch attack
SagittariusFire, 30 ft. cone1d6/4 Zodiac levelsReflex save
CapricornAcid, 60 ft. line1d6/3 Zodiac levelsReflex save
AquariusElectricity, 100 ft. ray1d6/2 Zodiac levelsRanged touch attack
PiscesCold, 30 ft. cone1d6/4 Zodiac levelsReflex save

The save DC against the Zodiac's Line or Cone Starlight attacks is 11 + (1/2 Zodiac levels) + the Zodiac's Charisma modifier.

Celestial Conjunction (Ex): Beginning at 2nd level, the Zodiac gains the ability to better connect with and socially interact with those that display alignments similar to her Favored Sign's. The Zodiac gains a +1 Insight bonus to all Charisma-based checks against creatures that display an alignment that at least partially contains her Favored Sign's Associated Alignment, increasing by +1 at 4th level and every 4 levels above that, up to +6 at level 20.

Living Constellation (Su): Beginning at 4th level, the Zodiac can conjure a being that resembles the pattern of stars of her Favored Sign. Once summoned, her Living Constellation assumes the shape of her Favored Sign (see the Individual Shape Notes below). Regardless of the Favored Sign's actual shape, it begins with the same properties as outlined below. As the Zodiac grows in power, her Living Constellation ally does as well. The Zodiac may only have one Living Constellation under her command at a time, and if it falls in battle or if she releases it, the Zodiac must spend an entire night (8 hours) gazing at the stars. If she is unable to see the stars (for example, if she is underground), she must instead perform peaceful meditation for 8 hours. After gazing or meditation, the Zodiac can prepare a quick ritual, requiring only a minute, to summon a new Living Constellation. The ritual cannot be performed if the Zodiac is distracted or otherwise cannot devote an entire minute to careful and precise movements and chanting.

A Living Constellation, regardless of its shape, has the following base stats. Each shape, however, confers additional abilities, attacks, or alters other stats of the Living Constellation.

Size/TypeMedium Living Construct
Hit Dice2d8+4 (13 hp)
Initiative+2
Speed40 ft. (8 squares)
Armor Class16 (+2 Dex, +4 natural), touch 12, flat-footed 14
Base Attack/Grapple+1/+3
AttackSlam +3 melee (1d8+6)
Full AttackSlam +3 melee (1d8+6)
Space/Reach5 ft./5 ft.
Special AttacksSee Individual Notes
Special QualitiesDarkvision 60 ft., tremorsense 30 ft.
SavesFort +5, Ref +5, Will +1
AbilitiesStr 15, Dex 15, Con 15, Int 2, Wis 12, Cha 6
SkillsJump +8, Listen +5, Spot +5, Swim +3, Survival +1
FeatsAlertness, Power Attack

Individual Shape Notes:
Spoiler


The Zodiac's Living Constellation Progression:

The Zodiac's Living Constellation companion is a powerful aid to the Zodiac, and gains special abilities above and beyond those granted to it by virtue of its shape. It gains these abilities over time as the Zodiac advances in power.

Zodiac LevelBonus HDNatural Armor Adj.Str Adj.Int Adj.Special
5th-7th+2+4+1+1Empathic Link, Evasion, Share Saving Throws
8th-10th+4+6+3+2Improved Speed
11th-14th+6+8+5+3Improved Evasion
15th-20th+8+10+7+4Spell Resistance, Mettle

Spoiler


Blessed by Stars (Su): Beginning at 5th level, the Zodiac gains a boon granted by her association with the heavens. At 5th level, and again at 10th, 15th and 20th levels, she picks 2 skills. Whenever she is able to see at least one star (the Sun counts as a star) in the sky, she gains a +3 Luck bonus to the skills chosen.

Celestial Opposition (Ex): Beginning at 7th level, the Zodiac's Favored Sign begins playing a part in the outcome of battles she is in - generally ruling in her favor. Whenever the Zodiac is engaged in an encounter in which she is fighting creatures of the alignment that opposes her Favored Sign's Associated Alignment (Lawful opposes Chaotic and "extreme" alignments oppose neutral (LG, CG, LE, CE)), she gains a +1 Insight bonus to attacks, damage and AC for every 5 Zodiac levels she has, up to +4 at 20th level.

Cosmic Smash (Su): Beginning at 8th level, the Zodiac learns to call stars to her aid, increasing the potency of her melee abilities. As a full-round action, the Zodiac may make a single attack with her weapon against an enemy within melee range of her. This attack deals normal weapon damage plus her Starlight damage, varying depending on the effect of Starlight:

Ray Starlight abilities deal weapon damage plus Starlight damage to the target, but do not require an additional ranged touch attack to hit.

Line Starlight abilities deal weapon damage plus Starlight damage to the target and all other enemies within 10 feet of the victim; the victim does not get a Reflex save to avoid damage, but all others do.

Cone Starlight abilities deal weapon damage plus Starlight damage to the target and all other enemies within 10 feet of the victim. None of the creatures affected are allowed Reflex saves to avoid the Starlight damage.

Galactic Adaptation (Ex): Beginning at 10th level, the Zodiac's body goes through several changes that prepare her for existing on worlds less hospitable to her. She is permanently surrounded in a small pocket of air, allowing her to breathe (even when underwater or in a vacuum) and protecting her from inhalation-based damage (such as gases or vapors). In addition, her body is protected from the negative effects of gravity (she is affected as if by the amount of gravity her home plane creates), those of existing in a vacuum, and other effects of being in outer space, such as radiation and the damaging effects of entering and exiting atmospheres.

Planar Step (Su): Beginning at 11th level, the Zodiac can step through planar boundaries as easily as she might take any other step. At 11th level or higher, the Zodiac may, as a full round action, transport herself to another plane of her choice. She has no choice in where she ends up on the other plane, however. She is considered Extraplanar when on a plane not her native plane, and is immediately shunted back to her previous plane after 1 round per Zodiac level spent on the plane she travelled to with this ability. In order to properly make the step onto another plane, however, she must make a DC 15 Intelligence check in order to step to the plane that she wants. If she fails, she accidentally transports herself and all those traveling with her to a random plane.

At 16th level, the transfer to the new plane does not have a time limit on it; she may spend as much time on the other plane as she wishes.

Celestial Convergence (Su): Beginning at 13th level, when the Zodiac is able to see the sky, she call for the star's aid at short notice. The Zodiac is able to grant herself an Insight bonus equal to her Zodiac level to a single save, opposed ability or skill check, or AC against a single attack as a free action. You must use Celestial Convergence before you make the roll to which it applies. Once it is used, it can't be used again for 24 hours.

Shifting Shield (Su): Beginning at 14th level, the Zodiac can project a shield similar to a gravity well, but with only shifting properties. Despite behaving similarly to a gravity well, the shield does not attract anything, but instead either causes one of two effects to occur; she can switch between the two with a move action, or activate or deactivate her shield with a standard action.

Redshift: All energy attacks directed at the Zodiac, and all energy attacks she uses, deal half as many dice in damage. In addition, the ranges of all energy attacks she uses are doubled.

Blueshift: All energy attacks used by the Zodiac, and all energy attacks directed at her, deal half-and-again as many dice in damage (as if Empowered). However, the ranges of all energy attacks she uses are cut in half.

Quantum Strike (Su): Beginning at 17th level, the Zodiac's Cosmic Smash can be sped up considerably, inflicting several blows in only a few seconds. Once per encounter, the Zodiac may, as a full round action, make a full attack action. Each attack that hits is treated as if it were a Cosmic Smash.

