Members' own monster, item & misc resource
Members' own monster, item & misc resource
Okay, so the idea of this thread is to collect all those new monsters, items, traps, gods and so on that members here have made by themselves.
You can post here all those things you have made by yourself, and I will link them to this first post...
Race
[url="http://www.gamebanshee.com/forums/dungeons-and-dragons-24/members-own-monster-item-and-misc-resource-80970.html#post897957"]Forgotten Dwarf[/url] - Kipi
[url="http://www.gamebanshee.com/forums/891900-post1.html"]Skunktaurs[/url] - TamerlaneDM
[url="http://www.gamebanshee.com/forums/891901-post2.html"]Drow/Moon Elf Crossbreed[/url] - TamerlaneDM
[url="http://www.gamebanshee.com/forums/907871-post4.html"]Dartillion, Huagueri and Shumarin[/url] - Magrus
Class
[url="http://www.gamebanshee.com/forums/dungeons-and-dragons-24/the-art-of-seven-senses-first-sense-79973.html"]The Art of the Seven Senses[/url] - Siberys (actually, contains few classes, more to come...)
[url="http://www.gamebanshee.com/forums/891902-post3.html"]The Burrower[/url] - TamerlaneDM
[url="http://www.gamebanshee.com/forums/936425-post7.html"]Time Prophet Prestige Class[/url] - HisDivineShadow
Psyonic Scion Base Class, Parts [url="http://www.gamebanshee.com/forums/936433-post8.html"]1[/url], [url="http://www.gamebanshee.com/forums/936434-post9.html"]2[/url], [url="http://www.gamebanshee.com/forums/936435-post10.html"]3[/url] and [url="http://www.gamebanshee.com/forums/936436-post11.html"]4[/url] - HisDivineShadow
[url="http://www.gamebanshee.com/forums/dungeons-and-dragons-24/could-it-be-the-jester-class-94621.html"]Jester[/url] - ardentmoth
[url="http://www.gamebanshee.com/forums/dungeons-and-dragons-24/members-own-monster-item-and-misc-resource-80970.html#post986909"]Demonologist[/url] - Siberys
Trap
[url="http://www.gamebanshee.com/forums/891148-post8.html"]Magnetto Trap[/url] - Philos
[url="http://www.gamebanshee.com/forums/909342-post5.html"]Wrong Item Trap[/url] - Kipi
[url="http://www.gamebanshee.com/forums/1003644-post13.html"]Bone Roller Room[/url] - Dysnomia
Item
[url="http://www.gamebanshee.com/forums/913290-post6.html"]Expedius Boots[/url] - Magrus
[url="http://www.gamebanshee.com/forums/913290-post6.html"]Paupers Ring of Protection +2[/url] - Magrus
[url="http://www.gamebanshee.com/forums/913290-post6.html"]Master Tinker's Hammer (3 versions)[/url] - Magrus
[url="http://www.gamebanshee.com/forums/913290-post6.html"]Lord Knights Ring of Protection[/url] - Magrus
Character Generation Systems
[url="http://www.gamebanshee.com/forums/dungeons-and-dragons-24/total-point-buy-system-input-would-be-appreciated-80966.html"]Total Point Buy System[/url] - Magrus and Siberys
You can post here all those things you have made by yourself, and I will link them to this first post...
Race
[url="http://www.gamebanshee.com/forums/dungeons-and-dragons-24/members-own-monster-item-and-misc-resource-80970.html#post897957"]Forgotten Dwarf[/url] - Kipi
[url="http://www.gamebanshee.com/forums/891900-post1.html"]Skunktaurs[/url] - TamerlaneDM
[url="http://www.gamebanshee.com/forums/891901-post2.html"]Drow/Moon Elf Crossbreed[/url] - TamerlaneDM
[url="http://www.gamebanshee.com/forums/907871-post4.html"]Dartillion, Huagueri and Shumarin[/url] - Magrus
Class
[url="http://www.gamebanshee.com/forums/dungeons-and-dragons-24/the-art-of-seven-senses-first-sense-79973.html"]The Art of the Seven Senses[/url] - Siberys (actually, contains few classes, more to come...)
[url="http://www.gamebanshee.com/forums/891902-post3.html"]The Burrower[/url] - TamerlaneDM
[url="http://www.gamebanshee.com/forums/936425-post7.html"]Time Prophet Prestige Class[/url] - HisDivineShadow
Psyonic Scion Base Class, Parts [url="http://www.gamebanshee.com/forums/936433-post8.html"]1[/url], [url="http://www.gamebanshee.com/forums/936434-post9.html"]2[/url], [url="http://www.gamebanshee.com/forums/936435-post10.html"]3[/url] and [url="http://www.gamebanshee.com/forums/936436-post11.html"]4[/url] - HisDivineShadow
[url="http://www.gamebanshee.com/forums/dungeons-and-dragons-24/could-it-be-the-jester-class-94621.html"]Jester[/url] - ardentmoth
[url="http://www.gamebanshee.com/forums/dungeons-and-dragons-24/members-own-monster-item-and-misc-resource-80970.html#post986909"]Demonologist[/url] - Siberys
Trap
[url="http://www.gamebanshee.com/forums/891148-post8.html"]Magnetto Trap[/url] - Philos
[url="http://www.gamebanshee.com/forums/909342-post5.html"]Wrong Item Trap[/url] - Kipi
[url="http://www.gamebanshee.com/forums/1003644-post13.html"]Bone Roller Room[/url] - Dysnomia
Item
[url="http://www.gamebanshee.com/forums/913290-post6.html"]Expedius Boots[/url] - Magrus
[url="http://www.gamebanshee.com/forums/913290-post6.html"]Paupers Ring of Protection +2[/url] - Magrus
[url="http://www.gamebanshee.com/forums/913290-post6.html"]Master Tinker's Hammer (3 versions)[/url] - Magrus
[url="http://www.gamebanshee.com/forums/913290-post6.html"]Lord Knights Ring of Protection[/url] - Magrus
Character Generation Systems
[url="http://www.gamebanshee.com/forums/dungeons-and-dragons-24/total-point-buy-system-input-would-be-appreciated-80966.html"]Total Point Buy System[/url] - Magrus and Siberys
"As we all know, holy men were born during Christmas...
Like mr. Holopainen over there!"
- Marco Hietala, the bass player of Nightwish
Like mr. Holopainen over there!"
- Marco Hietala, the bass player of Nightwish
Forgotten Dwarf
Traits
Dwarves possess the following racial traits.
Generations ago a clan later named as "Forgotten Dwarves" got war against other dwarves. After years of waring, others were able to push this clan to empty tunnel system. The passage out was sealed by rocks and magic to prevent the clan to ever escape their prison. There prison stayed intact until very recently when mysterious earthquake destroyed the block, and the passage was clear again. This meant that Forgotten Dwarves were finally able to escape and have their revenge from other dwarves. And they really hated those other dwarves. This grudge had resulted of their better defense against other dwarves as well as better attack as well.
The inprisonment has also resulted other changes. As Forgotten Dwarves haven't met anyone else outside from their clan after the inprisonment, they aren't as charismatics anymore. Instead running in dark tunnels has resulted higher dexterity. Also, they have forgotten all other languages expect dwarven since no other languages were used during all those generations.
Traits
Dwarves possess the following racial traits.
- +2 Dexterity, +2 Constitution, -4 Charisma.
- Medium size.
- A dwarf’s base land speed is 20 feet. However, dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load.
- Darkvision out to to 60 feet.
- Stonecunning: This ability grants a dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up. Dwarves have a sixth sense about stonework, an innate ability that they get plenty of opportunity to practice and hone in their underground homes.
- Weapon Familiarity: Dwarves treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons.
- Stability: Dwarves are exceptionally stable on their feet. A dwarf has a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
- +1 racial bonus on saving throws against poison. *Not reflected in the saving throw numbers given here.
- +2 racial bonus on saving throws against spells and spell-like effects. *Not reflected in the saving throw numbers given here.
- +2 racial bonus on attack rolls against Dwarves.
- +3 dodge bonus to Armor Class against Dwarven creatures
- +3 racial bonus on Appraise checks that are related to stone or metal items.
- +3 racial bonus on Craft checks that are related to stone or metal.
- Automatic Languages: Dwarven
- Favored Class: Fighter.
- Holds grudge against other dwarven raceses
Generations ago a clan later named as "Forgotten Dwarves" got war against other dwarves. After years of waring, others were able to push this clan to empty tunnel system. The passage out was sealed by rocks and magic to prevent the clan to ever escape their prison. There prison stayed intact until very recently when mysterious earthquake destroyed the block, and the passage was clear again. This meant that Forgotten Dwarves were finally able to escape and have their revenge from other dwarves. And they really hated those other dwarves. This grudge had resulted of their better defense against other dwarves as well as better attack as well.
The inprisonment has also resulted other changes. As Forgotten Dwarves haven't met anyone else outside from their clan after the inprisonment, they aren't as charismatics anymore. Instead running in dark tunnels has resulted higher dexterity. Also, they have forgotten all other languages expect dwarven since no other languages were used during all those generations.
"As we all know, holy men were born during Christmas...
Like mr. Holopainen over there!"
- Marco Hietala, the bass player of Nightwish
Like mr. Holopainen over there!"
- Marco Hietala, the bass player of Nightwish
Wrong Item -Trap
To get most from this trap the party must be in need of powerfull weapon to be able to destroy the boss or it's minion.
The trap itself is a big room, and the hole almost the size of the room in the floor. At the center there is small isle, and only one bridge leading to it. In the isle there is dozens of items, the more magical the better. One of the items is the one the party needs. They can remove only one item from isle, and thus they must make a choice. If they select wrong item (not the one they need), the trap will be triggered. The only way out from the room is locked and powerfull creature is summoned to attack party. The monster may be as powerfull as you want, but thumb of rule is that the item the party has picked must be unusefull against the monster. Also, the access to the items in the isle is prevented, and will open only after the monster is defeated. The exit from the room is opened only after the wrong item is dropped to the pile of items.
It's up to DM how much the party knows about the item they are looking. I prefer giving them some foggy hints in forms of song of the mad bard in local town.
Also, if DM gets really sadistic he may not tell the party that they can pick only one item from the pile. If they pick more than one, there is as many monsters summoned as the number of wrong items picked up. It's not worthy get greed
To get most from this trap the party must be in need of powerfull weapon to be able to destroy the boss or it's minion.
The trap itself is a big room, and the hole almost the size of the room in the floor. At the center there is small isle, and only one bridge leading to it. In the isle there is dozens of items, the more magical the better. One of the items is the one the party needs. They can remove only one item from isle, and thus they must make a choice. If they select wrong item (not the one they need), the trap will be triggered. The only way out from the room is locked and powerfull creature is summoned to attack party. The monster may be as powerfull as you want, but thumb of rule is that the item the party has picked must be unusefull against the monster. Also, the access to the items in the isle is prevented, and will open only after the monster is defeated. The exit from the room is opened only after the wrong item is dropped to the pile of items.
It's up to DM how much the party knows about the item they are looking. I prefer giving them some foggy hints in forms of song of the mad bard in local town.
Also, if DM gets really sadistic he may not tell the party that they can pick only one item from the pile. If they pick more than one, there is as many monsters summoned as the number of wrong items picked up. It's not worthy get greed
"As we all know, holy men were born during Christmas...
Like mr. Holopainen over there!"
- Marco Hietala, the bass player of Nightwish
Like mr. Holopainen over there!"
- Marco Hietala, the bass player of Nightwish
- HisDivineShadow
- Posts: 10
- Joined: Thu Apr 26, 2007 11:21 am
- Contact:
Time Prophet Prestige Class
Requirements: Ranks: 8+Concentration, 8+Spellcraft, Feats: Lightning Reflexes, Quicken Spell, Spellcasting: Arcane; 3rd level or higher,
Class: Time Prophet
HD: 1d4
Fortitude: Poor
Reflex: Poor
Will: Good
BAB: Poor
Skills: Concentration (CON), Craft (INT), Decipher Script (INT), Knowledge (ALL) (INT), Profession (WIS), Search (INT), (2+INT modifier) skill points at each level gained.
W&A: Time Prophet gains no new weapons, armor, or shield proficiencies.
1: Timesense, +1 level of existing arcane spellcasting class,
2: +2 Precognition,
3: Apprentice Quicken Spell, +1 level of existing arcane spellcasting class,
4: 1/day Distortion Ray, +1 level of existing arcane spellcasting class,
5: +4 Precognition,
6: Timeshift, +1 level of existing arcane spellcasting class,
7: 2/day Distortion Ray, +1 level of existing arcane spellcasting class,
8: +6 Precognition,
9: Master Quicken Spell, +1 level of existing arcane spellcasting class,
10: Timestop, 3/day Distortion Ray, +1 level of existing arcane spellcasting class,
Timesense (Ex): The time prophet has develops and hones the ability to know exactly what time it is, the time prophet is even able to keep track of time while sleeping, but because this is a mental effort of the part of the time prophet, if she is knocked unconscious she loses her track of time. When waking up after being knocked unconscious, a caster check against a DC of 14 allows the time prophet to regain her sense of time.
Precognition (Ex): The time prophet gains a sixth sense that stretches into the future. This precognition essentially gives the time prophet a +2 dexterity bonus to her armor class, and a +2 bonus on reflex saves. This bonus is negated at any time when the time prophet is caught flat footed, or otherwise denied her dexterity bonus to her AC, after all, what’s the point of knowing you’re going to be hit, before your hit, if you can’t get out of the way? This bonus is also negated if the time prophet wears any armor that causes a spell failure chance. At level five this bonus becomes +4. At level 8 this bonus becomes +6.
Enhanced Quicken Spell (Su): Instead of the standard +4 spell level cost of Quicken Spell, the time prophet is able to instead use a cost of only +3 spell levels. At level 9 the cost further reduces to only +2 spell levels.
Distortion Ray (Su): Once per day the time prophet may use Distortion Ray to generate one of its effects. At level 7 Distortion Ray may be used Twice per day. At level 10 Distortion Ray may be used thrice per day.
Distort: Causes target of a 30 foot ranged touch attack to be shifted one age category in either direction (caster's choice), the target is subject to all age penalties, but none of the bonuses of his new age. Fortitude save, DC: 14 negates effect, after one week per age category, the target returns to his natural age. (takes a use of Distortion Ray even if touch attack misses, or if target succeeds in saving throw).
Destruction: Causes target of a 30 foot ranged touch attack to be blasted by a temporal distortion, dealing 2d6 damage per three caster levels. (takes a use of Distortion Ray even if touch attack misses, or if target succeeds in saving throw).
Disalign: Causes target of a 30 foot ranged touch attack to be phased into a different alignment of time, the target is effectively stunned for 1d4 rounds, +1 for every four caster levels. Fortitude save, DC 16 negates effect. (takes a use of Distortion Ray even if touch attack misses, or if target succeeds in saving throw).
