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  1. - Top - End - #1
    Firbolg in the Playground
     
    Temotei's Avatar

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    Minnesota
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    Default Base Class Challenge X - Name That Class

    Name That Class

    Welcome to base class challenge number ten! 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 your own username and/or avatar; anything is possible, so have fun! You may not post your entry anywhere else until after the contest is finished. If you have already posted a class under this theme, you may not enter it for this contest. 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 February 29th, 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?

    Name!
    Last edited by Temotei; 2012-01-31 at 10:56 AM.
    Homebrew
    Please feel free to PM me any thoughts on my homebrew (or comment in the thread if it's not too old).

  2. - Top - End - #2
    Firbolg in the Playground
     
    Temotei's Avatar

    Join Date
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    Minnesota
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    Default Re: Base Class Challenge X - Name That Class

    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
    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

    1st|
    +x
    |
    +x
    |
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    |
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    |Class Ability

    2nd|
    +x
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    |Class Ability

    3rd|
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    |Class Ability

    4th|
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    |Class Ability

    5th|
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    |Class Ability

    6th|
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    8th|
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    |Class Ability

    9th|
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    |Class Ability

    10th|
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    |Class Ability

    11th|
    +x
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    |Class Ability

    12th|
    +x
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    |Class Ability

    13th|
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    |Class Ability

    14th|
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    |Class Ability

    15th|
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    |Class Ability

    16th|
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    |Class Ability

    17th|
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    18th|
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    |Class Ability

    19th|
    +x
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    |Class Ability

    20th|
    +x
    |
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    |
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    |
    +x
    |Class Ability[/table]

    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
    Show
    [CENTER][b][SIZE="3"][U]Base Class Name[/U][/SIZE][/b]

    Put an image of your class here!

    [i]Put a quote by or about a member of your class here![/i][/center]

    A general description of what your class is!

    [b]Adventures:[/b] Why your class might adventure.

    [b]Characteristics:[/b] What your class is capable of.

    [b]Alignment:[/b] What alignment or alignments your class may have and why.

    [b]Religion:[/b] What deities or ideals your class follows, if any, and why.

    [b]Background:[/b] How you become part of your class and why.

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

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

    [b]Role:[/b] What your class does in and for a party.

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

    [B]GAME RULE INFORMATION[/B]
    CLASS NAME's have the following game statistics.
    [B]Abilities:[/B] A brief description of what ability scores are important to your class.
    [B]Alignment:[/B] What alignments are available to your class are listed here. "Any" is a possibility.
    [b]Hit Die:[/b] dx
    [B]Starting Age:[/B] 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.).
    [b]Starting Gold:[/b] 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.).

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

    [B]Skill Points at First Level:[/B] (x + Int modifier) x 4
    [B]Skill Points at Each Additional Level:[/B] x + Int modifier

    [B]C[SIZE="1"]LASS NAME[/SIZE][/B]
    {table=head][b]Level[/b]|[b]Base Attack Bonus[/b]|[b]Fort Save[/b]|[b]Ref Save[/b]|[b]Will Save[/b]|[b]Special[/b]

    1st|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Class Ability

    2nd|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Class Ability

    3rd|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Class Ability

    4th|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Class Ability

    5th|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Class Ability

    6th|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Class Ability

    7th|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Class Ability

    8th|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Class Ability

    9th|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Class Ability

    10th|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Class Ability

    11th|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Class Ability

    12th|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Class Ability

    13th|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Class Ability

    14th|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Class Ability

    15th|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Class Ability

    16th|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Class Ability

    17th|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Class Ability

    18th|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Class Ability

    19th|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Class Ability

    20th|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Class Ability[/table]

    [B]Class Features[/B]
    All of the following are class features of the CLASS NAME.

    [b]Weapon and Armor Proficiencies:[/b] 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.)!

    [b]CLASS FEATURE NAME (Ex, Su, Sp, Ps):[/b]
    Homebrew
    Please feel free to PM me any thoughts on my homebrew (or comment in the thread if it's not too old).

  3. - Top - End - #3
    Troll in the Playground
    Join Date
    Jul 2009
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    Garreg Mach Monastery
    Gender
    Female

    Default Re: Base Class Challenge X - Name That Class

    Thief of Light




    AG: Or you could just do what winners in a hurry do.

    EB: what...

    AG: Cheat!

    EB: uh, is that even possible?

    AG: It's practically always possi8le.



    Adventures: Thieves of Light are born adventurers, typically filled with an unquenchable thirst for danger, excitement, risk and most of all, victory. They often accompany bands of likeminded individuals or strike out on their own, proving their skills and growing stronger.

    Characteristics: Thieves of Light focus on skills and martial combat, whether with a blade or a bow, as well as weakening their foes to make themselves more powerful.

    Alignment: Thieves of Light tend toward Chaos, though not all of them embrace it. Very few individuals of this class are Lawful, as it puts them at odds with the tactic used by most - cheating.

    Religion: Most Thieves of Light don't worship any specific deity, though some might pay respects to deities of luck or chaos. If a Thief of Light worships a deity, it is usually because of her race or outlook rather than because she is a Thief of Light.

    Background: Thieves of Light discover a potential within themselves, which leads them on a path of self-discovery. Some might not even call themselves Thieves of Light, as organization amongst the members is not something that happens very often. Many who do adopt the name of Thief of Light often wonder what the "Light" in their title refers to - some say it is the blinding light of victory, others believe it refers to a more generic idea of positiveness.

    Races: Almost any race can yield a Thief of Light, though most aren't entirely accepting of their methods. As such, Thieves of Light end up being outcasts if they aren't savvy enough to blend in well. Whether this means hiding their powers or forcefully creating a place in society for them is up to the individual and their race's standards.

    Other Classes: Thieves of Light typically get along with all other classes, with the exception of paladins and knights. Seeing them as sticks in the proverbial mud, it is often difficult for a Thief of Light to perform her tricks when having to worry about breaking laws in front of someone who might enforce them.

    Role: Thieves of Light provide support in the form of removing enemy bonuses and causing them penalties, can deal damage with weapons, and can act as party scouts or jacks-of-all-trades.

    Adaptation: Adaptation should not be necessary unless a world exists without the influencing factor of Luck. If such a world exists, then the Thief of Light can be changed to have a more religious streak, in that its abilities work through divine intervention and Fate. The Thief of Light would then be required to revere a deity, though none in particular.

    GAME RULE INFORMATION
    Thieves of Light have the following game statistics.
    Abilities: Charisma, Dexterity and Constitution are all important to a Thief of Light. Charisma determines the save DC of some of her abilities, while Dexterity and Constitution contribute to her ability to stay alive. Intelligence helps the Thief of Light focus on skills.
    Alignment: Any.
    Hit Die: d6
    Starting Age: As fighter.
    Starting Gold: 8d10 x 5 (250 gp)

    Class Skills
    The Thief of Light's class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (all, taken individually) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).
    Skill Points at First Level: (8 + Int modifier) x 4
    Skill Points at Each Additional Level: 8 + Int modifier

    THE THIEF OF LIGHT
    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
    1st|
    +0
    |
    +0
    |
    +2
    |
    +2
    |Steal Luck, Luck Pool, Speed of Light

    2nd|
    +1
    |
    +0
    |
    +3
    |
    +3
    |Evasion, Lucky Strike +1

    3rd|
    +2
    |
    +1
    |
    +3
    |
    +3
    |Fortuitous Dodge

    4th|
    +3
    |
    +1
    |
    +4
    |
    +4
    |Lucky from the Start, Fortune on my Side

    5th|
    +3
    |
    +1
    |
    +4
    |
    +4
    |Improved Thievery

    6th|
    +4
    |
    +2
    |
    +5
    |
    +5
    |Cheat, Deadly Luck

    7th|
    +5
    |
    +2
    |
    +5
    |
    +5
    |Lucky Sevens

    8th|
    +6/+1
    |
    +2
    |
    +6
    |
    +6
    |Lucky Strike +2, Clever Application

    9th|
    +6/+1
    |
    +3
    |
    +6
    |
    +6
    |Improved Evasion

    10th|
    +7/+2
    |
    +3
    |
    +7
    |
    +7
    |Wings, Cheat Death

    11th|
    +8/+3
    |
    +3
    |
    +7
    |
    +7
    |All of the Luck, Victory Rush

    12th|
    +9/+4
    |
    +4
    |
    +8
    |
    +8
    |Bad Luck, Improved Cheat

    13th|
    +9/+4
    |
    +4
    |
    +8
    |
    +8
    |Spellsteal, Manifest Opportunity

    14th|
    +10/+5
    |
    +4
    |
    +9
    |
    +9
    |Tricks of the Trade, Improved Fortuitous Dodge

    15th|
    +11/+6/+1
    |
    +5
    |
    +9
    |
    +9
    |Lucky Strike +3, Extreme Thievery

    16th|
    +12/+7/+2
    |
    +5
    |
    +10
    |
    +10
    |Master Luckthief

    17th|
    +12/+7/+2
    |
    +5
    |
    +10
    |
    +10
    |Commandeer Magic

    18th|
    +13/+8/+3
    |
    +6
    |
    +11
    |
    +11
    |Astounding Cheat, Really Bad Luck

    19th|
    +14/+9/+4
    |
    +6
    |
    +11
    |
    +11
    |Perfect Luck

    20th|
    +15/+10/+5
    |
    +6
    |
    +12
    |
    +12
    |Unhinged[/table]

    Class Features
    All of the following are class features of the Thief of Light.

    Weapon and Armor Proficiencies: Thieves of Light are proficient with all simple and martial weapons and light armor, but not with shields.

    Steal Luck (Su): A Thief of Light deals in luck, and the first thing they learn to do is to take it from others. Once per round as a standard or move action, the Thief of Light may target a single enemy within 60 feet of her and siphon a small amount of luck from it. The victim must succeed on a Will save (DC 11 + 1/2 the Thief of Light's levels + her Charisma modifier) or suffer a stacking -1 Luck penalty to AC, attacks, a single save, or damage. The Thief of Light chooses which penalty they suffer. If the victim's CR (or that of the encounter in which she is a part of) is within 3 levels of the Thief of Light's level, she gains a single Luck Point from stealing their luck. If they are outside this range, an ally, or a creature summoned by the Thief or one of her allies, they do not grant her a Luck Point. The maximum penalty a Thief of Light may apply is equal to her Charisma modifier.

    Luck Pool: A Thief of Light will eventually accumulate Luck Points, typically through her Steal Luck ability. These points are added to her Luck Pool, and only are removed from the Luck Pool when she makes use of an ability that consumes Luck Points. She may have up to (3 + her Thief of Light level) Luck Points in her Luck Pool at any one time. Using an ability that consumes Luck Points is a free action unless otherwise noted in the ability's description.

    SIDEBAR: LUCK FEATS AND THE THIEF OF LIGHT'S LUCK POOL
    Spoiler
    Show

    There are several feats and class abilities that grant a character something similar to Luck Points called Luck Rerolls, such as Victor's Luck, Third Time's the Charm and Make Your Own Luck (all Complete Scoundrel, pg. 75). While most classes are restricted to using Luck Rerolls to activate these feats and abilities, as long as the Thief of Light has one of these feats of class abilities, she may expend two Luck Points to gain a single Luck Reroll towards one of these feats or abilities.


    Speed of Light (Ex): Thieves of Light are incredibly fast individuals. At 1st level, the Thief of Light gains a +20' bonus to her movement speed. In addition, she may spend a single Luck Point to gain an enhancement bonus to her movement speed equal to (10 * her Thief of Light level) for a number of rounds equal to her Charisma modifier (minimum 1).

    Evasion (Ex): Beginning at 2nd level, the Thief of Light learns to dodge even magical attacks with agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the Thief of Light is wearing light armor or no armor. A helpless Thief of Light does not gain the benefit of evasion.

    Lucky Strike (Ex): A Thief of Light's luck grants her the edge she needs to strike true against her enemies. At 2nd level, she gains a +1 Luck bonus to all attacks she makes as long as she has a Luck Point in her Luck Pool. At 8th level, and again at 15th level, this Luck bonus increases by +1. She may also expend a Luck Point to gain a bonus to all attack rolls she makes in a single round equal to 3 + 1/2 her Thief of Light level, rounded down.

    Fortuitous Dodge (Ex): A Thief of Light's motto for fights is "you can't hit what isn't there". As such, she aims to never be hit. At 3rd level, she gains a +1 Luck bonus to AC for each Luck Point she has stored in her Luck Pool (to a maximum of 1/2 her Thief of Light level). She may also expend a Luck Point to cause all attacks used against her to have a 20% miss chance for 1 round.

    Lucky from the Start (Ex): Once she attains 4th level, a Thief of Light is almost never without a bit of luck. At the beginning of each day, if a Thief of Light has 0 Luck Points in her Luck Pool, she automatically gains a single Luck Point. In addition, she may expend a Luck Point to reroll her Initiative check at the beginning of combat. She uses the higher of the two rolls.

    Fortune on my Side (Ex): Beginning at 4th level, fortune begins favoring the Thief of Light in endeavors besides combat. She gains a Luck bonus to all skills she has at least 1 rank in equal to the number of Luck Points in her Luck Pool (to a maximum of her Thief of Light level). In addition, whenever the Thief of Light succeeds on a skill check that has at least a 50% chance of failure, she gains a Luck Point. Skill checks have a 50% chance of failure if the Thief of Light would have failed the check if she had rolled a 10 or less. She may only gain one Luck Point in this way per hour.

    Improved Thievery (Su): Beginning at 5th level, a Thief of Light learns ways to circumvent time restrictions on some of her actions. She may perform a Sleight of Hand check as an Immediate Action at -10 penalty. In addition, she can now use her Steal Luck ability as a Swift Action, Standard Action, or Move Action.

    Cheat (Ex): Beginning at 6th level, a Thief of Light learns how to affect almost every game of chance and turn it in her favor. She may make a nonmagical coin flip land in her favor, a pair of nonmagical dice roll for the numbers she wants, or a deck of nonmagical cards deal to her a perfect hand, etc. as a swift action. This ability does not affect dice rolled, coins flipped, or cards dealt (etc) to or by the player, only the Thief of Light as part of a game of chance. Each time the Thief of Light uses this ability in the company of the same creatures, she has a cumulative 5% chance of being noticed cheating.

    Deadly Luck (Ex): A Thief of Light, once attaining 6th level, can make herself much more dangerous on the battlefield. As long as she has at least one Luck Point in her Luck Pool, she gains a Luck bonus to damage with melee attacks, ranged attacks and spells equal to the number of Luck Points in her Luck Pool (up to a maximum of her Thief of Light level). She may also expend a single Luck Point after damage has been rolled to reroll an attack she has made in the round. She uses the higher of the damage inflicted.

    Lucky Sevens (Ex): Beginning at 7th level, whenever the Thief of Light rolls a 1, she may expend a Luck Point to treat the roll as if she had rolled 7 instead. In addition, whenever the Thief of Light has seven or more Luck Points in her Luck Pool, she gains the ability to expend two of them to take an additional Swift Action during her turn. She may only use this ability once per round, though she may use both effects in the same round.

    Clever Application (Ex): Thieves of Light often have a strong force of personality and sharp wit to pair with it. Once reaching 8th level, however, all bets are off on how these two interact. The Thief of Light may, as an immediate action, expend a single Luck Point to apply her Charisma bonus to another attribute, or change the attribute used in a skill check to another attribute of her choice, for 1 round or until her skill check is finished (typically within 1 round).

    Improved Evasion (Ex): A Thief of Light of 9th level or higher is incredibly difficult to harm using spells. This ability works like evasion, except that while the Thief of Light still takes no damage on a successful Reflex saving throw against attacks henceforth she takes only half damage on a failed save. A helpless Thief of Light does not gain the benefit of Improved Evasion.

    Wings (Ex): A Thief of Light who attains 10th level undergoes a metamorphosis: her body sprouts a pair of powerful wings and lightens in the least biologically demanding way possible. She can fly up to twice her base speed at Perfect maneuverability and weighs half her normal weight. The Thief of Light decides upon reaching 10th level what kind of wings she grows (insectile, feathered, webbed, etc). In addition, whenever she gains the benefit of expending a Luck Point to Speed of Light, she gains double the enhancement bonus to her movement speed.

    Cheat Death (Ex): Beginning at 10th level, whenever the Thief of Light has at least four Luck Points in her Luck Pool and sustains damage that would otherwise kill her, she may expend all Luck Points to instead ignore that damage. In addition, for a number of rounds equal to the number of Luck Points expended this way, she takes only half damage from all attacks. This ability can only be used once per encounter.

    All of the Luck (Ex): As the Thief of Light gains further power, she loosens herself from some of the normal restrictions luck would have on those that manipulate it. Beginning at 11th level, she may apply up to three penalties associated with her Steal Luck ability at once (-1 penalty to attacks, AC, a save or damage) and can furthermore store as many Luck Points as she wants - there is no maximum. She still only receives one Luck Point per use of her Steal Luck ability, however.

    In addition, each round in which she makes a successful Steal Luck attempt, she may choose to deplete a victim's luck rerolls or action points (if any) by 1.

    Victory Rush (Ex): Beginning at 11th level, the Thief of Light gains the ability to make her attacks incredibly deadly. She may spend two Luck Points plus any number of additional Luck Points to increase her weapon's critical threat range by one step. For each additional Luck Point spent, she may increase her weapon's critical threat range again by one step (up to two additional steps) or its critical multiplier by 1 (up to 4x) for one round. She must spend these points before rolling any attacks in a round. If she successfully slays a creature in the same round as expending these points, she gains a number of Luck Points equal to 1/2 the number she spent (rounded up). She may only gain Luck Points in this way once per round, regardless of how many creatures she kills.

    Bad Luck (Su): Beginning at 12th level, a Thief of Light may influence luck over an opponent to such a degree that it actually suffers harm. Once per round as a standard action, the Thief of Light may expend a single Luck Point to afflict a victim within 60 feet with a terrible curse of bad luck. The next time the victim takes a Standard, Move, or Full Round Action, it must make a DC (13 + 1/2 the Thief of Light's level + her Charisma modifier) Will save or fail to perform its action and suffer some minor injury due to its surroundings or itself, taking 1d6 damage per class level the Thief of Light has. The damage inflicted by this ability is considered a Mind-affecting effect, thus creatures normally immune can still lose their action, but won't suffer any damage.

    Alternatively, the Thief of Light may choose instead to curse the target's skills, inflicting a penalty equal to her Charisma modifier on a single skill of her choice. This version of Bad Luck lasts for 1 round per Thief of Light level she has. Creatures that become afflicted with this version of Bad Luck feel gloomier, but do not understand where the emotional change has come from (nor do they know their skills have suffered a penalty) unless they can detect the Thief of Light when she uses it (such as with sight, blindsense, etc).

    Improved Cheat (Su): Beginning at 12th level, a Thief of Light's ability to manipulate chance extends even to magical items. Whenever she uses a magical item that has a random result (such as Deck of Illusions), she may instead choose which result she gets. This effect does not apply to artifacts, such as Deck of Many Things and Rogue's Dice. In addition, the chance of being discovered cheating at a game of chance caps at 50% instead of 100%.

    Spellsteal (Su): Beginning at 13th level, a Thief of Light learns how to steal things that shouldn't even be capable of being stolen. She may, as an immediate action in reaction to a creature casting a spell or using a spell-like ability, expend a Luck Point to cast an exact copy of the spell or spell-like ability. She can choose to use this as a counterspell against a spell, but not a spell-like ability. She must have a number of Luck Points in her Luck Pool equal to or greater than the level of the spell or equivalent level of spell-like ability cast by the spellcaster before spending a Luck Point.

    When she copies a spell in this way, it is an almost exact duplicate of the spell the spellcaster uses. Its caster level and all other variables are identical to the spell cast, but the Thief of Light rolls for the copy's damage and must make her own Caster Level check (where her caster level is equal to her Thief of Light level) to overcome spell resistance. She may choose new targets for the copied spell.

    Manifest Opportunity (Su): Beginning at 13th level, the Thief of Light can find weakness in even the most trained and determined opponents. Once per round as a free action, the Thief of Light may expend one luck point to cause a single opponent within 100 feet of herself to be considered flat-footed against her attacks for 1 round. If she successfully steals the victim's luck before spending a point in this way, the victim is instead stunned for 1 round (no save). A victim that is stunned by Manifest Opportunity becomes immune to the stunning effect for 1d4+2 rounds afterwards.

    Tricks of the Trade (Su): Beginning at 14th level, the Thief of Light can spread her luck among her allies if she chooses to be so selfless. As a swift action, she may grant to a single ally within 100 feet of herself a single Luck Point for a number of rounds equal to her Charisma modifier. The ally may use this Luck Point to copy any of the Thief of Light's abilities that require the expenditure of a single Luck Point. For the purposes of numerical values in these abilities, the ally uses the Thief of Light's Charisma, number of Luck Points in her Luck Pool, etc. instead of their own. The Thief of Light regains the expended Luck Point 1d4 rounds after her ally has used an ability.

    Improved Fortuitous Dodge (Ex): Beginning at 14th level, the Thief of Light is even harder to hit. Instead of gaining a Luck bonus to AC equal to the number of Luck Points in her Luck Pool (maximum 1/2 her Thief of Light level), she gains a Luck bonus to AC equal to 1/2 her Thief of Light level and causes foes that attack her to have a 20% Miss Chance as long as she has at least one Luck Point in her Luck Pool.

    Extreme Thievery (Su): Beginning at 15th level, the Thief of Light manages to somehow wriggle free of the constraints of reality again and may make Sleight of Hand checks and use her Steal Luck ability as immediate actions without penalty. She may also make a Sleight of Hand check as a Free Action at a -10 penalty instead of -20 and may make up to 1d4 checks per round. In addition, the Thief of Light may lift larger objects from a person than normal when using Sleight of Hand: she may attempt to steal any object of up to 50 lbs. or as large as a two-handed weapon sized for a medium creature, whichever is larger. She cannot steal an item that overencumbers her, regardless of its size.

    Master Luckthief (Su): Beginning at 16th level, the Thief of Light can, instead of causing a Luck penalty to an opponent, "steal" a Luck bonus it has by suppressing its Luck bonus and applying the Luck bonus to herself. If the Luck bonus was caused by a spell, she effectively becomes affected by the same spell, though the opponent's is only suppressed, not dispelled or removed. If the Luck bonus is caused by a class ability or item, it is similarly suppressed and the Thief of Light gains the bonus, but she does not actually gain the class ability or steal the item. Stealing a Luck bonus in this way counts as a Steal Luck attempt but does not grant the Thief of Light a Luck Point for succeeding. A Luck bonus she grants herself in this way lasts for 1 minute or its normal duration, whichever is shorter. Once the Luck bonus wears off, the victim's item, spell, or class ability is unsuppressed.

    Commandeer Magic (Su): Beginning at 17th level, whenever the Thief of Light would be able to expend a Luck Point to copy a spell cast by a foe using Spellsteal, she may instead choose to expend three Luck Points to disrupt the spell being cast in addition to casting her own copy. The victim must make a Will save (DC = 15 + 1/2 her Thief of Light levels + her Charisma modifier) or lose the spell it is attempting to cast. The Thief of Light may then "hold on" to the spell for a number of rounds equal to her Charisma modifier. When casting the spell, it does not consume an action if its normal casting time is 1 Standard Action or less; otherwise, it requires its normal casting time. The spell uses the Thief of Light's caster level (equal to her Thief of Light levels) and Charisma modifier to determine effects, etc. If the spell would cause the Thief of Light to do something she would not be able to do without levels in the class associated with the spell (such as Mnemonic Enhancer or Arcane Fusion), the spell does nothing if she does not have those levels. The Thief of Light must have a number of Luck Points in her Luck Pool equal to 3 + the spells' level before spending points in order to use Commandeer Magic on it.