Galactic Jump (Ex): Beginning at 19th level, the Zodiac is able to use the light of the stars and her connection to them to make incredible leaps. Once in outer space (defined as being outside a planet's atmosphere, if it has one), the Zodiac is able to transform her body into pure energy and travel incredible distances. Once transformed into energy (a full round action), she is able to travel six lightseconds per round (approximately 1,200,000,000 squares). She cannot stop her motion until the end of a round, however (and thus cannot travel fewer than 6 lightseconds) and cannot perform any other actions while transformed into energy. Assuming her previous form takes a full round action. While traveling, she is protected from all damaging effects and is considered incorporeal, and thus passes through solid objects.

Child of the Stars (Ex): Upon attaining mastery of her domain at 20th level, the Zodiac transcends mortality and becomes like unto the universe: a naturally ordered being above time and space. She is treated as if she were a Living Construct for the purposes of spells, abilities and immunities if it would be for her benefit; for example, she may ignore poisons and diseases, but accept a spell that would only target Humanoids normally. The Zodiac decides which abilities affect her and which do not; her decision does not consume any time and is a Free action. In addition, the Zodiac is immune to the rigors of time; she continues to accumulate bonuses for aging, but suffers no penalties (though she does not lose penalties she has already accrued). However, she never actually ceases living because of age.

In addition, the Zodiac always knows whether it is day or night out, and can identify instantly the position of the stars above (and thus always knows what direction North is), even if she cannot see the sky or any indicator of time of day or star locations. This also allows her to use abilities that only work if she can see the stars.

Signs

When a Zodiac adopts a sign, she gains several abilities starting at level 3. At every 3rd level beyond (6th, 9th, etc, up to 18th) and at 20th, she gains an additional ability when adopting a sign. When she ceases to adopt a sign, she loses all benefits of having adopted that sign until she adopts it again, including any items created by abilities her Signs grant her (such as Taurus's Celestial Weapon, or Virgo's Greatsword) or allies created or summoned by abilities (such as Pisces' natural ally). For the purposes of most spells and spell-like abilities, the Zodiac's caster level is equal to her Zodiac level.

Aries
Spoiler


Taurus
Spoiler


Gemini
Spoiler


Cancer
Spoiler
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Last edited by Derjuin : 11-06-2011 at 08:09 PM.
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Old 09-30-2011, 04:33 AM   Top  -  End  -  #7
Derjuin
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Default Re: Base Class Challenge VIII - One Small Step for a Contest...

Signs, Continued

Leo
Spoiler


Virgo
Spoiler


Libra
Spoiler


Scorpio
Spoiler


Sagittarius
Spoiler


Capricorn
Spoiler


Aquarius
Spoiler


Pisces
Spoiler
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Old 10-05-2011, 01:34 AM   Top  -  End  -  #8
Owrtho
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Join Date: Jul 2008
Default Re: Base Class Challenge VIII - One Small Step for a Contest...

Not yet complete.

Star-Lotus Apostle

A Star-Lotus apostle having just used a spell card.
Two Star-Lotus apostles fighting after the first attack.
A Star-Lotus apostle engaged in a dispute.

Oh, so you do that thing where you try to hit with only one shot. What's it called? Oh yeah, aiming!

Once there was a girl who saw an undefined object fly across the sky into a nearby forest. Drawn by its fantastic nature, she sought it out, and so it was she discovered the Star-Locus Ship. From it she gained powerful abilities allowing her to unleash a barrage of attacks that could cover a nearby area. She was the first Star-Lotus Apostle. Eventually, others came and learned the ways of the Star-Lotus, and spread the abilities throughout the land.

Adventures: Star-Lotus apostles tend to adventure for many reasons. However, the majority do so for petty reasons, as the calling of the Star-Lotus Ship seems to mainly attract those of more shallow personalities.

Characteristics: Star-Lotus Apostles are capable of unleashing a horde of attacks that can mostly cover the surrounding area as if a curtain of projectiles. This tends to allow them a degree of field control. However, their abilities tend to manifest in various patterns, and as such are often avoidable if one pays close attention.

Alignment: Star-Lotus apostles can be any alignment, but many are chaotic.

Religion: Most Star-Lotus apostles consider the Star-Lotus Ship a gift from the heavens, though frequently worship the normal deities.

Background: Some would say that those who become Star-Lotus apostles do so as they feel it to be a calling in their life, much like many priests believe their work to be. Most would say people become Star-Lotus apostles because they want the ability to fire hundreds of lasers at once with reckless abandon. Those who say the former reason usually then call those who say the latter reason jealous.

Races: Star-Lotus apostles are a varied lot. Oddly there seem to be at least as many non-human members as human. A peculiarity given the larger numbers of humans in the world.

Other Classes: Star-Lotus apostles tend to relate with other classes mainly based on how the individual perceives their common strategy of shooting everything in the surrounding area haphazardly until all enemies are vanquished. Which is to say those who feel such a strategy lacks finesse seem to find Star-Lotus apostles grate on their nerves. Those who find it entertaining or appreciate the intricate patterns get along with them fine.

Role: Star-Lotus apostles focus largely on blasting and field control.

Adaptation: A DM might remove the fluff of the Star-Lotus Ship and provide an alternate source for the Star-Lotus apostle's power. This may require some other re-flavouring of the class but it likely wouldn't be anything major.

GAME RULE INFORMATION
Star-Lotus apostle's have the following game statistics.
Abilities: Charisma and Dexterity are the most important skills for a Star-Lotus apostle.
Alignment: Any.
Hit Die: d8
Starting Age: As rogue.
Starting Gold: As monk.

Class Skills
The Star-Lotus apostle's class skills (and the key ability for each skill) are...

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

CLASS NAME
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial
1st
+0
+0
+2
+0
Spell Cards, Evasion
2nd
+1
+0
+3
+0
Focus
3rd
+1
+1
+3
+1
Swift Movement
4th
+2
+1
+4
+1
Combine Spell Cards (2)
5th
+2
+1
+4
+1
Bomb (1)
6th
+3
+2
+5
+2
Flight
7th
+3
+2
+5
+2
 
8th
+4
+2
+6
+2
Combine Spell Cards (3)
9th
+4
+3
+6
+3
 
10th
+5
+3
+7
+3
Improved Evasion
11th
+5
+3
+7
+3
 
12th
+6/+1
+4
+8
+4
Combine Spell Cards (4)
13th
+6/+1
+4
+8
+4
 
14th
+7/+2
+4
+9
+4
 
15th
+7/+2
+5
+ 9
+5
Bomb (2)
16th
+8/+3
+5
+10
+5
Combine Spell Cards (5)
17th
+8/+3
+5
+10
+5
 
18th
+9/+4
+6
+11
+6
 
19th
+9/+4
+6
+11
+6
 
20th
+10/+5
+6
+12
+6
Combine Spell Cards (6)

Class Features
All of the following are class features of the Star-Lotus apostle.

Weapon and Armor Proficiencies: A Star-Lotus apostle is either proficient with all simple weapons and a single martial weapon of her choice, or with a single exotic weapon of her choice. She is not proficient with any armour or shields.