Disintegrate: (Gained at 10th level) Causes target of a touch attack to be blasted into oblivion, thousands of years pass for the target in the few seconds that he is struck by the ray, causing him to instantly decay to nothing. (Can affect areas or objects, causing thousands of years of erosion in a matter of seconds). Fortitude save, DC: 18 negates effect, but target still takes 1d6 points of damage per two caster levels. (takes a use of Distortion Ray even if touch attack misses, or if target succeeds in saving throw). Creatures such as undead that are not effected by aging are immune to the effects of this ability.
Cone Shape: (Gained at 10th level) Instead of a single target effect, Distort, Destruction, and Disalign effects may be used to effect all within a 15 feet cone.
Timeshift (Su): Once per week the time prophet may use Timeshift in combat to reverse time, this undoes the last round, restarting combat just after the time prophet’s turn the previous round. Players are aware of their actions in the previous time-line, and are able to change and adjust them adequately. However monsters and non-player characters are unaware that anything has changed, and usually follow through with their intended action, (unless a player does something that makes that impractical or impossible). All damage taken in the turns that were reversed, is reversed. All rolls are rerolled, all checks remade. Essentially this is a second chance spell, nice for avoiding those critical hits that take the friendly member out. The time prophet must be conscious to cast this, and takes attacks of opportunity as normal, this is a partial action to cast, and the time prophet may take a movement action to cast this.
Timestop (Su): Once per day the time prophet may use Timestop, as spell but, stopping time for 1d4+2 rounds of combat. The caster is allowed full action within the Timestop, but no spells cast in the Timestop take effect until the Timestop has ended. This functions as the spell of the same name in the players handbook, except as noted above.
Requirements: Ranks: 8+Concentration, 8+Spellcraft, Feats: Lightning Reflexes, Quicken Spell, Spellcasting: Arcane; 3rd level or higher,
Class: Time Prophet
HD: 1d4
Fortitude: Poor
Reflex: Poor
Will: Good
BAB: Poor
Skills: Concentration (CON), Craft (INT), Decipher Script (INT), Knowledge (ALL) (INT), Profession (WIS), Search (INT), (2+INT modifier) skill points at each level gained.
W&A: Time Prophet gains no new weapons, armor, or shield proficiencies.
1: Timesense, +1 level of existing arcane spellcasting class,
2: +2 Precognition,
3: Apprentice Quicken Spell, +1 level of existing arcane spellcasting class,
4: 1/day Distortion Ray, +1 level of existing arcane spellcasting class,
5: +4 Precognition,
6: Timeshift, +1 level of existing arcane spellcasting class,
7: 2/day Distortion Ray, +1 level of existing arcane spellcasting class,
8: +6 Precognition,
9: Master Quicken Spell, +1 level of existing arcane spellcasting class,
10: Timestop, 3/day Distortion Ray, +1 level of existing arcane spellcasting class,
Timesense (Ex): The time prophet has develops and hones the ability to know exactly what time it is, the time prophet is even able to keep track of time while sleeping, but because this is a mental effort of the part of the time prophet, if she is knocked unconscious she loses her track of time. When waking up after being knocked unconscious, a caster check against a DC of 14 allows the time prophet to regain her sense of time.
Precognition (Ex): The time prophet gains a sixth sense that stretches into the future. This precognition essentially gives the time prophet a +2 dexterity bonus to her armor class, and a +2 bonus on reflex saves. This bonus is negated at any time when the time prophet is caught flat footed, or otherwise denied her dexterity bonus to her AC, after all, what’s the point of knowing you’re going to be hit, before your hit, if you can’t get out of the way? This bonus is also negated if the time prophet wears any armor that causes a spell failure chance. At level five this bonus becomes +4. At level 8 this bonus becomes +6.
Enhanced Quicken Spell (Su): Instead of the standard +4 spell level cost of Quicken Spell, the time prophet is able to instead use a cost of only +3 spell levels. At level 9 the cost further reduces to only +2 spell levels.
Distortion Ray (Su): Once per day the time prophet may use Distortion Ray to generate one of its effects. At level 7 Distortion Ray may be used Twice per day. At level 10 Distortion Ray may be used thrice per day.
Distort: Causes target of a 30 foot ranged touch attack to be shifted one age category in either direction (caster's choice), the target is subject to all age penalties, but none of the bonuses of his new age. Fortitude save, DC: 14 negates effect, after one week per age category, the target returns to his natural age. (takes a use of Distortion Ray even if touch attack misses, or if target succeeds in saving throw).
Destruction: Causes target of a 30 foot ranged touch attack to be blasted by a temporal distortion, dealing 2d6 damage per three caster levels. (takes a use of Distortion Ray even if touch attack misses, or if target succeeds in saving throw).
Disalign: Causes target of a 30 foot ranged touch attack to be phased into a different alignment of time, the target is effectively stunned for 1d4 rounds, +1 for every four caster levels. Fortitude save, DC 16 negates effect. (takes a use of Distortion Ray even if touch attack misses, or if target succeeds in saving throw).
Disintegrate: (Gained at 10th level) Causes target of a touch attack to be blasted into oblivion, thousands of years pass for the target in the few seconds that he is struck by the ray, causing him to instantly decay to nothing. (Can affect areas or objects, causing thousands of years of erosion in a matter of seconds). Fortitude save, DC: 18 negates effect, but target still takes 1d6 points of damage per two caster levels. (takes a use of Distortion Ray even if touch attack misses, or if target succeeds in saving throw). Creatures such as undead that are not effected by aging are immune to the effects of this ability.
Cone Shape: (Gained at 10th level) Instead of a single target effect, Distort, Destruction, and Disalign effects may be used to effect all within a 15 feet cone.
Timeshift (Su): Once per week the time prophet may use Timeshift in combat to reverse time, this undoes the last round, restarting combat just after the time prophet’s turn the previous round. Players are aware of their actions in the previous time-line, and are able to change and adjust them adequately. However monsters and non-player characters are unaware that anything has changed, and usually follow through with their intended action, (unless a player does something that makes that impractical or impossible). All damage taken in the turns that were reversed, is reversed. All rolls are rerolled, all checks remade. Essentially this is a second chance spell, nice for avoiding those critical hits that take the friendly member out. The time prophet must be conscious to cast this, and takes attacks of opportunity as normal, this is a partial action to cast, and the time prophet may take a movement action to cast this.
Timestop (Su): Once per day the time prophet may use Timestop, as spell but, stopping time for 1d4+2 rounds of combat. The caster is allowed full action within the Timestop, but no spells cast in the Timestop take effect until the Timestop has ended. This functions as the spell of the same name in the players handbook, except as noted above.
- HisDivineShadow
- Posts: 10
- Joined: Thu Apr 26, 2007 11:21 am
- Contact:
Psyonic Scion Base Class
This is a rollplaying class that I made for the evil villain of my session. I allowed a PC to play it, and it was fairly balanced. Essentially it is up to the DM to manage this so that the PC cannot abuse it if it is used. (If some one finds out they are being controlled, have them react by calling the guard to go kill the PC controlling him(her) or something like that). Basically the DM just needs to make sure that the PC does not get away with doing things. The spell level progression was supposed to be that of a bards, but I never got around to making more than 5 levels of spells (including level zero), so just use the bard spell progression and ignore levels 5 and 6.
In advance I apologize for the walls of text.
Class: Psyonic Scion
HD: 1d4
Fortitude: Poor
Reflex: Poor
Will: Good
BAB: Poor
Requirements: None (Base Class),
Skills: Bluff (CHA), Concentration (CON), Craft (INT), Diplomacy (CHA), Talent (INT)-(new skill), Gather Information (CHA), Intimidate (CHA), Knowledge: Any (INT), Profession (WIS), Psycraft (INT)-(new skill), Search (INT), Sense Motive (WIS), Spellcraft (INT), (4+INT modifier)x4 skill points are gained at first level, and (4+INT modifier) at each level thereafter. The Psyonic Scion also gains a new class skill (of player's choice) at levels 5, and 15 each skill chosen starts at 4 ranks, and at each class level gained thereafter, an additional skill point is gained per new class skill.
W&A: The Psyonic Scion is proficient with all simple weapons, and two weapons of the player's choice, but has no proficiency in any armor or shields. Arcane spell failure applies to all spells cast by the Psyonic Scion, because it somehow interferes with the psyonicness, and I needed to balance this class.
01: Telepathy: 30 feet, Mind Probe: 1/day,
02: Blindsense: 15 feet,
03: Mind Probe: 3/day,
04: Beguile: 2/day,
05: Mind Probe: 5/day, Bonus Feat: Metamagic or Item Creation,
06: Blindsense: 25 feet,
07: Mind Probe: 7/day,
08: Beguile: 3/day,
09: Mind Probe: 9/day,
10: Special Ability, Bonus Feat: Metamagic or Item Creation,
11: Mind Probe: 11/day,
12: Special Ability, Blindsense: 30 feet, Friends Forever,
13: Mind Probe: 13/day,
14: Special Ability, Mass Beguile,
15: Mind Probe: 15/day, Bonus Feat: Metamagic or Item Creation,
16: Special Ability,
17: Mind Probe: 17/day,
18: Special Ability,
19: Mind Probe: 19/day,
20: Special Ability, Bonus Feat: Metamagic or Item Creation,
Telepathy (Ex): At first level, the Psyonic Scion unlocks one of the most basic Psyonic powers, that of telepathy, enabling her to communicate mentally with those around her (up to 30 feet). This means the Psyonic Scion can communicate with any creature that has a language. Telepathy works by allowing the Psyonic Scion to pick up the surface thoughts of those around her, and by projecting her own thoughts to them. Because projected thoughts are "heard" they have no power to influence the actions of others. A concentration check, DC: 13, is made to block out telepathy, both preventing the projection of unwanted thoughts, and protecting the privacy of your own surface thoughts. A bluff check can be made to make the projected "voice" appear to be a specific person's, (besides the Scion's own, which is naturally projected), this is made verses the intuition check of the target. A similar process is used for making the projected "voice" appear to be coming from a direction different from where the Scion is.
Mind Probe (Su): Mind Probe is a Psyonic Construct that exists between the Prime Material plane, and the Astral plane. It is a cord-link, (usually manifested as a dark-purple glowing strand that seems to suck light into itself), connecting the Psyonic Scion and the target of the Mind Probe ability. Mind Probe depends upon the class specific skill, Talent, the Psyonic Scion's skill rank in Talent determines the variety of effects mind probe can do. (As seen on the chart below). Casting time may vary, because the cord must hunt down the target's Astral projection, and burrow into it; this is why, when casting Mind Probe, the Psyonic Scion must have sight of the target in the Prime Material plane, either through physically being near the target, or by scrying the target's location. Total casting time is about 30 seconds, the effects of Mind Probe are negated, and the construct destroyed, if the target of Mind Probe succeeds at a Will Save, DC: 13+(the CL of the Psyonic Scion). Upon insertion, the target of Mind Probe feels light headed, nauseous, or just very dizzy. This is because the damage done to the target's Astral form isn't directly felt by the target. The Psyonic Scion can only have a number of people under the effects of mind probe equal to the number of times she can cast it in one day. It lasts until the Scion recalls the construct, or until the construct is destroyed. Each day the Psyonic Scion decides if she will reinforce the constructs, (Absorbing a use of Mind Probe for the day, but denying the target an additional will save), or allow the constructs to decay, thus freeing the target(s) of Mind Probe.
Notes on Balancing: Resistance: Each day a target is under the effect of the Mind Probe ability, it gains more "resistance" to its effects, effectively gaining a +2 bonus to Will Saves to resist the effects of mind probe, this bonus stacks each day. After Mind Probe is removed from the target, the resistance slowly fades down, the target takes a -1 penalty to the resistance effect for each day it is not under the effect of mind probe. (Resistance cannot go into negative numbers). If the total resistance bonus acquired by a target is +20 or greater, the Mind Probe Construct is destroyed, and the target is immune to any future incursion of Mind Probe until it's resistance reaches 0. Creatures with at least four less HD than that of the Psyonic Scion do not gain resistance bonuses, and are not subject to breaking free of the Mind Probe ability (unless released by the Scion).
Mind Probe Construct: The cord itself has 14 HP, and 8/- Damage Reduction, because it exists on the Astral plane, it cannot be seen or damaged on the Prime Material plane. Each construct can effect a creature of up to 3 HD, so a creature with 5 HD would require two constructs to be effected by Mind Probe. (Effectively consuming two daily uses of mind probe to effect a single creature). The Mind Probe Construct lasts for 24 hours (Prime Material Time), after which it decays into nothing.
This is a rollplaying class that I made for the evil villain of my session. I allowed a PC to play it, and it was fairly balanced. Essentially it is up to the DM to manage this so that the PC cannot abuse it if it is used. (If some one finds out they are being controlled, have them react by calling the guard to go kill the PC controlling him(her) or something like that). Basically the DM just needs to make sure that the PC does not get away with doing things. The spell level progression was supposed to be that of a bards, but I never got around to making more than 5 levels of spells (including level zero), so just use the bard spell progression and ignore levels 5 and 6.
In advance I apologize for the walls of text.
Class: Psyonic Scion
HD: 1d4
Fortitude: Poor
Reflex: Poor
Will: Good
BAB: Poor
Requirements: None (Base Class),
Skills: Bluff (CHA), Concentration (CON), Craft (INT), Diplomacy (CHA), Talent (INT)-(new skill), Gather Information (CHA), Intimidate (CHA), Knowledge: Any (INT), Profession (WIS), Psycraft (INT)-(new skill), Search (INT), Sense Motive (WIS), Spellcraft (INT), (4+INT modifier)x4 skill points are gained at first level, and (4+INT modifier) at each level thereafter. The Psyonic Scion also gains a new class skill (of player's choice) at levels 5, and 15 each skill chosen starts at 4 ranks, and at each class level gained thereafter, an additional skill point is gained per new class skill.
W&A: The Psyonic Scion is proficient with all simple weapons, and two weapons of the player's choice, but has no proficiency in any armor or shields. Arcane spell failure applies to all spells cast by the Psyonic Scion, because it somehow interferes with the psyonicness, and I needed to balance this class.