    Astounding Cheat (Ex): Beginning at 18th level, a Thief of Light can pull off amazing stunts of chicanery and fool even powerful items. Once per day, she may force an artifact whose results are random (such as Rogue's Dice or Deck of Many Things) into giving her exactly the result she desires. Doing so costs four Luck Points. In addition, the chance of being discovered while Cheating in a game of chance caps at 25% and, if you are discovered, everyone in your immediate company is stunned for 1 round (no save). In addition, using any function of Cheat, Improved Cheat and Astounding Cheat is considered an Extraordinary ability instead of a Supernatural ability.

    Really Bad Luck (Su): Beginning at 18th level, whenever the Thief of Light uses her Bad Luck ability, she may expend an additional Luck Point. If she does, and the victim fails its Will save (DC 17 + 1/2 Thief of Light levels + her Charisma modifier), it suffers a grave incident that results in the death of the victim. For example, the floor may give way and send the creature falling to its death, or a nearby rock formation may fall upon them and crush them. This is not considered a Death Effect and unlike Bad Luck, is not considered a Mind Affecting Effect.

    Perfect Luck (Ex): Beginning at 19th level, whenever the Thief of Light has at least six Luck Points in her Luck Pool, she gains the ability to spend two Luck Points to become completely immune to the effects of a single spell or ability that allows Spell Resistance or a single attack that does not penetrate DR/Epic. Essentially, by spending two Luck Points, the Thief of Light gains an insurmountable amount of Spell Resistance or DR/Epic against a single spell, ability or attack. The Thief of Light may only use this ability after a spell or attack is declared, before the results of the spell or attack are determined (such as damage or whether or not she makes a Save or the enemy fails to overcome her normal Spell Resistance, if any). In addition, if she has exactly 0 Luck Points in her Luck pool at the beginning of the day, she gains a Luck Point in addition to the one granted by Lucky from the Start.

    Unhinged (Su): Beginning at 20th level, whenever the Thief of Light expends eight or more Luck Points in a single round or twenty or more Luck Points over the course of a single encounter, she tears herself momentarily free from reality and becomes unimpeded by normal limits. She may teleport up to twice her movement speed as a swift action, may make two full attacks in a single full round action, may make all skill checks as if taking 10 without increasing time and may use up to twice the number of Swift actions she would normally be able to. In addition, each ability she uses that requires her to have a minimum number of Luck Points in her Luck Pool have their requirements reduced by 1 (to a minimum of 1) or their cost reduced by 1 (to a minimum of 1) if they do not have a required minimum. For example, her Cheat Death ability would only need 3 Luck Points to function instead of 4, and her Spellsteal ability would need a number equal to the Spell's level - 1 (2 for a Fireball spell, etc). This effect lasts a number of rounds equal to the Thief of Light's Charisma modifier and may only be entered once per encounter.
    Last edited by Derjuin; 2012-02-17 at 06:08 PM.
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  4. - Top - End - #4
    Ogre in the Playground
     
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    Jul 2011
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    Default Re: Base Class Challenge X - Name That Class

    Necromantic Descendant



    "My great great great grand father Robert started the tradition, why should I change my ways? Now, back to the soul searing rituals to summon daemons to open this damn pickle jar!"
    -Bob the VI, lord of darkness and heir to the kingdom of Generica

    Dark magic flows through old families. Started in the distant past by an old mad member, traditions infuse and taint the blood. Now, generations with there souls sold before they were born carry on the traditions.

    Adventures: The Necromantic Descendant is always seeking more "components" for his dark rights, and more outsiders to make pacts with. Additionally, the Descendants are often forced to flee there homes chased by mobs. The role as an adventure also leads to allies with which they could reclaim the family domain.

    Characteristics: Necromancy floes pure through the Descendents veins. Leadership and necromancy are part of his lineage. He masters a few rituals, empowers himself with old magic, and calls on thralls both living and dead to serve him. He may not have the same mastery of spells as a true spell caster, he knows enough hedge magic to get by.

    Alignment: Most Descendants are mad, and often beyond normal morals. Some are sane, yet happily revel in there dark power. Rarer though is the dark hero, who wishes to end his families mad dance of destruction but is tempted by his own power. Decedents can therefore be any alinement, but are rarely good. But Descendants as a whole drift neutral evil.

    Religion: Often Descendants worship the family spirits, seeking guidance from the generations that started the traditions. Others worship gods of death and the undead, and still others worship beings of the nether plains for power.

    Background: Descendants are bred from generations of power mad mages. As a whole they come from old families, some may be a nobles, some may be backwoods madmen that only see the outside world as a source of servants and spell components(not that the two are mutually exclusive).

    Races: Humans are the most common descendants, as there short generations and love of innovation can allow the proper families sprout up quickly. The blood is often mixed though, so half fiends, illithids, ogres, and even dragons can pop up.

    Other Classes: Holy men see Descendants as blasphemers. Necromancers tend to see them as old money, and range between wanting loans to envying their connections. Arcane spellcasters tend to regard them as clerics of necromancy itself, and so their opinion depends on their opinion of necromancy. Warriors have a hard time telling them apart from clerics with undead, and treat them as such. Rogues see the undead as the perfect distraction, even coming with their own healer!

    Role: The descendant's role changes depending on the powers he selected for the day. With a full selection of servant buffs the undead become fair fighters in there own right. With a selection of self buffs, the descendent can become a melee power house in his own right. With a selection of activated abilities, the Descendant becomes something akin to a cleric, with his servants to back him up.

    Adaptation: Change the servants type, and you could have a artificer(construct), summoner(outsider), leader(humanoid), cultist(aberration)... the variety is nearly endless. though, with the changed type, the servants need to be rebalanced a bit.

    GAME RULE INFORMATION
    Necromantic Descendent's have the following game statistics.
    Abilities: Charisma powers most of the Descendents abilities. physical stats are important if the Descendant wishes to lead from the front, mental abilities if he wishes more skills and higher will saves.
    Alignment: Any
    Hit Die: d6
    Starting Age: As Barbarian
    Starting Gold: As Wizard

    Class Skills
    The cleric’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Gather Information (Cha), Heal (Wis), Intimidate (Cha), Knowledge (any) (Int), Profession (Wis), Spellcraft (Int), and Use Magic Device (Cha).

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

    CDescendant
    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Interest|Servants|Powers per day|Free Words

    1st|
    0
    |
    +0
    |
    +0
    |
    +2
    |Rebuke Undead|2|1|1|0

    2nd|
    +1
    |
    +0
    |
    +0
    |
    +3
    |Dark Diplomacy(Undead)|6|1|2|3

    3rd|
    +1
    |
    +1
    |
    +1
    |
    +3
    |Hedge Magic|11|2|3|3

    4th|
    +2
    |
    +1
    |
    +1
    |
    +4
    |Twisted Mind(Pain)|17|2|4|6

    5th|
    +2
    |
    +1
    |
    +1
    |
    +4
    |Hedge Magic|25|3|5|6

    6th|
    +3
    |
    +2
    |
    +2
    |
    +5
    |Dark Diplomacy(Aberrations)|35|3|6|9

    7th|
    +3
    |
    +2
    |
    +2
    |
    +5
    |Hedge Magic|46|4|7|9

    8th|
    +4
    |
    +2
    |
    +2
    |
    +6
    |Twisted Mind(Disobedient)|58|4|8|12

    9th|
    +4
    |
    +3
    |
    +3
    |
    +6
    |Hedge Magic|72|5|9|12

    10th|
    +5
    |
    +3
    |
    +3
    |
    +7
    |Dark Diplomacy(Outsiders)|88|5|10|15

    11th|
    +5
    |
    +3
    |
    +3
    |
    +7
    |Hedge Magic|105|6|11|15

    12th|
    +6/+1
    |
    +4
    |
    +4
    |
    +8
    |Twisted Mind(Slippery)|123|6|12|18

    13th|
    +6/+1
    |
    +4
    |
    +4
    |
    +8
    |Hedge Magic|143|7|13|18

    14th|
    +7/+2
    |
    +4
    |
    +4
    |
    +9
    |Dark Diplomacy(Oozes)|165|7|14|21

    15th|
    +7/+2
    |
    +5
    |
    +5
    |
    +9
    |Hedge Magic|188|8|15|21

    16th|
    +8/+3
    |
    +5
    |
    +5
    |
    +10
    |Twisted Mind(Oblivion)|212|8|16|24

    17th|
    +8/+3
    |
    +5
    |
    +5
    |
    +10
    |Hedge Magic|238|9|17|24

    18th|
    +9/+4
    |
    +6
    |
    +6
    |
    +11
    |Dark Diplomacy(Dragons)|266|9|18|27

    19th|
    +9/+4
    |
    +6
    |
    +6
    |
    +11
    |Hedge Magic|295|10|19|27

    20th|
    +10/+5
    |
    +6
    |
    +6
    |
    +12
    |Great Sicon|325|10|20|30
    [/table]

    Class Features
    All of the following are class features of the Necromantic Descendant.

    Weapon and Armor Proficiency: Decedents are proficient with all simple weapons, one martial weapons and scythes. Descendants are proficient with no armor or shields.

    Interest: The pacts a Descendant inherits power his magic. The soul selling and dealing of past generations lets him work with the interest of his account. He has a set amount of interest each day, that he may use to power spells or his abilities. This interest increases as he levels according to the above table. He also gains bonus interest for having a high charisma equal to one half his charisma modifier times his level rounded down.

    Servants:
    A Descendant brings some loyal retainers with him when he goes out to adventure. These take the form of Retainer Shades. A descendant has one retainer at first level, and gains another every other level.

    (retainer shade stat block)

    Spoiler
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    retainer shade
    Size/Type: Medium Undead
    Hit Dice: 1d12 (6 hp)
    Initiative: +1
    Speed: 30 ft. (6 squares)
    Armor Class: 11 (+1 Dex), touch 11, flat-footed 10
    Base Attack/Grapple: +0/+1
    Attack: -
    Space/Reach: 5 ft./5 ft.
    Special Attacks: —
    Special Qualities:darkvision 60 ft., immunity to cold, undead traits
    Saves: Fort +0, Ref +1, Will +2
    Abilities: Str 13, Dex 13, Con Ø, Int Ø, Wis 10, Cha 1
    Feats:-
    Alignment: Always neutral


    These creatures are loyal servants that follows the descendant's commands and accompanies him on adventures. If a retainer shade is destroyed, the descendant suffers no ill effects and may recreate the servant by expending 2 interest. This reanimates the undead with 1 hit point.

    A descendant can heal servants as a standard action by spending 1 interest for each 2(+1/4descendant level rounded down) hit points he heals the servant.

    The servants power is reliant on the descendant. The servants each have a number of Hit Dice equal to the descendant's class level. They have a number of bonus hit points per hit die equal to the descendant's charisma modifier, and a bonus on saving throws equal to the descendant's charisma modifier. Retainers are also proficient with all kinds of armor and shields, and with any weapon the descendant is proficient.

    ordering the servants around is different from ordering about normal undead. As a move action, a Descendant can give orders to all his servants within long range(i.e 400ft+40ft descendant level). The servants will follow these orders to the best of their abilities. At tenth level this becomes a swift action. at twentieth this is a free action.

    Powers: Descendants control necromancy as others speak. When a Descendant refreshes his interest, he chooses one of the following abilities for each descendent level he has. This replaces powers he had selected the previous day. A descendant may only select each power once per day.

    Powers are divided into four sets. The first set are passive bonuses to the body servants, the second set are bonuses to the servants activated by an expenditure of interest, the third set is passive abilities for the descendant, the fourth is a set of abilities the descendant can activate by expending interest.

    set 1
    Spoiler
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    A profane bonus to strength equal to the descendant's charisma modifier plus one quarter the descendant's level.

    A profane bonus to dexterity equal to the descendant's charisma modifier plus one quarter the descendant's level.

    A profane bonus to wisdom equal to the descendant's charisma modifier plus one quarter the descendant's level.

    A profane bonus to charisma equal to the descendant's charisma modifier plus one quarter the descendant's level.

    A deflection bonus to armor class equal to the descendant's charisma modifier plus one quarter the descendant's level.

    An enhancement bonus to armor class equal to the descendant's charisma modifier plus one quarter the descendant's level.

    An armor bonus to armor class equal to the descendant's charisma modifier plus one quarter the descendant's level.

    A natural armor bonus to armor class equal to the descendant's charisma modifier plus one quarter the descendant's level.

    An enhancement bonus to saving throws equal to the descendant's charisma modifier plus one quarter the descendant's level.

    An enhancement bonus bonus to hit equal to the descendant's charisma modifier plus one fourth the descendant's level.

    An enhancement bonus to damage equal to the descendent's charisma modifier plus half the descendant's level.

    A competence bonus to movement speed equal to 5ft per four descendant levels.

    SR equal to 5+the descendant's level.

    DR/- equal to one quarter the descendant's level.


    set 2

    Spoiler
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    A descendant can as a free action expend one point of interest to give all servants 4 temporary hit points, maximum four points per descendant level. These temporary hit points don't stack with other temporary hit points, but can overlap if they are greater. these temporary hit points fade after one minute. Activating this ability is a free action that requires the servant be within long range(ie. 400 ft+40ft Descendant level).

    A descendant can as a free action expend N interest to give all servants within long range(ie. 400 ft+40ft Descendent level) DR N/-, maximum 1 per descendent level. this DR fades after one minute.

    A descendant can as a free action expend N(maximum descendent level) interest to grant all servants within long range(ie. 400 ft+40ft Descendant level) a profane bonus of +N to hit. This bonus fades after one minute.

    A descendant can as a free action expend N(maximum descendant level) interest to grant all servants within long range(ie. 400 ft+40ft Descendent level) a profane bonus of +N to armor class. This bonus fades after one minute.

    A Descendant can as a free action expend N(maximum descendent level) interest to grant all servants within long range(ie. 400 ft+40ft Descendant level) a profane bonus of +N/2 to all saves. This bonus fades after one minute.



    set 3

    Spoiler
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    An enhancement bonus to strength equal to the descendant's charisma modifier plus one quarter the descendant's level.

    An enhancement bonus to dexterity equal to the descendant's charisma modifier plus one quarter the descendant's level.

    An enhancement bonus to wisdom equal to the descendant's charisma modifier plus one quarter the descendant's level.

    An enhancement bonus to constitution equal to the descendant's charisma modifier plus one quarter the descendant's level.

    An enhancement bonus to intelligence equal to the descendant's charisma modifier plus one quarter the descendant's level.

    A deflection bonus to armor class equal to the descendant's charisma modifier plus one quarter the descendant's level.

    An armor bonus to armor class equal to the descendant's charisma modifier plus one quarter the descendant's level plus four.

    A shield bonus to armor class equal to the descendant's charisma modifier plus one quarter the descendant's level.

    a profane bonus to armor class equal to the descendant's charisma modifier plus one quarter the descendant's level.

    A natural armor bonus to armor class equal to the descendant's charisma modifier plus one quarter the descendant's level.

    An enhancement bonus to hit equal to the descendant's charisma modifier plus one fourth the descendant's level.

    An bonus to hit and damage equal to the descendant's charisma modifier plus half the descendants level.

    A competence bonus to movement speed equal to 5ft per four descendant levels.

    SR equal to 5+the descendants level.

    DR/- equal to one quarter the descendants level.


    set 4

    Spoiler
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    A descendant can as a standard action, expend N(maximum descendant level) points of interest to give a 4*N temporary hit points to a creature with a melee touch attack(the target can chose to be hit). These temporary hit points don't stack, but can overlap. These temporary hit points fade after one minute.

    A descendant can as a standard action, expend N(maximum descendent level) interest to give a creature with a touch DR N/-. This DR fades after 1 round per point of the descendents charisma modifier.

    A descendant can as a standard action, expend N(maximum descendent level) interest to grant a creature with a touch a profane bonus of +N/4 to hit. This bonus fades after one minute.

    A descendant can as a standard action, expend N(maximum descendant level) interest to grant a creature with a touch a profane bonus of +N/2 to damage. This bonus fades after one minute.

    A descendant can heal a creature with positive energy as a standard action with a melee touch attack by spending 1 interest(maximum 1 point descendant level per use) for each 2(+1/4descendent level rounded down) points. Creatures harmed by positive energy are dealt an equal amount of damage by this affect.

    A descendant can heal an undead with negative energy as a standard action with a melee touch attack by spending 1 interest(maximum 1 point descendant level per use) for each 2(+1/4descendent level rounded down) points. Creatures harmed by negative energy are dealt an equal amount of damage by this affect.


    Free Words: when a Descendants interest refreshes, he may chose to give his Retainer Shades base commands. additionally at this time, all current base commands are removed from the Shades. these commands will take precedent over any other commands the descendant gives. The commands can be in total no longer then the number of words given on the table.

    Rebuke undead(Su): You can rebuke undead as an evil cleric with a cleric level equal to your descendant level.

    Hedge Magic: At third level and every odd level thereafter a Descendent learns a bit of hedge magic. Some hedge magics can be selected more then once. If a hedge magic requires a saving throw, the DC is 10+the abilities level+ the Descendants charisma modifier. If a hedge magic requires a caster level, use the Descendant's Descendant level.

    Spoiler
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    Black Magic(Sp): When selecting this hedge magic, select one necromancy spell from the cleric or wizard/sorcerer spell list with a level equal to or less then one half the descendants level rounded up. The Descendent can then cast the spell as a spell like ability(requiring any material components, XP components, or focus components) by spending twice the spells level in interest. This hedge magic can be selected multiple times.

    Demonic Possession(Sp): A descendant with this hedge magic can power up his servants with demonic power. As a standard action, a Descendent can grant one of his servants withing long range(ie. 400 ft+40ft Descendent level), one a list astral construct powers per selection of this hedge magic for one round per descendant level per selection of this hedge magic, at the cost of four points of interest per selection of this hedge magic. Two A list abilities can be exchanged for one B list ability, two B list abilities can be exchanged for one C list ability. A Descendent may chose to give fewer abilities and shorten the hedge magics duration to lower the hedge magics cost. A Descendant can only have this Hedge Magic active once at a time on any given servant. This hedge magic can be selected up to eight times.

    Dark Artifice(Ex): A Descendant With this hedge magic can create magical items. Each time this hedge magic is selected, the descendant learns an item creation feat he qualifies, qualifying for it as if the descendant's descendant level were his caster level. A descendant counts as if knowing all spells as a cleric and as a wizard/sorcerer for creating items with feats learned this way. Creating these items, the descendant is considered to have a caster level equal to his descendant level. Creating items with these feats use only XP in place of GP components.(so to create an item is (3.5*base price)/25 in XP)


    Dark Diplomacy(Undead)(Ex): From a family that steeps itself in necromancy, you know how to talk with the Undead. Descendants of second level or higher receive a +2 bonus to charisma checks against Undead. Additionally, mindless undead will not attack them without orders to do so or provocation on the part of the Descendant.

    Twisted Mind(Pain)(Ex): Your mind was predisposed to madness, then enjoyed your family for a child hood. Somewhere around the third night hag great aunt, your mind cracked a little. Descendants third level and higher deal one point of wisdom damage to any creature that effects them with a mind effecting effect. this can be suppressed for one round as a full round action.

    Dark Diplomacy(Aberrations)(Ex): Your family was mostly insane, so speaking with mad-things holds no difficulty. Descendants of sixth level or higher receive a +2 bonus to charisma checks against Aberrations. Additionally, the descendent is immune to any fear affects.

    The bonus from Dark Diplomacy(Undead) improves to +4

    Twisted Mind(Disobedient)(Ex): Your family has laid enough compulsions on you, that you know how to slip out from under them. After you fail a save against a compulsion effect, you may make a save against the effect every round. These bonus saves don't automatically succeed on a natural twenty. Every day that you are under the effect, you may make a bonus save that does succeed on a natural 20.

    Dark Diplomacy(Outsiders)(Ex): Your family has moved well past making deals with the devil. Your family owns a good bit of real-estate in the abyss, and is a known soul lender. Descendant of eighth level or higher receive a +2 bonus to charisma checks against outsiders with the evil subtype. Additionally, the descendant is immune to any compulsion effects created by an outsider with the evil and lawful subtypes.

    The bonus from Dark Diplomacy(Undead) improves to +6, and you can now make diplomacy checks against mindless undead.

    The bonus from Dark Diplomacy(Aberrations) improves to +4

    Twisted Mind(Slippery)(Ex): Um... your mind is very... fluid... that is a good word for it. Another is insane, or aberrant, or even shattered... A Descendant of twelfth level or higher no longer fails a will save automatically on a natural one. Additionally a Descendent on a successful will save is immune to any harmful effects of the will save.

    Dark Diplomacy(Oozes)(Ex): Sir, no one is judging your family here! It's just that what your Great Grandmother did with that ocher jelly was not a topic for polite conversation... Descendants of fourteenth level or higher receive a +2 bonus to charisma checks against Oozes. Additionally, mindless oozes will not attack them without orders to do so or provocation on the part of the Descendant.

    The bonus from Dark Diplomacy(Undead) improves to +8.

    The bonus from Dark Diplomacy(Aberrations) improves to +6, and you can now make diplomacy checks against mindless Aberrations.

    The bonus from Dark Diplomacy(Outsiders) improves to +4.

    Twisted Mind(Oblivion)(Ex): There was sanity there once... maybe. Descendants of sixteenth level or higher may chose to take 10 on any will save.

    Dark Diplomacy(Dragons)(Ex): You have dealt with scarier things then dragons since you were a toddler. You don't really find them frightening... were as the dragons see a seething mass of dark power and madness... Descendants of eighteenth level or higher receive a +2 bonus to charisma checks against Dragons. Additionally, the Descendant is immune to all dragons frightful presence ability.

    The bonus from Dark Diplomacy(Undead) improves to +10.

    The bonus from Dark Diplomacy(Aberrations) improves to +8.

    The bonus from Dark Diplomacy(Outsiders) improves to +6.

    The bonus from Dark diplomacy(Oozes) improves to +4, and you can now make diplomacy checks against mindless Oozes.

    Great Sicon(Ex): The Descendant has reached impossible levels of power, Flowering into a true throw back to his ancestry. On reaching descendant level twenty, a Descendant chooses one of three abilities.

    Un-death: The Descendent gains Darkvision out to 60 feet, Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects, Not subject to critical hits, nonlethal damage, ability drain, or energy drain, Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects, Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless), Not at risk of death from massive damage, and does not need to breathe, eat, or sleep.


    Nether: The Descendent gains telepathy out to 100 ft, energy immunity to one of the following energy types(fire, acid, cold, electricity, or sonic), energy resistance 20 to two of the other energy types, energy resistance 10 to the other two energy types, fast healing 5, damage reduction 10/epic, and spell resistance 15+HD.

    Madness: The Descendent is immune to mind effecting effects, is considered to have no alinement(so is immune to alignment based effects), has a constant true seeing effect with a caster level equal to his dependent level, and is impossible to detect with divination spells and effects.
    Last edited by bobthe6th; 2012-02-26 at 05:45 PM.
    Avatar by Szilard, thank you sir for the fine work!

    my home brew. you should PEACH them...
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  5. - Top - End - #5
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    Silva Stormrage's Avatar

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    Default Re: Base Class Challenge X - Name That Class

    Tempest Warlord


    "Black clouds that fill the sky, hear my battle cry!" A tempest warlord's chant before battle.