Spell Card (Su): The key abilities of a Star-Lotus apostle are her spell cards. Generally they are unique to each individual, developed as she progresses through life. Spell cards refer to abilities that unleash a large barrage of attacks over the surrounding area in intricate patterns, usually depicted on cards the Star-Lotus apostle carries. At first level and every level thereafter, a Star-Lotus apostle makes one spell card. Starting at third level and every level thereafter she has the option to enhance a pre-existing spell card as well, as her abilities develop and grant new options. If enhancing a pre-existing spell card, she may not remove any attributes it already has, only add new ones or improve those already there. See Making Spell Cards below for details.

Evasion (Ex): A Star-Lotus apostle is adept at dodging large areas of damage. At first level she gains evasion as the rogue ability.

Focus (Ex): A Star-Lotus apostles gain the ability to forgo speed and for enhanced accuracy. Starting at second level she may as a free action enter or leave focused mode. While in this mode, her speed is halved. However, in turn she gains a bonus to attack equal to half her class level (rounded up). This counts as normal BAB for determining iterative attacks.

Swift Movement (Ex): A Star-Lotus apostle is adept at moving quickly to avoid various things. Starting at third level she gains the ability to move up to half her movement speed as a swift action.

Combine Spell Cards (Su): Starting at fifth level, when a Star-Lotus apostle gains a new spell card or enhances an existing spell card, she may choose to combine it with another spell card she already has. When spell cards are combine, the half point cost of the second spell card is added to the point cost of the first. When the first spell card is then used, the second spell card automatically is used the next round without additional action being required on the part of the Star-Lotus apostle. Combine spell cards are permanently combine, and may only be activated via the first card in the chain. At fifth level till tenth, only two spell cards may be combine in a single chain. Starting at tenth and every fifth level thereafter, chains may be increased by an additional spell card. In the case of chains longer than two cards, the point cost increase is applied to the cards from the last to first. Thus in a 3 card chain you add half the cost of the third card to the second card, then add half the new cost of the second card to the first card.

Bomb (Su): Starting at fifth level, a Star-Lotus apostle gains the ability to use a bomb once per day. Using a bomb is an immediate action and has the following effects.

Flight (Su): Starting at sixth level, a Star-Lotus apostle gains a flight speed of 5 feet per two class levels with perfect maneuverability.

Improved Evasion (Ex): A Star-Lotus apostle is adept at dodging large areas of damage. At tenth level she gains improved evasion as the rogue ability.

Making Spell Cards

Spell cards are a key feature of a Star-Lotus apostle's arsenal. Making spell cards requires a few steps. First, one must decide on the general shape of the spell card. Second, one needs to decide on the actual shape of the spell card. Third, one needs to decide on the attributes of the spell card. Last, one needs to decide on the damage type of the spell card. These things act on a point system. While there is a level based limit on the number of points a spell card may cost, the key issue points effect is what type of action is required to use a spell card. Thus one may choose to make weaker cards that can be used more easily, or make stronger cards that prevent other actions from being taken.

General Shapes:
Choose one of the following. This affects the number of squares of space that may be used in designing the actual shape, as well as the area within which they may be placed. While these values scale with level, already made spell cards are not upgraded unless enhanced.
Line:
Cone:
Square:

Actual Shape:
Coming soon.

Attributes:
Coming soon.

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
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Old 10-07-2011, 12:24 AM   Top  -  End  -  #9
Amechra
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Join Date: Dec 2010
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Where I live.
Default Re: Base Class Challenge VIII - One Small Step for a Contest...

Reserved for Rituals
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Old 10-07-2011, 12:30 PM   Top  -  End  -  #10
Ra_Va
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Default Re: Base Class Challenge VIII - One Small Step for a Contest...

Not good at making classes but figured doing these challenges will help with that. Lame Idea but only one I got worth exploiting.

Gun Shiner



Bigger Guns, Bigger Bullets, Less likely to miss. - Uthus Clericson

General Description: The Gun Shiners are hunters that fight a specific threat. To fight the threat they have the ability the 'shift' in between planes, dimensions and even timelines, but not time itself so they often feel rushed. They often make their bullets and sometimes their guns out of Kogoelite, a type of metier rock that can fall between dimensional shifts.

Adventures: Gun Shiners will do anything to destroy their target(s)

Characteristics: Gun Shiners are some of the greatest hunters and slayers in lore. Despite not being able to take a lot of damage their quick reflexes and deadly aim make them formidable weather alone or in a group.

Alignment: Any, Lawful or Neutral.

Religion: Any

Background: Gun Shiners often come out of a deep devotion to slay a certain enemy, whether for revenge, religious reasons. Many see themselves as Balance keepers for the planes appearing when the powers of either Good or Evil, have been tipped dramatically against their alignment.

Races: Any that can bear a gun. Dwarves and Elves are rare.

Other Classes: Gun Shiners get along with most other classes fine though can have trouble with Cleric of a different alignment.

Role: Ranged Weapon User.

Adaptation: The class can really fit in any scenario, unless you really don't want guns in your game, in that case all states for guns and bullets go to bows and arrows and the Gun Shiner becomes an Arrow Shiner.

GAME RULE INFORMATION
Gun Shiner's have the following game statistics.

Abilities: Dexterity is the most accentual skill for Gun Shiners.

Alignment: Any Lawful or Neutral

Hit Die: d8

Starting Age: As Ranger

Starting Gold: As Ranger

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

Skill Points at First Level: (6 + Int modifier per level) x 4
Skill Points at Each Additional Level: ×4 + INT at 1st level

CGun Shiner
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial
1st
+0
+0
+2
+2
1st Favored Enemy, Point Blank Shot, Walk the Planes
2nd
+0
+0
+3
+3
Look Harmless, Track
3rd
+1
+1
+3
+3
Planar Vision
4th
+1
+1
+4
+4
Alcohol Resistance
5th
+2
+1
+4
+4
2nd Favored Enemy
6th
+2
+2
+5
+5
Camouflage
7th
+3
+2
+5
+5
Baleful Shift
8th
+3
+2
+6
+6
Elemental Bullet
9th
+4
+3
+6
+6
Swift Tracker
10th
+4
+3
+7
+7
3rd Favored Enemy, Elemental Shot 1/day
11th
+4
+3
+7
+7
Go Hungry
12th
+5
+4
+8
+8
Unearthly Dodge
13th
+5
+4
+8
+8
Ducking Shot, Elemental Shot 3/day
14th
+6
+4
+9
+9
Easy Walking
15th
+6
+5
+9
+9
4th Favored Enemy
16th
+7
+5
+10
+10
Swift Travel
17th
+7
+5
+10
+10
Elemental Shot 5/day
18th
+8
+6
+10
+10
 
19th
+8
+6
+11
+11
Neth Sending
20th
+9
+6
+12
+12
5th Favored Enemy


Class Features
All of the following are class features of the Gun Shiner.

Weapon and Armor Proficiencies: The Gun Shiner is proficient with all simple weapons and guns. They are not proficient with any type of armor or shield.

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

Crafting Guns: The very first thing a Gun Shiner must learn to do is create weapons. They may take Guncraft as a Profession, and take levels in Craft Rounds/Pistol/Rifle and then add their Guncraft Bonus to all of these Crafting checks. Guns are difficult to create, but over time the Gun Shiner will become skilled enough to craft more powerful weapons.

Point Blank Shot: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet(+3 ft./2 levels).