01: Telepathy: 30 feet, Mind Probe: 1/day,
02: Blindsense: 15 feet,
03: Mind Probe: 3/day,
04: Beguile: 2/day,
05: Mind Probe: 5/day, Bonus Feat: Metamagic or Item Creation,
06: Blindsense: 25 feet,
07: Mind Probe: 7/day,
08: Beguile: 3/day,
09: Mind Probe: 9/day,
10: Special Ability, Bonus Feat: Metamagic or Item Creation,
11: Mind Probe: 11/day,
12: Special Ability, Blindsense: 30 feet, Friends Forever,
13: Mind Probe: 13/day,
14: Special Ability, Mass Beguile,
15: Mind Probe: 15/day, Bonus Feat: Metamagic or Item Creation,
16: Special Ability,
17: Mind Probe: 17/day,
18: Special Ability,
19: Mind Probe: 19/day,
20: Special Ability, Bonus Feat: Metamagic or Item Creation,
Telepathy (Ex): At first level, the Psyonic Scion unlocks one of the most basic Psyonic powers, that of telepathy, enabling her to communicate mentally with those around her (up to 30 feet). This means the Psyonic Scion can communicate with any creature that has a language. Telepathy works by allowing the Psyonic Scion to pick up the surface thoughts of those around her, and by projecting her own thoughts to them. Because projected thoughts are "heard" they have no power to influence the actions of others. A concentration check, DC: 13, is made to block out telepathy, both preventing the projection of unwanted thoughts, and protecting the privacy of your own surface thoughts. A bluff check can be made to make the projected "voice" appear to be a specific person's, (besides the Scion's own, which is naturally projected), this is made verses the intuition check of the target. A similar process is used for making the projected "voice" appear to be coming from a direction different from where the Scion is.
Mind Probe (Su): Mind Probe is a Psyonic Construct that exists between the Prime Material plane, and the Astral plane. It is a cord-link, (usually manifested as a dark-purple glowing strand that seems to suck light into itself), connecting the Psyonic Scion and the target of the Mind Probe ability. Mind Probe depends upon the class specific skill, Talent, the Psyonic Scion's skill rank in Talent determines the variety of effects mind probe can do. (As seen on the chart below). Casting time may vary, because the cord must hunt down the target's Astral projection, and burrow into it; this is why, when casting Mind Probe, the Psyonic Scion must have sight of the target in the Prime Material plane, either through physically being near the target, or by scrying the target's location. Total casting time is about 30 seconds, the effects of Mind Probe are negated, and the construct destroyed, if the target of Mind Probe succeeds at a Will Save, DC: 13+(the CL of the Psyonic Scion). Upon insertion, the target of Mind Probe feels light headed, nauseous, or just very dizzy. This is because the damage done to the target's Astral form isn't directly felt by the target. The Psyonic Scion can only have a number of people under the effects of mind probe equal to the number of times she can cast it in one day. It lasts until the Scion recalls the construct, or until the construct is destroyed. Each day the Psyonic Scion decides if she will reinforce the constructs, (Absorbing a use of Mind Probe for the day, but denying the target an additional will save), or allow the constructs to decay, thus freeing the target(s) of Mind Probe.
Notes on Balancing: Resistance: Each day a target is under the effect of the Mind Probe ability, it gains more "resistance" to its effects, effectively gaining a +2 bonus to Will Saves to resist the effects of mind probe, this bonus stacks each day. After Mind Probe is removed from the target, the resistance slowly fades down, the target takes a -1 penalty to the resistance effect for each day it is not under the effect of mind probe. (Resistance cannot go into negative numbers). If the total resistance bonus acquired by a target is +20 or greater, the Mind Probe Construct is destroyed, and the target is immune to any future incursion of Mind Probe until it's resistance reaches 0. Creatures with at least four less HD than that of the Psyonic Scion do not gain resistance bonuses, and are not subject to breaking free of the Mind Probe ability (unless released by the Scion).
Mind Probe Construct: The cord itself has 14 HP, and 8/- Damage Reduction, because it exists on the Astral plane, it cannot be seen or damaged on the Prime Material plane. Each construct can effect a creature of up to 3 HD, so a creature with 5 HD would require two constructs to be effected by Mind Probe. (Effectively consuming two daily uses of mind probe to effect a single creature). The Mind Probe Construct lasts for 24 hours (Prime Material Time), after which it decays into nothing.
- HisDivineShadow
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- Joined: Thu Apr 26, 2007 11:21 am
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Continuing the Psyonic Scion Class from above
The following chart is not all encompassing, if the player finds something they would wish to try to do with Mind Probe, let them inform the DM so he can set an appropriate rank and DC for it.
Mind Probe, Talent Chart:
-00+Ranks: Mind Probe can establish a limited telepathic link between the caster and a target (with unlimited range), it can lead the caster to the target (provided that mind probe is already cast on the target), and allows the caster to read the surface thoughts of the target (also unlimited range).
-04+Ranks: Mind Probe can expose, to the caster, the emotions the target is feeling, and allows the caster to influence them slightly. (Will Save 14)
-06+Ranks: Mind Probe may be used to cause pain to it's target, dealing 1d4 damage. (This may only be done once per round, per target). (Will Save 16 negates damage)
-07+Ranks: Mind Probe allows the caster to fully influence the target's emotions, changing them at will, with but a thought. (Will Save 16)
-08+Ranks: Mind Probe can be used by the caster, to insert an instinctual thought into the target, and can be used to read the instinctual thoughts of the target. (Will Save 16)
-09+Ranks: Mind Probe can effect up to two people with a single casting, provided that they are both within thirty feet of the caster. (This Still costs two (or more, based upon the target's HD) uses of Mind Probe).
-10+Ranks: Mind Probe can be used by the caster, to insert a conscious thought into the target, and grants the caster minimal control of the target's senses. (Will Save 18)
-11+Ranks: Mind Probe can be used by the caster, to read deep thoughts and memories of the target. (Will Save 16)
-12+Ranks: Mind Probe can be used by the caster, to insert a subconscious thought into the target, and grants the caster average control of the target's senses. (Will Save 20)
-13+Ranks: Mind Probe can effect up to five people with a single casting, provided that they are all within thirty feet of the caster. (This still costs daily uses of Mind Probe for each target (or more, based upon the targets' HD)).
-14+Ranks: Mind Probe can be used by the caster, to suggest an action, which is then carried out. Because the mind has to rationalize it somehow, the target believes it was his(her) own idea to carry the action out. Grants caster full control of the target's senses. (Will Save 22)
-15+Ranks: Mind Probe can be used by the caster, to read private thoughts and repressed memories of the target. (Will Save 22)
-16+Ranks: Mind Probe may be used to cause pain to it's target, dealing 2d4 damage. (This may only be done once per round, per target). (Will Save 18 negates damage)
-17+Ranks: Mind Probe can effect up to seven people with a single casting, provided that they are all within thirty feet of the caster. (This Still costs daily uses of Mind Probe for each target (or more, based upon the targets' HD)).
-18+Ranks: Mind Probe allows the caster to change what, and how the target thinks, and can be used to alter or purge memories. This ability is a major point for the advancing Scion, as she can now make people believe that they have served her all of their lives, so that even when they are freed of the Mind Probe effect, they will still believe they should serve her will. The Scion can also use this to convince a greedy person that they are generous, effectively altering personality traits, there are very few limits to this Mind Probe effect save that memory alterations can be recovered, and tend to wear off. Every other day for two weeks the Will Save may be attempted again to recover altered memories, if the save has not been made after two weeks, it is made once every month for six months, if the save has not been made after six months, the memory changes become permanently entangled in the target's mind, and cannot be recovered save by a wish or miracle spell. (Will Save 18)
-20+Ranks: Mind Probe effects can be made permanent, (a constant subconscious thought, a forever lasting compulsion effect, permanent memory changes, or almost any other effect that can be done with Mind Probe). (Will Save 14) (First the target makes a will save to resist the initial ability, then makes another will save to resist the permanency).
-21+Ranks: Mind Probe can effect up to nine people with a single casting, provided that they are all within thirty feet of the caster. (This Still costs daily uses of Mind Probe for each target (or more, based upon the targets' HD)).
-22+Ranks: Mind Probe can literally be used as a conduit to drain knowledge from the target to the caster, giving the caster access to the target's memories, and deepest secrets. This gives the caster +15 to all bluff checks when pretending to be someone who's knowledge the caster has drained, also grants +15 to all intuition checks when deciding what that person would do in a given situation. (Will Save 16)
-23+Ranks: Mind Probe may be used to cause pain to it's target, dealing 3d4 damage. (This may only be done once per round, per target). (No Will Save against damage)
-24+Ranks: Mind Probe can break through magical defenses created by anything less than a 14th level caster.
-25+Ranks: Mind Probe can effect up to eleven people with a single casting, provided that they are all within thirty feet of the caster. (This Still costs daily uses of Mind Probe for each target (or more, based upon the targets' HD)).
-26+Ranks: The Epitome of all Psyonic Scions, Mind Probe can be used, by the caster, to plant a "seed" thought, that the target will dwell upon and eventually come to comply with. This “seed” germinates after only one week, and can be used to influence large numbers of people over a period of time, making them come to believe in and follow the caster. From thinking that the caster is their common friend, to their god, there are few limits to this power. The "seed" thought remains planted in a target even after the construct is no longer attached. Major changes forced upon the mind of the target by this power can have the adverse effect of fanaticism. The target may become so obsessed with the “seed” thought that nothing else matters. This would make the target's actions highly noticeable and suspicious. (Such effects are left to the DM's discretion). (Will Save 18)
Class abilities:
Blindsense (Su): At second level, the Psyonic Scion becomes adept at picking up traces of thought from creatures, (that are capable of thinking: not undead, constructs or oozes), effectively giving her an extrasensory perception. At second level this reaches to 15 feet, it becomes 25 feet at sixth level, and improves again, to 30 feet, at twelfth level.
Beguile (Su): At fourth level, the Psyonic Scion can beguile any single living creature, within range of the Psyonic Scion's blindsense ability, of size large or smaller. The target must succeed at a Will Save (19) to resist the effect. The creature gains +5 on its saving throw if it is currently being attacked by the Psyonic Scion, or her allies. At first, this may be used twice per day, however, at level eight it may be used thrice per day. Beguiling a creature is a standard action that does not draw any attacks of opportunity. If successful, the target regards the Scion as it's trusted friend and ally, as though under the charm spell, (person, animal, or monster, as appropriate).
Friends Forever (Su): Upon reaching twelfth level, the Psyonic Scion tightens her control over those around her, creatures under the effect of her beguile ability become her permanent friends, unless the Scion does something obviously harmful to the creature, or orders it to take an action that is suicidal or utterly against it's nature. (Which breaks the friendship). A Psyonic Scion can have only two such friends at any given time. This can be temporarily suppressed by a protection from evil spell, psyonic shield spell, or psyonic shell spell. Or permanently broken by a dispel magic, or psyonic break, both of which done against a caster level of 14.
Mass Beguile (Su): Once per day, at level sixteen, the Psyonic Scion may alter her beguile ability to effect multiple targets, within the range of her blindsense, whose total Hit Die do not exceed 40. This is a supernatural mind-affecting ability that can be used in addition to beguiling a single creature. If more potential targets exist than the Psyonic Scion can affect, she chooses them one at a time until she exceeds the Hit Die limit.
The following chart is not all encompassing, if the player finds something they would wish to try to do with Mind Probe, let them inform the DM so he can set an appropriate rank and DC for it.
Mind Probe, Talent Chart:
-00+Ranks: Mind Probe can establish a limited telepathic link between the caster and a target (with unlimited range), it can lead the caster to the target (provided that mind probe is already cast on the target), and allows the caster to read the surface thoughts of the target (also unlimited range).
-04+Ranks: Mind Probe can expose, to the caster, the emotions the target is feeling, and allows the caster to influence them slightly. (Will Save 14)
-06+Ranks: Mind Probe may be used to cause pain to it's target, dealing 1d4 damage. (This may only be done once per round, per target). (Will Save 16 negates damage)
-07+Ranks: Mind Probe allows the caster to fully influence the target's emotions, changing them at will, with but a thought. (Will Save 16)
-08+Ranks: Mind Probe can be used by the caster, to insert an instinctual thought into the target, and can be used to read the instinctual thoughts of the target. (Will Save 16)
-09+Ranks: Mind Probe can effect up to two people with a single casting, provided that they are both within thirty feet of the caster. (This Still costs two (or more, based upon the target's HD) uses of Mind Probe).
-10+Ranks: Mind Probe can be used by the caster, to insert a conscious thought into the target, and grants the caster minimal control of the target's senses. (Will Save 18)
-11+Ranks: Mind Probe can be used by the caster, to read deep thoughts and memories of the target. (Will Save 16)
-12+Ranks: Mind Probe can be used by the caster, to insert a subconscious thought into the target, and grants the caster average control of the target's senses. (Will Save 20)
-13+Ranks: Mind Probe can effect up to five people with a single casting, provided that they are all within thirty feet of the caster. (This still costs daily uses of Mind Probe for each target (or more, based upon the targets' HD)).
-14+Ranks: Mind Probe can be used by the caster, to suggest an action, which is then carried out. Because the mind has to rationalize it somehow, the target believes it was his(her) own idea to carry the action out. Grants caster full control of the target's senses. (Will Save 22)
-15+Ranks: Mind Probe can be used by the caster, to read private thoughts and repressed memories of the target. (Will Save 22)
-16+Ranks: Mind Probe may be used to cause pain to it's target, dealing 2d4 damage. (This may only be done once per round, per target). (Will Save 18 negates damage)
-17+Ranks: Mind Probe can effect up to seven people with a single casting, provided that they are all within thirty feet of the caster. (This Still costs daily uses of Mind Probe for each target (or more, based upon the targets' HD)).
-18+Ranks: Mind Probe allows the caster to change what, and how the target thinks, and can be used to alter or purge memories. This ability is a major point for the advancing Scion, as she can now make people believe that they have served her all of their lives, so that even when they are freed of the Mind Probe effect, they will still believe they should serve her will. The Scion can also use this to convince a greedy person that they are generous, effectively altering personality traits, there are very few limits to this Mind Probe effect save that memory alterations can be recovered, and tend to wear off. Every other day for two weeks the Will Save may be attempted again to recover altered memories, if the save has not been made after two weeks, it is made once every month for six months, if the save has not been made after six months, the memory changes become permanently entangled in the target's mind, and cannot be recovered save by a wish or miracle spell. (Will Save 18)
-20+Ranks: Mind Probe effects can be made permanent, (a constant subconscious thought, a forever lasting compulsion effect, permanent memory changes, or almost any other effect that can be done with Mind Probe). (Will Save 14) (First the target makes a will save to resist the initial ability, then makes another will save to resist the permanency).
-21+Ranks: Mind Probe can effect up to nine people with a single casting, provided that they are all within thirty feet of the caster. (This Still costs daily uses of Mind Probe for each target (or more, based upon the targets' HD)).
-22+Ranks: Mind Probe can literally be used as a conduit to drain knowledge from the target to the caster, giving the caster access to the target's memories, and deepest secrets. This gives the caster +15 to all bluff checks when pretending to be someone who's knowledge the caster has drained, also grants +15 to all intuition checks when deciding what that person would do in a given situation. (Will Save 16)
-23+Ranks: Mind Probe may be used to cause pain to it's target, dealing 3d4 damage. (This may only be done once per round, per target). (No Will Save against damage)
-24+Ranks: Mind Probe can break through magical defenses created by anything less than a 14th level caster.
-25+Ranks: Mind Probe can effect up to eleven people with a single casting, provided that they are all within thirty feet of the caster. (This Still costs daily uses of Mind Probe for each target (or more, based upon the targets' HD)).