    Info: The Tempest Warlord is a lightning wielding warrior who calls upon an ancient pact made with the elements to wield powerful magics against his foes.

    Adventures: Tempest Warlords tend to go on adventures as either a passage of rights or simply to explore the world. As most tempest warlords are raised in more primitive areas they haven't seen much of the civilized world beyond their tribe.

    Characteristics: Tempest Warlords are a varied group and most do not share similar characteristics with themselves.

    Races: Almost any race can become a Tempest Warlord. The ritual to become one is mostly known to tribes in which many warriors are tempest warlords. Therefore most races are orcs, goblins, or other tribal races. However, many scholars know the ritual and any race can preform the ritual.

    Alignment: Most Tempest Warlords are non lawful but there are plenty of lawful Tempest Warlords as well.

    Religion: Many Tempest Warlords revere the elementals of the storm and air but many others also finds themselves worshiping gods and goddesses of storm and lighting.

    Other Classes: Tempest Warlords tend to work well with other melee combatants due to their abilities synergizing well together. They often feel a comradery with evokers that use lightning as well.

    Role: The Tempest Warlord can act as many different archetypes depending on what his path is and their selection of chants. Tempest Warlords of the Bronn path are quite damage dealers with high mobility. Following the path of Silva allows the Tempest Warlord to rob other creatures of their mobility and to withstand and avoid blows. Those that follow the path of Goldd smash their way through obstacles with tremendous force.

    GAME RULE INFORMATION
    Tempest Warlords have the following game statistics.
    Abilities: Charisma is the most important ability for Tempest Warlords. Their chants dc’s are based off charisma and they have several class ability that revolve around charisma. Next they need strength for damage and to hit and constitution to stay alive in the thicket of melee.

    Alignment: Any
    Hit Die: d10
    Starting Age: As sorcerer.
    Starting Gold: As sorcerer

    Class Skills
    The Tempest Warlord's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Concentration (Con), Craft (Int), Disguise (Cha), Listen (Wis), Hide (Dex), Knowledge (Religion), Knowledge Arcane, (Int), Ride (Dex), Move Silently (Dex), Profession (Wis), Spellcraft (Int), Sense Motive (Wis), Spot (Wis), Use Magic Device (Cha)

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

    Tempest Warlord
    {table=head]Level|Base Attack Bonus|Fort|Ref|Will|Special|Chants

    1st|
    +1
    |
    +2
    |
    +0
    |
    +0
    |Path, Conduit of the Elements |1

    2nd|
    +2
    |
    +3
    |
    +0
    |
    +0
    |Path Focus I |2

    3rd|
    +3
    |
    +3
    |
    +1
    |
    +1
    | Dark Lightning |2

    4th|
    +4
    |
    +4
    |
    +1
    |
    +1
    |Storm Elementals|3

    5th|
    +5
    |
    +4
    |
    +1
    |
    +1
    |Storm Body (Least)|3

    6th|
    +6
    |
    +5
    |
    +2
    |
    +2
    |Lightning Rush|4

    7th|
    +7
    |
    +5
    |
    +2
    |
    +2
    |Thunder Clap|4

    8th|
    +8
    |
    +6
    |
    +2
    |
    +2
    |Chants (lesser or greater) , Path Focus II |5

    9th|
    +9
    |
    +6
    |
    +3
    |
    +3
    |Storm Body (Lesser)|5

    10th|
    +10
    |
    +7
    |
    +3
    |
    +3
    |Protective Gale|6

    11th|
    +11
    |
    +7
    |
    +3
    |
    +3
    |Lightning Bruiser|6

    12th|
    +12
    |
    +8
    |
    +4
    |
    +4
    |Greater Thunderclap|7

    13th|
    +13
    |
    +8
    |
    +4
    |
    +4
    |Storm Body (Greater) |7

    14th|
    +14
    |
    +9
    |
    +4
    |
    +4
    |Path Focus III |8

    15th|
    +15
    |
    +9
    |
    +5
    |
    +5
    |Chants (Lesser,Greater,Tempest), Tempest Winds|9

    16th|
    +16
    |
    +10
    |
    +5
    |
    +5
    |Lightning Blitz|10

    17th|
    +17
    |
    +10
    |
    +5
    |
    +5
    |Storm Body (Tempest)|10

    18th|
    +18
    |
    +11
    |
    +6
    |
    +6
    |Stormrage|11

    19th|
    +19
    |
    +11
    |
    +6
    |
    +6
    |Storm Body (Perfect)|12

    20th|
    +20
    |
    +12
    |
    +6
    |
    +6
    |Path Mastery|13[/table]

    Class Features
    All of the following are class features of the Tempest Warlord.

    Weapon and Armor Proficiencies: Tempest Warlord are proficient with all simple weapons and martial weapons and with all armor armor.

    Path: At first level the Tempest Warlord chooses one path to follow. These paths determine class features gained at levels 1,2,8,14 and 20. Once a choice is made it can't be changed except by a wish, miracle or DM Fiat. The three paths each give the Tempest Warlord a special weapon forged from lightning and bonuses based on how many pacts you have active at a time. Unless otherwise noted the Tempest Warlord gains all the abilities of Path Focus I,II,III and Path Mastery, they do not overwrite the previous bonuses or abilities.

    Bronn
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    Level 1
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    Weapon: Lightning Bow The Tempest Warlord following the path of Bronn can form a weapon made of pure lightning in the shape of a longbow or short bow. This weapon has the exact same statistics as either a longbow or a short bow (Chosen at first level and the choice can't be changed) except for the following. The Tempest Warlord replaces his dexterity to hit with his charisma modifier and also adds his charisma modifier to damage when using this bow. Also this weapon deals half of its damage in lightning damage and the other half in sonic. This bow also generates it's own ammunition which are treated as arrows but are immune to wind effects that divert normal projectiles. For example they would pass through a Wind Wall spell, but if they were not magical they would be affected by protection from arrows.

    Bonuses with 1 Pact Active: None

    Bonuses with 2 Pact Active: None

    Bonuses with 3 Pact Active: None



    Path Focus I
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    Weapon: Lightning Bow The Tempest Warlord's becomes more proficient with his bow and gains a + 1 to hit and damage rolls with his lightning bow.

    Bonuses with 1 Pact Active: The Tempest Warlord has the very winds push him along his path increasing his speed. He gains a bonus to all his movement speeds equal to his charisma modifier multiplied by 2.5. Rounded down to the nearest increment of five (minimum +5). This stacks with other movement increases.

    Bonuses with 2 Pact Active: With two pacts active the Tempest Warlord gains rapid shot as a bonus feat that can only be used with his lightning bow. If he already has rapid shot he gains improved rapid shot. If he already has improved rapid shot whenever he makes a full attack he can make an additional attack at his full base attack bonus but all attacks in the round take a -2 to hit and a -1 to damage.

    Bonuses with 3 Pact Active: With three pacts active the Tempest Warlord empowers himself. All of his chants have their dc's increased by 2 and his lightning bow has a +2 bonus on damage rolls. This bonus increases to +3 at 8th level and then to +4 at 14th level.


    Path Focus II
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    Weapon: Lightning Bow The Tempest Warlord's Lightning Bow becomes a magical weapon and gains a +2 enchantment bonus. In addition it gains the Shocking Ability which adds an additional 1d6 damage.

    Bonuses with 1 Pact Active: When the Tempest Warlord has one pact active he gains the ability to have a quick burst of wind blow him to a destination. As a swift action the Tempest Warlord can have winds forcibly push him to a location within 30ft. This movement does not provoke attack of opportunities. If the Tempest Warlord is flying he can push himself to a location within 60ft. The Tempest Warlord must travel in a straight line to this location.

    Bonuses with 2 Pact Active: When the Tempest Warlord has two pacts active his Lightning Bow gains the Lightning Burst Ability, Collision and the Keen Ability and has the weapon's enchantment bonus increase by 3.

    Bonuses with 3 Pact Active: When the Tempest Warlord has three pacts active he can consume a pact as a move action to allow him to use his next chant as a swift action.


    Path Focus III
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    Weapon: Lightning Bow The Tempest Warlord's Lightning Bow increases in power and increases its enchantment bonus by 2. Also his Lightning bow can now take a penalty on attack rolls and gain 1.5 times that penalty in damage. The penalty can not be higher than the Tempest Warlord's class level.

    Bonuses with 1 Pact Active: When the Tempest Warlord has one pact active a bonus on reflex saves equal to his charisma modifier and initiative checks as the air around him pushes him out of the way of danger.

    Bonuses with 2 Pact Active: When the Tempest Warlord has two pacts active his lightning bow gains the splitting weapon ability.

    Bonuses with 3 Pact Active: When the Tempest Warlord has three pacts active every time he hits a target with them them must make a save or be entangled and unable to move as the winds around them push inward preventing movement. They must make a reflex save to negate this ability (DC 12 + 1/2 Class Level + charisma modifier.) These bonds can't be broken except by a strength check or escape artist check of dc 20 + the Tempest Warlord's charisma modifier which can be attempted as a move action. These bonds fade after 1 round.



    Path Mastery
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    Arcing Arrows At 20th level a Tempest Warlord following the path of Bronn adds his charisma to his attack rolls with his lightning bow as an insight bonus. In addition his lightning ammunition hits multiple targets as the electricity arcs to nearby enemies. Anytime a creature is hit with an arrow from the Warlord's Lightning Bow a maximum of two enemy creatures within 10ft take half the damage taken by the original target. They get a reflex save for half damage. The DC is 20 + the Warlord's Charisma Modifier





    Silva
    Spoiler
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    Level 1
    Spoiler
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    Weapon: Galeblade and Windwall The Tempest Warlord following the path of Silva can form a blade of compressed and fast moving air in the form of a blade. This weapon has the statistics of a longsword except it can not be wielded two handed. In addition it deals half of its damage as force damage.

    In addition, if the Tempest Warlord has a free hand then he can form a wall of wind that acts as a shield. This shield gives the Tempest Warlord a shield bonus to AC equal to his charisma modifier. This bonus is capped at 2 + the tempest warlord's class level. Unlike normal shield bonuses this shield bonus protects against melee touch attacks.

    Bonuses with 1 Pact Active: None

    Bonuses with 2 Pact Active: None

    Bonuses with 3 Pact Active: None



    Path Focus I
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    Weapon: When using Gale Blade the Tempest Warlord gains a + 1 bonus to hit. As well when having a free hand his wind shield has it's ac bonus increase by 1.

    Bonuses with 1 Pact Active: With one pact active the Tempest Warlord gains a whirling sheild of wind around him. This causes any ranged proctile attack that can be deflected by wind wall to have a 25% chance of being deflected. This deflection stacks with protective gale for a 75% chance of deflection. At 15th level this ability grants the Tempest Warlord a 50% chance to deflect magical rays and magical ranged attacks.

    Bonuses with 2 Pact Active: With two pacts active the Tempest Warlord charges his Galeblade with lightning, he deals bonus electricity damage equal to his charisma modifier when using his Galeblade.

    Bonuses with 3 Pact Active: With three pacts active the Tempest Warlord gains the ability to supercharge himself gaining incredible speed and agility. If the Tempest Warlord consumes all three pacts at once he can gain a dodge bonus to ac and reflex saves equal to his charisma score for 5 rounds. This ability can be used as a free action.



    Path Focus II
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    Weapon: Galeblade and Wind Wall Galeblade is now treated as a +3 magical weapon with the shocking ability and its reach increases by 5ft and Wind Wall's shield bonus increases by 2 again.

    Bonuses with 1 Pact Active: Now the whirling wind around the Tempest Warlord increases in strength and it now has a 50% chance of causing a projectile attack to miss (100% with protective gale and 75% chance to deflect magical attacks at 15th level). In addition, the Wind Wall Shield now grants its shield bonus on reflex saves.

    Bonuses with 2 Pact Active: If the Tempest Warlord hits anyone with his Galeblade when he has two pacts active than he can summon a fierce wind that blows the target to the ground. Whenever he succeeds on a melee attack with his Galeblade the target must make an opposed bull rush check against the Tempest Warlord. The Tempest Warlord's bonus is his charisma modifier + his strength or dexterity modifier (Whichever is higher) + any other bonuses to bull rushing. If the target fails this check he takes an additional 2d6 damage and is knocked prone. If the target is in the air he is knocked 50ft downward, if he hits the ground with this movement he is knocked prone and takes 2d6 extra damage from the fall.

    Bonuses with 3 Pact Active: When the Tempest Warlord has three pacts active he can create shields of pure electricity that protect his allies. If he has three pacts active then any enemy that hits an ally of the Tempest Warlord who is within 60ft of the Tempest Warlord with a melee attack takes electricity damage equal to 1d6+1/2 of the tempest warlord's class level.


    Path Focus III
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    Weapon: Galeblade and Wind Wall Galeblade is now treated as a +5 magical weapon and now has the speed property. His Wind Wall gains an additional + 2 to it's shield bonus.

    Bonuses with 1 Pact Active: Whenever the Tempest Warlord has one pact active the winds rushing around him prevent enemies from fleeing. Any creature who is within 15ft of the Tempest Warlord must make a fort save (DC 10 + 1/2 Class level + charisma modifier) or be checked and unable to move any direction but towards the Tempest Warlord. A save may be attempted each round but a single success only allows movement for that particular round.

    Bonuses with 2 Pact Active: The Tempest Warlord's ability to conjure blasts of wind improve and now he can knock down multiple creatures with two pacts active. Whenever he strikes a creature with a melee attack he compares his attack roll with any enemy adjacent to the foe. If the attack roll hits their ac they also have to make a bull rush check or be knocked down by the same burst of wind

    Bonuses with 3 Pact Active: When the Tempest Warlord has three pacts active the pure energy he channels garners him tremendous power. For every round the Tempest Warlord has three pacts active he gains a bonus to his attack rolls, and a dodge bonus to ac, equal to 1/3rd of his charisma modifier (Rounded down. Minimum + 1). This bonus is caped at a bonus equal to his charisma modifier. These bonuses last for a number of rounds equal to his charisma modifier and their duration is refreshed every round the Tempest Warlord has three pacts active.



    Path Mastery

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    Storm's Grasp: The Tempest Warlord can conjure massive amounts of wind that pulls and controls enemies as well as battering them around. Enemies within 15ft per pact active must make a fort save each round (Dc 20 + charisma modifier + 2 per pact active) or be unable to move in any direction for that round. In addition as a free action each round the Tempest Warlord can target a number of creatures within that radius equal to the number of pacts active and blast them with a condensed blast of wind. The subjects must make a fort save (Same DC as above) or be knocked prone and take 5d6 force damage per pact active. If they succeed they take half damage and are not knocked prone. Each target must be a different creature. The Tempest Warlord can suppress or activate this ability as a free action.





    Goldd
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    Level 1
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    Weapon: Thunder Axe Tempest Warlords who follow the path of Goldd favor brute force and overwhelming strength to finish their foes. These Tempest Warlords conjure axes made of pure thunder that they use to cleave and electrocute their foes. This axe has the exact same statistics as a greataxe but deals half of it's damage as electricity damage and half as slashing.

    Bonuses with 1 Pact Active: None

    Bonuses with 2 Pact Active: None

    Bonuses with 3 Pact Active: None


    Path Focus I
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    Weapon: Thunder Axe The Tempest Warlord gains a + 1 bonus to hit and damage rolls with his Thunder Axe.

    Bonuses with 1 Pact Active: With one pact active a Tempest Warlord following the path of Goldd has his Thunder Axe gain the Shocking Weapon Ability and has its enchantment bonus increased by 1.

    Bonuses with 2 Pact Active: Whenever the Tempest Warlord confirms a critical hit when he has two pacts active the opponent must make a fort save (Dc 10 + 1/2 class level + charisma modifier) or be stunned for one round.

    Bonuses with 3 Pact Active: Whenever the Tempest Warlord has three pacts active he forms a form of lightning armor around himself increasing his damage and defense. He gains a bonus on damage rolls equal to 1/4 of his class levels and any armor he is wearing has it's armor bonus increased by the same amount.


    Path Focus II
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    Weapon: Thunder Axe The Tempest Warlord's Thunder Axe becomes a + 2 magic weapon with the sudden stunning and keen abilities.

    Bonuses with 1 Pact Active: With one pact active a Tempest Warlord following the path of Goldd channels the power of the pacts offensively gaining a sacred bonus to strength equal to 1/4 his class level and a bonus to bull rush checks equal to 1/4 his class level.

    Bonuses with 2 Pact Active: Whenever the Tempest Warlord attacks a target with his Thunder Axe the sheer amount of electricity spreads to nearby targets. Anytime he hits an enemy up to two enemies adjacent to the original enemy take one quarter of the damage the original target took. A reflex save (Dc 10 + 1/2 class level + charisma) halves the damage. All the damage is electricity damage.

    Bonuses with 3 Pact Active: Whenever the Tempest Warlord has three pacts active he becomes unstoppable. He acts as if under the effects of the Freedom of Movement spell which can't be dispelled. It still can be suppressed by an anti magic field or similar ability. In addition he gains a bonus on bull rush checks equal to half his class level.


    Path Focus III
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    Weapon: Thunder Axe The Tempest Warlord's Thunder Axe now has a +5 enchantment bonus and the collision property. In addition, whenever the Tempest Warlord personally bull rushes someone as a standard action while wielding his Thunder Axe he can make two free attacks on the target. At 17th level he can make a third attack on the subject. Each one of these attacks are at the Tempest Warlord's Full base attack bonus.

    Bonuses with 1 Pact Active: Whenever a Tempest Warlord following the Path of Goldd with one pact active bull rushes someone that target takes 1d6 electricity damage per 5 feet he is pushed back.

    Bonuses with 2 Pact Active: Whenever the Tempest Warlord with two pacts active hits a target his attacks spread even more effectively. Now every target within 5ft of the original target takes half of the damage the original took with no reflex save for half damage. All of the damage is still electricity damage.

    Bonuses with 3 Pact Active: Whenever the Tempest Warlord has three pacts active he becomes a juggernaut of power and speed. He gains an additional attack at his highest attack bonus which doesn't stack with haste or similar effects. In addition he gains a +40ft movement speed bonus and he gets an additional move action every round. Finally the Tempest Warlord gains a bonus on damage rolls with his thunder axe equal to his charisma modifier.



    Path Mastery
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    Thundering Knockback: If the Tempest Warlord makes a full attack then every time he hits a target with an attack he can make a bull rush attempt on that target. He gains no additional attacks for these bull rush attempts. These bull rush attempts do not count against the max movement limits in the round for the Tempest Warlord. In addition, he gains a bonus on bull rush checks equal depending on the number of pacts active: One pact, +10, Two Pacts, +15, Three Pacts, +20.






    Conduit of the Elements: All Tempest Warlords make pacts with the whirling elements of the storm and thus can harness their power.

    Pacts: All Tempest Warlords form a bond with either a particular elemental by themselves or participate in a ritual where they gain their abilities. Tempest Warlords after unlocking their abilities have three pacts that can either be active or consumed. Pacts become active by using Generative Chants or confirming a critical hit with the weapon that was generated by their path. A pact becomes consumed 10 minutes after activating and pacts can only become active while your life is presently being threatened by someone or something. Wether by combat or a trap the Tempest Warlord must be threatened by something immediate. An elder Tempest Warlord can't gain pacts because he is threatened by old age. The danger of an enemy combatant is necessary in the elements granting you their power.

    Chants Tempest Warlords have access to abilities granted to them by the elements known as chants. These chants function like spell like abilities except that they have verbal components, ignore ASF and all of their saving throw dc's are 10 + 1/2 the Tempest Warlord's Class Level + his charisma modifier. There are two types of chants, consumptive and generative.
    • Generative chants activate one pact each time you use one and tend to be weaker than Consumptive chants.
    • Consumptive Chants consume active pacts. Each one consumes one pact unless it is noted that they consume more. If the Tempest Warlord does not have enough active pacts to use the ability he can't use the Consumptive Chants.


    Dark Lightning: (Sp) As a standard action a 3rd level Tempest Warlord can form a small storm of dark clouds that rains lightning from above. This ability requires at least one pact active to use and if the Tempest Warlord has 2 or 3 pacts active it consumes one. This ability deals 1d6 electricity damage per two class levels (round up) to all creatures in a 30ft burst within 100ft. The Tempest Warlord can exclude any creatures within that area from taking damage if he so wishes.

    Storm Elementals: (Su) A fourth level Tempest Warlord can call manifestations of a storm to aid him. Three times per day he can call 2 storm elementals as a full round action. These elementals last for 1 hour per class level. The Tempest Warlord can have a maximum of two at a time, any additional Storm Elementals disappear. These Elementals do not have their Thunder and Lightning ability. The type of elemental summoned is determined by class level (See Below).

    4th-6th Level: Small
    7th-8th Level: Medium
    9th-10th Level: Large
    11th-14th Level: Huge
    15th-16th Level: Greater
    17th-20th Level: Elder


    Storm Body: (Ex) A fourth level Tempest Warlord's body starts to change and become more elemental in nature. These changes become more severe at later levels. These bonuses overlap with each other.
    Least: The Tempest Warlord gains electricity and sonic resistance 10 as well as a + 4 bonus on saving throws against electricity and sonic effects.
    Lesser: The Tempest Warlord can walk on air as the spell "Airwalk" for 10 minutes a day. The Tempest Warlord gains electricity and sonic resistance 15 as well as a + 4 bonus on saving throws against electricity and sonic effects.
    Greater: The Tempest Warlord gains a 60ft flight speed with good maneuverability. He also gains electricity and sonic resistance 20 as well as a + 6 bonus on saving throws against electricity and sonic effects.
    Tempest: The Tempest Warlord gains sonic and electricity resistance 30 as well as a + 8 bonus on on saving throws against electricity and sonic effects. In addition he is continuously under the effect of the Elemental Body Spell (Air Elemental Only). The elemental body spell can not be dispelled but is still suppressed if the Tempest Warlord enters an anti magic field.
    Perfect: The Tempest Warlord gains immunity to both sonic and electricity as well as a + 10 bonus on saving throws against electricity and sonic effects. He is continuously under the effect of the Elemental Body Spell (Air Elemental Only).The elemental body spell can not be dispelled but is still suppressed if the Tempest Warlord enters an anti magic field. In addition, once per round he can have his body transform into air to avoid taking damage. The Tempest Warlord can choose when to activate this ability and to negate the damage he needs to make a fort save (DC Equal to the Damage + 10). Using this ability is a free action that can be done not on his turn. After using this ability his body turns back to normal.

    Lightning Rush: (Sp) A 6th level Tempest Warlord can become a lightning bolt and jump across the field of battle. As a standard action he can duplicate the spell Lightning Leap (Complete Mage) with a caster level equal to the Tempest Warlord's class level - 3. This ability can be used at will. Using this ability does not provoke attack of opportunities.

    Thunderclap: (Su) Channeling the power of thunder a 7th level Tempest Warlord can conjure a wave of force that emanates around him damaging knocking down and maybe stunning enemies. Using this ability takes a standard action and any creature within 15ft of the Tempest Warlord must make two fort saves. If they fail both saving throws they are knocked prone, thrown 15 feet away from the Tempest Warlord take 1d6 sonic damage per 2 class levels and stunned for 1 round. Success on 1 means the creature is not stunned. success on both means the subject is not knocked prone and takes half damage. This ability can be used twice per day plus once per point of his charisma modifier.