Walk the Planes (Su): A Gun Shiner’s greatest talent is the ability to travel the multiverse through sheer willpower. Once per day at 1st level, they may teleport to another plane of existence. This is a spell-like ability that functions as the Plane Shift spell, with a few caveats. First, it may not be used on unwilling subjects. Second, it takes one minute to cast, rather than a standard action. Finally, the Gun Shiner and anyone who traveled with them is dazed for five rounds following the shift, and fatigued for the rest of the day.

Planar Vision (Su): The Gun Shiner's vision extends into other planes, allowing him/her to see creatures that are ethereal, out-of-phase (incorporeal), under a displacement effect, and so forth. Treat as a permanent True Seeing spell, except that only dimensional effects can be seen through. (not illusions, darkness, polymorph etc).

Look Harmless: You have a knack for looking harmless, enabling you to avoid unwanted attention and potentially surprise your enemies.(This feat will not work against creatures with Intelligence under 3 or a creature that would consider anyone, or anyone of your race to automatically be dangerous or untrustworthy.)

Ducking Shot: You are skilled at dodging while using your ranged weapon. You get a +4 dodge bonus to Armor Class against attacks of opportunities caused while making a ranged attack in an area threatened by your enemies.(A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.)

Easy Walking: At 14th level, the Gun Shiner is no longer fatigued after Walking the Planes, and is only dazed for one round upon arrival. Any passengers (willing and unwilling) still suffer the negative effects.

Swift Travel: At 16th level, you are able to planeshift much faster. Your “Walk the Planes” ability now takes only one round to cast.

Alcohol Resistance: Some people in the world have the almost supernatural ability to take in large amounts of alcohol before falling to the ground. This feat makes that possible.Gives a +3 inherent bonus on Fortitude saves against drunkenness.

Swift Tracker (Ex): Beginning at 9th level, a Gun Shiner can move at his normal speed while following tracks without taking the normal –5 penalty. He takes only a –10 penalty (instead of the normal –20) when moving at up to twice normal speed while tracking.

Baleful Shift: At 7th level, the Gun Shiner may take unwilling individuals with him when he Plane Shifts. The victim receives a will save (DC = 10+ ˝ character level + spellcasting ability modifier) to resist this. (Until higher levels, the casting time is still 1 minute so an unwilling target must be bound, helpless, or unconscious.)

Elemental Shot (Su): You Channel the power of the Elemental Planes themselves, a thin, white ray springs from your Gun. You must make a successful ranged touch attack to hit. Any creature struck by the ray takes 2d6 points of elemental (fire, ice, etc.) damage of a element of your choice, per level (to a maximum of 40d6). Any creature reduced to 0 or fewer hit points by this spell is entirely immolated. A killed creature’s equipment is destroyed with it.(If the Gun Shiner worships an Archdevil or He-Who-Was the 'element' will always be Hellfire.)

Elemental Bullet (Su): At 8th level, a Gun Shiner can use the Elemental Bullet spell at will. Any ammunition the Gun Shiner fires become elemental projectiles. Each piece of ammunition deals an extra 1d6 points of chosen element damage to any target it hits. A flaming projectile can easily ignite a flammable object or structure, but it won’t ignite a creature it strikes. The Gun Shiner requires no material components for this and may suppress this ability at will as a free action before firing. (If the Gun Shiner worships an Archdevil or He-Who-Was the 'element' will always be Hellfire.)

Camouflage: A Gun Shiner can use the Hide skill in any sort of natural terrain, even if the terrain doesn't grant cover or concealment or while being observed.

Go Hungry: You are able to go without food and water for six days before suffering any ill effects.(After six days you must eat and drink normally for at least three days before fasting again.)

Neth Sending (Sp): By level 19, you have either been to, or know of Neth, the living plane. If you can touch your opponent you can send him/her to the living plane, which has this habit of eating people.(Once per Day, you are not transported with your opponent.)

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

Citation:
Spoiler
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Old 10-08-2011, 06:59 AM   Top  -  End  -  #11
Andre
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Join Date: Mar 2011
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Gender: Male
Default Re: Base Class Challenge VIII - One Small Step for a Contest...

Farslayer

Hold that thought.


Beyond the planes lies an outer space drifting eternally with a madness that defies all logic, including that of the most vile and twisted fiend. It's the chiefly unknown and aptly named Far Realm, where unspeakable beings dwell. The Far Realm is warded off by the Living Gate, but as Fate would have it contacts between the realms are not unheard off, albeit rare; many creatures in their lust for knowledge and power, or teeming with mere curiosity towards occultism delve into secrets that should've been left undisclosed, and tap into dangerous sources of raw power, for it is whispered that the mere acknowledgment of the existance of the Far Realm allows a small portion of it to leak into our planes.
Thankfully, just as there are creatures who discover the forbidden knowledge by chance or willingly seek to establish a contact with it, there are also those who devote their life to contrasting its influence after becoming aware of the threat it poses.
Farslayers are very few in number, chosen carefully and usually precociously by older Farslayers and those precious few arcane spellcasters who have plunged into the forbidden lore and resisted its lure, their mind and bodies drilled mercilessly for years. Physically, they are trained in hunting, stalking, and eradicating any denizen of the Far Realms leaking into their own home plane and their cultists, but it is their training of the mind and the soul which is painfully cruel and specifically designed to fracture their mind beyond repair, hardening its fragments to resist corruption, and to imbue their soul with arcane power.
Through retaining a vast portion of their personality and free will beyond the duty that has been ingrained into their very being, Farslayers are usually shattered individuals who have been subjected to the knowledge of disgusting truths since young youth to better prepare them to face the depths of horror without a flinch. As such, a majority of them are wanderers seeking to erase knowledge of the Far Realm wherever it presents itself, and make sure no record survives afterwards.
When the Elders enter our planes, it will be unto Primordials, Gods, Celestial Courts and even Archfiends to repel them, but these mortals put their lives on the stake any day to delay that fateful day.

Adventures: Farslayers are adventurers by trade, incessantly scouring the lands and the planes to better hone their skills and find traces of the beyond. They can often be found travelling to great length to acquire powerful items or great treasures, too, for it is but a mean to sustain their struggle against their foes.

Characteristics: A Farslayer's mind is hard to fool, and the Farslayer himself is an accomplished fighter with a great variety of weapons. As he grows in power he can also benefit from a small number of invocations usable at will and from several abilities which help in the process of locating, fighting and dispatching as quickly as possible his foes as well as protecting him from harm.

Alignment: To face monsters that can't be bargained or reasoned with, one must be a monster himself, at least to some degree. Farslayers are often ruthless and prefer to strike first and not to ask questions later. Any non-Good alignment is equally common, although they tend slightly towards Neutral alignments.

Religion: Farslayers are not particularly religious as a whole, but several of them pay their respects to ideals or entities which hold great power such as cosmic forces, Gods, and powerful Fiends. One notable exception is Tharizdun, believed by some to be an Elder Evil disguised as a God.

Background: Farslayers are made, not born. Members of the class may stumble upon promising or orphaned children and young adults in their travels, and to bolster their numbers they may take them under their wing, or deliver them to their own old trainers as well as trusted arcane spellcasters. Whatever the choice, the chosen is then administered harsh training, and not every mind proves resilient enough to see it through the end with its sanity intact. Apprentices turned insane are regretfully terminated, while successful ones are presented with parting gifts and all that is required to survive on the short term. Normally, they are also assigned to a particular plane or location, but after departing Farslayers are almost exclusively on their own and hardly recognize any bound in their hunt.

Races: It seems impossible to determine which race is more common or suited to be a Farslayer, if there is any, the members of this class being extremely rare and secretive by nature.