-26+Ranks: The Epitome of all Psyonic Scions, Mind Probe can be used, by the caster, to plant a "seed" thought, that the target will dwell upon and eventually come to comply with. This “seed” germinates after only one week, and can be used to influence large numbers of people over a period of time, making them come to believe in and follow the caster. From thinking that the caster is their common friend, to their god, there are few limits to this power. The "seed" thought remains planted in a target even after the construct is no longer attached. Major changes forced upon the mind of the target by this power can have the adverse effect of fanaticism. The target may become so obsessed with the “seed” thought that nothing else matters. This would make the target's actions highly noticeable and suspicious. (Such effects are left to the DM's discretion). (Will Save 18)
Class abilities:
Blindsense (Su): At second level, the Psyonic Scion becomes adept at picking up traces of thought from creatures, (that are capable of thinking: not undead, constructs or oozes), effectively giving her an extrasensory perception. At second level this reaches to 15 feet, it becomes 25 feet at sixth level, and improves again, to 30 feet, at twelfth level.
Beguile (Su): At fourth level, the Psyonic Scion can beguile any single living creature, within range of the Psyonic Scion's blindsense ability, of size large or smaller. The target must succeed at a Will Save (19) to resist the effect. The creature gains +5 on its saving throw if it is currently being attacked by the Psyonic Scion, or her allies. At first, this may be used twice per day, however, at level eight it may be used thrice per day. Beguiling a creature is a standard action that does not draw any attacks of opportunity. If successful, the target regards the Scion as it's trusted friend and ally, as though under the charm spell, (person, animal, or monster, as appropriate).
Friends Forever (Su): Upon reaching twelfth level, the Psyonic Scion tightens her control over those around her, creatures under the effect of her beguile ability become her permanent friends, unless the Scion does something obviously harmful to the creature, or orders it to take an action that is suicidal or utterly against it's nature. (Which breaks the friendship). A Psyonic Scion can have only two such friends at any given time. This can be temporarily suppressed by a protection from evil spell, psyonic shield spell, or psyonic shell spell. Or permanently broken by a dispel magic, or psyonic break, both of which done against a caster level of 14.
Mass Beguile (Su): Once per day, at level sixteen, the Psyonic Scion may alter her beguile ability to effect multiple targets, within the range of her blindsense, whose total Hit Die do not exceed 40. This is a supernatural mind-affecting ability that can be used in addition to beguiling a single creature. If more potential targets exist than the Psyonic Scion can affect, she chooses them one at a time until she exceeds the Hit Die limit.
- HisDivineShadow
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- Joined: Thu Apr 26, 2007 11:21 am
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Continuing the Psyonic Scion Class from above
Level Zero Spells:
Kinetic Echo: 1d4 damage per four caster levels to single target, maximum of 3d4 damage.
Control Light: Adjust ambient light levels.
Corruption of Mind: Target takes a -2 penalty to Will Saves for 1 hour per caster level, Will Save (14) negates effect.
Dream Induction: Powerful fatigue batters target, allowing only a partial action to be taken each round, being hit twice with this spell causes the target to immediately collapse into sleep. Will Save (14) negates effect.
Dream Influence: Caster gains control of target's dream for duration of that dream, or until the caster stops channeling the spell.
Perception Influence: Caster can change the way a single target thinks, feels, or understands the world around him. (Make target take notice of something it would have normally overlooked, or ignore something obvious). Will save (14) negates effect.
Extra-Planner Medium: Caster can communicate with extra-dimensional beings.
Pharaoh Carta: Caster gains control of lesser creatures (diminutive vermin and the like). This spell permanently controls the targets (as many as five per caster level), making them utterly loyal to the caster (such creatures have weak minds), even if not commanded to do so, they will defend the caster against any opponent. Each time this spell is cast, another group of creatures is dominated, if enough creatures are dominated, a swarm can be created. Commanding the dominated creatures is a standard action, but requires them to be within the range of the Psyonic Scion's telepathy.
Level One Spells:
Astral Construct: Caster creates a construct out of ectoplasm drawn from the astral plane. One round casting time, construct lasts for 1 round/caster level. (As per the spell Astral Construct in the Psionics Handbook).
Attraction: Plants a compelling attraction in the mind of one subject/caster level. The target takes reasonable steps to meet, get close to, or find the object of its inserted attraction. This is not a blind obsession, but if attracted to a person, the person gets +4 to Bluff, Diplomacy, Intimidate, and Sense Motive checks against the target.
Cloud Mind: Subject cannot sense target's presence through any means, and remains unaware of target's actions. Will save (14) negates effect.
Repulsion: Plants a compelling repulsion in the mind of one subject/caster level. The target takes reasonable steps to avoid, stay away from, or forget the object of its inserted repulsion. This is not a blind obsession, but if a repulsed to a person, the person gets -4 to Bluff, Diplomacy, Intimidate, and Sense Motive checks against the target.
Kinetic Ray: 1d4 damage per caster level to single target, to a maximum of 5d4 damage.
Kinetic Shield: 2/- damage reduction granted to caster, lasts for 1 hour per caster level.
Illusionary Image: Creates a mental illusion that seems real to all targets, up to two per caster level; Illusionary Image lasts for 1 minute per 3 caster levels, and is limited only by the caster's imagination. (Illusion can also create visual and audio sensory input to the target(s).
Illusionary Manifestation: Causes previously created illusion to become 50% real. (Still lasts for the standard image duration).
Psyonic Beacon: Caster can locate the designated target anywhere within 1 mile per caster level. Requires knowledge of what the target looks like, or an object that had been in his/her possession to focus the spell.
Level Two Spells:
Kinetic Burst: 1d4 damage per caster level to all within 10 feet of target, to a maximum of 9d4 damage to each target.
Psyonic Shield: Target gains +4 bonus to all will saves verses psyonic effects for one hour per caster level.
Mass Perception Influence: Caster can change the way multiple targets (1 per caster level), think, feel, or understand the world around them.
Telekinetic Force: Caster can push or pull targets within thirty feet, they are moved (3d4)x5 feet total, divided amongst the target as the caster wishes.
Psyonic Sight: Caster can "see" anything within 1 mile per caster level. (Scrying Spell)
Level Three Spells:
Mass Cloud Mind: Subject/caster level, cannot sense target's presence through any means, and remains unaware of target's actions. Will save (14) negates effect.
Kinetic Storm: 1 ray (as spell Kinetic Ray) is created per 4 caster levels, maximum of 6 rays.
Kinetic Sphere: 5/- damage reduction granted to caster, lasts for 1 hour per 2 caster levels.
Psyonic Break: As the spell (Dispel Magic).
Suggestion: As the spell (Suggestion).
True Manifestation: Illusion becomes 100% real, and permanent, this cannot create magical items, and complex items require an appropriate craft check. This works by bending reality, and costs experience equal to 1/5 the gold cost of the item created.
Level Four Spells:
Genesis X: You instigate a new demiplane on the Astral Plane. (180ft. for each use of Genesis). (As per the spell Genesis in the Psionic Handbook).
Kinetic Pulse: Each round all enemies within thirty feet of the caster take 2d4 damage that stacks with itself each round. The spell lasts a maximum of 5 rounds.
Psycokinetic Siphon: Caster draws energy in and maximizes all numerical effects of the next spell, (level three or lower), cast, (within 5 rounds or effect wasted).
Psyonic Shell: Target gains +8 bonus to all will saves verses psyonic effects for one hour per two caster levels.
Mass Suggestion: As the spell (Mass Suggestion).
Dominate: As the spell (Dominate).
Planner-Gate: Creates an extra-dimensional tunnel to another plane of existence, allowing passage, or summon, of creatures of both planes.
Level Zero Spells:
Kinetic Echo: 1d4 damage per four caster levels to single target, maximum of 3d4 damage.
Control Light: Adjust ambient light levels.
Corruption of Mind: Target takes a -2 penalty to Will Saves for 1 hour per caster level, Will Save (14) negates effect.
Dream Induction: Powerful fatigue batters target, allowing only a partial action to be taken each round, being hit twice with this spell causes the target to immediately collapse into sleep. Will Save (14) negates effect.
Dream Influence: Caster gains control of target's dream for duration of that dream, or until the caster stops channeling the spell.
Perception Influence: Caster can change the way a single target thinks, feels, or understands the world around him. (Make target take notice of something it would have normally overlooked, or ignore something obvious). Will save (14) negates effect.
Extra-Planner Medium: Caster can communicate with extra-dimensional beings.
Pharaoh Carta: Caster gains control of lesser creatures (diminutive vermin and the like). This spell permanently controls the targets (as many as five per caster level), making them utterly loyal to the caster (such creatures have weak minds), even if not commanded to do so, they will defend the caster against any opponent. Each time this spell is cast, another group of creatures is dominated, if enough creatures are dominated, a swarm can be created. Commanding the dominated creatures is a standard action, but requires them to be within the range of the Psyonic Scion's telepathy.
Level One Spells:
Astral Construct: Caster creates a construct out of ectoplasm drawn from the astral plane. One round casting time, construct lasts for 1 round/caster level. (As per the spell Astral Construct in the Psionics Handbook).
Attraction: Plants a compelling attraction in the mind of one subject/caster level. The target takes reasonable steps to meet, get close to, or find the object of its inserted attraction. This is not a blind obsession, but if attracted to a person, the person gets +4 to Bluff, Diplomacy, Intimidate, and Sense Motive checks against the target.
Cloud Mind: Subject cannot sense target's presence through any means, and remains unaware of target's actions. Will save (14) negates effect.
Repulsion: Plants a compelling repulsion in the mind of one subject/caster level. The target takes reasonable steps to avoid, stay away from, or forget the object of its inserted repulsion. This is not a blind obsession, but if a repulsed to a person, the person gets -4 to Bluff, Diplomacy, Intimidate, and Sense Motive checks against the target.
Kinetic Ray: 1d4 damage per caster level to single target, to a maximum of 5d4 damage.
Kinetic Shield: 2/- damage reduction granted to caster, lasts for 1 hour per caster level.
Illusionary Image: Creates a mental illusion that seems real to all targets, up to two per caster level; Illusionary Image lasts for 1 minute per 3 caster levels, and is limited only by the caster's imagination. (Illusion can also create visual and audio sensory input to the target(s).
Illusionary Manifestation: Causes previously created illusion to become 50% real. (Still lasts for the standard image duration).
Psyonic Beacon: Caster can locate the designated target anywhere within 1 mile per caster level. Requires knowledge of what the target looks like, or an object that had been in his/her possession to focus the spell.
Level Two Spells:
Kinetic Burst: 1d4 damage per caster level to all within 10 feet of target, to a maximum of 9d4 damage to each target.
Psyonic Shield: Target gains +4 bonus to all will saves verses psyonic effects for one hour per caster level.
Mass Perception Influence: Caster can change the way multiple targets (1 per caster level), think, feel, or understand the world around them.
Telekinetic Force: Caster can push or pull targets within thirty feet, they are moved (3d4)x5 feet total, divided amongst the target as the caster wishes.
Psyonic Sight: Caster can "see" anything within 1 mile per caster level. (Scrying Spell)
Level Three Spells:
Mass Cloud Mind: Subject/caster level, cannot sense target's presence through any means, and remains unaware of target's actions. Will save (14) negates effect.
Kinetic Storm: 1 ray (as spell Kinetic Ray) is created per 4 caster levels, maximum of 6 rays.
Kinetic Sphere: 5/- damage reduction granted to caster, lasts for 1 hour per 2 caster levels.
Psyonic Break: As the spell (Dispel Magic).
Suggestion: As the spell (Suggestion).
True Manifestation: Illusion becomes 100% real, and permanent, this cannot create magical items, and complex items require an appropriate craft check. This works by bending reality, and costs experience equal to 1/5 the gold cost of the item created.
Level Four Spells:
Genesis X: You instigate a new demiplane on the Astral Plane. (180ft. for each use of Genesis). (As per the spell Genesis in the Psionic Handbook).
Kinetic Pulse: Each round all enemies within thirty feet of the caster take 2d4 damage that stacks with itself each round. The spell lasts a maximum of 5 rounds.
Psycokinetic Siphon: Caster draws energy in and maximizes all numerical effects of the next spell, (level three or lower), cast, (within 5 rounds or effect wasted).
Psyonic Shell: Target gains +8 bonus to all will saves verses psyonic effects for one hour per two caster levels.
Mass Suggestion: As the spell (Mass Suggestion).
Dominate: As the spell (Dominate).
Planner-Gate: Creates an extra-dimensional tunnel to another plane of existence, allowing passage, or summon, of creatures of both planes.
- HisDivineShadow
- Posts: 10
- Joined: Thu Apr 26, 2007 11:21 am
- Contact:
Continuing the Psyonic Scion Class from above
Special Abilities:
Expanded Control: Allows Mind Probe to be cast five extra times per day. Lowers the rate at which resistance bonuses are gained, (+1 instead of +2). And doubles the length of time that Mind Probe Constructs can affect targets. (Now lasts for 48 hours, which effectively doubles the number of creatures that can be effected by mind probe; if the caster were to use daily uses every other day to control the same number of targets).
Improved Psyonic Construct: Adds +2 HD of control to each construct of Mind Probe. Also increase the HP by 8 and increase the damage reduction by 2/- for each construct. This Ability may be taken multiple times, its effects stack. For every additional time this ability is taken, the number of bonus HD of control gained by the constructs increase by +1, stacking with itself. The first time would provide 2 bonus HD of control, the second time would provide 3, etc...
Quicken Mind: Grants the Quicken Spell Feat, but -2 to the spell level modifier for quickened spells.
Empowered Mind: Increase the numeric effect of any offensive class spell by 2d4, this can be taken multiple times, each time applying to a new class spell.
Persuasion: Allows the Psyonic Scion to influence those around her; suggestion at will, will save DC: 18 negates effect. Because this is a subconscious suggestion, this only works if those targeted do not know it is happening. (Successful Will Save is enough to grant subject of influence knowledge that something is wrong, thus preventing persuasion from working).
Phasing: As a free action, after a blow has been determined to hit, BEFORE damage is rolled, the Psyonic Scion can choose to phase to avoid the attack, this can be done a number of times per day equal to 1/5 the Psyonic Scion's class level.
Enthrall: Target humanoid under effect of Mind Probe becomes the caster's permanent thrall, only one thrall may be taken at any given time, and that thrall cannot have more HD than the caster. If told to do an action strictly against the thrall's nature, a Will Save, DC: 16, allows the thrall to refuse to comply. Despite any small rebellion, the target of enthrall remains a slave. Note: If this special is chosen twice, it allows a second thrall to be chosen, it does not allow a single thrall to have more HD than the caster.