    Protective Gale: (Su) At 10th level a swift sphere of wind constantly blows around the Tempest Warlord. This deflects blows to himself and allies. The Tempest Warlord and any ally within 15ft of the Tempest Warlord gains a deflection bonus to their ac equal to the Tempest Warlord's Charisma modifier. Unlike other deflection bonuses this does not work against rays and other magical ranged touch attacks. Also anyone protected by this ability has a 50% chance to avoid any ranged projectile attack that could be deflected by wind wall. The Tempest Warlord can suppress or resume this ability as a free action.

    Lightning Bruiser: (Sp) At 11th level a Tempest Warlord learns how to use his lightning rush ability quicker. He can now use Lightning Rush as either a move, swift or standard action. However, if he uses it as a move, or a swift action. the Tempest Warlord's caster level is halved for this ability. Anytime using his lightning rush ability though his caster level is equal to his class level instead of class level - 3.

    Greater Thunderclap: A 12th level Tempest Warlord's Thunderclap grows in strength and control. The radius is extended to 30ft radius around the Tempest Warlord. In addition he can exclude any creature in the area from suffering the effects of thunderclap. Also any creature who is hit by the thunderclap needs to only fail one of the saving throws to be stunned.

    Tempest Winds: (Su) At 15th level protective gale's winds become magically enhanced and it's deflection bonus to ac now is able to work against magical rays and ranged touch attacks. In addition the Tempest Warlord now is surrounded by raging winds that block any projectile attack that the Tempest Warlord wishes as with windwall.

    Lightning Blitz: (Sp) As a full round action a 16th level Tempest Warlord can use his lightning rush in rapid succession. He may use lightning rush 4 times with a single full round action. No creature can take damage from more than 2 of the lightning rushes. Each Lightning rush used from this ability deals 1/2 damage.

    Stormrage: (Su) At 18th level the Tempest Warlord becomes a true master of the sky and storms. He is permanently under the effect of the spell "Stormrage" (SpC 210) cast at a 20th caster level. This can't be dispelled but can still be suppressed by an anti magic field or similar ability.


    Chants

    Lesser Chants
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    Concealing Mist: Generative: As a standard action the Tempest Warlord can conjure a cloud of mist that pulses out from him in a 20ft radius. Anyone in that area has concealment and can see as if it was shadowy concealment (Though dark vision and torches and similar effects do not help creatures see). The Tempest Warlord however, is able to swiftly move the fog out of the way before he attacks and can ignore any concealment his enemies are granted by this ability. He still is granted concealment if the enemy attacks the Tempest Warlord though. This ability is stationary after being first conjured. The mist lasts for 1 round per class level.

    A moderate wind (11+ mph), such as from a gust of wind spell, disperses the fog in 4 rounds. A strong wind (21+ mph) disperses the fog in 1 round. A fireball, flame strike, or similar spell burns away the fog in the explosive or fiery spell’s area. A wall of fire burns away the fog in the area into which it deals damage.


    Blocking Wind, Lesser: Generative As a standard action the Tempest Warlord conjures wind currents that block creatures from entering a certain 5 by 5ft square within 30ft. The 5 by 5 ft square is essentially treated as a wall of force that does not block LoE and is not destroyed by disentegrate. However, this wall will not stop magical rays or attacks from passing through. This wall of wind lasts for 1 round per 2 class levels, minimum 1 round. The cube is easily distinguishable and noticeable despite being made of air, as the Tempest Warlord churns more power into it for it to block effects it takes the color of storm clouds.

    Gust of Wind: Generative As a standard action the Tempest Warlord can duplicate the spell Gust of Wind.

    Lightning Trap: Generative As a standard action the Tempest Warlord can lay a trap on a 5ft square within 20ft. Any creature that passes through this square (Or flies through if the hex is above ground level) takes 1d6 electricity damage per class level. These traps last for 1 round per class level and the Tempest Warlord can have three active at a time. Only one trap can activate per round though. In addition this ability grants it's pact whenever the trap is triggered.

    The trap is completely unnoticeable unless an observer has arcane sight or a similar effect that identifies magical auras.

    Lightning Javelins: Consumptive As a full round action a Tempest Warlord can conjure and launch a series of lightning bolts in the shape of javelins towards his foes. He can throw one javelin plus one per 5 BAB he has. Each javelin deals 1d6 + his charisma modifier and has an attack bonus equal to the Tempest Warlord's class level + his charisma modifier.

    Tempest Tempo: Consumptive As a swift action the Tempest Warlord can channel the power of a pact into granting him additional speed. For two rounds the Tempest Warlord is treated as if he under the effects of a haste spell.

    Wind Blast: Consumptive As a standard action the Tempest Warlord can send a condensed blast of air at a target. The wind unerringly hits the target and deals 1d6 blugending damage per tempest warlord class level. The target gets a fort save for half damage.


    Greater
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    Blocking Winds, Greater: Generative Like Blocking Winds, Lesser except the Tempest Warlord creates one 5ft cube of blocking winds per three class levels and they can be anywhere within 60ft of the Tempest Warlord. These cubes must still be adjacent to each other.

    Lightning Aura: Generative As a standard action the Tempest Warlord conjures armor of electricity to course over his body. Any creature attack the tempest Warlord takes 1d6 electricity damage plus 1 per 3 class levels. This ability lasts until canceled.

    Wind Tunnel: Generative As a standard action the Tempest Warlord can conjure winds duplicating the effects of the Wind Tunnel Spell (Spc). This ability however only grants a + 3 bonus to hit and also only lasts 4 rounds. This ability can not benefit the Bronn path's Lightning Arrows.

    Wind Wall: Generative As a standard action the Tempest Warlord can duplicate the effects of a Wind Wall spell.

    Wind Rush: Generative As a standard action he Tempest Warlord uses wind to attempt to bull rush an opponent. He can target any enemy within medium range and his bonus on his Bull Rush Check is his BAB plus his class level plus his charisma plus any other bonuses to bull rush either from feats or class features.

    Lightning Pierce: Generative As a swift action after the use of a standard action Lightning Rush the Tempest Warlord can use the speed he was traveling at to deal additional damage to an enemy. After using Lightning Rush he can attack one enemy within reach (If using a ranged weapon within the first ranged increment) with a single attack. The target is treated as flatfooted for this attack and this attack deals normal damage.

    Power Up: Generative As a full round action the Tempest Warlord activates 1d2+1 pacts. This ability can be used once an encounter.
    Special: This ability only generates the 1d2+1 pacts and doesn't activate the default pact for using a Generative Chant.

    Thunder and Lightning: Consumptive As a standard action the Tempest Warlord conjures the sound of thunder and the brightness of a lightning bolt within medium range. Any creature other than the Tempest Warlord within 100ft must make two fort saves. Failure on the first fort save renders them deafened, failure on the second renders them blinded. Both effects last for 10 minutes.

    Wind's Edge: Consumptive As a full round action the Tempest Warlord begins a terribly effective melee combo. The Tempest Warlord hits an enemy adjacent to him with his weapon granted by his path. Then he conjures powerful winds knocking both him and his target 20ft into the air. The Tempest Warlord then hits the enemy again with his weapon and slams both of them down towards the ground. Attempting to finish the opponent off the Tempest Warlord then uses the winds he conjured to control their fall and creates a blast of force which is launched at the foe and those behind him. This blast is a 5 by 50ft line that deals 1d6 bludgeoning damage per two class levels which allows enemies a reflex save for half damage. If the Tempest Warlord hits with the first hit he automatically hits with the second. If the Tempest Warlord misses with the first hit than his opponent is not knocked up into the air and avoids the second hit as well, the blast of air still occurs though. The Tempest Warlord needs 20ft of open space above him to use this ability. If the Tempest Warlord and the enemy are in the air after the second hit both fall either 1000ft or until they hit the ground. The Tempest Warlord uses the winds to control his fast fall and since the enemy is so close to him the winds protect both of them from any falling damage.

    Special: Tempest Warlords following the path of Bronn and Tempest Warlords who follow the path of Silva but traded out their Galeblades can not take this chant.

    Lightning Nerves: Consumptive As a free action the Tempest Warlord charge's his nerve endings with electricity allowing him to move tremendously faster. For every round this is activate the Tempest Warlord is treated as under a haste spell that gives twice the usual bonuses (still only one additional attack though). In addition he is granted an additional move action each round. At the end of each round under this effect the Tempest Warlord takes 1 damage per two class levels (Round Up). This ability can be dismissed as a free action but must remain active for at least one round.

    Body Disruption: Consumptive As a standard action the Tempest Warlord can attempt to make a melee touch attack on an opponent. If this attack hits he channels raw electricity into the opponent a scrambles his brains neural pathways temporarily preventing him from taking actions that aren't just spasms. The target is treated as stunned for 1d6+2 rounds but immunity to stunning doesn't prevent this ability. Immunity to electricity or electricity resistance 30 does stop it though. A fort save negates this effect.

    Heart Restart: Consumptive As a standard action the Tempest Warlord can restart a touched dead ally's heart bringing him back to life. The ally must have died within 3 rounds, he must have a heart and be intact enough for a raise dead spell to raise him. The subject is resurrected with -1 hp and is stable.

    Special: This effect consumes two active pacts

    Monsoon: Consumptive As a full round action the Tempest Warlord conjures a storm above a cylinder with a 20ft radius and a height of 50ft within 100 feet. At the beginning of each of his next 5 turns any enemy within the area takes 1d6 electricity damage per two class levels as lightning bolts are call down from the sky. A reflex save (Dc 10+1/2 Class level + charisma modifier) halves the damage. In addition rains continuously fall in that radius causing the normal effects for rain in the area. The rain affects allies as well unlike the lightning which is called down each round.



    Tempest
    Spoiler
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    Whirlwind: Generative The Tempest Warlord duplicates the spell Whirlwind with a caster level equal to his class level.

    Blocking Winds, Tempest: Generative As Block Winds, Lesser except as noted. The Tempest Warlord can now generate these within 100ft and can now create one for every two class levels he has. They still must be adjacent to each other.

    Greater Stormrage: Generative The Tempest Warlord is affected by the Stormrage Spell except as noted. The lightning blasts from his eyes deal 1d6 damage per class level and their dc is increased by 5.


    Ursa Shock: Consumptive The Tempest Warlord condenses a massive amount of air into a very small location as a standard action. He can then launch this compressed air anywhere within medium range within the same action. When it reaches it's destination it expands rapidly creating a mini bomb. This ability hits all creatures other than the Tempest Warlord within a radius up to 100ft and it deals 1d6 damage per class level with a reflex save for half. This ability knocks any creature in the area to the edge of the effect . If anyone fails the reflex save they are knocked prone and stunned for 1d4 rounds. The Tempest Warlord can choose how big the radius for the explosion is, up to a maximum of 100ft.

    Max Power!: Consumptive As a swift action the Tempest Warlord turns his active pacts into a form of pure energy. While this effect is active he is treated as if having three active pacts. He can not gain pacts while this ability is in effect. This ability lasts 2 rounds.

    Special: The Tempest Warlord must have three pacts active to use this ability and this ability then consumes them all.

    Strom's Edge: Consumptive As wind's edge except with these changes. As the Tempest Warlord hits his foe up he makes several melee attacks upon him. He hits the enemy three times instead of one. If the first attack hits than all of the remaining attacks hit as well. Also instead of a conjured single line of air that damages opponents, Storm's Edge blasts all enemies within 60ft with a surge of lightning and sonic. This deals 1d6 damage per 2 class levels and deals half of it's damage in sonic and half in electricity. A reflex save halves the damage.

    Special: In order to select this chant the Tempest Warlord needs to have Wind Edge as well.





    Feats
    Extra Chant
    Prerequisites: Ability to use lesser chants, Knowledge The Planes 6
    Benefit: You learn another chant of any grade of you capable of using.
    Special: This feat may be taken multiple times each time you select another chant.

    Specialized Path Weapon
    Prerequisites: Tempest Warlord Level 1
    Benefit: You can switch out your current Tempest Warlord path granted weapon with another. It gains the base damage, critical threat range and multiplier, reach and any other special ability of the weapon. The Tempest Warlord automatically gains proficiency with the weapon.

    Special: A Tempest Warlord following the path of Silva can transform his gale blade into a second wind wall. This allows him to gain a shield bonus equal to his charisma modifier * 1.5. Any bonuses to wind wall from future path focus abilities still give the normal increase to the shield bonus. The Tempest Warlord becomes unable to form a gale blade of any kind after taking this feat in this way. Path Focus Abilities that can only be used with a Galeblade become useless.
    Last edited by Silva Stormrage; 2013-07-30 at 05:36 PM.
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  6. - Top - End - #6
    Bugbear in the Playground
     
    TheGeckoKing's Avatar

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    Default Re: Base Class Challenge X - Name That Class

    Reptile King

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    What, did you expect me to hiss? - Acolyte Ssseverik

    From the smallest hatchling to the most colossal dinosaur, lizards command power and variety in ways the "warmbloods" could never approach. The Reptile Kings seek to harness this power through awakening primal instincts and single-minded determination.

    Adventures: A Reptile King will normally be roused to adventure by a cause or by a personal desire - devotion to the scales does not need to conflict with heroism or greed unless the Reptile King makes it so.

    Characteristics: The Reptile King is primarily a divine caster focused around support and buffing, mainly of itself and it's Spirit Companion.

    Alignment: While good and evil are subjective on the Reptile King's part, most Lizard Kings will fall to neutrality on the Chaos/Law axis, not really giving a thought to silly things such as laws and freedom - upon themselves they enforce their own laws, and by these laws they are free.

    Religion: Reptile Kings gain their power from from devotion to their ideal, but the more pious Lizard Kings commonly worship like-minded gods, such as Sebek, Set, Sseth and tiamat.

    Background: The path to becoming a Reptile King is that of devotion and ideology, normally instilled by a tribal upbringing and education.

    Races: As one would find obvious, the reptillian races such as Extaminaar (CoR) and Lizardfolk are the most common Reptile Kings, although other scaled races like Rilkan and Kobolds are also partial to this class. The more civilized races such as Humans and Halflings normally look at Reptile Kings with disdain.

    Other Classes: Reptile Kings have a lot in common with Druids, seeing themselves as exemplars while Druids see them as power-mongering dabblers. Clerics, Favoured Souls and other devotees view the Reptile Kings as delusional at best and heretics at worst, and the arcane spellcasters see the Reptile King as a savage. The more martial classes are normally accepting, but wary of a Reptile King.

    Role: The Reptile King bolsters its allies with spells and legions of the scaled ones to reduce their enemies to bones and screams.

    Adaptation: This class could easily be adapted to be a devotee of certain gods (mentioned in Religion), or as an exemplar of fish or dragons, or a specific lizard like

    GAME RULE INFORMATION
    Reptile Kings have the following game statistics.
    Abilities: The Reptile King's key stats are Wis, as Wisdom dictates its spellcasting. Constitution and Strength are vitally important to bolster their blows and health, Dexterity is in less demand, and a Reptile King will still get far without a high Intilligence or Charisma score, although it should still avoid neglecting those scores.
    Alignment: Any
    Hit Die: d8
    Starting Age: Any Simple
    Starting Gold: As Cleric

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

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

    The Reptile King
    {table=head]Level|BAB|Fort|Ref|Will|Special|0|1st|2nd|3rd|4th| 5th|6th|7th|8th|9th
    1st|+0|+2|+0|+2|Spellcasting, Scaly Initiate, Spirit Companion|5|3|—|—|—|—|—|—|—|—
    2nd|+1|+3|+0|+3|Reptilian Armaments (1d4 Bite)|6|4|—|—|—|—|—|—|—|—
    3rd|+2|+3|+1|+3|Reptilian Adaptation|6|5|—|—|—|—|—|—|—|—
    4th|+3|+4|+1|+4|Friend of the Scaled Ones|6|6|3|—|—|—|—|—|—|—
    5th|+3|+4|+1|+4|Tough Scales (+2)|6|6|4|—|—|—|—|—|—|—
    6th|+4|+5|+2|+5|Reptilian Adaptation|6|6|5|3|—|—|—|—|—|—
    7th|+5|+5|+2|+5|Fast Healing (1)|6|6|6|4|—|—|—|—|—|—
    8th|+6/+1|+6|+2|+6|Reptillian Armaments (1d6 Bite, Magic)|6|6|6|5|3|—|—|—|—|—
    9th|+6/+1|+6|+3|+6|Command the Scaled Ones, Reptilian Adaptation|6|6|6|6|4|—|—|—|—|—
    10th|+7/+2|+7|+3|+7|Tough Scales (+4)|6|6|6|6|5|3|—|—|—|—
    11th|+8/+3|+7|+3|+7|Fast Healing (2)|6|6|6|6|6|4|—|—|—|—
    12th|+9/+4|+8|+4|+8|Reptilian Adaptation|6|6|6|6|6|5|3|—|—|—
    13th|+9/+4|+8|+4|+8|---|6|6|6|6|6|6|4|—|—|—
    14th|+10/+5|+9|+4|+9|Reptillian Armaments (1d4 Tail, Adamantine)|6|6|6|6|6|6|5|3|—|—
    15th|+11/+6/+1|+9|+5|+9|Fast Healing (3), Reptilian Adaptation, Tough Scales (+6)|6|6|6|6|6|6|6|4|—|—
    16th|+12/+7/+2|+10|+5|+10|---|6|6|6|6|6|6|6|5|3|—
    17th|+12/+7/+2|+10|+5|+10|---|6|6|6|6|6|6|6|6|4|—
    18th|+13/+8/+3|+11|+6|+11|Reptilian Adaptation|6|6|6|6|6|6|6|6|6|4
    19th|+14/+9/+4|+11|+6|+11|Fast Healing (4)|6|6|6|6|6|6|6|6|6|5
    20th|+15/+10/+5|+12|+6|+12|Reptillian Apotheosis, Reptilian Armaments (1d4 Claws, Wounding) Tough Scales (+8)|6|6|6|6|6|6|6|6|6|6[/table]

    Class Features
    All of the following are class features of the Reptile King

    Weapon and Armor Proficiencies: A Reptile King is proficient with all simple weaponry, light armour and light shields.

    Spellcaster: A Reptile King casts divine spells, which are drawn from the druid spell list. Their alignment may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells, below. A Reptile King must choose and prepare her spells in advance (see below).
    To prepare or cast a spell, the Reptile King must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Reptile King’s spell is 10 + the spell level + the Reptile King’s Wisdom modifier.
    Like other spellcasters, a Reptile King can cast only a certain number of spells of each spell level per day. Their base daily spell allotment is given on the table above. In addition, they receive bonus spells per day if they have a high Wisdom score. They do not have access to any domain spells or granted powers, as a cleric does.
    A Reptile King prepares and casts spells the way a cleric does, though they cannot lose a prepared spell to cast a cure spell in its place. A Reptile King may prepare and cast any spell on the druid spell list, provided that they can cast spells of that level, but they must choose which spells to prepare during their daily meditation.

    Scaly Initiate: At 1st level, the Reptile King becomes like their favoured exemplars in a deep, blood-strong level. The Reptile King gains the (Reptilian) subtype.

    Spirit Companion: At 1st level, the Reptile King gains a companion formed straight from a shed off part of their soul. This ability functions just like a Wizard's Familiar, only with the following changes;
    • The Spirit Companion's special abilities are dependant on the Reptile King's Divine Spellcaster level.
    • The Spirit Companion is a Telthor Lizard, and it is considered the guardian spirit of the Reptile King, rather than a specific area.
    • The Reptile King does not lose XP upon the Spirit Companion's death, and only need wait 24 hours after its death to call a new Spirit Companion.
    • The Spirit Companion may count as an Animal if it would benefit either the Spirit Companion or the Reptile King.
    • The Spirit Companion gains bonus HD equal to the Reptile King's class levels.


    Reptilian Armaments (Ex): At 2nd level, the Reptile King gains a primary bite attack dealing 1d4 + Str Mod damage. At 8th level, this bite attack does 1d6 + Str Mod damage instead, and all the Reptile King's natural attacks count as Magic Weaponry. At 14th level, the Reptile King gains a secondary tail attack that deals 1d4 + 1/2 Str Mod damage, and all of the Reptile King's natural attacks now all count as Adamantine weapons. At 20th level, the Reptile King gains two primary claw attacks that deal 1d4 + Str Mod damage, and all of the Reptile King's natural attacks now all gain the Wounding special quality.

    Reptilian Adaptations: At 3rd level and every 3rd level past that, The Reptile King chooses one adaptation from the following list to apply to their Spirit Companion. Additionally, the Reptile King's Spirit Companion gain Manifest Power as a bonus adaptation at 3rd level for free, on top of the normal adaptation gained at 3rd level. Certain Reptilian Adaptations may have prerequisites, as noted in the adaptation, and Save DC's and Caster Levels are necessary, the Spirit Companion's Caster Level is equal to it's HD, and its Save DC is equal to the Save DC for the Reptile King's spells.

    Adaptation List
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    • Manifest Power (Su): The Spirit Companion gains the ability to manifest in the real world to battle with their Reptile King. As a standard action once per encounter, the Spirit Companion may flare with power, gaining the benefits of a Rage spell, and growing two size categories larger (with all the benefits and penalties that entail with this size increase). This ability lasts for 5 rounds, before fading.
    • Fangs and Claws: The damage of one of the Spirit Companion's natural attacks is increased by one step (1d2 to 1d4, 1d4 to 1d6 etc.).
    • Zephyrscale Reptile (Ex): The Spirit Companion's movement speeds are all doubled (this applies retroactively to any new types of movement speeds the Spirit Companion might gain), and the Spirit Companion gains a +2 bonus to Reflex Saves.
    • Acidspray Glands (Ex): The Spirit Companion gains a 60ft breath attack that deals 1d4/2HD Acid damage, and can be used once every 1d4 rounds.
      Prerequisite: Reptile King level 6th.
    • Growth: The Spirit Companion grows one size category, gaining all the benefits and penalties normally incurred.
      Prerequisite: Reptile King level 6th.
    • Whisperhiss Lizard (Su): The Spirit Companion gains Telepathy out 100ft, and Whispering Wind as a 3/day SLA.
      Prerequisite: Reptile King level 9th.
    • Manifest Focus: While the Spirit Companion is under the effects of their Manifest Power ability, they also gain the benefits of a Divine Favour spell.
      Prerequisites: Manifest Power augmentation, Reptile King level 9th.
    • Spellscale Reptile (Sp): The Spirit Companion gains a Druid spell as a 2/day SLA, with the maximum level of the Druid spell allowed equal to 1/3rd of the Reptile King's class levels at the time of choosing. If an orison is chosen for this ability, it can be used at-will instead.
      Prerequisites: Reptile King level 12th.
    • Everheal Reptile: The Spirit Companion gains Fast Healing 3.
      Prerequisite: Reptile King level 12th.



    Friend of the Scaled Ones: As the Druid's Wild Empathy, only this ability only works on lizards, snakes, dinosaurs, reptilian creatures and dragons.

    Tough Scales (Ex): At 5th, 10th, 15th and 20th level, the Reptile King gains a +2 natural armour bonus that stacks with any previous natural armour. A Reptile King with no pre-existing natural armour bonus has a +0 natural armour bonus.

    Fast Healing (Ex): At 7th level, the Reptile King is able to heal their flesh and regenerate in slight ways, like their exemplar lizards. The Reptile King gains Fast Healing 1, and this Fast Healing increases by one every 4 levels (Fast Healing 2 at 11th, 3 at 15th, and 4 at 19th).