Other Classes: In spite of concealing their true nature from discreet and indiscreet eyes alike, Farslayers tend to work well with a team of like-minded individuals or adventuring parties. Due to their pratical nature, they will tolerate any class as long as their goals coincide - their ideal of tolerance, however, actually coincides with merely ignoring any behaviour he may find displeasing, which may be as diverse as a Cleric's blind faith in his God, a Wizard's devotion to knowledge, or a Barbarian's naivety.

Role: Farslayers can be melče combatants as well as ranged ones, but they are not as apt at tanking due to their lack of heavy armor and shields, and are better served by swift and destructive attacks mixed with generous abuse of their invocations to empower and disguise themselves, beguile others and manipulate the nature of gravity and terrain. With the correct skill selection, they can become good at scouting ahead of the party, and can easily locate creatures both by tracking and more mundane means.

GAME RULE INFORMATION
Farslayers have the following game statistics.
Abilities: Due to the light-armored nature of the Farslayer, high Dexterity can be the most valuable score both defensively and offensively. Melče oriented characters would do best not neglecting Strength and Constitution, for they address the ability to deal damage and increase the chances of surviving in prolonged close quarter combat. Wisdom further increases the Farslayer's high Will saves and makes some of her invocations harder to resist.
Alignment: Any non-Good.
Hit Die: d8
Starting Age: As Wizard.
Starting Gold: As Ranger. [6d4x10 (150gp)]

Class Skills
The Farslayer's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Disguise (Cha), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (the Planes, Int), Knowledge (Forbidden Lore, Int), Listen (Wis), Move Silently (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis).

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

TABLE: THE FARSLAYER
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialInvocations Known
1st
+1
+0
+0
+2
Defense Mechanisms, Forbidden Lore, Track
1
2nd
+2
+0
+0
+3
Jaded
1
3rd
+3
+1
+1
+3
-
2
4th
+4
+1
+1
+4
Favored Enemy (Farspawn)
2
5th
+5
+1
+1
+4
Evade 'em
3
6th
+6/+1
+2
+2
+5
-
4
7th
+7/+2
+2
+2
+5
Unfettered
4
8th
+8/+3
+2
+2
+6
Favored Enemy (Humanoid)
5
9th
+9/+4
+3
+3
+6
-
5
10th
+10/+5
+3
+3
+7
Finish 'em
6
11th
+11/+6/+1
+3
+3
+7
-
7
12th
+12/+7/+2
+4
+4
+8
Favored Enemy (Aberrations)
7
13th
+13/+8/+3
+4
+4
+8
Greater Favored Enemy
8
14th
+14/+9/+4
+4
+4
+9
-
8
15th
+15/+10/+5
+5
+5
+9
Seek 'em
9
16th
+16/+11/+6/+1
+5
+5
+10
Favored Enemy (Humanoid)
10
17th
+17/+12/+7/+2
+5
+5
+10
-
10
18th
+18/+13/+8/+3
+6
+6
+11
Blank Thoughts
11
19th
+19/+14/+9/+4
+6
+6
+11
Bloody Mess
11
20th
+20/+15/+10/+5
+6
+6
+12
Realmswalker, Favored Enemy (Humanoid)
12

Class Features

Weapon and Armor Proficiencies: Farslayers are proficient with all simple and martial weapons. They are proficient with light armor but not with shields.

Invocations: A Farslayer does not prepare or cast spells as other wielders of arcane magic do. Instead, he possesses a repertoire of attacks, defenses, and abilities known as invocations that require him to focus the arcane power that has been imbued in his soul. A Farslayer can use any invocation he knows at will, with the following qualifications: the character's invocations are spell-like abilities; using an invocation is therefore a standard action that provokes attacksof opportunity. An invocation can be disrupted, just as a spell can be ruined during casting. A Farslayer is entitled to a Concentration check to successfully use an invocation if he is hit by an attack while invoking, just as a spellcaster would be. He can also choose to use an invocation defensively, by making a successful Concentration check, to avoid provoking attacks of opportunity. Invocations are subject to spell resistance unless an invocation’s description specifically states otherwise. A Farslayer’s caster level with his invocations is equal to his class level.
The save DC for an invocation (if it allows a save) is 10 + equivalent spell level + Wisdom modifier.
The four grades of invocations, in order of their relative power, are least, lesser, greater, and dark. A Farslayer begins with knowledge of one invocation, which must be of the lowest grade (least). As he gains levels, he learns new invocations, as summarized on the Table below. At any level when a Farslayer learns a new invocation, he can also replace an invocation he already knows with another invocation of the same or a lower grade.
Unlike other spell-like abilities, invocations are subject to arcane spell failure chance; however, because the somatic components required for Farslayer invocations are relatively simple, he can use any of his invocations while wearing light armor without incurring the normal arcane spell failure chance.

TABLE: INVOCATIONS KNOWN
Spoiler


Defense Mechanisms (Ex): The Farslayer's mind has been fractured and drilled with the explicit purpose of denying and repelling outright the madness-inducing sight of the denizens of the Far Realm and any effect that attempt to control or sway its perceptions. As long as the Farslayer's INT modifier is no higher than +0, the character automatically takes 20 on any Sanity check and gains a +2 untyped bonus against spells and spell-like abilities from the Enchantment and Illusion sub-schools. This bonus increases by an additional +1 every five levels (at 6th, 11th, and 16th level) up to a maximum of +5. If for any reason the Farslayer's INT modifier becomes positive (+1 or higher) he immediately loses the benefits of this class ability, but regains them upon attaining an appropriate score modifier.

Forbidden Lore: A Farslayer knows that which should not be known. He has been subjected to horrible supernatural experiences and has read forbidden tomes, learning truly dark secrets that have challenged everything he thought he knew. He has also been taught how to store this knowledge into the recesses of his mind and let it surface only when sorely needed. The character adds 1/2 his Farslayer level, rounded up, as a competence bonus to Knowledge (the Planes) and Knowledge (Forbidden Lore) checks.

Track: A Farslayer gains Track as a bonus feat.

Jaded (Ex): Accustomed as he is to the horrors of the Far Realm, a Farslayer is by extension dispassionate towards the frightening aspects or behaviours of native creatures. The character is immune to fear (magical or otherwise) and fear-induced effects.

Favored Enemy (Ex): A Farslayer is drilled and conditioned to fight specifically against certain creature types, be it denizens of the Far Realm or their cultists.
At 4th level, the Farslayer selects as his favored enemy creatures with the Outsider (Extraplanar) subtype, the Pseudonatural template and Half-Farspawn template.
At 8th, 16th and 20th level, the Farslayer may select a type of Humanoid creature, including Monstrous Humanoids, from among those given on Table: Ranger Favored Enemies.
At 12th level, the Farslayer selects creatures with the Aberration type.
Due to his extensive study on his foe and training in the proper techniques for combating such creatures, the character gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures. In addition, the bonus against any favored enemy increase by an additional +1 at 8th, 12th, 16th, and 20th level.

Evade 'em (Ex): First and foremost, a Farslayer must learn how to survive in combat - some foes are sometimes just too powerful to defeat, and an useless death is far more ignominious than retreat. Anytime he is not flat-flooted or helpless, the character gains a 10% miss chance against any form of attack, and an additional 10% whenever one or more of the creatures selected with the Favored Enemy class ability is within sight of the Farslayer. This is an extraordinary ability, and therefore is of a different nature and stacks with the miss chance granted by spells such as Blur or Displacement.