Crystal Shard: The Crystal Shard is a forged artifact attuned to the Psyonic Scion, which costs 11000 experience, 14500 gold pieces, and two weeks to make. The crystal is made of pure psyonic energy, and can store any Psyonic Scion spell cast into it, each time it stores a spell, it grows in size (from a dinky shard to an elaborate staff). Stored spells may be triggered as a standard action that provokes no attacks of opportunity. The crystal shard can store up to twenty spell levels, any spells cast into the staff after that discharge violently (dealing 1d4 points of damage per spell level to all within 30 feet). When the Psyonic Scion uses the crystal shard as a body, (see "drifting" below), the shard is capable of storing up to forty spell levels, and the Psyonic Scion can violently discharge those spell levels at will. The Crystal Shard has 20d4 Hit Points, and damage reduction of 12/+4. The Improved Psyonic Construct skill functions on the Crystal Shard. May be taken only at levels 16, 18, or 20.
Drifting: The Psyonic Scion can detach herself from her physical body and become a being of pure consciousness. In this new form, the Psyonic Scion cannot touch the physical world, however she may still use her Psyonic powers to do so, this means that she can pass through solid barriers. Additionally she cannot be seen without magical aid unless she wills herself to be seen. In this form she can will herself to heal, granting her fast healing +2, and cause her new form to become less substantial, granting damage reduction 12/+4. Another unique ability granted in drifting form is the ability to possess a person. When entering a body, thereafter known as the host body, the target body must succeed at a will save (16), or have their mind destroyed, and their soul displaced. Should the possession be successful, the Psyonic Scion enters the body and it effectively becomes her body. She keeps her Intelligence, Wisdom, and Charisma ability scores, but receives the Strength, Dexterity, and Constitution of her new body. Class levels, including skill point allocations and hit dice, are regained at a rate of one per day. Because she gains partial retention of the host's memories, the Psyonic Scion gains +10 on intuition checks to know what her host would have done in a given situation, and can recognize people the host knew. This may be used to enter a crystal shard (see above), making the artifact the Psyonic Scion's body. But such power is not without price, and a Psyonic Scion caught without a body for more than 48 hours loses hold on her drift form, and is scattered into oblivion... May be taken only at levels 16, 18, or 20.
Special Abilities:
Expanded Control: Allows Mind Probe to be cast five extra times per day. Lowers the rate at which resistance bonuses are gained, (+1 instead of +2). And doubles the length of time that Mind Probe Constructs can affect targets. (Now lasts for 48 hours, which effectively doubles the number of creatures that can be effected by mind probe; if the caster were to use daily uses every other day to control the same number of targets).
Improved Psyonic Construct: Adds +2 HD of control to each construct of Mind Probe. Also increase the HP by 8 and increase the damage reduction by 2/- for each construct. This Ability may be taken multiple times, its effects stack. For every additional time this ability is taken, the number of bonus HD of control gained by the constructs increase by +1, stacking with itself. The first time would provide 2 bonus HD of control, the second time would provide 3, etc...
Quicken Mind: Grants the Quicken Spell Feat, but -2 to the spell level modifier for quickened spells.
Empowered Mind: Increase the numeric effect of any offensive class spell by 2d4, this can be taken multiple times, each time applying to a new class spell.
Persuasion: Allows the Psyonic Scion to influence those around her; suggestion at will, will save DC: 18 negates effect. Because this is a subconscious suggestion, this only works if those targeted do not know it is happening. (Successful Will Save is enough to grant subject of influence knowledge that something is wrong, thus preventing persuasion from working).
Phasing: As a free action, after a blow has been determined to hit, BEFORE damage is rolled, the Psyonic Scion can choose to phase to avoid the attack, this can be done a number of times per day equal to 1/5 the Psyonic Scion's class level.
Enthrall: Target humanoid under effect of Mind Probe becomes the caster's permanent thrall, only one thrall may be taken at any given time, and that thrall cannot have more HD than the caster. If told to do an action strictly against the thrall's nature, a Will Save, DC: 16, allows the thrall to refuse to comply. Despite any small rebellion, the target of enthrall remains a slave. Note: If this special is chosen twice, it allows a second thrall to be chosen, it does not allow a single thrall to have more HD than the caster.
Crystal Shard: The Crystal Shard is a forged artifact attuned to the Psyonic Scion, which costs 11000 experience, 14500 gold pieces, and two weeks to make. The crystal is made of pure psyonic energy, and can store any Psyonic Scion spell cast into it, each time it stores a spell, it grows in size (from a dinky shard to an elaborate staff). Stored spells may be triggered as a standard action that provokes no attacks of opportunity. The crystal shard can store up to twenty spell levels, any spells cast into the staff after that discharge violently (dealing 1d4 points of damage per spell level to all within 30 feet). When the Psyonic Scion uses the crystal shard as a body, (see "drifting" below), the shard is capable of storing up to forty spell levels, and the Psyonic Scion can violently discharge those spell levels at will. The Crystal Shard has 20d4 Hit Points, and damage reduction of 12/+4. The Improved Psyonic Construct skill functions on the Crystal Shard. May be taken only at levels 16, 18, or 20.
Drifting: The Psyonic Scion can detach herself from her physical body and become a being of pure consciousness. In this new form, the Psyonic Scion cannot touch the physical world, however she may still use her Psyonic powers to do so, this means that she can pass through solid barriers. Additionally she cannot be seen without magical aid unless she wills herself to be seen. In this form she can will herself to heal, granting her fast healing +2, and cause her new form to become less substantial, granting damage reduction 12/+4. Another unique ability granted in drifting form is the ability to possess a person. When entering a body, thereafter known as the host body, the target body must succeed at a will save (16), or have their mind destroyed, and their soul displaced. Should the possession be successful, the Psyonic Scion enters the body and it effectively becomes her body. She keeps her Intelligence, Wisdom, and Charisma ability scores, but receives the Strength, Dexterity, and Constitution of her new body. Class levels, including skill point allocations and hit dice, are regained at a rate of one per day. Because she gains partial retention of the host's memories, the Psyonic Scion gains +10 on intuition checks to know what her host would have done in a given situation, and can recognize people the host knew. This may be used to enter a crystal shard (see above), making the artifact the Psyonic Scion's body. But such power is not without price, and a Psyonic Scion caught without a body for more than 48 hours loses hold on her drift form, and is scattered into oblivion... May be taken only at levels 16, 18, or 20.
- HisDivineShadow
- Posts: 10
- Joined: Thu Apr 26, 2007 11:21 am
- Contact:
Another Class I Made
This is another base class I made: the energy channeler.
Class: Energy Channeler
Hit Dice: 1d4
Fort Save: Poor
Ref Save: Poor
Will Save: Good
Base Attack Bonus: Average
Class Skills: Bluff (CHA), Concentration (CON), Craft (INT), Decipher Script (INT), Diplomacy (CHA), Gather Information (CHA), Knowledge (Arcane) (INT), Profession (WIS), Sense Motive (WIS), Spellcraft (INT). 4+Intelligence modifier skill points at each level advancement. (x4 at first level).
Weapons & Armor Proficiency: Energy Channelers are trained in the use of all martial weapons, the shortsword, the longsword, the shortbow (including composite), and the longbow (including composite). They can use light and medium armor, but have no proficiency in heavy armor or shields.
01: +4 Energy Power Points,
02:
03: +2 Energy Power Points,
04:
05: Energy Power Feat,
06: +2 Energy Power Points,
07: Hover,
08:
09: +2 Energy Power Points,
10: Energy Power Feat,
11:
12: +2 Energy Power Points,
13:
14: Flight,
15: +2 Energy Power Points, Energy Power Feat,
16:
17:
18: +2 Energy Power Points,
19:
20: Energy Power Feat,
-Energy Power Points: Points that are gained may be allocated to one or more abilities off the powers chart. The number of points allocated to an ability determines how powerful it is (as seen on the list). In order for the Energy Channeler to use an ability, it must have at least one point in it. Therefore point placement also determines which powers are available to the Energy Channeler. When allocating power points, one ability cannot gain two power points consecutively.
Energy Power Feat:
-Empower: All powers allowing a saving throw (for half damage) have the DC of that saving throw increased by +4.
-Maximize: A selected power can be used as if under the effect of the Maximized Spell metamagic feat. All numeric properties are calculated as if rolled at the maximum value. Using a power under this effect consumes three daily castings of that power. This feat cannot be chosen until fifth level or higher. (Does not apply to energy sword).
-Potency: The selected power has a +3 bonus to all caster level effects.
-Cycling: The selected power may be used an additional time per day.
-Power Points: Instead of a feat, two additional power points are gained.
Powers Chart:
-Energy Healing: touch heals 1d8 + (1 per 4 caster levels), hit points per 3 caster levels, and may be used 2/day. Additional use per day is gained for each power point allocated after the first.
-Energy Healing Ray: ranged touch, up to 90ft, heals 1d6 + (1 per power point allocated), hit points per three caster levels, and may be used 2/day. When 3 power points have been allocated the base die increases to 1d8. When 4 power points have been allocated it may be used 3/day.
-Energy Healing Orb: liquid energy orb heals 1d4 + (1 per 3 caster levels) when drank, and may be used 2/day. 2 orbs are created when cast. When 2 points have been allocated, 3 orbs are created when cast. When 3 points have been allocated, it may be used 3/day. When 4 points have been allocated, the base dice increases to 1d6. When 5 points have been allocated, 4 orbs are created when cast. When 6 points have been allocated, it may be used 4/day. The orbs may be stored for later use, (in a glass vial or other device for holding liquid), but the magical properties evaporate from the liquid after 12 hours per caster level. Sixth caster level or above can be stored permanently.
-Energy Shield: shield on caster grants 1/- damage reduction per power point allocated, and lasts for 1d4 + (1 per 3 caster levels) rounds, and may be used 2/day.
-Energy Sword: a rod of energy forms at the caster’s disgression, acting as a sword it deals 1d6 points of damage on hit. Each power point allocated, after the first, increases the base damage die by one die step. The sword gains a +1 enhancement bonus on hit and damage rolls for every 3 caster levels. Creating the sword is a full round action and, like casting, is subject to incurring attacks of opportunity.
-Empowered Energy Sword: each round that the energy sword consecutively strikes the same opponent, after the first successful hit, it deals a bonus 1d6 points of damage. The bonus stacks with itself, but only once per 3 caster levels. If the sword does not hit the same opponent, or does not connect during a round, the stacking must start over. Each power point allocated, after the first, allows one round between consecutive hits. Note: you must hit the same target, changing targets between rounds does not constitute consecutive strikes.
-Energy Blast Orb: solid energy orb fired at target as a ranged attack, up to 30ft, deals 1d6 + (1 per 3 caster levels) damage to all within 10ft of impact, and may be used 2/day. When 2 points are allocated, it may be used 3/day. When 3 points have been allocated, it creates 2 orbs each casting. When 4 points have been allocated, the base damage dice increase to 1d8. When 5 points have been allocated, 3 orbs are created each casting. When 6 points have been allocated, 4 orbs are created each casting, and it may be used 4/day.
-Energy Sword Blast: if the caster has allocated points into both energy blast orb and energy sword, then the sword (when created), may be charged with a use of energy blast orb, set with a delayed timer. This allows the caster to choose when the blast will occur (must be within 6 rounds). After the chosen amount of time has past, the energy sword will detonate, dealing damage as an energy blast orb. Bonus damage, 1d6 per 3 caster levels, is dealt to a single target, if that target has been struck by the sword (see Empowered Energy Sword, above), and is within 10ft when it detonates.
-Energy Ray: ranged touch attack, against a single target, up to 90ft, deals 1d8 + (1 per 3 caster levels), per point allocated, and may be used 3/day.
-Energy Bolt: raw bolt of energy hurled as a ranged attack, up to 60ft, deals 2d8 + (2 per power point allocated), per 3 caster levels, and may be used 2/day. A reflex save (16) allows for half damage.
-Energy Surge: caster chooses between two effects: give another power an extra use for that day, or increase effective caster level by 3 for each power point allocated, for 1d4+1 rounds. May be used 2/day.
-Energy Storm: raw bolts of energy are hurled as ranged attacks, in a cone: 30ft long and 10ft wide, dealing 1d8 + (1 per 3 caster levels), per power point allocated, and may be used 2/day. A reflex save (14) allows for half damage.
Additional energy channeler abilities:
-Hover: the energy channeler can control the shape of her natural energy field, and can bend it so that she hovers. This effectively gives her slow fall, any distance (when not wearing armor), and although she cannot actually “hover” when wearing armor, this ability allows her to ignore movement penalties from wearing light and medium armors.
-Flight: the energy channeler gains a mastery over the shape of her energy field, and bends it as naturally as others blink. Her base speed is increased by 20ft, and she can fly at a speed equal to her new base speed.
This is another base class I made: the energy channeler.
Class: Energy Channeler
Hit Dice: 1d4
Fort Save: Poor
Ref Save: Poor
Will Save: Good
Base Attack Bonus: Average
Class Skills: Bluff (CHA), Concentration (CON), Craft (INT), Decipher Script (INT), Diplomacy (CHA), Gather Information (CHA), Knowledge (Arcane) (INT), Profession (WIS), Sense Motive (WIS), Spellcraft (INT). 4+Intelligence modifier skill points at each level advancement. (x4 at first level).
Weapons & Armor Proficiency: Energy Channelers are trained in the use of all martial weapons, the shortsword, the longsword, the shortbow (including composite), and the longbow (including composite). They can use light and medium armor, but have no proficiency in heavy armor or shields.
01: +4 Energy Power Points,
02:
03: +2 Energy Power Points,
04:
05: Energy Power Feat,
06: +2 Energy Power Points,
07: Hover,
08:
09: +2 Energy Power Points,
10: Energy Power Feat,
11:
12: +2 Energy Power Points,
13:
14: Flight,
15: +2 Energy Power Points, Energy Power Feat,
16:
17:
18: +2 Energy Power Points,
19:
20: Energy Power Feat,
-Energy Power Points: Points that are gained may be allocated to one or more abilities off the powers chart. The number of points allocated to an ability determines how powerful it is (as seen on the list). In order for the Energy Channeler to use an ability, it must have at least one point in it. Therefore point placement also determines which powers are available to the Energy Channeler. When allocating power points, one ability cannot gain two power points consecutively.
Energy Power Feat:
-Empower: All powers allowing a saving throw (for half damage) have the DC of that saving throw increased by +4.
-Maximize: A selected power can be used as if under the effect of the Maximized Spell metamagic feat. All numeric properties are calculated as if rolled at the maximum value. Using a power under this effect consumes three daily castings of that power. This feat cannot be chosen until fifth level or higher. (Does not apply to energy sword).
-Potency: The selected power has a +3 bonus to all caster level effects.
-Cycling: The selected power may be used an additional time per day.
-Power Points: Instead of a feat, two additional power points are gained.
Powers Chart:
-Energy Healing: touch heals 1d8 + (1 per 4 caster levels), hit points per 3 caster levels, and may be used 2/day. Additional use per day is gained for each power point allocated after the first.
-Energy Healing Ray: ranged touch, up to 90ft, heals 1d6 + (1 per power point allocated), hit points per three caster levels, and may be used 2/day. When 3 power points have been allocated the base die increases to 1d8. When 4 power points have been allocated it may be used 3/day.