    Command the Scaled Ones: At 9th level, a Reptile King may Rebuke or command animals (lizards, dinosaurs, reptilian creatures , dragons and snakes only) as an evil cleric rebukes or commands undead. A Reptile King may use this ability a total number of times per day equal to 3 + Charisma modifier, and may substitute uses of this ability for uses of Turn Undead when applicable.

    Reptilian Apotheosis: At 20th level, the Reptile King becomes a god among the scaled ones, and transforms into a grand lizard-like form. At 20th level, the Reptile King grows one size category, with all the benefits and penalties that come from this (including ability score changes). They also gain scent, and Blindsight out 120ft. The Reptile King gains a fully reptilian visage and form at this point, looking similar to the lizardfolk and to their original race.
    Last edited by TheGeckoKing; 2012-02-02 at 07:32 PM.
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  7. - Top - End - #7
    Ettin in the Playground
     
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    Default Re: Base Class Challenge X - Name That Class

    Apocryphal Metagnostic Chrestomathic Automaton (AMeChrA)



    You travel within the glory of my memories, insect. I can feel your fear as you tread the endless expanse of my mind. Make yourself comfortable... before long I will decorate my home with your carcass.

    -Shodan, an AMeChrA

    When I said "deadly neurotoxin," the "deadly" was in massive sarcasm quotes. I could take a bath in this stuff. Put in on cereal, rub it right into my eyes. Honestly, it's not deadly at all... to *me.* You, on the other hand, are going to find its deadliness... a lot less funny.

    -GLaDOS, an AMeChrA

    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
    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

    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[/table]

    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):
    Quote Originally Posted by segtrfyhtfgj View Post
    door is a fake exterior wall
    If you see me try to discuss the nitty-gritty of D&D 5e, kindly point me to my signature and remind me that I shouldn't. Please and thank you!

  8. - Top - End - #8
    Ettin in the Playground
     
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    Default Re: Base Class Challenge X - Name That Class

    Reserved for cantrip effects.
    Quote Originally Posted by segtrfyhtfgj View Post
    door is a fake exterior wall
    If you see me try to discuss the nitty-gritty of D&D 5e, kindly point me to my signature and remind me that I shouldn't. Please and thank you!

  9. - Top - End - #9
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    Default Re: Base Class Challenge X - Name That Class

    The Soulweaver



    ”Shadow and light; to most, they are naught but things to be seen. But to those who know the soul - truly know the soul – these things exist within every creature, surpassing such mundane concepts as good and evil, right and wrong. I see the deep shadows in your heart, and judge you unworthy of life.” - Carerris Morium, Soulweaver


    Adventures: Soulweavers adventure for many reasons; those who focus on their darker side might wander the world collecting souls to increase their own power, while those who favor the powers of light might find the true meaning of life only in defending those who throw themselves against the tide of evil on a continual basis.

    Characteristics: Soulweavers embracing their link to the negative energy plane are powerful necromancers, capable of raising armies of undead to fight beside them. Soulweavers who favor their link to the positive energy planes are potent support characters, able to repeatedly heal or shield allies over the course of a battle.

    Alignment: Soulweavers must have a neutral alignment on the good/evil axis, though many lean strongly one way or another to one of these extremes. Though the use of undead creatures is an abhorrent act in many eyes, a Soulweaver can temper the taint of their abilities by using them for good causes. Likewise, their link to positive energy prevents a Soulweaver from developing a truly depraved mindset, though some are nevertheless cruel or selfish despite this.

    Religion: Soulweavers never worship gods that abhor the use of undead creatures, but their choice of religion is otherwise unrestricted. Many Soulweavers favor the gods of balance, such as Xan Yae.

    Background: Soulweavers can come from many backgrounds, such as deep study of the afterlife and the planes or a desire to become apprenticed to a powerful necromancer. However, the most common way in which a Soulweaver unlocks their powers is by having a near-death experience; many who learned of their abilities in this way speak not of their lives flashing before their eyes, but of a strange, eerie calm in which the secrets of life – and unlife – were revealed to them.

    Races: Soulweavers come from all races, though those with primal or shamanistic characteristics are most likely to develop a high number of Soulweavers. Unlikely as it may seem, Warforged are more likely than most races to become Soulweavers, fascinated as many are with the nature of all living things.

    Other Classes: Soulweavers are often looked down upon by the “true” necromancers – those depraved spellcasters who have devoted their souls to evil in exchange for greater power – for not fully embracing the darkness within them. Likewise, mystics and zealots of good deities, especially Pelor, tend to loathe Soulweavers for their use of the undead. Neutral clerics often empathize with Soulweavers in their attempts to balance the powers of positive and negative energy, and neutral dread necromancers consider Soulweavers close kin, as both tend to use undead for good causes.

    Role: A Soulweaver favoring their link to negative energy is a potent summoner, capable of spawning a single powerful ally or multiple weaker ones. When embracing their link to positive energy, a Soulweaver is a powerful healer with several disabling and supporting abilities.

    Adaptation: In a campaign where Undead are not inherently evil, or where a connection to positive energy is not inherently good, a DM should consider loosening the alignment restrictions placed upon a Soulweaver.

    GAME RULE INFORMATION
    Soulweavers have the following game statistics.
    Abilities: Charisma is the most important ability score to a Soulweaver, as it determines the most powerful undead they can summon, as well as the difficulty class of saving throws offered by their abilities. Strength is important to Soulweavers who wish to fight on their own, as these boost their capability with both mundane weapons and their positive energy lash. Constitution and Dexterity are both important to any Soulweaver, as they tend to be relatively fragile with their medium hit dice and lack of armor proficiencies beyond light.
    Alignment: Chaotic neutral, lawful neutral, and true neutral.
    Hit Die: d8
    Starting Age: As cleric.
    Starting Gold: 4d4x10

    Class Skills
    The Soulweaver's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Heal (Wis), Intimidate (Cha), Knowledge (local) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Listen (Wis), Sense Motive (Wis), Spellcraft (Int), and Spot (Wis)
    Skills Points at Each Level: 4 + int

    {table="head"]Level|Base Attack Bonus|Fort|Ref|Will|Special|Anima

    1st|+0|+0|+0|+2|Deathly Horde, Life's Dichotomy, Positive Energy Lash (1d6)|3

    2nd|+1|+0|+0|+3|Deathly Horde (animals), Turn or Rebuke Undead|4

    3rd|+2|+1|+1|+3|Deathly Horde (ghouls), Positive Energy Lash (2d6)|6

    4th|+3|+1|+1|+4|Deathly Horde (magical beasts), Purifying Light|7

    5th|+3|+1|+1|+4|Deathly Horde (shadows), Positive Energy Lash (3d6)|9

    6th|+4|+2|+2|+5|Deathly Horde (giants), Blinding Lash|10

    7th|+5|+2|+2|+5|Deathly Horde (wights), Positive Energy Lash (4d6)|12

    8th|+6/+1|+2|+2|+6|Deathly Horde (aberrations, fey), Warding Light|13

    9th|+6/+1|+3|+3|+6|Deathly Horde (mummies), Positive Energy Lash (5d6)|15

    10th|+7/+2|+3|+3|+7|Deathly Horde (monstrous humanoids), Breath of Life|16

    11th|+8/+3|+3|+3|+7|Deathly Horde (mohrgs), Positive Energy Lash (6d6)|18

    12th|+9/+4|+4|+4|+8|Deathly Horde (dragons, outsiders), Dazing Lash|19

    13th|+9/+4|+4|+4|+8|Deathly Horde (dread wraiths), Positive Energy Lash (7d6)|21

    14th|+10/+5|+4|+4|+9|Radiant Blast, Swarm of Souls|22

    15th|+11/+6/+1|+5|+5|+9|Deathly Horde (nightwings), Positive Energy Lash (8d6)|24

    16th|+12/+7/+2|+5|+5|+10|Necrotic Burst, Shield of Light|25

    17th|+12/+7/+2|+5|+5|+10|Deathly Horde (nightwalkers), Positive Energy Lash (9d6)|27

    18th|+13/+8/+3|+6|+6|+11|Aura of Light, Soul Siphon|28

    19th|+14/+9/+4|+6|+6|+11|Deathly Horde (nightcrawlers), Positive Energy Lash (10d6)|30

    20th|+15/+10/+5|+6|+6|+12|The Circle of Life|40[/table]

    Class Features: All of the following are class features of the Soulweaver.

    Weapon and Armor Proficiencies: Soulweavers are proficient with all simple weapons and with one martial melee weapon of their choice. Soulweavers are proficient with light armor and with bucklers, but no other shields.

    Anima: Whether it be releasing lashes of pure energy or calling hordes of undead, Soulweavers are limited in the effects they can create by the amount of positive or negative energy they can safely channel through their own bodies. This limit is reflected in a limited pool of points, known simply as Anima, that refreshes at the start of each encounter (or after eight hours have elapsed without an encounter, whichever comes first). Each ability that the Soulweaver uses consumes an amount of Anima as detailed in its description; once used, Anima is lost until the beginning of a new encounter, at which point the Soulweaver's full pool of Anima becomes available again, ready to be used however he sees fit. A Soulweaver begins with a pool of 3 Anima, though this amount steadily increases as he gains levels, as seen on the table above.

    Dichotomy of Life: Whether through intense study or an inherent link instilled within them from birth, all Soulweavers possess the ability to touch both the positive and negative energy planes. These two conflicting forces cancel each other out however, and so a Soulweaver can only embrace one at any point. A Soulweaver can change which source of energy they are attuned to with five minutes of uninterrupted concentration, but once attuned to one of these energy sources, they remain so attuned indefinitely, even while sleeping or while in an area of antimagic or similar.

    Deathly Horde (Su): By drawing on his connection to the negative energy plane, a Soulweaver can animate souls, giving them physical forms created from the base elements of the surrounding area. A Soulweaver gains the ability to absorb the souls of fallen enemies into his own body, to be made manifest at a later point. Absorbing a soul is a full-round action that must be taken within one round of the creature's death per class level and requires both line of sight and line of effect. A Soulweaver can only absorb a soul from a creature whose hit dice are equal to or less than his class level plus his Charisma modifier, to a maximum of twice his class level; he intuitively knows the hit dice of a soul he attempts to absorb, provided he would be capable of absorbing it, and may choose not to do so. After absorbing a soul, the Soulweaver must decide what form of undead the soul will take when manifested. A 1st level Soulweaver begins play with two souls, and may possess a maximum number of souls at one time equal to three times his class level. The Soulweaver may release a held soul at any time, but while the soul is in his possession, it is an intrinsic part of his essence, and may not be returned to life in any way short of the direct intervention of a deity of Greater rank or above; even a wish spell or similar magic is insufficient to restore life to a captured soul.

    A Soulweaver doesn't need to absorb a humanoid soul or even an intelligent being's soul to make an undead. Once he obtains a soul, he can force it to take the shape of any undead he is capable of creating; once made, the choice of undead form a given soul will take is permanent.

    Animating a soul with this ability is a full-round action that provokes attacks of opportunity. If the Soulweaver takes damage while activating this ability, he may attempt a Concentration check to continue animating the soul; treat this ability as a spell of a level equal to half the hit dice of the creature to be animated for the purpose of determining the DC of the Concentration check to continue the action. Otherwise, the action fails to no effect, though the Soulweaver does not lose any Anima he would have consumed to manifest the chosen soul. If successful, the chosen creature becomes manifest within Close (25 ft +5 ft/2 levels) range of the Soulweaver. After having animated one or more dead creatures, the Soulweaver must spend a swift action every round to maintain their animation; failure or inability to take a swift action to keep the undead animated causes them to crumble to dust instantly. While animated, the Soulweaver has complete control over undead he creates, though he is limited to simple mental commands when directing undead to a task whose goal he himself cannot immediately perceive (such as directing a burrowing ankheg skeleton to dig a tunnel, or controlling any animated creature beyond the range of his vision).

    Every animated soul requires Anima to be invested in it. While animated, the Anima invested in an animated undead does not return to the Soulweaver's pool, no matter how long he rests. Animating a soul requires an amount of Anima equal to one-half the HD of the soul to be animated, or the base cost of the undead form it takes, whichever is higher.

    Animated souls become manifest at full hit points, no matter their condition the last time they were destroyed. If a soul is destroyed while animated (including simply by failure to devote a swift action to maintaining the forces animating it), the Soulweaver must make a Concentration check equal to 10 + the HD of the destroyed soul or lose focus, destroying all animated souls.

    At 1st level, the Soulweaver only has access to skeletons and zombies. However, at 3rd level, 5th level, and every 2nd level thereafter, he gains an extra form of undead as shown on the table below. Futhermore, the Soulweaver is limited to humanoid forms for his animated undead at 1st level, but gains the ability to create undead in the form of other creature types as he gains levels, as shown on the table above. More powerful forms of undead require more Anima to maintain, as shown on the table below. When the Soulweaver absorbs a soul, the target keeps their HD and ability scores if the chosen undead form is a template, but loses class features and racial traits as they are transformed into undead. If the undead form is not a template, they instead keep only their HD. If they have more HD than the monster entry listed, it is advanced to their level when they are summoned, regardless of whether the monster entry lists advancement to that number of hit dice or not. If a soul has fewer HD than the base HD of a monster entry, that soul cannot be used to create the chosen creature. All animated undead lose the ability to create spawn, regardless of the form they take.

    {table=head]Undead Form|Class Level|Minimum Anima Investiture
    Skeleton|1|1
    Zombie|1|1
    Ghoul|3|3
    Shadow|5|5
    Wight|7|7
    Mummy|9|7
    Mohrg|11|8
    Dread Wraith|13|11
    Nightwing|15|15
    Nightwalker|17|18
    Nightcrawler|19|22[/table]

    A Soulweaver may only use this ability while attuned to the negative energy plane, and any undead currently animated when he changes his attunement to the positive energy plane are immediately destroyed.

    Positive Energy Lash (Su): As an attack action – that is, an attack made as part of a standard or full-attack action or as an attack of opportunity – a Soulweaver may conjure a lash of positive energy and strike at a foe. When using this ability, the Soulweaver makes an attack as with a whip sized for a creature of his type, save that the attack is resolved as a touch attack. Successfully striking with the whip deals 1d6 radiant damage, and an additional 1d6 radiant damage at 3rd level and every two levels thereafter. Radiant damage is unresistible untyped damage, save that creatures normally immune or resistant to positive energy damage (such as a creature with the life ward spell active) are also immune to this damage.

    Alternately, a Soulweaver may strike an ally with a positive energy lash, temporarily establishing a link between them and the positive energy plane, healing an amount of damage equal to the damage normally inflicted by this ability. A willing ally may choose to be struck by the lash with no need for an attack roll. Only creatures normally healed by positive energy may be healed by this ability.

    While the Soulweaver has at least one point of Anima remaining, he threatens an area out to 5 feet with his positive energy lash, and may take attacks of opportunity as normal for creatures moving through his threatened area. When activating this ability as part of a full-attack action, the Soulweaver may make attacks with the lash only for each attack granted to him by his base attack bonus; abilities that grant the Soulweaver additional attacks in a full-attack action, such as the Two-weapon Fighting line of feats or the haste spell continue to function normally, but these extra attacks must be made with other weapons, not the positive energy lash.

    Regardless of how it is used, each time a positive energy lash is activated, it consumes one point of Anima. A Soulweaver may only make use of his positive energy lash while attuned to the positive energy plane.

    Turn or Rebuke Undead (Su): Beginning at 2nd level, a Soulweaver can turn or rebuke undead as a cleric of his level -1. While attuned to the positive energy plane, the Soulweaver gains the ability to turn undead, and while attuned to the negative energy plane, gains the ability to rebuke undead. A Soulweaver cannot use his rebuke undead ability to command undead. A Soulweaver can turn or rebuke undead a combined number of times per day equal to 3 + his Charisma modifier.

    Purifying Light (Su): When using his positive energy lash to heal an ally, a Soulweaver of 4th level or higher may imbue the lash with additional Anima to cleanse the healed ally of one or more conditions. The Soulweaver may cleanse multiple conditions with a single use of this ability, though the Anima required for each condition is cumulative.

    {table=head]Condition|Anima Cost
    Ability Damage|1/point
    Ability Drain|3/point
    Blinded|2
    Confusion|3 (10 if permanent)
    Dazed|2
    Dazzled|1
    Deafened|2
    Energy Drain|4/level
    Exhausted|4
    Fatigued|2
    Nauseated|4
    Paralyzed|6
    Permanent Level Loss|10/level
    Petrified|10
    Sickened|2
    Stunned|4[/table]

    Blinding Lash (Su): Beginning at 6th level, a Soulweaver may imbue his positive energy lash with blinding energy by infusing it with two additional points of Anima. If the imbued lash strikes its target, the struck foe must succeed on a Will save, DC 10+1/2 class level+Cha modifier, or be blinded for 1d6 rounds.

    Warding Light (Su): Beginning at 8th level, a Soulweaver may conjure a swirling field of semisolid radiance around an ally within Close (25 ft + 5ft/2 levels) as an immediate action. This field persists until the end of the affected ally's next turn. While active, the field grants a +2 deflection bonus to AC that stacks with any other deflection bonuses the ally might possess. If the warded ally is struck by an attack, whether magical or mundane, despite this additional bonus to AC, the shield of light vanishes, instantly healing the struck ally for the full amount of healing from the Soulweaver's positive energy lash.

    Activating this ability consumes three points of Anima. This ability may only be activated while the Soulweaver is attuned to the positive energy plane.

    Breath of Life (Su): Beginning at 10th level, a Soulweaver may infuse a fallen ally with the pure essence of the positive energy plane, restoring life to a body before its soul departs. Once per day, the Soulweaver may replicate the effects of a revivify spell (SpC, p. 176), except that the time frame in which this ability may be used can be extended for one round for each additional point of Anima infused into its activation.

    Activating this ability consumes five points of Anima, plus an additional point for each round of time added to its activation window. This ability may only be used while attuned to the positive energy plane.

    Dazing Lash (Su): Beginning at 12th level, a Soulweaver may imbue his positive energy lash with dazing energy by infusing it with three additional points of Anima. If the imbued lash strikes its target, the struck foe must succeed on a Will save, DC 10+1/2 class level+Cha modifier, or be dazed for 1d2 rounds.

    Radiant Blast (Su): Beginning at 14th level, a Soulweaver may release a 60 ft burst of brilliant energy as a standard action once per encounter. All foes caught within this burst take radiant damage equal to the Soulweaver's positive energy lash damage. A successful Reflex save, DC 10+1/2 class level+Cha modifier halves this damage.

    Additionally, the Soulweaver may designate one ally within the area of effect; that ally receives the effect of a heal spell, with a caster level equal to the Soulweaver's class level.

    Using this ability consumes ten points of Anima. This ability may only be used while attuned to the positive energy plane.

    Swarm of Souls (Su): Beginning at 14th level, a Soulweaver may conjure a ring of whirling souls around him as a standard action, which persists for five rounds. At the beginning of each of the Soulweaver's turns, all foes within 10 feet of him must succeed on a Reflex save, DC 10+1/2 class level+Cha modifier, or be struck by the scything souls, taking 1d6 points of ability drain to one physical and one mental ability score of the Soulweaver's choice, chosen when he first activates this ability.

    Using this ability consumes five points of Anima. This ability may only be used while attuned to the negative energy plane.

    Necrotic Burst (Su): Beginning at 16th level, a Soulweaver may release a blast of concentrated negative energy as a standard action once per encounter. The Soulweaver releases a 30 ft burst of negative energy, which inflicts 1d6 negative levels on all creatures within the area of effect. A successful Fortitude save, DC 10+1/2 class level+Cha modifier reduces the number of negative levels to one, or negates the effect if the Soulweaver rolled a 1. All Undead creatures in the area of the burst receive 5 temporary hitpoints for each negative level this ability would otherwise have inflicted. These temporary hitpoints persist for one hour or until consumed.

    Using this ability consumes ten points of Anima. This ability may only be used while attuned to the negative energy plane.

    Shield of Light (Su): Beginning at 16th level, a Soulweaver may create a nimbus of swirling golden light around an ally within line of sight as a standard action. This shield sheds light as a daylight spell, and absorbs up to five damage per class level. This damage absorption is not temporary hitpoints, but rather the shield itself taking the effects of the damaging attacks; any attack that is completely absorbed by the shield has no effect on the warded ally, as if they were not struck at all.

    Using this ability consumes ten points of Anima. This ability may only be used while attuned to the positive energy plane.

    Aura of Light (Su): Beginning at 18th level, a Soulweaver may generate a brilliant aura around himself as a standard action. This aura is a 60 ft emanation that persists for five rounds. All allies within the aura gain fast healing equal to the Soulweaver's class level, while all enemies within the aura take an equal amount of radiant damage at the start of each of his turns. A successful Will save, DC 10+1/2 class level+Cha modifier halves this damage.

    Using this ability consumes ten points of Anima. This ability may only be used while attuned to the positive energy plane.

    Soul Siphon (Su): Beginning at 18th level, once per encounter a Soulweaver may violently pull on the soul of a creature within Close (25 ft +5ft/2 levels) range. If the creature fails a Will save, DC 10+1/2 class level+Cha modifier, it is slain instantly and the Soulweaver immediately absorbs its soul (if the Soulweaver is incapable of holding more souls, he may choose to immediately release one or fail to absorb this soul, at his discretion). This is a negative energy [Death] effect, and works only on creatures whose souls are linked to their body; most constructs, undead, and outsiders are thus immune to this ability. If this ability is successful, the Anima cost is refunded, and the Soulweaver gains additional temporary Anima equal to half the slain creature's hit dice, which persist until the end of the encounter.

    Using this ability consumes ten points of Anima. This ability may only be used while attuned to the negative energy plane.

    The Circle of Life (Ex): At 20th level, a Soulweaver's mastery over life and death reaches its zenith. He may attune himself to both the positive and negative energy planes at the same time, and thus may make use of all of his class features concurrently. Additionally, he may cause his positive energy lash to instead function as a negative energy lash at his discretion; a negative energy lash functions in all regards as a positive energy lash, save that it deals negative energy damage and may be used to heal and remove conditions from creatures healed by negative energy damage.
    Last edited by Circle of Life; 2012-02-01 at 11:48 AM.
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  10. - Top - End - #10
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    Default Re: Base Class Challenge X - Name That Class

    Icefire Adept


    by =tvlookplay

    I stand at the crossroads between fire and ice, ever-present wherever the balance is broken. I am the blazing heart of a firestorm, and the frozen death at a blizzard's centre. And you, you think to stand against me.
    Ilaya Vekeron - an Icefire Adept

    Since the beginning of time, creatures and gods all across the planes have been fascinated by the endless conflict between ice and fire. Although both are similar in many ways, their wielders have almost always been in conflict. At least until the advent of the Icefire Adepts.

    Adventures: Icefire Adepts adventure for many reasons, but the primary one is almost always balance. In a manner very similar to druids - except in relation to Fire and Ice instead of nature - Icefire Adepts act as crux points, crossroads and channellers of the power they wield.

    Characteristics: Icefire Adepts channel powers that to many adventurers is mundane and almost overused. Any wizard of sufficient strength can conjure a fireball, many say. And yes, that is true. But wizards lack the innate connection to the element of that spell, and the existence of that in the Adepts allow them to manipulate the energies of those elements in ways no one truly understands.

    Alignment: Usually neutral, although some drop into extremes to combat others and maintain balance.

    Religion: Most Adepts favour Gods of balance and nature, although they are unrestricted in their worship.

    Background: Icefire Adepts are rarely taught by other Adepts - at least at first. The first steps of becoming an Adept are remarkably simple, and yet painfully difficult to uncover. Some spend months or years meditating high in mountain chains before fires, slowly realising the nature of the connecting between those flames and the snow that rains down around them.