Unfettered (Ex): Farslayers are relentless in their pursuits, and are often able to shrug off negative conditions via sheer will.
If the character is Confused, Dazed, Fascinated, Nausated, Paralyzed, Sickened or Stunned, he is entitled a new saving throw each round he is under one of these conditions - a successful saving throw negates the effect. Only one saving throw per round can be taken in this way; if multiple of these conditions apply to the character, he must designate first which one he is trying to negate.

Finish 'em (Ex): When he defeats or subdues an enemy a Farslayer can quickly finish it off with a Coup de Grace. As a full-round action, you can use a melee weapon to deliver a coup de grace to a paralyzed or pinned opponent as well as an helpless one. You can also use a bow or crossbow, provided you are adjacent to the target. You gain temporary hit points equal to 1d8+1 for every enemy killed this way, for a duration of one hour.

Greater Favored Enemy (Ex): Due to his prolonged studies on his foes, the Farslayer's skill to fight such creatures has truly reached surgical levels. The character gets a bonus on attack rolls equal to the bonus he gets to weapon damage rolls against such creatures.

Seek 'em (Ex): As his abilities at locating enemies improve, a Farslayer needs not to see his targets anymore to discern their location.
The character gains the Scent and Blindsight abilities against opponents who are no more than 15 ft. away from him.

Blank Thoughts (Ex): A Farslayer can negate access to his own mind by inducing within himself a state of mental absence, thereby becoming immune to mind-affecting effects (charms, compulsions, patterns, phantasms and morale effects). He can suppress or resume this ability as a free action.

Bloody Mess: A Farslayer's attacks are frightening to see, drenching the terrain with abundant gushes of blood and fluids and weakening their enemies even as they stand defiant. The character gains a +4 bonus to any roll made to confirm critical hits, as well as dealing an additional 2d6 points of damage and 2 points of constitution damage on scoring a successful critical hit.

Realmswalker (Su): At the pinnacle of his power a Farslayer can perform feats that few others mortals can claim to be able to, such as visiting the Far Realm and surviving the experience. As a supernatural ability, a Farslayer learns to create a literal bubble of safety.
As a free action, he can create a sphere in a 30 ft. radius centered around himself; the sphere moves with the Farslayer, and as a full-round action he can shape terrain, wheater and gravity as he pleases within the affected squares, which override the standard conditions of the plane.
The sphere can be successfully dismissed by means of Mage's Disjunction or Antimagic Field, although a Farslayer has a 1% chance per caster level of retaining the effects of the sphere via his sheer will for one entire round after its dismissal.
__________________
The Pen is mightier than the Sword - when the message is written in Blood.

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Old 10-08-2011, 07:00 AM   Top  -  End  -  #12
Andre
Orc in the Playground
 
 
Join Date: Mar 2011
Location: 
Tempus Fugit
Gender: Male
Default Re: Base Class Challenge VIII - One Small Step for a Contest...

INVOCATIONS

INVOCATIONS (LEAST)


Bless
Least, 1st
You fortify your very being by tapping directly positive energy from the positive material plane. You gain a +1 luck bonus to Armor Class, as well as a +1 luck bonus to all saving throws for a period of 24 hours.

Dark Gift
Least, 2nd
Any weapon you wields shimmers dimly with profane energy, as if it shared a connection with the negative material plane. You gain a +2 bonus to any attack roll and deal an additional point of negative energy damage when attacking with any melče weapon for a duration on one hour per caster level.

Damp Terrain
Least, 2nd
You can conjure up rubble, undergrowth, uneven pavement or render the terrain muddy and nigh impassable. Every square in a 30 ft. radius around yourself is treated as difficult terrain for the purpose of any other creature's movement, for a duration of one minute per caster level.

Delusions
Least, 2nd
Absolute conviction radiates from yourself, effectively creating the belief that your body is faster, stronger, and tougher than it actually is. You receive a +2 enhancement bonus to Strength, Dexterity and Constitution as well as a -2 penalty to Intelligence for a period of 24 hours.

False Trail
Least, 1st
You can move through any type of terrain and leave neither footprints nor scent. Tracking you is impossible by nonmagical means. In addition, tracking you by magical means is possible only with a successful Will saving throw - creatures who fail this saving throw are sidetracked and derailed on a randomly rolled false trail.
This invocation lasts for a period of one hour per level.

Identity Theft
Least, 1st
You may assume the guise and identity of a known humanoid of the same race as yours, as well as receiving a +10 competence bonus to Disguise checks to act in character and being treated as under the effect of an Undetectable Alignment spell for a duration of 24 hours.

Planar Buffer
Least, 2nd
Your body and senses become attuned to the nature of the plane you dwell in and its dominant characteristics. You gain Energy Resistance 5 of the appropriate type depending on the morphology of the plane for a duration of 24 hours.
See Table: the Planes below.

Seeker
Least, 2nd
Your ranged attacks strike true, as if the missiles were guided by the winds of the elemental plane of air itself. You gain a +2 bonus to any attack roll and ignore concealment miss chance up to 10% when attacking with any ranged weapon for a duration of one hour per caster level.

INVOCATIONS (LESSER)


Conjunctive Ward
Lesser, 3th
Your mind and soul actively attempt to shield your physical form from further harm when it is in dire danger. When reduced to between -1 and -9 hit points, you automatically become stable and do not lose one hit point each round; furthermore, any opponent attempting to strike or otherwise directly attack you, even with a targeted spell, must attempt a Will save. On a successful save, the opponent can attack normally. If the save fails, the opponent can’t follow through with the attack and that part of its action is lost. This invocation lasts for a period of 24 hours.

Dissonance
Lesser, 4th
The matter composing your body becomes inconsistent and promptly acts erratically, although you retain some degree of control over it. Throughout the duration of the invocation you can instantly transfer yourself from your current location to any other square within 25 ft./+5 ft. per two caster levels as an immediate action every 1d3 rounds. If the chosen square is already occupied by a solid object or a creature, you are shunted to the nearest unoccupied square and fall prone. This invocation lasts for a duration of one round per caster level.

Flamewreath
Lesser, 4th
Flames exhude from the weapon you wield, ready to engulf your enemies, but the hilt remains cold to the touch for you. Whenever you attack with a melče weapon you deal an additional 1d6 points of fire damage per six caster levels; furthermore, you gain a +3 bonus on attack rolls if the opponent is wearing a wooden or leather armor or shield, is made of wood, or the like.
This invocation lasts for a period of one hour per caster level.

Frostbite
Lesser, 4th
Any missile fired by you becomes imbued with the power tapped from the para-elemental plane of ice. Whenever you attack with a ranged weapon, you deal an additional 1d4 points of cold damage per six caster levels and on a successful hit the opponent is paralyzed for one round unless he succeeds on a reflex saving throw.
This invocation lasts for a period of one hour per caster level.

Paranoia
Lesser, 3rd
As you suspect danger could come at any turn, your senses are heightened, allowing you to react swiftly whenever the unexpected happens.
You gain a +5 insight bonus to all initiative checks for a duration of 24 hours.

Planar Halo
Lesser, 4th
You draw power from the natural sources of the plane you dwell in, cresting yourself with an halo which smites enemies attempting to damage you. Any opponent that attacks you with a melče or natural weapon, or otherwise directly harms you with a touch spell must succeed on a Reflex save or take 1d4 points of elemental damage per three caster levels - the damage subtype is determined by the morphology of the plane. This invocation lasts for a period of 24 hours.
See Table: the Planes below.