-Energy Healing Orb: liquid energy orb heals 1d4 + (1 per 3 caster levels) when drank, and may be used 2/day. 2 orbs are created when cast. When 2 points have been allocated, 3 orbs are created when cast. When 3 points have been allocated, it may be used 3/day. When 4 points have been allocated, the base dice increases to 1d6. When 5 points have been allocated, 4 orbs are created when cast. When 6 points have been allocated, it may be used 4/day. The orbs may be stored for later use, (in a glass vial or other device for holding liquid), but the magical properties evaporate from the liquid after 12 hours per caster level. Sixth caster level or above can be stored permanently.
-Energy Shield: shield on caster grants 1/- damage reduction per power point allocated, and lasts for 1d4 + (1 per 3 caster levels) rounds, and may be used 2/day.
-Energy Sword: a rod of energy forms at the caster’s disgression, acting as a sword it deals 1d6 points of damage on hit. Each power point allocated, after the first, increases the base damage die by one die step. The sword gains a +1 enhancement bonus on hit and damage rolls for every 3 caster levels. Creating the sword is a full round action and, like casting, is subject to incurring attacks of opportunity.
-Empowered Energy Sword: each round that the energy sword consecutively strikes the same opponent, after the first successful hit, it deals a bonus 1d6 points of damage. The bonus stacks with itself, but only once per 3 caster levels. If the sword does not hit the same opponent, or does not connect during a round, the stacking must start over. Each power point allocated, after the first, allows one round between consecutive hits. Note: you must hit the same target, changing targets between rounds does not constitute consecutive strikes.
-Energy Blast Orb: solid energy orb fired at target as a ranged attack, up to 30ft, deals 1d6 + (1 per 3 caster levels) damage to all within 10ft of impact, and may be used 2/day. When 2 points are allocated, it may be used 3/day. When 3 points have been allocated, it creates 2 orbs each casting. When 4 points have been allocated, the base damage dice increase to 1d8. When 5 points have been allocated, 3 orbs are created each casting. When 6 points have been allocated, 4 orbs are created each casting, and it may be used 4/day.
-Energy Sword Blast: if the caster has allocated points into both energy blast orb and energy sword, then the sword (when created), may be charged with a use of energy blast orb, set with a delayed timer. This allows the caster to choose when the blast will occur (must be within 6 rounds). After the chosen amount of time has past, the energy sword will detonate, dealing damage as an energy blast orb. Bonus damage, 1d6 per 3 caster levels, is dealt to a single target, if that target has been struck by the sword (see Empowered Energy Sword, above), and is within 10ft when it detonates.
-Energy Ray: ranged touch attack, against a single target, up to 90ft, deals 1d8 + (1 per 3 caster levels), per point allocated, and may be used 3/day.
-Energy Bolt: raw bolt of energy hurled as a ranged attack, up to 60ft, deals 2d8 + (2 per power point allocated), per 3 caster levels, and may be used 2/day. A reflex save (16) allows for half damage.
-Energy Surge: caster chooses between two effects: give another power an extra use for that day, or increase effective caster level by 3 for each power point allocated, for 1d4+1 rounds. May be used 2/day.
-Energy Storm: raw bolts of energy are hurled as ranged attacks, in a cone: 30ft long and 10ft wide, dealing 1d8 + (1 per 3 caster levels), per power point allocated, and may be used 2/day. A reflex save (14) allows for half damage.
Additional energy channeler abilities:
-Hover: the energy channeler can control the shape of her natural energy field, and can bend it so that she hovers. This effectively gives her slow fall, any distance (when not wearing armor), and although she cannot actually “hover” when wearing armor, this ability allows her to ignore movement penalties from wearing light and medium armors.
-Flight: the energy channeler gains a mastery over the shape of her energy field, and bends it as naturally as others blink. Her base speed is increased by 20ft, and she can fly at a speed equal to her new base speed.
- themaelstorm
- Posts: 40
- Joined: Mon Dec 24, 2007 4:06 pm
- Contact:
(Twin Sword Master by ~themaelstorm on deviantART)
I'd really love to hear some feedback on this (e-mail is best for me). This, we created with a player of mine. We aren't very deep on rules and playing a 3e-3.5e mix of rules. This is mostly based on 3E.
The character was using two scimitars (ranger-fighter) and we found tempest prestige class to be very boring and unspecial (you can get all the feats by fighter levels if memory serves). So we decided to work on twin-sword style and got to this:
Twin Sword Master
Some have their family to protect and confront them in hard times. Some have companions to rely on fatal situations. I have my blades.Never they betray,never they disobey. They are not simply weapons. They are my comrades,my brothers,my protectors. Many a life have ended on their edges.. mine starts there. The sole purpose of my life is to learn and to develop new techniques with those twin claws of mine. I feel alive only when swinging them right at the enemy.They are counterparts;two halves of one,two arms of mine. Unseperate, indifferent. Like two mirrors facing each other, they are more than identical. You wouldn’t guess which one is the true death coming your way...if not both.
One day I will learn to wield them perfectly symmetric and perfectly fatal. Till there is no enemy left that can stand before this dance of blades, I will observe and learn.
Arakis Daborn, Ranger of Mielliki/Twin Scimitar Master
There are many who specialize in fighting with two weapons. However, none are as specialized and persistent as twin sword masters. These individuals do not wield two weapons randomly; instead, they find a weapon most suited to themselves and master it with constant practice. This practice brings the mastery to a point to allow them deadly attacks, wielding two weapons as one.
Hit Die: d8
Requirements
To qualify as a Twin Sword Master, a character must fulfill the following criteria.
Base Attack Bonus:+5
Feats:Weapon Focus in a sword that the character is able to dual-wield, Two-Weapon Fighting, Ambidexterity, Twin Sword Style
Class Skills
The Twin Sword Master's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intuit Direction (Wis), Jump (Str), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Swim (Str), Use Rope (Dex) and Wilderness Lore (Wis).
Skill Points at Each Level: 4+Intelligence Modifier.
<font size=4>Class Development</font>
Base Attack Bonus:+1/+2/+3/+4/+5
Saving Throws
Fortitude:+0/+0/+1/+1/+1
Reflex:+2/+2/+3/+3/+4
Will:+0/+1/+1/+2/+2
Class Features
The following are class features of the Twin Sword Style prestige class.
Weapon and Armor Proficiency: Twin Sword Masters gain no weapon or armor proficiencies.
Focus Sword: The sword that the Twin Sword Master is specialized in is named as Focus Sword and following abilities only work when the Twin Sword Master is wielding this sword in both hands. If the Twin Sword Master had more than one suitable sword that he had Weapon Focus feat with, he chooses one of them to be his focus sword. This choice cannot be changed later and must be picked when the character gains the first level in Twin Sword Master.
Twin Sword Defense: At 1st level, Twin Sword Master gains a +1 dodge bonus to his Armor Class. This increases to +2 at 3rd level and finally +3 at 5th level.
Sword Symmetry: Starting at 1st level, Twin Sword Master has the ability to make this special attack once per his Twin Sword Master level per day. This attack allows the Twin Sword Master to roll attack dice normally for a main and off-hand attack. If only one of the dice results are enough for the Twin Sword Master to hit his target, he deals damage with both weapons as if both dice succeeded. Furthermore, he deals extra damage when this attack (either of main or off-hand attack rolls) succeed. This damage starts at 1d4 at first level, increases to 1d6 at 3rd level and 2d4 at 5th level. Twin Sword Master also adds his Dexterity modifier to this damage.
For example, Arakis has two main weapon attacks at +11 and +6 plus an off-hand attack at +11. He decides to use his special attack. He rolls his main-hand attack and gets a 5, unable to hit the target. Then he rolls for his off-hand attack and gets 15, enough to hit. This means he hit with both weapons and rolls for damage. Now he rolls for his second main hand attack and gets 10 and misses. His round ends. After 4th level, when he has improved two-weapon fighting feat, he would be able to use his special attack a second time, this time using his +6 main hand attack and +6 off-hand attack (that he gained from the feat).
Symmetric Critical: At 2nd level, the weapon master increases his critical threat range by 2 points. This, like all other abilities, only works when the master is wielding two of his focus weapon. This 2 point increase is always calculated finally when determining critical range. This means, even if the TSM gains a keen weapon and/or improved critical feat with his focus weapon after he gains this 2 point advantage, the threat range is determined normally and only after that this 2 point increase is added. So if a TSM focuses on a weapon with 18-20, then he has 16-20 range. If he gains Improved Critical feat, then first the threat range is doubled as with the feat to 15-20 and then the 2 point is applied to result in a deadly range of 13-20. This range increase is always active.
Furthermore, his sword symmetry attack develops. From now on, whenever he is making his special attack, whenever one of the attack dices are a critical threat, he rolls his confirm dice. If this is successful, both of his attacks are regarded as critical hits. If the confirm fails, he can use his second dice as confirm dice. If it's enough to hit the target, again both hits are considered critical hits. For example, Arakis rolls a 17 with his scimitar, a critical threat (since his 18-20 range was widened to 16-20). Then he rolls the confirm dice and gets a 3, unable to hit target. He rolls for the second attack dice (both of his weapons are sure to hit at this point, since his dice of 17 is enough to hit target) and gets a 15, enough to hit the target. He uses this dice as confirm dice for critical threat. Both of his weapons scored a critical threat.
The bonus damage or dexterity modifier added are not multiplied in critical hits of the special attack.
Improved Two-Weapon Fighting: At 4th level, Twin Sword Master gains Improved Two-Weapon Fighting when he is wielding his focus weapons.
I'd really love to hear some feedback on this (e-mail is best for me). This, we created with a player of mine. We aren't very deep on rules and playing a 3e-3.5e mix of rules. This is mostly based on 3E.
The character was using two scimitars (ranger-fighter) and we found tempest prestige class to be very boring and unspecial (you can get all the feats by fighter levels if memory serves). So we decided to work on twin-sword style and got to this:
Twin Sword Master
Some have their family to protect and confront them in hard times. Some have companions to rely on fatal situations. I have my blades.Never they betray,never they disobey. They are not simply weapons. They are my comrades,my brothers,my protectors. Many a life have ended on their edges.. mine starts there. The sole purpose of my life is to learn and to develop new techniques with those twin claws of mine. I feel alive only when swinging them right at the enemy.They are counterparts;two halves of one,two arms of mine. Unseperate, indifferent. Like two mirrors facing each other, they are more than identical. You wouldn’t guess which one is the true death coming your way...if not both.
One day I will learn to wield them perfectly symmetric and perfectly fatal. Till there is no enemy left that can stand before this dance of blades, I will observe and learn.
Arakis Daborn, Ranger of Mielliki/Twin Scimitar Master
There are many who specialize in fighting with two weapons. However, none are as specialized and persistent as twin sword masters. These individuals do not wield two weapons randomly; instead, they find a weapon most suited to themselves and master it with constant practice. This practice brings the mastery to a point to allow them deadly attacks, wielding two weapons as one.
Hit Die: d8
Requirements
To qualify as a Twin Sword Master, a character must fulfill the following criteria.
Base Attack Bonus:+5
Feats:Weapon Focus in a sword that the character is able to dual-wield, Two-Weapon Fighting, Ambidexterity, Twin Sword Style
Class Skills
The Twin Sword Master's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intuit Direction (Wis), Jump (Str), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Swim (Str), Use Rope (Dex) and Wilderness Lore (Wis).
Skill Points at Each Level: 4+Intelligence Modifier.
<font size=4>Class Development</font>
Base Attack Bonus:+1/+2/+3/+4/+5
Saving Throws
Fortitude:+0/+0/+1/+1/+1
Reflex:+2/+2/+3/+3/+4
Will:+0/+1/+1/+2/+2
Class Features
The following are class features of the Twin Sword Style prestige class.
Weapon and Armor Proficiency: Twin Sword Masters gain no weapon or armor proficiencies.
Focus Sword: The sword that the Twin Sword Master is specialized in is named as Focus Sword and following abilities only work when the Twin Sword Master is wielding this sword in both hands. If the Twin Sword Master had more than one suitable sword that he had Weapon Focus feat with, he chooses one of them to be his focus sword. This choice cannot be changed later and must be picked when the character gains the first level in Twin Sword Master.
Twin Sword Defense: At 1st level, Twin Sword Master gains a +1 dodge bonus to his Armor Class. This increases to +2 at 3rd level and finally +3 at 5th level.
Sword Symmetry: Starting at 1st level, Twin Sword Master has the ability to make this special attack once per his Twin Sword Master level per day. This attack allows the Twin Sword Master to roll attack dice normally for a main and off-hand attack. If only one of the dice results are enough for the Twin Sword Master to hit his target, he deals damage with both weapons as if both dice succeeded. Furthermore, he deals extra damage when this attack (either of main or off-hand attack rolls) succeed. This damage starts at 1d4 at first level, increases to 1d6 at 3rd level and 2d4 at 5th level. Twin Sword Master also adds his Dexterity modifier to this damage.
For example, Arakis has two main weapon attacks at +11 and +6 plus an off-hand attack at +11. He decides to use his special attack. He rolls his main-hand attack and gets a 5, unable to hit the target. Then he rolls for his off-hand attack and gets 15, enough to hit. This means he hit with both weapons and rolls for damage. Now he rolls for his second main hand attack and gets 10 and misses. His round ends. After 4th level, when he has improved two-weapon fighting feat, he would be able to use his special attack a second time, this time using his +6 main hand attack and +6 off-hand attack (that he gained from the feat).
Symmetric Critical: At 2nd level, the weapon master increases his critical threat range by 2 points. This, like all other abilities, only works when the master is wielding two of his focus weapon. This 2 point increase is always calculated finally when determining critical range. This means, even if the TSM gains a keen weapon and/or improved critical feat with his focus weapon after he gains this 2 point advantage, the threat range is determined normally and only after that this 2 point increase is added. So if a TSM focuses on a weapon with 18-20, then he has 16-20 range. If he gains Improved Critical feat, then first the threat range is doubled as with the feat to 15-20 and then the 2 point is applied to result in a deadly range of 13-20. This range increase is always active.
Furthermore, his sword symmetry attack develops. From now on, whenever he is making his special attack, whenever one of the attack dices are a critical threat, he rolls his confirm dice. If this is successful, both of his attacks are regarded as critical hits. If the confirm fails, he can use his second dice as confirm dice. If it's enough to hit the target, again both hits are considered critical hits. For example, Arakis rolls a 17 with his scimitar, a critical threat (since his 18-20 range was widened to 16-20). Then he rolls the confirm dice and gets a 3, unable to hit target. He rolls for the second attack dice (both of his weapons are sure to hit at this point, since his dice of 17 is enough to hit target) and gets a 15, enough to hit the target. He uses this dice as confirm dice for critical threat. Both of his weapons scored a critical threat.
The bonus damage or dexterity modifier added are not multiplied in critical hits of the special attack.