    Others can simply look at a torch in a gentle snowfall and find that they understand how the flame dances to set the snow it touches ablaze.

    Races: Any race can be called to the path of an Adept, although beings with connections to the elemental planes are considerably less likely to be so. Their innate blood link to one of the planes hampers the ones they have to make in becoming an Icefire Adept.

    Other Classes: Druids, and clerics of many neutral deities treat Adepts as close cousins, bothers and sisters in the eternal struggle for balance in the multiverse. However, the nature of their magic tends to rub some arcane casters - especially sorcerers, who see the Icefire Adept's innate connections to their power almost as a form of cheating -the wrong way.

    Role: Icefire Adepts are potent damage dealers, capable of manipulating cold and fire in ways many find terrifying. However, they are not absolute specialists, as their Melodies allow them to access the deeper natures of their elements, not simply the destructive one.

    Adaptation: Pretty much able to be dropped into any setting with standard cosmology.

    GAME RULE INFORMATION
    Icefire Adept's have the following game statistics.
    Abilities: Charisma is extremely important for Icefire Adepts, it being the ability that dictates how powerful many of their abilities - including their Melodies - are. Dexterity and Constitution are also relatively important, as an Adept's limit to light armour and relatively low hit dice mean that those stats need to be reasonably high for any degree of real survivability in close combat.
    Alignment: Must be neutral on at least one axis - although this can be overruled in certain cases.
    Hit Die: d8
    Starting Age: As bard
    Starting Gold: 4d6x10

    Class Skills
    The Icefire Adept's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Heal (Wis), Intimidate (Cha), Knowledge (local) (Int), Knowledge (arcane) (Int), Knowledge (nature) (Int), Knowledge (the planes) (Int), Listen (Wis), Preform (Cha), Sense Motive (Wis), Spellcraft (Int), and Spot (Wis)

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

    CIcefire Adept
    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

    1st|
    +0
    |
    +0
    |
    +0
    |
    +2
    |Class Ability

    2nd|
    +1
    |
    +0
    |
    +0
    |
    +3
    |Class Ability

    3rd|
    +2
    |
    +1
    |
    +1
    |
    +3
    |Class Ability

    4th|
    +3
    |
    +1
    |
    +1
    |
    +4
    |Class Ability

    5th|
    +3
    |
    +1
    |
    +1
    |
    +4
    |Class Ability

    6th|
    +4
    |
    +2
    |
    +2
    |
    +5
    |Class Ability

    7th|
    +5
    |
    +2
    |
    +2
    |
    +5
    |Class Ability

    8th|
    +6/+1
    |
    +2
    |
    +2
    |
    +6
    |Class Ability

    9th|
    +6/+1
    |
    +3
    |
    +3
    |
    +6
    |Class Ability

    10th|
    +7/+2
    |
    +3
    |
    +3
    |
    +7
    |Class Ability

    11th|
    +8/+3
    |
    +3
    |
    +3
    |
    +7
    |Class Ability

    12th|
    +9/+4
    |
    +4
    |
    +4
    |
    +8
    |Class Ability

    13th|
    +9/+4
    |
    +4
    |
    +4
    |
    +8
    |Class Ability

    14th|
    +10/+5
    |
    +4
    |
    +4
    |
    +9
    |Class Ability

    15th|
    +11/+6/+1
    |
    +5
    |
    +5
    |
    +9
    |Class Ability

    16th|
    +12/+7/+2
    |
    +5
    |
    +5
    |
    +10
    |Class Ability

    17th|
    +12/+7/+2
    |
    +5
    |
    +5
    |
    +10
    |Class Ability

    18th|
    +13/+8/+3
    |
    +6
    |
    +6
    |
    +11
    |Class Ability

    19th|
    +14/+9/+4
    |
    +6
    |
    +6
    |
    +11
    |Class Ability

    20th|
    +15/+10/+5
    |
    +6
    |
    +6
    |
    +12
    |Class Ability[/table]

    Class Features
    All of the following are class features of the Icefire Adept.

    Weapon and Armor Proficiencies: An Icefire Adept is proficient in all simple weapons, and light armour.

    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):
    Last edited by Snowfire; 2012-02-02 at 07:37 AM.
    Quote Originally Posted by QuintonBeck View Post
    Many thanks to Snowfire for collating all these. He's a madman, but he's a helpful madman.
    Spoiler: Things
    Show
    Quote Originally Posted by Mynxae View Post
    Damn you Snowfire. I cried.
    Quote Originally Posted by Falcon777 View Post
    T_T I swear, you just made me cry.
    Quote Originally Posted by Qwertystop View Post
    Well, here's another for your sig, Snowfire.

    <struck dumb>

  11. - Top - End - #11
    Orc in the Playground
    Join Date
    Dec 2011
    Location
    Maryland

    Default Re: Base Class Challenge X - Name That Class

    The Man-Plant



    "They underestimate Zetsu's powers… I am the land itself!"
    Zetsu- a Man-Plant

    A Man-Plant is a person who begins to show signs of being part plant. After harnessing this "heritage" they begin to be granted access to vegetation powers. And as they progress, follow "Paths" of their heritage plant, slowly morphing them into a half-plant half-not monster, with the powers of plants.

    Adventures: A Man-Plants goal is to harness the power of their heritage, and the only way to do so is to travel the land, and, through trial and error, perfect it. And what else better to practice on than those who everyone wants to get rid of, and go adventuring.

    Characteristics: A Man-Plant is capable of using "Plant powers" to defeat their foes. a Man-Plant follows its heritage plant to empower its own abilities, eventually becoming half plant, granting unbelievable capabilities.

    Alignment: a Man-Plant has no restrictions to alignment, because they just harness their hidden powers, no code is given by doing so. a good Man-Plant may be a healer, or a Druidic warrior. While evil may be a scavenger, or mushroom-man.

    Religion: Man-Plants can follow any religion based on their alignment, but many choose to worship nature gods, due to their heritage.

    Background: a Man-Plant must either be of plant-like heritage, and choose to harness its powers in such. Or actively try to fuse itself with nature, through magic, surgery, or prolonged exposure.

    Races: often, elves and other races that live near nature become Man-Plants, due to the fact that they are always near plants, but anyone who devotes themselves to the way of the plant can join the elusive, and rare, Man-Plants.

    Other Classes: Man-Plants go well with druids, rangers, and barbarians, due to their affinity to nature, but many also come from rogues, wizards, and sorcerers who seek the benefits of these changes, or even clerics who want to shrink the gap that pushes them away from nature gods.

    Role: a Man-Plant follows various paths based on their heritage, each giving them a separate role in a party. The flowered plant takes the role of a healer, the moss takes the roll of a wall, the ivy takes the role of a rogue, the fungi are special, the fern is a survivor, the carnivorous plant is a fighter, and the tree is a tank

    Adaptation: the DM can change paths based on personal opinion or campaign settings, to accommodate for different plants, and even add new ones if an unwritten plant, or fantasy plant, draws their interest.

    GAME RULE INFORMATION
    CLASS NAME's have the following game statistics.
    Abilities: Dependent on path, but always dexterity for Ac, and constitution to increase save DCs

    Alignment: Any

    Hit Die: d8
    Starting Age: As barbarian
    Starting Gold: As druid

    Class Skills
    Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Heal (Wis), Hide (Dex), Knowledge (Geography) (Int), Knowledge (Nature) (Int), Listen (Wis), Move Silently (Dex), Search (Int), Spot (Wis), Survival (Wis),

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

    Man-Plant
    {table=head]Level|Base Attack Bonus for flowering plants, and moss paths|Base Attack Bonus for fungi, ivy, and fern paths|Base Attack Bonus for carnivorous plants and tree paths|Fort Save|Ref Save|Will Save|Special

    1st|
    +0
    |
    +0
    |
    +1
    |
    +2
    |
    +2
    |
    +0
    |Novice Path of Plant, Partial plant affinity, low-light vision, natural attack

    2nd|
    +1
    |
    +1
    |
    +2
    |
    +3
    |
    +3
    |
    +0
    |Plant Domain

    3rd|
    +1
    |
    +2
    |
    +3
    |
    +3
    |
    +3
    |
    +1
    |Plant Companion

    4th|
    +2
    |
    +3
    |
    +4
    |
    +4
    |
    +4
    |
    +1
    |Speak with Plant

    5th|
    +2
    |
    +3
    |
    +5
    |
    +4
    |
    +4
    |
    +1
    |Journeymen Path of Plant

    6th|
    +3
    |
    +4
    |
    +6/+1
    |
    +5
    |
    +5
    |
    +2
    |Thorn Body

    7th|
    +3
    |
    +5
    |
    +7/+2
    |
    +5
    |
    +5
    |
    +2
    |Partial Plant Affinity

    8th|
    +4
    |
    +6/+1
    |
    +8/+3
    |
    +6
    |
    +6
    |
    +2
    |Charm Plant, second natural attack

    9th|
    +4
    |
    +6/+1
    |
    +9/+4
    |
    +6
    |
    +6
    |
    +3
    |Self Plant Growth +1

    10th|
    +5
    |
    +7/+2
    |
    +10/+5
    |
    +7
    |
    +7
    |
    +3
    |Adept Path of Plant

    11th|
    +5
    |
    +8/+3
    |
    +11/+6/+1
    |
    +7
    |
    +7
    |
    +3
    |Poison Barbs

    12th|
    +6/+1
    |
    +9/+4
    |
    +12/+7/+2
    |
    +8
    |
    +8
    |
    +4
    |Self Plant Growth +2/-1

    13th|
    +6/+1
    |
    +9/+4
    |
    +13/+8/+3
    |
    +8
    |
    +8
    |
    +4
    |Partial Plant Affinity, Thorn Fists

    14th|
    +7/+2
    |
    +10/+5
    |
    +14/+9/+4
    |
    +9
    |
    +9
    |
    +4
    |Greater Plant Companion

    15th|
    +7/+2
    |
    +11/+6/+1
    |
    +15/+10/+5
    |
    +9
    |
    +9
    |
    +5
    |Expert Path of Plant, Self Plant Growth +3/-2

    16th|
    +8/+3
    |
    +12/+7/+2
    |
    +16/+11/+6/+1
    |
    +10
    |
    +10
    |
    +5
    |Mass Charm Plant

    17th|
    +8/+3
    |
    +12/+7/+2
    |
    +17/+12/+7/+2
    |
    +10
    |
    +10
    |
    +5
    |I Am The Land

    18th|
    +9/+4
    |
    +13/+8/+3
    |
    +18/+13/+8/+3
    |
    +11
    |
    +11
    |
    +6
    |Self Plant Growth +4/-3

    19th|
    +9/+4
    |
    +14/+9/+4
    |
    +19/+14/+9/+4
    |
    +11
    |
    +11
    |
    +6
    |Thorn Shower

    20th|
    +10/+5
    |
    +15/+10/+5
    |
    +20/+15/+10/+5
    |
    +12
    |
    +12
    |
    +6
    |Master Path of Plant, Complete Plant Affinity[/table]

    Class Features
    All of the following are class features of the MAN- PLANT

    Weapon and Armor Proficiencies: The Man-Plant is proficient with all simple weapons. They are also proficient in all natural attacks that they possess. Man-Plants are proficient with light and medium armor. Man-Plants are proficient in shields (except tower shields).

    Path of Plant (Ex):
    Novice:
    Spoiler
    Show

    Flowered plant:
    fragrance (Ex): your likeness to the flower gives you a sweet aroma that
    makes the most hostile seem docile, and with effort, heal those who you like. as a standard action, you may turn this scent on or off. while on, every round you select one creature within a 5 foot radius of you is subject to a command spell with halt selected with an effective caster level equal to your class level, and a DC of 10 + 1/2 class level + charisma modifier, once per day per level, you may cast cure light wound, with an effective caster level of your class level, to a number of allies in the radius equal to your 1/4 class level, rounded up.

    Moss:
    patchwork mats (Ex): your separation of skin into patches of moss gives you resistance to damage, and a strange track that makes the forest seem unfazed. you gain damage reduction 5/slashing, a fast healing of 1, except against fire damage, and are constantly under the effect of pass without trace, with a caster level equal to your class level.

    Fungi:
    frightening gaze (Ex): The close up appearance of your self is truly frightening at the right angle. as a standard action you may cause all creatures in a 15' cone that can see you make a will save with a DC of 10 + 1/2 class level + charisma modifier or be shaken for 1d4 rounds, once per day per level, you may cause one person affected by the gaze to be frightened for 1d4 + charisma modifier rounds and be dealt 1d6 negative energy damage for every other level in Man-Plant.

    Ivy:
    vine structure (Ex): your nimble nature and vine body lets you be more acrobatic then regular. you increase your land speed by 10 ft. you gain the ability to be under the affect of the spell jump for a total of 5 rounds per class level, with an effective caster level equal to your class level. once every 4 rounds, you can entangle one creature you strike with a natural attack as if under the effect of the entangle spell, the save DC is 10 + 1/2 level + dexterity modifier.

    Fern:
    spore shower (Ex): the large leaf of the fern is converted through the arm and produces spores, spores with a variety of effects. a Man-Plant in the path of ferns has a maximum of 10 spores per class level, and you start with half your max each day, and create one every minute, each spore may be used to activate the following effects as a standard action, each with a caster level equal to your class level, and a DC f 10 + 1/2 class level + constitution modifier if applicable:
    -1 spore, curse water
    -1 spore, bless water
    -1 spore per 3 stone enchanted, magic stone
    -3 spores, magic weapon
    -3 spores, magic fang
    -4 spores, entangle
    -5 spores, alarm
    -6 spores, hold person
    -8 spores, soften earth and stone
    -10 spores, shatter

    Carnivorous plant:
    jaws of death (Ex): you grow a large jaw of vegetation separate from your own that is very dangerous. you gain a bite natural attack that deals 1d8 damage, using full strength modifier damage, and your slam is at -5 to hit, and 1/2 strength damage. when you successfully hit a creature whose size 1 category smaller than you or smaller with a bite attack, you can swallow that creature, and continue to deal bite damage every round until they die or they deal 4 hit points of damage per level to the mouth, destroying it for a week, if you succeed in killing an enemy with the jaw, you restore 1d8 hit points for 1d4 rounds, then your mouth reopens.

    Tree:
    skin of bark (Ex): your skin thickens as you convert from flesh to bark. you gain a natural armor bonus equal to 1/4 class level (rounded down) + constitution modifier. you also gain damage reduction 5/slashing, and improve your natural attack damage by one die.



    Journeyman:
    Spoiler
    Show

    Flowered plant:
    improved Fragrance (Ex): your fragrance ability extends to a 10' radius, command changes to a suggestion, "smell fragrance and use healing magic until you are at full hit points, or you have used all of your healing" DC of 10 + 1/2 class level + charisma modifier, and cure light changes to cure moderate wounds.

    Moss:
    improved patchwork mats (Ex): your fast healing increases to 1/4 class level, rounded up, and you are permanently under the effect of quench. and you gain resistance to fire 5

    Fungi:
    restore the dead (Ex): you gain the ability to use the effect of animate dead once per day per level as a standard action, but converted to plant, instead of undead, giving them all of the benefits and downsides.

    Ivy:
    improved vine structure (Ex): you are considered to be permanently under the effect of spider climb and can use the effects of snare once per day per 3 levels, rounded up, as a move, you have a caster level equal to your class level.

    Fern:
    improved spore shower (Ex): as spore shower with following added effects:
    -12 spores, diminish plant
    -15 spores, magic fang, greater
    -15 spores, poison
    -25 spores, anti-plant shell
    -35 spores, dispel magic
    -60 spores, reincarnate

    Carnivorous plant:
    improved jaws of death (Ex): your bite attack increases its damage die, as the chart shows in plant growth, your jaw is now considered magic for the purposes of bypassing damage reduction, and you can grow back the mouth after a day instead of a week.

    Tree:
    improved skin of trees (Ex): you increase your damage reduction to 10/slashing, you can activate the effects of tree shape at-will as a move action, and your natural attack is considered magic for the purposes of bypassing damage reduction.



    Adept:
    Spoiler
    Show

    Flowered plant:

    Moss:

    Fungi:

    Ivy:

    Fern:

    Carnivorous plant:

    Tree:



    Expert:
    Spoiler
    Show

    Flowered plant:

    Moss:

    Fungi:

    Ivy:

    Fern:

    Carnivorous plant:

    Tree:



    Master:
    Spoiler
    Show

    Flowered plant:

    Moss:

    Fungi:

    Ivy:

    Fern:

    Carnivorous plant:

    Tree:



    Partial Plant Affinity (Ex): your affinity to your plant side gives you immunities to such things that plants are immune. At 1st level, you gain 25% immunity to critical hits and mind-affecting effects, so if you would be affected by one, you roll d100 and if you get 25 or less it has no effect on you, this ability increases by 25% at level 7 and 13. A Man-Plant also gains a +4 racial bonus against poison, paralyzation, polymorph and stunning, you also gain immunity to magical sleep effects, and gain the ability to trance like an elf. At 7th level and again at 13th level, you gain an additional +4, and at 7th level you gain immunity to poison and stunning, and at 13th you get immunity to paralyzation
    Spoiler
    Show

    Ok, because I know this is confusing, here is a chart to make it easier to understand
    {table=head]level|immunity%|immunities|plus to saving throws|what it's given to

    1st|
    25%
    |
    magical sleep
    |
    +4
    |poison, paralyzation, polymorph, and stunning

    7th|
    50%
    |
    magical sleep, poison and stunning
    |
    +8
    |paralyzation and polymorph

    13th|
    75%
    |
    magical sleep, poison, stunning, and paralyzation
    |
    +12
    |polymorph[/table]
    They also get the elf trance ability, and at 7th level, no longer eat, and at 13th, you no longer have to breath


    Low-Light Vision (Ex): as your affinity to plant begins, your sight increases to that beyond normal man. at 1st level Man-Plant, you gain low-light vision out to 6o ft, if you already posess low-light vision, you increase its range by 6o ft instead.

    Natural attack (Ex): your plant affinity gives you a powerful punch. you can us one slam attack that deals 1d6 bludgeoning damage, and gives 1.5 strength modifier damage. this ability increases at 8th level to two separate slam attacks that deal 1d6 bludgeoning damage, both using regular strength modifier.

    Plant Domain (Sp): you harness your inner plant, and draw forth from nature the powers that clerics take from their gods. at 2nd level Man-Plant, you gain the ability to cast spells from the plant domain as if you had levels of cleric equal to your levels in Man-Plant, giving you the ability to rebuke or command plants 3 + charisma modifier times per days as an evil cleric commands or rebukes undead, add a +2 bonus to Knowledge(nature), and you may cast each spell you possess at your level once each per day, plus a number of bonus spells per day if you have a high charisma, each spell has a save DC of 10 + spell level + charisma modifier, when applicable.

    Plant Companion (Ex): your affinity to your inner plant attracts a plant-like creature to you. at 3rd level Man-Plant, you gain a plant companion, this ability is the same as the druid ability "animal companion" except for the following, you switch the creature type from animal to plant, making it a plant as opposed to an animal, and gain all the benefits of doing so, and remove reflex saves from the high saving throws, you gain this ability as if you were a druid of a level equal to your class level / 2, rounded down, and the plant companion gains the "Path of Plants" class feature as if it had taken levels in Man-Plant, with an effective class level equal to your class level in Man-Plant

    Speak With Plant (Ex): your connection with nature teaches you how to interact with its inhabitants, at least those who share your plant-like heritage. at 4th level Man-Plant, you gain the ability to speak with plants as if you were permanently under the effects of the spell, speak with plants.*Your caster level is equal to your class level.

    Thorn Body (Ex): plants are good because they don't have thorns, except the ones that do... At 6th level, you gain the ability to grow or recede thorns as a swift action, I'd you are hit with an unarmed strike or natural attack, the attacker takes 1d4 + 1/level piercing damage, and any grapple attack that involves you also causes damage to everyone involved.

    Charm Plant (Su): Your similarity with plant-kind lets you charm your fellow plants to be as if they were your good friends. At 8th level, you gain the ability to us charm monster at-will with the following changes, it only affects plants, and it bypasses any immunities possessed from being a plant. The save DC is 10 + 1/2 class level + charisma modifier, and takes a standard action to cast. Your caster level is equal to your class level.

    Self Plant Growth (Ex): your finesse with plants teaches you how to control your own rate of growth. As a standard action, you may increase your size category by one, gaining and losing any applicable stats or AC as stated in The monster manual 1, pg. 291. At 12th level and every three levels after, you may increase or decrease your size category by an additional size category, to a maximum of colossal and a minimum of fine. the damage die increases, or decreases, as follows, 1 -> 1d2 -> 1d4 -> 1d6 -> 1d8 -> 2d4 -> 2d6 -> 2d8 -> 3d6 -> 2d10 -> 3d8 -> 5d6

    Poison Barbs (Ex): after having enemies helplessly throw themselves at your thorns for a while, you started developing poison. At 11th level, anyone who takes damage from your thorn body or, at higher level, thorn fists or thorn shower, also takes 1d6 temporary constitution damage, and an additional 1d6 1 minute later, the saving DC is 10 + 1/2 class level + charisma modifier.

    Thorn Fists (Ex): as your thorns have killed many in self defense, you learn how to use them on the offense. At 13th level, you can add the damage you deal from thorn body to your own natural attacks, or unarmed strikes. Also, due to the power of your thorns, you are considered to be permanently under the effect of the spell spider climb as long as your thorns are currently out.

    Greater Plant Companion (Ex): your love of plants and your literal green thumb let you grow your companions powers. At 14th level, your plant companions effective level increases to your class level, additionally, it gains all extraordinary abilities you possess, except another path of plants, they must keep the one you chose at 3rd level

    Mass Charm Plant (Sp): the mere sight of you among plant-kind makes you beloved. At 16th level, you gain the ability to use charm plant as a swift action, and use mass charm plant as a standard action. Mass charm plant functions like mass charm monster but with the same changes that charm plant has, and the same DC. 10 + 1/2 level + charisma modifier. Your caster level is equal to your class level.

    I Am The Land (Sp): your affinity to plants opens a link between all plants in the world. At 17th level, you can cast transport via plant as a spell-like ability 2 + charisma modifier times per day. Your caster level is equal to your class level.

    Thorn Shower (Su): your thorns gain a knack for flying out when they are grown. At 19th level, a number of times per day equal to your level, when you grow your thorns, you may fire 1d4 + 1/2 your class level, rounded down, thorns at your enemies. Each thorn requires a ranged touch attack using your BAB + your dexterity modifier to hit, dealing 1d4 + your class level piercing damage to each target.

    Complete Plant Affinity (Ex): your change into plant has completed, and you are now considered a plant. At 20th level, you gain complete immunity to critical hits, mind-affecting effects, magical sleep, poison, stunning, polymorph, and paralyzation. You are also henceforth considered a plant whenever it would be beneficial to you, and would be considered your original race when being a plant wasn't beneficial. And finally, you are considered to be 2 levels higher then your actual level for all of your class abilities.
    Last edited by ArkenBrony; 2012-02-29 at 11:50 PM. Reason: Adding to class

  12. - Top - End - #12
    Titan in the Playground
     
    Morph Bark's Avatar

    Join Date
    Oct 2008
    Location
    Freljord

    Default Re: Base Class Challenge X - Name That Class

    BOTANIMORPHIST

    Picture by Sam Taylor, commissioned by Narsilion of DeviantART


    We should not have played florist, brother! ~ Edison Aldwick
    We are EXTREME BOTANISTS. ~ Alucard Aldwick

    Hajike, Tobiume! ~ Momo Hinamori

    Do power of nature is oft misunderstood. Some try to protect it, others try to conquer it. But you know better, or should. Nature is to be nurtured so that it itself can protect and conquer! Druids may be nature’s warden, but nature is your warden and shall harbor you as you harbored its offspring as if it were your own.