Reveal
Lesser, 3rd
You gain the benefits of the See Invisibility spell in addition to receiving a +4 competence bonus to Spot and Search checks for a duration of ten minutes per caster level.

Silent Scream
Lesser, 3rd
You cast Silence, as the spell, with the difference that any opponent within the radius of the emanation must also succeed on a Fortitude saving throw or be deafened for one round. This invocation has a duration of one minute per caster level.

INVOCATIONS (GREATER)


Cheat Death
Greater, 5th
Positive energy tapped raw from the positive material plane surrounds you, rendering you immune to all death spells, magical death effects, energy drain, and any negative energy effects. It doesn’t however remove negative levels that you have already gained, although you automatically succeed on the saving throw necessary 24 hours after gaining a negative level, as long as you are still affected by the invocation. This invocation lasts for a period of 24 hours.

Denial
Greater, 5th
Your resolve allows you to deny the reality of an unpleasant outcome altogether, at least as long as your willpower holds. Once per encounter, you can as an immediate action delay the onset of one damaging attack or effect. Instead of taking the damage or applying the condition to the character immediately as normal, you take it 1d3+1 rounds later. If, in the intervening turns you gain some immunity that would have protected you from the damage or the condition, it does not protect you from the delayed effect. You are subject to damage or condition as if you had taken it when the blow or effect was struck. This invocation lasts for a period of 24 hours.

Double Gravity
Greater, 6th
Gravity above ground takes a much heavier toll when you manipulate it, forcing additional weight upon aerial creatures. Every flying creature in area up to one 10ft. cube per two levels centered around you immediately falls on the ground and strike it the same manner as they would during a normal downward fall.
This invocation has a duration of one round per level.

Mist Cloak
Greater, 6th
A thick, misty vapor arises around you, concealing you from sight. The vapor affects a 20ft. radius centered around you, 20ft. high, and moves with you for the duration of the invocation; it obscures all sight, including darkvision, beyond 5 ft. You have concealment (attacks have a 20% miss chance) against creatures who are 5ft. away and total concealment (50% miss chance, and the attacker cannot use sight to locate the target) against creatures who are farther away. The vapor is sustained by your magic, and cannot be dispersed by magical or non-magical wind, or burned away; opponents, however, may attempt to dispell the effect as normal.
This invocation has a duration of one minute per caster level.

Wind Ward
Greater, 6th
Through a connection to the elemental plane of air, furious winds rage around your person, deflecting incoming missiles, rays and other ranged attacks as if you were affected by an Entropic Shield spell; in addition, creatures targeting you with melče attacks or touch spells are forced to take a Fortitude saving throw or become checked for one round. This invocation lasts for one minute per caster level.

INVOCATIONS (DARK)


Banish
Dark, 7th
This invocation enables you to force extraplanar creatures out of your home plane and banish them back to their own plane. You can affect a creature up to two HD per caster level; it is however unaffected on a successful Will saving throw.

Crevasse Unseen
Dark, 9th
You may create at will an insidious illusory crevasse consisting of multiple layers of deceit. As a full round action, you create an illusory crevasse and shape it as you please over an area up to 100ft. of width and 30 ft. of heigth, centered around you; meanwhile, the second layer of the illusion is also applied over the crevasse, ensuring that structures, terrain and the original layout of the area do not appear hidden or changed in appearance. Each creature other than you entering the area or interacting with the illusion is forced to make a Will saving throw - on a failed save, they are not capable to see through the illusions and believe the floor in which they stand is a bottomless pit only when they enter the illusory crevasse; such creatures become helpless for 1d3 rounds as they receive the sensory inputs of an endless fall. Creatures who succeed on the Will save are able to pierce through the first layer of the illusion and discern the area where you created the crevasse; if they enter, are forced into, or interact with the crevasse they are allowed a second Will saving throw; on a successful save, they disbelieve the second layer of the illusion as well.
Flying creatures passing over the illusory crevasse are unaffected as long as they do not interact with it.
This invocation has a duration of ten minutes per caster level.

Dimension Lock
Dark, 8th
Through your powers, you can forbid any dimensional travel on a large area. You cast Dimensional Lock as the spell, with the following exceptions; the radius of the emanation is extended up to 100 ft. of the chosen point, and the duration is limited to a period of 24 hours.

Erratic Gravity
Dark, 8th
You cause gravity in the affected area to become fickle and unstable. This invocations functions as the Reverse Gravity spell, with the exception that it incessantly cycles through restoring the normal gravity and reversing it every 1d4 rounds as long as the invocation lasts, for a period of one round per caster level.

Planar Phase
Dark, 7th
So great is your ability to interact with the nature of the planes, that you may move yourself to another plane of existence or alternate dimension instantaneously. Precise accuracy as to a particular arrival location on the intended plane is nigh impossible. This invocation transports yourself instantaneously and then ends.

TABLE: THE PLANES
Spoiler
__________________
The Pen is mightier than the Sword - when the message is written in Blood.

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Old 10-08-2011, 08:19 PM   Top  -  End  -  #13
Dralnu
Bugbear in the Playground
 
 
Join Date: Jul 2010
Default Re: Base Class Challenge VIII - One Small Step for a Contest...

Graviton Hammer

Put an image of your class here!

Put a quote by or about a member of your class here!

Gravity Fighter Person manipulates gravity (gravitons?) to help him/her + allies in battle and for funsies! Fluffwise, it's somethingsomething space pirate spelljammer propulsion doodad!

Adventures: Why your class might adventure.

Characteristics: What your class is capable of.

Alignment: What alignment or alignments your class may have and why.

Religion: What deities or ideals your class follows, if any, and why.

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

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

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

Role: What your class does in and for a party.

Adaptation: How a DM might change your class to fit into their campaign or unique world setting.

GAME RULE INFORMATION
CLASS NAME's have the following game statistics.
Abilities: A brief description of what ability scores are important to your class.
Alignment: What alignments are available to your class are listed here. "Any" is a possibility.
Hit Die: dx
Starting Age: What age your class starts at level one as normally ("As barbarian," "As bard," and "As cleric" are the standard options, though feel free to put down the numbers, as well.).
Starting Gold: What amount of currency your class starts at level one with normally ("As barbarian," "As cleric," "As druid," "As fighter," "As monk," and "As sorcerer" are the standard options, though feel free to put down the numbers, as well.).

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

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

CLASS NAME
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial
1st
+1
+0
+2
+2
Gravity Power, Momentum Surge
2nd
+2
+0
+3
+3
Feather Fall
3rd
+3
+1
+3
+3
Gravity Power
4th
+4
+1
+4
+4
Jump
5th
+5
+1
+4
+4
Gravity Power
6th
+6/+1
+2
+5
+5
False Gravity, Time Dilation
7th
+7/+2
+2
+5
+5
Gravity Power
8th
+8/+3
+2
+6
+6
Class Ability
9th
+9/+4
+3
+6
+6
Gravity Power
10th
+10/+5
+3
+7
+7
Fly
11th
+11/+6/+1
+3
+7
+7
Gravity Power
12th
+12/+7/+2
+4
+8
+8
Improved Time Dilation
13th
+13/+8/+3
+4
+8
+8
Gravity Power
14th
+14/+9/+4
+4
+9
+9
Class Ability
15th
+15/+10/+5
+5
+10
+10
Gravity Power
16th
+16/+11/+6/+1
+5
+10
+10
Reverse Gravity
17th
+17/+12/+7/+2
+5
+11
+11
Gravity Power
18th
+18/+13/+8/+3
+6
+11
+11
Implosion, Timespace Manipulation
19th
+19/+14/+9/+4
+6
+12
+12
Gravity Power
20th
+20/+15/+10/+5
+6
+12
+12
Black Hole

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

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

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

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

Gravity Power (Ex):
As you gain levels, you learn to manipulate gravity in new ways. Starting at 1st level, you gain a gravity power. You gain another gravity power for every two levels of graviton hammer attained after 1st level. Unless otherwise noted, you cannot select an individual power more than once. Most powers cost a certain amount of momentum points (see below) in order to activate.