Improved Two-Weapon Fighting: At 4th level, Twin Sword Master gains Improved Two-Weapon Fighting when he is wielding his focus weapons.
Such as I you've never seen,
Clever comely and overly keen!
Clever comely and overly keen!
- Siberys
- Posts: 6207
- Joined: Sat Apr 30, 2005 7:16 pm
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- Contact:
Just for the hell of it, I created a core class. It's a class designed to be evil without having to maraud around killing innocents like the chaotic evil jackass stereotypes. Not to mention, like a necromancer, becoming a demon is evil, but unlike a necromancer, it's not quite unethical.
But even if I created this on a whim, I do take it seriously, so please evaluate and critique honestly, as I'm sure there are about a thousand balance issues I could improve. This uses the standard core rulebooks of 3.5E, meaning you can find all the information necessary on the SRD to support this class.
Demonologist-
Alignment
Any nongood.
Hit Die
d8.
Class Skills
The Demonologist’s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Disguise (Cha), Knowledge (arcana) (Int), Knowledge (planes) (Int), Spellcraft (Int), and Use Magic Device (Cha).
Skill Points at 1st Level
(2 + Int modifier) ×4.
Skill Points at Each Additional Level
2 + Int modifier.
Class Features
All of the following are class features of the Demonologist.
Weapon and Armor Proficiency-
Simple Weapons
Light Armor
Lvl---BaseAttack--For--Ref--Wil-----------Class-----------Spell-like abilities
1---------0--------2----0----2-----Prophecy of the Demon----------1-----------
2---------1--------3----0----3-------Demonic Endurance------------1-----------
3---------2--------3----1----3---First Aspect of the Demon--------2-----------
4---------3--------4----1----4------------------------------------2-----------
5---------3--------4----1----4---Natural Armor Increase +1--------3-----------
6---------4--------5----2----5--------Second Aspect---------------3-----------
7---------5--------5----2----5---------Demonic Might--------------4-----------
8-------6/1--------6----2----6------------------------------------4-----------
9-------6/1--------6----3----6---------Third Aspect---------------5-----------
10------7/2--------7----3----7---Natural Armor Increase +2--------5-----------
11------8/3--------7----3----7------------------------------------6-----------
12------9/4--------8----4----8--------Fourth Aspect---------------6-----------
13------9/4--------8----4----8------------------------------------7-----------
14-----10/5--------9----4----9------Demonic Resistance------------7-----------
15---11/6/1--------9----5----9---------Fifth Aspect---------------8-----------
---------------------------------Natural Armor Increase +3--------8-----------
16---12/7/2-------10----5---10------------------------------------9-----------
17---12/7/2-------10----5---10------------------------------------9-----------
18---13/8/3-------11----6---11---------Sixth Aspect---------------10----------
19---14/9/4-------11----6---11-------Demonic Summoning------------10----------
20--15/10/5-------12----6---12----------Apotheosis----------------11----------
Prophecy of the Demon-
Through a deep meditation, you have a vision of the demon you will become. You may choose one of the following demons, Babau, Balor, Bebilith, Glabrezu, Hezrou, Marilith, Nalfeshnee, Succubus, or Vrock, and you will slowly transform into that demon as you progress as a demonologist.
Demonic Endurance-
Gain Damage Reduction 2/Cold Iron, this increases by 1 every 5th level (at 5th level, 10th level, 15th level, etc. At 20th level, the apotheosis of your demon increases this by 5 to total a Damage Reduction of 10/cold iron by the end of this class.
As you transform into a demon, a demon lord resembling your demon will cast a Geas on you (no save) for you to fulfill a prophecy. Generally this is a task that the DM will come up with, but these tasks will not be impossible. Examples might be a Babau demonologist might be required to kill five strong warriors within a months time, or an Incubus/succubus demonologist seducing a very wealthy noble without using magic, or a Balor demonologist might be required to construct a masterwork longsword with the name of the demon lord inscribed on it. If a task is not completed within the given time, the demon lord will grant another vision, allowing the demonologist a chance to explain himself (Bluff or Diplomacy DC 20) to be granted a second chance. If failed, or if the demonologist refuses to do what is asked, his demon abilities will be forever lost and he can no longer progress in the class. If he has taken feats to which a demonologist ability is required, that feat is lost, and cannot be replaced.
Spell Like Abilities-
A demonologist gains spell like abilities from every list of spell like abilities on any demon. The demonologist needs to have a charisma of 10 + the spell level of the spell like ability, and cannot gain a spell like ability of a spell level higher than half his demonologist level. His charisma modifier will determine the DC of the spell as well as the number of times he can use that spell like ability per day. A demonologist can take the same spell like ability at a later time to gain more uses per day, which also goes by the charisma modifier. The number of times per day a demonologist can cast a spell like ability is not retroactive with a charisma modifier, thus if a Demonologist has a 15 charisma with a spell like ability, he can use it two times per day, but if the demonologist increases the charisma score to 16, the number of times per day does not increase (unless he takes the same spell like ability again).
Aspects of the Demon-
You gain various aspects of a demon, choose from the following, but you may not gain the same ability twice unless indicated-
Babau------Protective Slime (1D4 acid damage, +2 damage if taken multiple times), Sneak attack +1D6 (can be taken infinitely for another 1D6), Clawed Hands (1D4 damage, take again for 1D6), Enhanced Muscles (+2 strength), Hearty Body (+2 constitution).
Balor------Summon Flame Whip (Summons the flaming whip of a balor for 1 round per point of charisma, damage is the same), Entangle (Can be used with flame whip as balor), Flight (Gain wings, clumsy maneuverability, half speed. Take again for doubled speed or increased maneuverability), Enhanced Muscles (+2 strength), Hearty Body (+2 constitution)
Bebilith---Bite (1D6 damage +1/2 strength) Poison (on bite attack, DC 10 + charisma modifier + 1/2 class level, 1D4 constitution initial and secondary), Web (As bebilith web, but DC 20 strength or escape artist, and can only affect creatures up to large sized or smaller), Enhanced Muscles (+2 strength), Hearty Body (+2 constitution), Enhanced Muscles (+2 strength), Hearty Body (+2 constitution)
Glabrezu---Limited Wish (Once per month, gain this as the spell, class level is caster level), Pincers (1D6 damage, take again to gain 2D6), Improved Grab (Used only with Pincers), True Seeing (Once per round per point of charisma, as spell), Enhanced Muscles (+2 strength), Hearty Body (+2 constitution)
Hezrou-----Bite (1D4 +1/2 strength, take again to increase by 1D4, may increase infinitely), Stench (as hezrou ability, but DC = half class level + charisma modifier), Summon Dretch force (once per day per point of charisma, you may summon 2D10 dretches for 10 minutes. You may increase this to 4D10 and allow only a 35% chance of success. Take multiple times to increase number of dretches by another 1D10 and 2D10 for the 35% chance of success), Enhanced Muscles (+2 strength), Hearty Body (+2 constitution)
Marilith---Extra Arm (One extra arm on either side of the body, allows for multi-weapon fighting feat, take multiple times to gain up to six arms total), Enhanced Muscles (+2 strength), Hearty Body (+2 constitution)
Nalfeshnee-Smite (As Nalfeshnee ability, DC 10 + half class level + charisma modifier), Flight (Gain wings, clumsy maneuverability, half speed. Take again for doubled speed or increased maneuverability), True Seeing (1 round per point of charisma, as spell), Enhanced Muscles (+2 strength), Hearty Body (+2 constitution)
Succubus---Kiss (As succubus energy drain ability, once per day per point of charisma, DC 10 + half class level + charisma modifier, take again to gain suggestion for victim to allow another kiss, same DC), Tongues (gain tongues for 10 minutes once per day, take again for 1 hour per class level, take a third time for permanent effect), Change Shape (Gain Alter Self Spell like ability, once per day per point of charisma, class level is caster level), Enhanced Muscles (+2 strength), Hearty Body (+2 constitution)
Vrock------Spores (as vrock ability, but lasts 1 round per class level and can only be used once per hour, take again for once per 3 rounds), Stunning screech (As vrock ability, DC 10 + half class level + charisma, once per day), Flight (Gain wings, clumsy maneuverability, half speed. Take again for doubled speed or increased maneuverability), Enhanced Muscles (+2 strength), Hearty Body (+2 constitution)
Demonic Might-
Gain a permanent +2 to strength from transforming into a demon
Demonic Resistance-
Gain resistance 5 to acid, cold, and fire permanently.
Demonic Summoning- You gain the summon demon ability that the demon you chose has (If you are a hezrou demonologist with the summon dretch force ability, you may instead increase the number of Dretches by 2D10 and 4D10 for the 35% chance of success).
Apotheosis-
You fully transform into a demon, not quite the demon that you chose, but very closely resembling it. You gain an increase +3 to your natural armor and 5 to your energy resistances and damage reduction, you gain Spell resistance 28, you gain immunity to electricity and poison, as well as you gain a permanent telepathy ability with a range of 100ft. Furthermore, when communicating with demons, they are automatically indifferent to you and you gain a +10 to diplomacy checks against them.
But even if I created this on a whim, I do take it seriously, so please evaluate and critique honestly, as I'm sure there are about a thousand balance issues I could improve. This uses the standard core rulebooks of 3.5E, meaning you can find all the information necessary on the SRD to support this class.
Demonologist-
Alignment
Any nongood.
Hit Die
d8.
Class Skills
The Demonologist’s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Disguise (Cha), Knowledge (arcana) (Int), Knowledge (planes) (Int), Spellcraft (Int), and Use Magic Device (Cha).
Skill Points at 1st Level
(2 + Int modifier) ×4.
Skill Points at Each Additional Level
2 + Int modifier.
Class Features
All of the following are class features of the Demonologist.
Weapon and Armor Proficiency-
Simple Weapons
Light Armor
Lvl---BaseAttack--For--Ref--Wil-----------Class-----------Spell-like abilities
1---------0--------2----0----2-----Prophecy of the Demon----------1-----------
2---------1--------3----0----3-------Demonic Endurance------------1-----------
3---------2--------3----1----3---First Aspect of the Demon--------2-----------
4---------3--------4----1----4------------------------------------2-----------
5---------3--------4----1----4---Natural Armor Increase +1--------3-----------
6---------4--------5----2----5--------Second Aspect---------------3-----------
7---------5--------5----2----5---------Demonic Might--------------4-----------
8-------6/1--------6----2----6------------------------------------4-----------
9-------6/1--------6----3----6---------Third Aspect---------------5-----------
10------7/2--------7----3----7---Natural Armor Increase +2--------5-----------
11------8/3--------7----3----7------------------------------------6-----------
12------9/4--------8----4----8--------Fourth Aspect---------------6-----------
13------9/4--------8----4----8------------------------------------7-----------
14-----10/5--------9----4----9------Demonic Resistance------------7-----------
15---11/6/1--------9----5----9---------Fifth Aspect---------------8-----------
---------------------------------Natural Armor Increase +3--------8-----------
16---12/7/2-------10----5---10------------------------------------9-----------
17---12/7/2-------10----5---10------------------------------------9-----------
18---13/8/3-------11----6---11---------Sixth Aspect---------------10----------
19---14/9/4-------11----6---11-------Demonic Summoning------------10----------
20--15/10/5-------12----6---12----------Apotheosis----------------11----------
Prophecy of the Demon-
Through a deep meditation, you have a vision of the demon you will become. You may choose one of the following demons, Babau, Balor, Bebilith, Glabrezu, Hezrou, Marilith, Nalfeshnee, Succubus, or Vrock, and you will slowly transform into that demon as you progress as a demonologist.
Demonic Endurance-
Gain Damage Reduction 2/Cold Iron, this increases by 1 every 5th level (at 5th level, 10th level, 15th level, etc. At 20th level, the apotheosis of your demon increases this by 5 to total a Damage Reduction of 10/cold iron by the end of this class.
As you transform into a demon, a demon lord resembling your demon will cast a Geas on you (no save) for you to fulfill a prophecy. Generally this is a task that the DM will come up with, but these tasks will not be impossible. Examples might be a Babau demonologist might be required to kill five strong warriors within a months time, or an Incubus/succubus demonologist seducing a very wealthy noble without using magic, or a Balor demonologist might be required to construct a masterwork longsword with the name of the demon lord inscribed on it. If a task is not completed within the given time, the demon lord will grant another vision, allowing the demonologist a chance to explain himself (Bluff or Diplomacy DC 20) to be granted a second chance. If failed, or if the demonologist refuses to do what is asked, his demon abilities will be forever lost and he can no longer progress in the class. If he has taken feats to which a demonologist ability is required, that feat is lost, and cannot be replaced.
Spell Like Abilities-
A demonologist gains spell like abilities from every list of spell like abilities on any demon. The demonologist needs to have a charisma of 10 + the spell level of the spell like ability, and cannot gain a spell like ability of a spell level higher than half his demonologist level. His charisma modifier will determine the DC of the spell as well as the number of times he can use that spell like ability per day. A demonologist can take the same spell like ability at a later time to gain more uses per day, which also goes by the charisma modifier. The number of times per day a demonologist can cast a spell like ability is not retroactive with a charisma modifier, thus if a Demonologist has a 15 charisma with a spell like ability, he can use it two times per day, but if the demonologist increases the charisma score to 16, the number of times per day does not increase (unless he takes the same spell like ability again).
Aspects of the Demon-
You gain various aspects of a demon, choose from the following, but you may not gain the same ability twice unless indicated-
Babau------Protective Slime (1D4 acid damage, +2 damage if taken multiple times), Sneak attack +1D6 (can be taken infinitely for another 1D6), Clawed Hands (1D4 damage, take again for 1D6), Enhanced Muscles (+2 strength), Hearty Body (+2 constitution).