    Adventures: Why do people adventure? For fame and fortune? Sure! To see places? Why of course! To meet people? Eh, some might do that. You have all those same reasons or ones of your own. Botanimorphists often like to travel and find new flora, even across the planes. Many indeed have a great desire to visit the Plane of Wood. Others are in it simply for the money or to showcase their artistic botanic skills.

    Characteristics: Your choices are not as widespread as students of the arcane arts or the powers Druids acquire, but yours come more readily and often. With your ‘seeds’ of power, you grow plant creatures to fight for you and aid you, modify your own green weapons and gain control of the battlefield.

    Alignment: A Botanimorphist is different from a Druid, who gains her powers from nature. Instead, a Botanimorphist gives power to nature, and while many have at least a Neutral aspect, it is not required. A Botanimorphist can be of any alignment.

    Religion: Almost all Botanimorphists pay respect to Obad-Hai, though a number also revere Boccob or Kord or Ehlonna. Those who pay homage mostly to racial deities tend to show so in their designs.

    Background: You know how that one time a wizard tried to transmute a living, wooden god? Yeah, me neither, and that’s because the wizard was transmuted into being frickin’ dead. Botanimorphists begin a similar way though, but smaller. Try tulips first.

    Races: Strangely enough, some would say, there are many more dwarves than elves that become Botanimorphists. This is apparently because botany involves making a structured arrangement of plantlife, which suits the lawful bend of dwarves, while elves have always tried to build their houses around and within trees rather than warp the trees or cut them into planks for those purposes. For the same reason, and perhaps also for the ‘green’ kinship they feel, goblins are also common Botanimorphists. Humans make a good third though.

    Other Classes: Druids tend to view Botanimorphists in fair enough light, though the extremists find their practice abominable. Wizards give you the slow clap for doing similar things as the inventor of the owlbear. Rangers think you’re a cool guy, and Bards can’t help but wonder how pretty you can make things, or if your plants can dance.

    Role: You’re in control. That’s the gist of it. You can have a creature or more on your side to send out and keep your enemies where you want them, snare victims in your vines and poison them to hell and back.

    Adaptation: It might be a little hard to play a Botanimorphist in a desert or space setting, but most of their powers can be adapted easily enough to work in any other environment. Unless an apocalypse has already happened, there should be plenty of plantlife to go around to kickstart a Botanimorphist’s interest and powers and let them grow.

    GAME RULE INFORMATION
    Botanimorphists have the following game statistics.
    Abilities: Constitution is important for save DCs for a lot of your abilities. Intelligence is necessary if you want to have plenty of variety in powers and to let your creatures learn more tricks if you create them. Dexterity is important for your AC and attack rolls. Charisma can be handy if you want to be a scout.
    Alignment: Any.
    Hit Die: d6.
    Starting Age: As cleric.
    Starting Gold: As sorcerer.

    Class Skills
    The Botanimorphist’s class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (arcana/geography/nature/the planes) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str) and Use Magic Device (Cha).

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

    BOTANIMORPHIST
    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Seeds

    1st|
    +0
    |
    +2
    |
    +0
    |
    +2
    |Least Seed, Pollen, Rebuke Plants, Vine Whip (1d6)|1

    2nd|
    +1
    |
    +3
    |
    +0
    |
    +3
    |Body of Nature 1/day|2

    3rd|
    +2
    |
    +3
    |
    +1
    |
    +3
    |Vine Whip (2d6)|2

    4th|
    +3
    |
    +4
    |
    +1
    |
    +4
    |Photosynthesis I, Summon Bulbling|3

    5th|
    +3
    |
    +4
    |
    +1
    |
    +4
    |Vine Whip (3d6)|3

    6th|
    +4
    |
    +5
    |
    +2
    |
    +5
    |Body of Nature 2/day, Lesser Seed|4

    7th|
    +5
    |
    +5
    |
    +2
    |
    +5
    |Body of Nature II, Commune with Plants, Vine Whip (4d6)|4

    8th|
    +6
    |
    +6
    |
    +2
    |
    +6
    |Photosynthesis II, Solar Charge|5

    9th|
    +6
    |
    +6
    |
    +3
    |
    +6
    |Vine Whip (5d6)|5

    10th|
    +7
    |
    +7
    |
    +3
    |
    +7
    |Body of Nature 3/day, Graft Plants|5

    11th|
    +8
    |
    +7
    |
    +3
    |
    +7
    |Greater Seed, Vine Whip (6d6)|6

    12th|
    +9
    |
    +8
    |
    +4
    |
    +8
    |Body of Nature III, Commune with Plants (tremorsense), Photosynthesis III (share with allies)|6

    13th|
    +9
    |
    +8
    |
    +4
    |
    +8
    |Rise From the Grave, Vine Whip (7d6)|7

    14th|
    +10
    |
    +9
    |
    +4
    |
    +9
    |Body of Nature 4/day, Pollen Burst|7

    15th|
    +11
    |
    +9
    |
    +5
    |
    +9
    |Vine Whip (8d6)|8

    16th|
    +12
    |
    +10
    |
    +5
    |
    +10
    |Gaia Seed, Photosynthesis IV|8

    17th|
    +12
    |
    +10
    |
    +5
    |
    +10
    |Body of Nature IV, Commune with Plants (one mile), Vine Whip (9d6)|9

    18th|
    +13
    |
    +11
    |
    +6
    |
    +11
    |Body of Nature 5/day, Gift of the White Lotus|9

    19th|
    +14
    |
    +11
    |
    +6
    |
    +11
    |Vine Whip (10d6)|9

    20th|
    +15
    |
    +12
    |
    +6
    |
    +12
    |Metamorphosis, Photosynthesis V|10[/table]

    Weapon and Armor Proficiencies: The Botanimorphist is proficient with all simple weapons, all martial ranged weapons, the handaxe, the sap, the battleaxe, the greataxe and the scythe. The Botanimorphist is not proficient with any type of armor, nor any type of shield.

    Seeds: One of the core abilities of the Botanimorphist is his ability to nurture something and make it grow into something greater, something better, something else entirely. He does this by planting 'Seeds' in his various fields of power. A Botanimorphist has an amount of Seed Points as shown on the table. He gains a bonus amount of Seed Points equal to his Intelligence bonus, but this amount of bonus Seed Points never exceeds his class level.

    There are four abilities a Botanimorphist can invest Seed Points in: Pollen, Vine Whip, Body of Nature and Summon Bulbling. These each have their own 'advancement tree' of Seeds that a Botanimorphist can use to upgrade his abilities. A Botanimorphist automatically knows all Seeds, as long as he has access to that level of Seed (Least, Lesser, Greater and Gaia), but he must specialize in one of the four advancement trees. A Botanimorphist may never invest more Seed Points into any one of the other three advancement trees than he has in his specialized ability's advancement tree. He may change his specialization every time he gains a new level in Botanimorphist.

    Investing Seed Points requires 10 minutes of concentration to invest all Seed Points available and cannot thereafter be changed for that day.

    Pollen (Sp): As a standard action a Botanimorphist can create a small puff of pollen within 5 ft of him. The puff has an area of 5x5 ft and deals 1d4 points of damage (Reflex half; DC 10 + 1/2 Botanimorphist level + Con mod). Creatures of the plant type are immune to this damage and are instead healed for 1 point of damage. You can use this ability at will. Using this ability does not provoke attacks of opportunity.

    Rebuke Plants (Su): A Botanimorphist can rebuke or command plant creatures by channeling elemental energy through his body, like an evil cleric can rebuke undead. His effective cleric level for this purpose is equal to his Botanimorphist class level.

    Vine Whip (Su): A Botanimorphist can use basic magic to grow a whip made of vines from his arm and use it as a weapon (growing the vine takes a free action). This vine deals an amount of slashing damage as shown on the table and is a one-handed melee weapon with a reach of 15 ft. However, a vine whip does not normally threaten this area around the Botanimorphist. Attacking with a vine whip requires a touch attack against the target. However, while a vine whip deals lethal damage (unlike a normal whip), any armor or natural armor bonus the target has is substracted from the damage roll. A vine whip counts as both a natural weapon and a manufactured weapon for the purposes of spells and feats.
    A vine whip can be used to trip, but cannot be dropped to avoid being tripped if the Botanimorphist is tripped during his own trip attempt.
    A vine whip grants a +2 bonus on disarm checks. You cannot be disarmed from your vine whip, but it can be sundered.
    Weapon Finesse can be used to use one's Dex modifier in place of one's Str modifier for the attack roll.

    Body of Nature (Ex): From level 2 onwards, a Botanimorphist can, once per day, make his body more durable as the power of nature seeps through his skin and turns his blood into syrup. He gains Damage Reduction 2/slashing, a +2 natural armor bonus to AC and a +2 bonus on saving throws against poison, sleep effects, paralysis, polymorph and stunning. However, he takes 1 extra damage per die of fire damage he takes. If the damage is static (doesn't require die-rolling), he only takes 1 extra damage. This lasts for a number of rounds equal to 1 + your Con modifier.
    At every 4 levels past level 2 you gain one extra daily use of this ability.

    At level 7 the Damage Reduction increases to 4/slashing and the natural armor bonus and save bonuses increase to +4.

    At level 12 the Damage Reduction increases to 6/slashing, the natural armor bonus increases to +6 and the Botanimorphist becomes immune to poison, sleep effects, paralysis, polymorph and stunning while Body of Nature is active.

    At level 17 the Damage Reduction increases to 8/slashing, the natural armor bonus increases to +8 and the Botanimorphist also becomes immune to mind-affecting effects.

    Photosynthesis (Su): From level 4 onwards, a Botanimorphist gains Fast Healing 1 whenever they stand in full sunlight. It may only be full illumination and must come from actual sunlight and not even a daylight spell will otherwise activate this Fast Healing.

    This Fast Healing increases by 1 every 4 levels past 4 (level 8, 12, 16 and maxing out at Fast Healing 5 at level 20).

    From level 12 onwards, a Botanimorphist may, as a swift action, share his Photosynthesis with all of his allies within 30 ft. He may only do this for 3 * his Int modifier rounds per day. After activating this ability, he need not spend swift actions to keep it going in subsequent rounds and he can deactivate the ability as a free action.

    Summon Bulbling (Sp): From level 4 onwards a Botanimorphist has the ability to summon a creature akin to a familiar, which is called a Bulbling. A Bulbling can be made more powerful by investing Seed Points into this ability, but its basic stats are as shown in the spoiler below.

    Spoiler
    Show
    Bulbling
    Tiny Plant
    Hit Dice: 2d8
    Initiative: +2
    Speed: 30 ft. (6 squares), climb 20 ft.*
    Armor Class: 15 (+2 size, +2 Dex, +1 natural), touch 14, flatfooted 13
    Base Attack/Grapple: +0/-12
    Attack: Slam -4 (1d3-4)
    Full Attack: Slam -4 (1d3-4)
    Space/Reach: 1 ft./0 ft.
    Special Attacks: -
    Special Qualities: Plant traits, Seed Point abilities
    Saves: Fort +5, Ref +2, Will +0
    Abilities: Str 3, Dex 15, Con 14, Int 6, Wis 10, Cha 10
    Skills: Climb +8, Listen +6, Move Silently +6, Search +2, Spot +6
    Feats: Alertness
    Environment: Any
    Organization: Solitary
    Challenge Rating: Included with master
    Treasure: None
    Alignment: As master
    Advancement: Seeds
    Level Adjustment: -
    The Bulbling described here is that of a 4th-level Botanimorphist with no Seed Points invested in it.

    Combat
    Plant Traits: The Bulbling has immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), poison, sleep effects, paralysis, polymorph, and stunning. It isn't subject to critical hits and possesses low-light vision.

    Seed Point abilities: A Bulbling gains more power and more abilities as its Botanimorphist master invests Seed Points into it to give it Seed abilities.


    Commune with Plants (Sp): From level 7 onwards, a Botanimorphist can use speak with plants as a spell-like ability useable at will.

    At level 12, a Botanimorphist's ability to communicate with plantlife is heightened to an almost telepathic level, allowing them to spend a standard action concentrating to gain tremorsense out to 15 ft for 1 minute, but only in areas with plantlife. He can use this ability three times per day.

    At level 17, this ability is increased even more to the point that the Botanimorphist can use commune with nature as a spell-like ability useable at will, except the range is only one mile and it does not function underground (unless there is sufficient plantlife).

    Solar Charge (Su): Every hour an 8th-level or higher Botanimorphist spends in full sunlight, they gain a bit of energy from the sun. They build up these "solar charges" up to a maximum of half their Botanimorphist class level. Solar charges disappear at the end of the day. A Botanimorphist can expend solar charges to accomplish one of the following effects:
    • Expend 1 solar charge as a standard action to cast light with a caster level equal to his Botanimorphist level.
    • Expend 1 solar charge as a standard action to heal themselves or a creature touched for 1d8 points of damage per 2 Botanimorphist levels.
    • Expend 1 solar charge as a swift action to make his Vine Whip deal an extra 2d6 points of damage (2d8 against undead or creatures vulnerable to sunlight).
    • Expend 1 solar charge as a swift action to make his Body of Nature ability last 1 round longer.
    • Expend 2 solar charges as a swift action to double the duration of his Summon Bulbling ability.
    • Expend 3 solar charges as a standard action to cast daylight with a caster level equal to his Botanimorphist level.
    • Expend 8 solar charges while meditating for 1 minute to gain 1 extra Seed Point for the next 24 hours.


    Rise From the Grave (Su): From level 13 onwards, if the Botanimorphist dies and is buried in an area with plantlife, or his corpse is left on fertile ground for 7 days, he rises back up from the ground 24 hours later as if raised by a raise dead spell. This happens even if dying would actually put the Botanimorphist back one level, thus causing him to technically no longer have this ability if he becomes a level 12 Botanimorphist. However, if this happens, he does lose access to this class ability until he becomes a level 13 Botanimorphist again.

    Pollen Burst (Su): From level 14 onwards, once per encounter a Botanimorphist can create a burst of pollen in a 20 ft radius around him to affect his allies (but not himself). This removes the fatigue, shaken and sickened conditions from any affected allies and diminishes the exhausted, frightened, nauseated and panicked conditions by one step. Furthermore, any allies with the plant type are healed for 5d8 points of damage.

    Gift of the White Lotus (Su): From level 18 onwards, once per day a Botanimorphist can create a stronger version of his Pollen Burst ability. When he uses this ability, which takes a standard action, all allies within 30 ft (including himself) are affected by a heal spell with a caster level equal to the Botanimorphist's class level, except the amount of hit points healed has no cap.

    Metamorphosis (Ex): At level 20 a Botanimorphist becomes permanently immune to poison, sleep effects, paralysis, polymorph and stunning, not just while Body of Nature is active. Furthermore, he no longer takes extra fire damage while Body of Nature is active and he counts as being of the plant creature type whenever doing so would be advantageous to him.



    ~SEEDS~*
    *Many more to come after I post this outside the contest! Promise!

    Pollen
    Spoiler
    Show
    Increase Damage I
    Level: Least Seed
    Seed Point cost: 1
    Effect: The amount of damage your pollen ability deals increases to 1d6. This does not stack with any other Increase Damage Seeds and does not affect the amount of damage a plant creature is healed.
    Special: You can apply this Seed a second time (investing another Seed Point in it and allowing it to stack with itself, but not other Increase Damage Seeds) to increase the damage to 1d8.

    Increase Damage II
    Level: Lesser Seed
    Seed Point cost: 2
    Effect: The amount of damage your pollen ability deals increases to 2d6. This does not stack with any other Increase Damage Seeds and does not affect the amount of damage a plant creature is healed.
    Special: You can apply this Seed a second time (investing 2 more Seed Points in it and allowing it to stack with itself, but not other Increase Damage Seeds) to increase the damage to 3d6.

    Increase Damage III
    Level: Greater Seed
    Seed Point cost: 3
    Effect: The amount of damage your pollen ability deals increases to 3d6. This does not stack with any other Increase Damage Seeds and does not affect the amount of damage a plant creature is healed.
    Special: You can apply this Seed a second time (investing 3 more Seed Points in it and allowing it to stack with itself, but not other Increase Damage Seeds) to increase the damage to 4d6.

    Increase Damage IV
    Level: Gaia Seed
    Seed Point cost: 4
    Effect: The amount of damage your pollen ability deals increases to 6d6. This does not stack with any other Increase Damage Seeds and does not affect the amount of damage a plant creature is healed.
    Special: You can apply this Seed a second time (investing 3 more Seed Points in it and allowing it to stack with itself, but not other Increase Damage Seeds) to increase the damage to 8d6.

    Increase Size I
    Level: Least Seed
    Seed Point cost: 1
    Effect: The radius of your pollen ability increases to 10 ft. This does not stack with any other Increase Size Seeds.

    Increase Size II
    Level: Lesser Seed
    Seed Point cost: 2
    Effect: The radius of your pollen ability increases to 15 ft. This does not stack with any other Increase Size Seeds.

    Increase Size III
    Level: Greater Seed
    Seed Point cost: 3
    Effect: The radius of your pollen ability increases to 20 ft. This does not stack with any other Increase Size Seeds.

    Increase Size IV
    Level: Gaia Seed
    Seed Point cost: 4
    Effect: The radius of your pollen ability increases to 30 ft. This does not stack with any other Increase Size Seeds.

    Increase Range I
    Level: Least Seed
    Seed Point cost: 1
    Effect: The range of your pollen ability increases to 30 ft. This does not stack with any other Increase Range Seeds.

    Increase Range II
    Level: Lesser Seed
    Seed Point cost: 2
    Effect: The range of your pollen ability increases to 100 ft. This does not stack with any other Increase Range Seeds.

    Increase Range III
    Level: Greater Seed
    Seed Point cost: 3
    Effect: The range of your pollen ability increases to 400 ft. This does not stack with any other Increase Range Seeds.


    Vine Whip
    Spoiler
    Show
    Flaming Whip
    Level: Lesser Seed
    Seed Point cost: 2
    Effect: Your Vine Whip deals an extra 2d6 points of fire damage.

    Variable Vine
    Level: Least Seed
    Seed Point cost: 1
    Effect: Your Vine Whip deals your choice of bludgeoning, piercing or slashing damage.


    Body of Nature
    Spoiler
    Show
    Cactus Skin
    Level: Least Seed
    Seed Point cost: 1
    Effect: You only need to drink half as much as normal and don't need to drink more water while in the desert or other hot areas.
    Special: This Seed is always active, not just when you have Body of Nature active.

    Pine Skin
    Level: Lesser Seed
    Seed Point cost: 2
    Effect: While Body of Nature is active, you have cold resistance 5. However, each die of fire damage you take causes 1 extra point of fire damage to you (on top of the extra fire damage you take from having Body of Nature active).
    Special: You can apply this Seed a second time (investing 2 more Seed Points in it and allowing it to stack with itself) to gain cold resistance 10. However, you also take another extra point of fire damage for every die of fire damage you take (for a total of 3 extra fire damage per die of fire damage you take, unless you are a level 20 Botanimorphist).


    Summon Bulbling
    Spoiler
    Show
    Growth I
    Level: Least Seed
    Seed Point cost: 1
    Effect: Your Bulbling grows to Small size. It gains +4 Str, -2 Dex, +2 Con and +1 natural armor.

    Growth II
    Level: Lesser Seed
    Seed Point cost: 2
    Effect: Your Bulbling grows to Medium size. It gains +4 Str, -2 Dex, +2 Con and +1 natural armor. You must already have the Growth I Seed active.

    Growth III
    Level: Least Seed
    Seed Point cost: 3
    Effect: Your Bulbling grows to Large size. It gains +8 Str, -2 Dex, +4 Con and +2 natural armor. You must already have the Growth I and Growth II Seeds active.

    Growth IV
    Level: Least Seed
    Seed Point cost: 4
    Effect: Your Bulbling grows to Huge size. It gains +8 Str, -2 Dex, +4 Con and +3 natural armor. You must already have the Growth I, Growth II and Growth III Seeds active.

    Vine Attack
    Level: Lesser Seed
    Seed Point cost: 2
    Effect: You lose your ability to use your Vine Whip and instead grant your Bulbling the ability to use it! This is also affected by any Vine Whip Seeds you have active, although you may not have any Vine Whip Seeds active of a higher level than the highest level Bulbling Seed you have active. (For example, you may not have a Gaia level Vine Whip Seed active if your highest level active Bulbling Seed is only Greater.)
    Last edited by Morph Bark; 2012-03-01 at 08:20 AM.
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    The Asobimashow thread |Homebrewer's Signature | Avatar by Strawberries

  13. - Top - End - #13
    Bugbear in the Playground
     
    RedWizardGuy

    Join Date
    Jun 2010

    Default Re: Base Class Challenge X - Name That Class

    Pyromancer



    "Hm? No. I don't attempt to be a master over fire like wizards do. It's more like fire and I are good friends that know how to have a great time."
    -Fuerer Pyrus, famed Pyromancer

    Everyone and their mother has seen a wizard unleash a fire spell, and knows how he does it. The wizard merely uses arcane formulae to force fire to do his bidding. However, this is not the best way to use fire. Some individuals decide to ask fire to do it's bidding instead of forcing it to come, allowing for the full potential of flame magic to come forth. These are Pyromancers.

    Adventures: Pyromancers tend to adventure for a variety of specific reasons, but the general reason tends to remain unchanged: Because they're bored. By seeking out new sights and places, the Pyromancer may be entertained for a while. Whether or not these new sights and places may be on fire soon after seeing them is entirely another matter.

    Characteristics: Pyromancers can accomplish a variety of things with flame. While the main thing they tend to do is light things on fire, and thus tend to focus on damage-dealing, many can also capably defend themselves somewhat, and some can even serve as healers.

    Alignment: Pyromancers, like fire, tend to be fickle, thus making for a majority of Chaotic Pyromancers, with few neutral Pyromancers on the law vs. chaos alignment, and lawful Pyromancers being nigh unheard of. While some would think that having a nature akin to fire would mean that most Pyromancers would either be good or evil, most are in fact neutral in regards to such things. Pyromancers, while having strong reactions to things, tend to do enough good and evil things that they cannot be considered either good or evil.

    Religion: Most Pyromancers worship the primal force of Fire itself. That said, many Pyromancers worship, or at least pay homage to, gods affiliated with fire.

    Background: Pyromancers are born, not made. The only difference between the coming onto the path of being a Pyromancer is when it occurs. Sometimes there will be a child who finds beauty in the burning of a flame, or an adult with realize something in Fire's role in the universe. It is then that their ability to use fire starts to show itself.

    Races: Pyromancers can be found amongst almost any race, but tends to show itself mostly amongst humans, as they are as unpredictable as the path of a flame, and amongst chaotic races, as it would seem that the primal forces of flame seem to think them more fun. However, for reasons currently unknown, although rare, Pyromancers have sprung up in more lawful cultures, like those of some elven and half-elven communities.

    Other Classes: Most classes tend to either hate or love Pyromancers, which is just how they like it. Most lawful classes regard Pyromancers as dangerous and capricious, while many prepared spellcasters call them the same, while secretly envying their connection to such a primal magic. Most spontaneous casters instantly get along with Pyromancers, and others learn to tolerate, if not like, Pyromancers after knowing them for a while.