A complete list of gravity powers can be found here.

Momentum Surge (Ex):
Most of your class features require you to spend surge points. Out of combat, you have a number of surge points equal to half your class level, which refreshes every five minutes. You acquire a surge point with each successful attack that you make in combat, which you can then use to fuel your class abilities. These points are stored until you expend them. The maximum number of surge points that you can store at a time is one per class level. Surge points disappear after five minutes.

Example: Zakarei is a level 6 graviton hammer and is fighting an orc. He is currently storing 5surge points. He launches a full attack against an orc. Two attacks hit, earning him 2 surge points, but he can only store up to 6 points at a time, so he only gains 1 to bring him to 6.

Feather Fall (Sp):
Beginning at 2nd level, your manipulation of gravity offers you some rudimentary benefits. You can cast Feather Fall, as the spell, a number of times per day equal to your class level minus 1.

Jump (Sp):
Beginning at 4th level, you can alleviate the effect of gravity on you for a short period of time. You can cast Jump, as the spell, a number of times per day equal to your class level minus 3.

False Gravity (Sp):
Beginning at 6th level, gravity pulls in any direction you want it to. You can cast False Gravity (Spell Compendium), as the spell, a number of times per day equal to your class level minus 5.

Time Dilation (Ex):
As you gain deeper insights in gravity manipulation, you discover how to manipulate gravity around you to affect time itself. Starting at 6th level, you can spend 2 surge points to take an additional swift or immediate action. You may only use this ability once per round.

Improved Time Dilation
Starting at 12th level, you may use this ability twice per round.

Fly (Sp):
Beginning at 10th level, gravity can no longer confine you to the ground. You can cast Fly, as the spell, a number of times per day equal to your class level minus 9.

Reverse Gravity (Sp):
Beginning at 16th level, you can cast Reverse Gravity, as the spell, a number of times per day equal to your class level minus 15.

Implosion (Sp):
Beginning at 18th level, you can create gravity wells inside of your opponents, sucking them into themselves. You can cast Implosion, as the spell, a number of times per day equal to your class level minus 17.

Timespace Manipulation (Ex):
Gravity, space, time... These are your playthings now. Beginning at 18th level, you may spend 4 surge points to speed up any action you perform. A sped up action that normally takes a 1 round instead takes 1 standard action, 1 standard action instead is 1 swift action, and 1 swift action instead is a free action.

Black Hole (Su):
At the pinnacle of your career, you have achieved a mastery over one of the most powerful elements in existence: a black hole. Once per week as a full-round action you can summon a black hole into existence in a square within 10 miles of yourself. The black hole is incredibly small, about a nanometre in diameter. It functions as a sphere of annihilation with the following exceptions: anything within a mile radius of the black hole is instantly pulled into the black hole. Anything within a 5 mile radius of the black hole must make a DC 50 Fortitude save or be sucked 1d6x100feet towards the black hole.

You have the ability to control the black hole as if you were using a talisman of the sphere, and you're personally unaffected by the black hole.

Last edited by Dralnu : 10-13-2011 at 07:11 PM.
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Old 10-08-2011, 08:24 PM   Top  -  End  -  #14
Dralnu
Bugbear in the Playground
 
 
Join Date: Jul 2010
Default Re: Base Class Challenge VIII - One Small Step for a Contest...

Gravity Powers:

Gravity Power Prerequisites Benefits
Gravity Well (Sp)
-
Create a gravity well
Yank (Su)
Graviton Hammer 5, gravity well
Pull target towards the center of your gravity well
Mass Yank (Su)
Graviton Hammer 9, yank
Pull targets towards the center of your gravity well
Redirection Field (Su)
Graviton Hammer 3, gravity well
Allies within your gravity well gain a deflection bonus
Entangling Well (Su)
Graviton Hammer 7, gravity well
Enemies within your gravity well are affected by the Entangle spell
Slowing Field (Su)
Graviton Hammer 9, gravity well, entangling field
Enemies within your gravity well are affected by the Slow spell
Send 'Em Out (Su)
Graviton Hammer 7, gravity well, redirection field
Enemies are shunted out of your gravity field
Hastening Field (Su)
Graviton Hammer 9, gravity well, gravity-guided strike
Allies within your gravity well are affected by the Haste spell
Increase Field (Su)
Graviton Hammer 3, gravity well
Increase the radius of your gravity well
Movable Field (Su)
Graviton Hammer 12, gravity well
Move your gravity field as a move action
Spell Devouring Field (Su)
Graviton Hammer 5, gravity well
Your gravity field sucks in area of effect spells
Anti-Magic Field (Sp)
Graviton Hammer 5, gravity well
Your gravity field acts as an Anti-Magic Field
Weight (Su)
Graviton Hammer 5
Touched object becomes heavier or lighter
Levitate (Sp)
Graviton Hammer 5
Use Levitate, as the spell
Scorn Earth (Su)
Graviton Hammer 7, levitate
Float over the ground
Telekinetic Sphere (Sp)
Graviton Hammer 15, levitate
Use Telekinetic Sphere, as the spell
Weightless Medium Armor (Su)
-
Gain proficiency and move at full speed with medium armor
Weightless Heavy Armor (Su)
weightless medium armor
Gain proficiency and move at full speed with heavy armor
Undeniable Gravity (Sp)
Graviton Hammer 3
Use Undeniable Gravity, as the spell
Mass Undeniable Gravity (Sp)
Graviton Hammer 5
Use Mass Undeniable Gravity, as the spell
Gravity-guided Strike (Su)
-
Touched creature gains a bonus on attack rolls
True Strike (Su)
Graviton Hammer 7, gravity-guided strike
Use True Strike, as the spell, except it affects creature touched and is a swift action
Added Oomph (Su)
-
Touched creature gains a bonus on damage rolls
Hit Hard (Su)
Graviton Hammer 5, added oomph
Touched weapon deals damage as if two size categories larger.
Bring Down The Hammer (Su)
Graviton Hammer 9, hit hard
Touched weapon deals damage as if five size categories larger.
Slowed Impact, Lesser (Ex)
-
Gain damage reduction
Slowed Impact (Ex)
Graviton Hammer 3, lesser slowed impact
Gain better damage reduction
Unstoppable Force (Ex)
-
Gain bonus on opposed bull rush rolls equal to your class level

Last edited by Dralnu : 10-09-2011 at 10:55 PM.
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Old 11-03-2011, 05:41 PM   Top  -  End  -  #15
Temotei
Firbolg in the Playground
 
 
Join Date: Nov 2008
Location: 
Minnesota
Gender: Male
Default Re: Base Class Challenge VIII - One Small Step for a Contest...

Voting thread. Check the chat thread for information.
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