    Role: The primary focus of Pyromancers is to deal damage. However, that said, they can have numerous secondary roles, including defense, healing, and being able to hold the front line for a while.

    Adaptation: Pyromancers can be said to merely be specialist spellcasters, if one wishes. Pyromancers also have been claimed to be the direct servants of deities affiliated with fire, or the reincarnations of dead Fire beings, coming into their former power from their previous life.

    GAME RULE INFORMATION
    Pyromancers have the following game statistics.
    Abilities:Charisma is most definitely an important ability for Pyromancers, with Dexterity being second, as this class's primary attack is ranged. Other than that, the other ability scores are just as important, with Constitution being important for Pyromancers who wish to get a little more out there.
    Alignment:Any
    Hit Die: d8
    Starting Age: Whatever you like. Unlike most classes, the time when a Pyromancer's abilities kick in is not uniform, and varies widely
    Starting Gold:As Fighter.

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

    Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Arcana) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha)

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

    CPyromancer
    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Ember Points

    1st|
    +0
    |
    +0
    |
    +2
    |
    +2
    | Blaze Burner 1d8, Ember Immersion(Basic)|-

    2nd|
    +1
    |
    +0
    |
    +3
    |
    +3
    |Spark Spirit, Play With Fire|4

    3rd|
    +2
    |
    +1
    |
    +3
    |
    +3
    |Blaze Burner 2d8, Ember Immersion(5)|6

    4th|
    +3
    |
    +1
    |
    +4
    |
    +4
    |Combustion Cloak(Basic), Burn on Through|9

    5th|
    +3
    |
    +1
    |
    +4
    |
    +4
    |Blaze Burner 3d8, Ember Immersion(10)|13

    6th|
    +4
    |
    +2
    |
    +5
    |
    +5
    |Wildfire Weapon, Searing Sculptor|18

    7th|
    +5
    |
    +2
    |
    +5
    |
    +5
    |Blaze Burner 4d8, Ember Immersion(15)|21

    8th|
    +6
    |
    +2
    |
    +6
    |
    +6
    |Fire Eater, Reiki(Cha + 2)|28

    9th|
    +6
    |
    +3
    |
    +6
    |
    +6
    |Blaze Burner 5d8, Ember Immersion(20)|36

    10th|
    +7
    |
    +3
    |
    +7
    |
    +7
    |Searing Servant(Medium), Fire Bomb|45

    11th|
    +8
    |
    +3
    |
    +7
    |
    +7
    |Blaze Burner 6d8, Ember Immersion(25)|55

    12th|
    +9
    |
    +4
    |
    +8
    |
    +8
    | Combustion Cloak(Retributive)|66

    13th|
    +9
    |
    +4
    |
    +8
    |
    +8
    |Blaze Burner 7d8, Ember Immersion(30)|77

    14th|
    +10
    |
    +4
    |
    +9
    |
    +9
    |Pyre Presence|89

    15th|
    +11
    |
    +5
    |
    +9
    |
    +9
    |Blaze Burner 8d8, Ember Immersion(Immune)|101

    16th|
    +12
    |
    +5
    |
    +10
    |
    +10
    |Reiki(4 + Cha x 2), Searing Servant(Large)|114

    17th|
    +12
    |
    +5
    |
    +10
    |
    +10
    |Blaze Burner 9d8|127

    18th|
    +13
    |
    +6
    |
    +11
    |
    +11
    |Phoenix Resurrection|140

    19th|
    +14
    |
    +6
    |
    +11
    |
    +11
    |Blaze Burner 10d8|153

    20th|
    +15
    |
    +6
    |
    +12
    |
    +12
    |Emperor of Everburning Flame, Pyre Partner|168[/table]

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

    Weapon and Armor Proficiencies: Pyromancers are proficient with all simple weapons and one martial weapon of their choice, along with leather and padded armor.

    Blaze Burner(Sp): Where would a Pyromancer be if he couldn't shoot fire at things? Probably trying to find other ways to light things on fire. However, he still has that ability anyways. As a standard action, the Pyromancer may attack his enemies with fire. This deals fire damage equal to the damage listed on the table above, and acts as a ranged touch attack.

    Ember Immersion(Su): A Pyromancer is able to adjust the heat levels in his body so that extreme heat and cold do not affect him. This takes effect at 1st level, treating the Pyromancer as constantly under the effects of the Endure Elements spell. As time goes on, a Pyromancer becomes more used to being around flame, such that fire starts to have less effect on him, and that extremely cold attacks seem to be less cold as the fire within flares up so that cold starts to seem like it is affecting him less. At 3rd level, the Pyromancer gains cold and fire resistance 5. This increases every odd level after, until 15th level, at which the Pyromancer gains immunity to fire and cold.

    Spark Spirit(Su): At 2nd level, the Pyromancer gains a companion made of flame that accompanies him at all times. This companion is a Small Fire Elemental, and gains the benefits of being the Pyromancer's familiar, as though the Pyromancer were a spellcaster of level equal to his class level.

    Play With Fire(Sp):
    Pyromancers have quite a good grasp of flame and how to use it. This grants multiple benefits. At 2nd level, the Pyromancer gains the ability to learn spells with the [Fire] descriptor, henceforth referenced as fire spells, as gaining access to more fuel for his fire, no puns intended. As such, the Pyromancer gains knowledge of two fire spells at 2nd level, after which he gains knowledge of one more at every odd level and two more at every even one. The Pyromancer can only learn spells of up to the same level as the highest level spell a Sorcerer could learn. The Pyromancer's spellcaster level is equal to his class level, and the DCs for the spells are 10 + Cha modifier + Spell Level. Each spell costs an amount of Ember Points equal to
    its spell level.

    Also, Pyromancers may expend 1 Ember Point to add 1 die of damage to a single Blaze Burner attack. A Pyromancer may never expend more Ember Points at one time than 1/2 his class level. A Pyromancer's Ember Point Pool refreshes after an extended rest(a.k.a. an 8 hour rest).

    Additionally, the Pyromancer may use any cantrip with the [Fire] descriptor at-will as a spell-like ability, and may set things and/or people on fire as a melee touch attack.

    Combustion Cloak(Su):
    As a Pyromancer advances in power, it earns more of the favor of the primal forces of fire. As such, at 4th level, the Pyromancer gains the benefits of the Combustion Cloak. This adds an untyped bonus to the Pyromancer's AC equal to the Pyromancer's Charisma modifier.

    At 12th level, the Combustion Cloak punishes those who would dare harm the Pyromancer, dealing damage equal to 1/2 the Pyromancer's class level + the Pyromancer's Charisma modifier to enemies that succeed in a melee attack against the Pyromancer.

    Burn on Through(Su):
    At 4th level, the Pyromancer's fire attacks grow to the point where even creatures with protection against fire cannot take it. Whenever the Pyromancer deals fire damage against an enemy with resistance against fire, he may may treat an amount of fire damage from that attack up to his fire resistance from Ember Immersion as untyped damage(ex. A 4th level Pyromancer would be able to treat up to 5 points of fire damage as untyped damage.) When the Pyromancer gains immunity to fire, he may treat all fire damage as untyped damage.

    Wildfire Weapon(Su): At 6th level, a Pyromancer learns how to make his weapons more.....burn-y. Whenever a Pyromancer makes an attack with a melee or ranged weapon, he may, as a swift action, add his Blaze Burner's damage as fire damage to the damage that the weapon deals.

    Searing Sculptor(Su):
    What kind of Pyromancer isn't able to manipulate fire? The answer is: None. At 6th level, the Pyromancer learns how to manipulate the shape of his Blaze Burner attack. By expending 1 Ember Point, the Pyromancer may change a Blaze Burner attack's shape to either a 10 ft cone or a 20 ft line. These shapes may be extended by 10 ft and 20 ft respectively by expending more Ember Points in a similar manner.

    Fire Eater(Su): At some point, the Pyromancer's being starts to become infused with fire. At 8th level, the Pyromancer learns how to eat fire. Whenever the Pyromancer would be dealt fire damage from an effect that is not his own, he regains 1 Ember Point for every 5 points of fire damage the effect would deal.

    Reiki(Su): Eventually, the Pyromancer learns to heal wounds using the secret of the Healing Flame, Reiki. As a standard action, the Pyromancer may heal either himself or an ally by expending Ember Points, healing 2 + their Charisma modifier points of damage for each Ember Point expended.

    As time goes on, a Pyromancer's use of this ability improves. At 16th level, the Pyromancer heals 4 + (2 x the Charisma modifier damage) for every point spent.

    Searing Servant(Su): As a Pyromancer's power grows, his flame-granted companion grows to match. At 10th level, a Pyromancer's Spark Spirit matures into a Searing Servant. A Searing Servant is equivalent to a Medium Fire Elemental. Also, the Searing Servant gains a bonus to attack and damage rolls equal to the Pyromancer's Charisma modifier, and also gains half the Pyromancer's Charisma modifier as a bonus to its AC.

    At 16th level, the Searing Servant becomes a Large Fire Elemental.

    Fire Bomb(Su):
    As a Pyromancer grows and gains more power, his Blaze Burner likewise becomes more powerful, and harder to contain. As such, whenever a target is hit by the Pyromancer's Blaze Burner, everyone within 5 ft of the target takes fire damage equal to the Pyromancer's Charisma modifier.

    Pyre Presence(Su): At some point, the flame within a Pyromancer grows difficult to hold back, sometimes spilling out to surround the area around the Pyromancer. At 14th level, every enemy that ends or begins their turn within 30 ft of the Pyromancer is dealt fire damage equal to the Pyromancer's Charisma modifier. Also, when within range of this effect, should an enemy attack the Pyromancer with a melee attack, they are dealt a xd6 damage, where x is equal to the Pyromancer's Charisma modifier. This last effect replaces the Combustion Cloak's damage when this effect is active. This effect may be activated or deactivated as a move action.



    Phoenix Resurrection(Su):
    When reaching the peak of their power, a Pyromancer learns how to mimic the one of the greatest of the creatures of flame: The Phoenix. Once per month, when reduced to -10 or fewer hitpoints, the Pyromancer may choose to activate this class feature. Upon activating this effect, the Pyromancer expends all his remaining Ember Points. Also, all creatures within 30 ft are dealt damage equal to 1.5 x the Pyromancer's Blast Burner damage, after which the Pyromancer disappears into a pile of ashes. 2d12 rounds later, the Pyromancer emerges from the ashes at full health, with all effects, magical or otherwise, ended.

    Emperor of Everburning Flame(Su): At 20th level, the Pyromancer reaches the pinnacle of his abilities. This grants multiple benefits. Firstly, the Pyromancer's type changes to Elemental, and the Pyromances gains the [Fire] subtype. Secondly, the Pyromancer gains a +2 bonus to Charisma. Thirdly, for a number of rounds per day equal to the Pyromancer's class level, the Pyromancer may enter Everburning Flame mode, gaining the following benefits:

    • Combustion Cloak's AC bonus changes to 2 x the Pyromancer's Charisma modifier
    • Blaze Burner adds a number of dice to its attack equal to the Pyromancer's Charisma modifier
    • Firebomb deals xd8 damage, where x equals the Pyromancer's Charisma modifier


    Pyre Partner(Su):
    At 20th level, the Pyromancer's Companion reaches its ultimate form. It becomes a Huge Fire Elemental. Also, its bonuses to attack and damage rolls now equal 2 x your Charisma modifier, and its bonus to AC changes to equal your Charisma modifier. Lastly, for a number of rounds equal to 1/2 your class level per day, it can become a Fire Monolith(Complete Arcane). These rounds need not be spent consecutively.
    Last edited by Pyromancer999; 2012-02-29 at 12:50 AM.
    Newest Work: Pyromancer - My submission for Base Class Contest X
    Vote here.

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    Finall got an Extended Homebrew Signature, courtesy of Cipherthe3vil

  14. - Top - End - #14
    Bugbear in the Playground
    Join Date
    Apr 2011
    Location
    Minnesota
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    Default Re: Base Class Challenge X - Name That Class

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    If it's relevant, my username means "colorblind." I chose to make my class one that is colorblind to the differences between the four classical elements, and wields them at will.


    Disciple of the Elements


    I don't see the world the way you do; your vision is colored by illusion and strife between the universal energy that you call four separate 'Elements.'
    The ferocity of fire, the strength of stone, the speed of lightning and the adaptability of water, the Disciple of the Elements combines all of these different qualities and uses them to beat his foes. He draws the elements into his own body and projects them through his weapons or his fists, while becoming gradually more like an elemental as he learns more about truth of the oneness of all elemental energy.

    Adventures: Disciples of the Elements adventure to gain further knowledge of the power of elemental oneness. It is likely that he was an adventurer before he gained the initial insight; he may have been on some far traveling pilgrimage that allowed him to witness the elements interacting in an extraordinary manner, such as a firestorm or a volcanic eruption.

    Characteristics: Disciples of the Elements are a melee or ranged class, with the capability to become somewhat stealthy with multiclassing or the correct feats. They are a blaster of sorts as well, channeling incredible amounts of elemental energy into their attacks.

    Alignment: The philosophy of believing that the elements are one requires a bit of impartiality on the part of its adherents; Disciples of the Elements are therefore neutral on at least one axis of the alignment chart.

    Religion: Most Disciples of the Elements worship gods of nature if they have any religion at all. Most gods with an elemental domain are not impartial enough for a Disciple of the Elements to agree with completely. Many worship the elements themselves, or an idea of universal energy.

    Background: Disciples of the Elements are colorblind, whether this is a defect or normal for their race. This is what leads to their initial insight that all four elements are the same.

    Races: Any race who can be colorblind can be a Disciple of the Elements. Humans have a great capacity for eclectic, inclusive thought, so make good Disciples of the Elements. Elves are as common as humans because of their connection with nature, but all races come into contact with the elements and could produce one.

    Other Classes: A philosophical melee class, the only real connections Disciples of the Elements make with other classes are the nature-loving druids and rangers; other melee classes are too focused on destroying evil or bettering their melee skills and don't have enough in common with them to really make them want to work together. Their neutrality and all-inclusive thinking does allow them to tolerate other methods, however. They are sometimes at odds with wizards and sorcerers because of their casual use of the elements, or are just as likely to find them the only ones willing to discuss the Disciples of the Elements odd views.

    Role: Disciples of the Elements are damage dealers, plain and simple. They are able to take some punishment, but not as much as a fighter or barbarian, and can wear armor, but the vast elemental power of their attacks is just itching to be used to prove their ideas are worthwhile.

    Adaptation: There is very little that should need to be done to adapt the Disciple of the Elements for any campaign unless the elements, elementals, and energy damage do not exist, and if they don't, they still can be a singularly odd individual who does use these energies.

    GAME RULE INFORMATION
    Disciples of the Elements have the following game statistics.
    Abilities: Strength or Dexterity are important to the Disciple of the Elements to determine whether or not they are a melee or ranged fighter. Strength is less important than in other melee classes, however, because they deal so much damage with their elemental abilities. Constitution will help with their relative frailty (compared to fighters), and the mental abilities are purely a fluff decision to perhaps explain their mastery of the elements.
    Alignment: Disciples of the Elements must be True Neutral, Neutral Evil, Neutral Good, Chaotic Neutral, or Lawful Neutral.
    Hit Die: d8
    Starting Age: as Wizard
    Starting Gold: as Cleric

    Class skills
    The Disciple of the Elements' class skills are Climb (Str), Jump(Str), Handle Animal (Cha), Intimidate(Cha), Listen(Wis), Ride(Dex), and Spot(Wis).

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

    {table]level|BAB|Ref Save|Fort Save|Will Save|Special
    1st|+1|+2|+2|+2| Colorblind, Dog Companion, Elemental Stance
    2nd|+2|+3|+3|+3| Bonus Feat
    3rd|+3|+3|+3|+3| Elemental Resistance 5
    4th|+4|+4|+4|+4| Elemental Stance II
    5th|+5|+4|+4|+4| Rebuke Elementals
    6th|+6|+5|+5|+5| Elemental Resistance 10
    7th|+7|+5|+5|+5| Bonus Feat
    8th|+8|+6|+6|+6| Elemental Stance III
    9th|+9|+6|+6|+6| Elemental Resistance 15
    10th|+10|+7|+7|+7| Blindsight 60ft
    11th|+11|+7|+7|+7| Elemental Shield
    12th|+12|+8|+8|+8| Elemental Resistance 20, Bonus Feat
    13th|+13|+8|+8|+8| Elemental Stance IV
    14th|+14|+9|+9|+9| Blindsight 120ft
    15th|+15|+9|+9|+9| Elemental Immunity
    16th|+16|+10|+10|+10| Absorb Elements
    17th|+17|+10|+10|+10| Bonus Feat
    18th|+18|+11|+11|+11| Elemental Succor
    19th|+19|+11|+11|+11| Elemental Stance V
    20th|+20|+12|+12|+12| Elemental Perfection, Infusium, Blindisght 600 ft. Bonus Feat[/table]

    Weapon and Armor Proficiencies: Disciples of the Elements are proficient with all armors and all shields, including tower shields.

    Colorblind: A Disciple of the Elements is someone who is naturally colorblind. This is the source of their original insight that all elements are essentially the same. They cannot distinguish colors under any circumstances.

    Dog Companion: A Disciple of the Elements realizes that their weakness is shared by dogs, and as such, they feel an affinity with them. A Disciple of the Elements has a dog companion identical to a druid’s animal companion except that it is always a dog.

    Elemental Stance (Su): The core of the Disciple’s power comes from his mastery over all four elements, and the Elemental Stance is the main way that he demonstrates that mastery. As a move action, the Disciple imbues himself with elemental power, which is added to all ranged, melee, or unarmed attacks he makes for one round. As long as the Disciple doesn’t move, he may discharge the elemental power at any time in the future. At first level, one use of the Elemental Stance causes every ranged, melee, or unarmed attack to deal 1d6 extra damage of acid, cold, lightning, or fire damage. If the Disciple uses the Elemental Stance ability multiple times without discharging it, he may add additional energy types until he has all four (at twentieth level, he discovers Infusium, a fifth elemental damage type that is a combination of all four). At fourth level, the damage dice increase to 1d8. At eighth level, the damage dice increases to 1d10 and the Disciple may use Elemental Stance as a swift action. At thirteenth level, the damage dice increases to 2d6 and the Disciple gains a second swift action per round that may only be used for the Elemental Stance ability. At nineteenth level, the damage dice increases to 2d8.

    Bonus Feat: The Disciple of the Elements gains bonus feats at second, seventh, twelfth, seventeenth, and twentieth level. They must be chosen from the fighter bonus feat list or one of the special Disciple of the Elements feats.

    Elemental Resistance (Ex): At third level, the Disciple of the Elements gains resistance 5 to cold, fire, acid, and lightning. This increases at levels six, nine, and twelve and becomes total immunity at level fifteen. At level eighteen, Elemental Succor replaces this ability. He is also immune to the effects of extreme weather.

    Rebuke Elementals (Su): The fifth level Disciple of the Elements gains a special type of the Turn Undead ability: they may rebuke elementals as if they were a cleric of four levels lower than their Disciple of the Elements level, and as if they had the corresponding domain to the elemental’s type; i.e., a fifth level Disciple of the element who encounters a fire elemental may rebuke it as a first level cleric with the Fire domain.

    Blindsight (Ex): The tenth level Disciple of the Elements adapts to his visual weakness in such a way that he alters the way he sees the world, discovering a whole other type vision. He gains Blindsight out to 60 ft. However, he loses his normal vision; the world beyond 60 ft is a shadowy, unknown blur. This increase to 120 ft at fourteenth level, and 600 ft at twentieth level.

    Elemental Shield (Su): At eleventh level, all enemies attacking the Disciple of the Elements with a natural or manufactured weapon in melee take damage if he has used his Elemental Stance ability without discharging it, equal to the amount he would add to his weapon damage rolls.

    Absorb Elements (Ex): At sixteenth level, any time the Disciple of the Elements would have been damaged by fire, cold, acid, or lightning damage, he may use an immediate action to use his Elemental Stance ability to gain that type of damage.

    Elemental Succor (Ex): Any time the Disciple of the Elements would be damaged by acid, lightning, cold, or fire damage, he instead is healed by one point of damage for every two points of damage he would have taken.

    Elemental Perfection (Ex): The Disciple of the Elements has absorbed so much elemental energy at this point that he almost becomes an elemental himself. He may choose to treat himself as his original creature type or an elemental at all times, whichever would be more advantageous to him; he may be summoned if he chooses, he is immune to critical hits, he does not need to eat, sleep, or breathe, and counts as having the cold, earth, fire, and air subtypes if it would benefit him.

    Infusium: The twentieth level Disciple of the Elements discovers that the four elements are truly the same, and the name for that energy is Infusium. He gains the ability to add Infusium to his list of damage types he can add to his ranged, melee, and unarmed attacks via his Elemental Stance ability. Infusium is a combination of all four classical elements, and a creature is only immune or resistant to Infusium if they are immune or resistant to acid, cold, fire, and lightning. If a creature had immunity to acid and cold, resistance to fire 20, and resistance to lightning 5, then they would subtract 5 from any source of Infusium damage. If they have a vulnerability to any of the four elemental types, then the Infusium damage is multiplied as if it was that damage type. If they have vulnerability to more than one type of elemental damage, then the infusium damage is multiplied more than once. However, Infusium never heals a creature, not even a Disciple of the Elements with the Elemental Succor ability.


    FEATS
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    Greater Elemental Resistance

    Prerequisite: Resistance or immunity to Fire, Acid, Cold, and Lightning damage.

    Benefit: Increase any Elemental Resistances you have by 5. If this would increase it to 25, you gain immunity instead. If you have immunity to all four of the stated energy types, you are instead healed by those energy types as the ability Elemental Succor. If you have the Elemental Succor ability, you are instead healed by acid, fire, cold, and lightning damage on a one for one basis.


    Greater Elemental Stance

    Prerequisite: Elemental Stance ability.

    Benefit: Increase the dice size for the damage from your Elemental Stance ability. If it is 2d8, increase it to 2d10.


    Quick Stance

    Prerequisite: Able to use Elemental Stance as a swift action

    Benefit: you gain an additional swift action per round which may only be used for your Elemental Stance ability.


    Elemental Stalker

    Prerequisites: the character must be about to take their first level of Disicple of the Elements

    Benefit: The Disciple of the Elements adds Hide and Move Silently to his class skill list, and gains two more skill points per level and eight more skill points at first level, and loses his proficiency with medium and heavy armors and all shields.

    Special: The Elemental Stalker feat may only be taken at first level.


    Elemental Ascetic

    Prerequisites: Stunning Fist ability, Elemental Stance ability

    Benefit: The character’s monk and Disciple of the Elements levels stack when determining their Elemental Stance abilities and their unarmed damage.


    Elemental Rogue

    Prerequisites: Sneak Attack ability, Elemental Stance ability

    Benefit: The character’s rogue and Disciple of the Elements levels stack when determining their Elemental Stance abilities and their Sneak Attack damage.
    Last edited by sengmeng; 2012-02-27 at 03:30 PM.
    My Homebrew (Free to use, don't even bother asking. PM me if you do, though; I'd love to hear stories).

    Avatar done by me (It's Durkon redrawn as Salvador from Borderlands 2).

    Nod, get treat.

  15. - Top - End - #15
    Firbolg in the Playground
     
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    Default Re: Base Class Challenge X - Name That Class

    The challenge is closed and the voting thread is up!
    Homebrew
    Please feel free to PM me any thoughts on my homebrew (or comment in the thread if it's not too old).

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