Balor------Summon Flame Whip (Summons the flaming whip of a balor for 1 round per point of charisma, damage is the same), Entangle (Can be used with flame whip as balor), Flight (Gain wings, clumsy maneuverability, half speed. Take again for doubled speed or increased maneuverability), Enhanced Muscles (+2 strength), Hearty Body (+2 constitution)
Bebilith---Bite (1D6 damage +1/2 strength) Poison (on bite attack, DC 10 + charisma modifier + 1/2 class level, 1D4 constitution initial and secondary), Web (As bebilith web, but DC 20 strength or escape artist, and can only affect creatures up to large sized or smaller), Enhanced Muscles (+2 strength), Hearty Body (+2 constitution), Enhanced Muscles (+2 strength), Hearty Body (+2 constitution)
Glabrezu---Limited Wish (Once per month, gain this as the spell, class level is caster level), Pincers (1D6 damage, take again to gain 2D6), Improved Grab (Used only with Pincers), True Seeing (Once per round per point of charisma, as spell), Enhanced Muscles (+2 strength), Hearty Body (+2 constitution)
Hezrou-----Bite (1D4 +1/2 strength, take again to increase by 1D4, may increase infinitely), Stench (as hezrou ability, but DC = half class level + charisma modifier), Summon Dretch force (once per day per point of charisma, you may summon 2D10 dretches for 10 minutes. You may increase this to 4D10 and allow only a 35% chance of success. Take multiple times to increase number of dretches by another 1D10 and 2D10 for the 35% chance of success), Enhanced Muscles (+2 strength), Hearty Body (+2 constitution)
Marilith---Extra Arm (One extra arm on either side of the body, allows for multi-weapon fighting feat, take multiple times to gain up to six arms total), Enhanced Muscles (+2 strength), Hearty Body (+2 constitution)
Nalfeshnee-Smite (As Nalfeshnee ability, DC 10 + half class level + charisma modifier), Flight (Gain wings, clumsy maneuverability, half speed. Take again for doubled speed or increased maneuverability), True Seeing (1 round per point of charisma, as spell), Enhanced Muscles (+2 strength), Hearty Body (+2 constitution)
Succubus---Kiss (As succubus energy drain ability, once per day per point of charisma, DC 10 + half class level + charisma modifier, take again to gain suggestion for victim to allow another kiss, same DC), Tongues (gain tongues for 10 minutes once per day, take again for 1 hour per class level, take a third time for permanent effect), Change Shape (Gain Alter Self Spell like ability, once per day per point of charisma, class level is caster level), Enhanced Muscles (+2 strength), Hearty Body (+2 constitution)
Vrock------Spores (as vrock ability, but lasts 1 round per class level and can only be used once per hour, take again for once per 3 rounds), Stunning screech (As vrock ability, DC 10 + half class level + charisma, once per day), Flight (Gain wings, clumsy maneuverability, half speed. Take again for doubled speed or increased maneuverability), Enhanced Muscles (+2 strength), Hearty Body (+2 constitution)
Demonic Might-
Gain a permanent +2 to strength from transforming into a demon
Demonic Resistance-
Gain resistance 5 to acid, cold, and fire permanently.
Demonic Summoning- You gain the summon demon ability that the demon you chose has (If you are a hezrou demonologist with the summon dretch force ability, you may instead increase the number of Dretches by 2D10 and 4D10 for the 35% chance of success).
Apotheosis-
You fully transform into a demon, not quite the demon that you chose, but very closely resembling it. You gain an increase +3 to your natural armor and 5 to your energy resistances and damage reduction, you gain Spell resistance 28, you gain immunity to electricity and poison, as well as you gain a permanent telepathy ability with a range of 100ft. Furthermore, when communicating with demons, they are automatically indifferent to you and you gain a +10 to diplomacy checks against them.
Listen up maggots, Mr. Popo's 'bout to teach you the pecking order.
It goes you, the dirt, the worms inside of the dirt, Popo's stool, Kami, then Popo.
~Mr. Popo, Dragonball Z Abridged
It goes you, the dirt, the worms inside of the dirt, Popo's stool, Kami, then Popo.
~Mr. Popo, Dragonball Z Abridged
Protector
Protector
Abilities:
Wisdom is a major skill for the protector, because it determines the strength and number of her spells. Charisma is also important, because it helps them to avoid a fight they can not participate in.
Alignment: non evil, non chaotic
Hit Dice: D4
Base attack bonus: +0
Class Skills: All
Class features:
Proficiencies:
The protector is proficient with no weapons, and light armor and light shields at level 1. At level 2 the protector is proficient with all armor/shields.
Spells: The protector is unique in that, technically, he casts divine spells, but also knows spells from arcane selections. (e,g; can cast Good Berries and Wall of Force)
However, the protector can not learn spells that cause damage*, in the same way that they can not use weapons(including unarmed strike).
Bonus Feats: Every 3 levels the protector gets a bonus feat.
Any spell that does not directly cause damage, and that is within the Protector's caster level (for arcane spells, treat the Protector as a sorcerer, and divine, like a cleric), the Protector can cast, at his caster level.
* Spells such as Blade Barrier and Wall of Fire are an exception to this, because the spell itself does not cause damage, the enemies(or allies!) walking into cause the damage
Spells Per Day:
Character level): Spell level: spells/day
Level) #
1): 0: 4 1: 2
2): 0: 5 1:2
3): 0: 5 1: 3 2: 2
4): 0: 5 1:4 2: 3
5): 0: 6 1: 5 2: 4 3: 2
6): 0: 6 1: 6 2: 4 3: 3
7): 0: 7 1: 6 2: 5 3:3 4:2
8): 0: 8 1: 6 2: 6 3: 4 4: 3
9): 0: 8 1: 7 2: 6 3: 5 4: 4 5: 3
10): 0: 8 1: 7 2: 6 3: 5 4: 4 5: 3
11): 0: 8 1: 8 2: 6 3: 6 4: 4 5: 4 6: 3
12): 0: 8 1: 8 2: 7 3: 7 4: 6 5: 5 6: 3
13): 0: 8 1: 8 2: 8 3: 7 4: 6 5: 5 6: 4 7: 3
14): 0: 8 1: 8 2: 8 3: 7 4: 6 5: 5 6: 5 7: 4
15): 0: 8 1: 8 2: 8 3: 7 4: 6 5: 6 6: 5 7: 4 8: 2
16): 0: 8 1: 8 2: 8 3: 7 4: 6 5: 6 6: 5 7: 4 8: 3
17): 0: 8 1: 8 2: 8 3: 7 4: 7 5: 6 6: 5 7: 4 8: 4 9: 2
18): 0: 8 1: 8 2: 8 3: 8 4: 8 5: 7 6: 6 7: 5 8: 5 9: 4
19): 0: 8 1: 8 2: 8 3: 8 4: 8 5: 8 6: 7 7: 6 8: 6 9: 5
Protector
Abilities:
Wisdom is a major skill for the protector, because it determines the strength and number of her spells. Charisma is also important, because it helps them to avoid a fight they can not participate in.
Alignment: non evil, non chaotic
Hit Dice: D4
Base attack bonus: +0
Class Skills: All
Class features:
Proficiencies:
The protector is proficient with no weapons, and light armor and light shields at level 1. At level 2 the protector is proficient with all armor/shields.
Spells: The protector is unique in that, technically, he casts divine spells, but also knows spells from arcane selections. (e,g; can cast Good Berries and Wall of Force)
However, the protector can not learn spells that cause damage*, in the same way that they can not use weapons(including unarmed strike).
Bonus Feats: Every 3 levels the protector gets a bonus feat.
Any spell that does not directly cause damage, and that is within the Protector's caster level (for arcane spells, treat the Protector as a sorcerer, and divine, like a cleric), the Protector can cast, at his caster level.
* Spells such as Blade Barrier and Wall of Fire are an exception to this, because the spell itself does not cause damage, the enemies(or allies!) walking into cause the damage
Spells Per Day:
Character level): Spell level: spells/day
Level) #
1): 0: 4 1: 2
2): 0: 5 1:2
3): 0: 5 1: 3 2: 2
4): 0: 5 1:4 2: 3
5): 0: 6 1: 5 2: 4 3: 2
6): 0: 6 1: 6 2: 4 3: 3
7): 0: 7 1: 6 2: 5 3:3 4:2
8): 0: 8 1: 6 2: 6 3: 4 4: 3
9): 0: 8 1: 7 2: 6 3: 5 4: 4 5: 3
10): 0: 8 1: 7 2: 6 3: 5 4: 4 5: 3
11): 0: 8 1: 8 2: 6 3: 6 4: 4 5: 4 6: 3
12): 0: 8 1: 8 2: 7 3: 7 4: 6 5: 5 6: 3
13): 0: 8 1: 8 2: 8 3: 7 4: 6 5: 5 6: 4 7: 3
14): 0: 8 1: 8 2: 8 3: 7 4: 6 5: 5 6: 5 7: 4
15): 0: 8 1: 8 2: 8 3: 7 4: 6 5: 6 6: 5 7: 4 8: 2
16): 0: 8 1: 8 2: 8 3: 7 4: 6 5: 6 6: 5 7: 4 8: 3
17): 0: 8 1: 8 2: 8 3: 7 4: 7 5: 6 6: 5 7: 4 8: 4 9: 2
18): 0: 8 1: 8 2: 8 3: 8 4: 8 5: 7 6: 6 7: 5 8: 5 9: 4
19): 0: 8 1: 8 2: 8 3: 8 4: 8 5: 8 6: 7 7: 6 8: 6 9: 5
Life Master
Life Master
HD: D10
Prerequisite:
Race: Must be from the PHB(1)
Alignment: Any non chaotic
Special: Must have atleast 12 HD
Special: Must have either been resurected, or created an undead
Skills: Same as Druid
All saves, and BAB are the same as the druid class
Abilities:
Life Mastery: Starting at level one, a Life Master can damage himself to deal an equal amount of damage to a single foe. This attack is a melee touch attack that bypasses damage resistance.
Natural Life: If the Life Master has druid levels, starting at level two, he continues to gain wild shape abilities.
Plant Life: Starting at level three, if any are plants nearby (within 10 ft./ LM level) the Life Master can attempt to use his will to use them as whips, or other similar tasks. Required DC 10 will check. If used against a plant type creature, the creature gets an opposed will save in addition.
Supress Aura: Any spell that shows an aura, such as Detect Evil/Law/Chaos/Good, a Life master of fourth level or higher can project a false reading.
Supress Life: A life master of fifth level plus, can create a lifeless aura that any living thing within 30 feet with 1/3 or less than the LM's current hit dice must make a DC 20 Fortitude save or die instantly.
Encourage Life: A life master of fifth level plus, can create a life-filled aura that any deceased thing within 30 feet with 1/3 or less than the LM's current hit dice may make a DC 20 Will save to be fully revived instantly. DC 20 Fortitude save, or any undead in the area 'die' immediatley.
Rebirth: A life master of sixth level plus can create a unnerving blend on positive and neative energy, that turns all dead things in a 45 foot sphere around the LM into undead under the Life Master's control. The life master can control his LM level x2 HD of undead at a time (maximum of 20 HD) and the excess become hostile.
Sacrifice: A Life master of eighth level plus can damage himself x points, and distribute three times that nuber of hitpoints among others. This ability can not heal the dead or grant temporary hit points. this ability can be used 3 times per day
Vortex: A Life master of eighth level plus can damage those around him (within 15 feet) x points, and heal himself 1/2 that number of hitpoints. This ability can not grant temporary hit points. The targets get an opposed Will save unless they are willing. This ability can be used 1/day
Life and Death: Starting at level 10 3/day the Life master can touch something, and attempt to either slay it, or bring it back from the dead. Each requires a DC 20 Concentration check, and to slay a living/undead creature, the creature gets a DC 15 Fortitude save. To bring something back to life, the LM must also make a DC 20 Will check.
Life Master
HD: D10
Prerequisite:
Race: Must be from the PHB(1)
Alignment: Any non chaotic
Special: Must have atleast 12 HD
Special: Must have either been resurected, or created an undead
Skills: Same as Druid
All saves, and BAB are the same as the druid class
Abilities:
Life Mastery: Starting at level one, a Life Master can damage himself to deal an equal amount of damage to a single foe. This attack is a melee touch attack that bypasses damage resistance.
Natural Life: If the Life Master has druid levels, starting at level two, he continues to gain wild shape abilities.
Plant Life: Starting at level three, if any are plants nearby (within 10 ft./ LM level) the Life Master can attempt to use his will to use them as whips, or other similar tasks. Required DC 10 will check. If used against a plant type creature, the creature gets an opposed will save in addition.
Supress Aura: Any spell that shows an aura, such as Detect Evil/Law/Chaos/Good, a Life master of fourth level or higher can project a false reading.
Supress Life: A life master of fifth level plus, can create a lifeless aura that any living thing within 30 feet with 1/3 or less than the LM's current hit dice must make a DC 20 Fortitude save or die instantly.
Encourage Life: A life master of fifth level plus, can create a life-filled aura that any deceased thing within 30 feet with 1/3 or less than the LM's current hit dice may make a DC 20 Will save to be fully revived instantly. DC 20 Fortitude save, or any undead in the area 'die' immediatley.
Rebirth: A life master of sixth level plus can create a unnerving blend on positive and neative energy, that turns all dead things in a 45 foot sphere around the LM into undead under the Life Master's control. The life master can control his LM level x2 HD of undead at a time (maximum of 20 HD) and the excess become hostile.
Sacrifice: A Life master of eighth level plus can damage himself x points, and distribute three times that nuber of hitpoints among others. This ability can not heal the dead or grant temporary hit points. this ability can be used 3 times per day
Vortex: A Life master of eighth level plus can damage those around him (within 15 feet) x points, and heal himself 1/2 that number of hitpoints. This ability can not grant temporary hit points. The targets get an opposed Will save unless they are willing. This ability can be used 1/day
Life and Death: Starting at level 10 3/day the Life master can touch something, and attempt to either slay it, or bring it back from the dead. Each requires a DC 20 Concentration check, and to slay a living/undead creature, the creature gets a DC 15 Fortitude save. To bring something back to life, the LM must also make a DC 20 Will check.
Treasure Hunter
Treasure Hunter
Kit for: Bard
Proficient with all Simple weapons Except long sword, and short sword, and is proficient with scimitar, and 1 of the following; Throwing Ax, trident, scythe, falchion
cant wear heavy armor(cant take the heavy armor feat) even if a level in fighter or another class that grants the feat is taken.
Casts divine spells instead of arcane, only 1/2 of the Bard songs a day.(1 every other level)
Good aligned deity: bardsong
Neutral Deity: choice at 1st level
Evil alligned deity: curse song
start with 4 ranks in appraise, and in bluff. +1 every level in appraise, +1 every other level in bluff
Sense wealth: at 2nd level treasure hunter, you can sense any item worth more than your level x200 in a 20 foot radius
These honorable heroes have made pacts with their deities to never rob any neutral, or equally aligned god(if good aligned, you can still loot the temples of evil gods) and in exchange the gods have given you powers to sense gold, and convince others of somethings value even if it is grossly exaggerated.
Treasure Hunter
Kit for: Bard
Proficient with all Simple weapons Except long sword, and short sword, and is proficient with scimitar, and 1 of the following; Throwing Ax, trident, scythe, falchion
cant wear heavy armor(cant take the heavy armor feat) even if a level in fighter or another class that grants the feat is taken.
Casts divine spells instead of arcane, only 1/2 of the Bard songs a day.(1 every other level)
Good aligned deity: bardsong
Neutral Deity: choice at 1st level
Evil alligned deity: curse song
start with 4 ranks in appraise, and in bluff. +1 every level in appraise, +1 every other level in bluff
Sense wealth: at 2nd level treasure hunter, you can sense any item worth more than your level x200 in a 20 foot radius
These honorable heroes have made pacts with their deities to never rob any neutral, or equally aligned god(if good aligned, you can still loot the temples of evil gods) and in exchange the gods have given you powers to sense gold, and convince others of somethings value even if it is grossly exaggerated.
Feat-
Destruction to Darkness(simular to the "detect evil" spell)
You resist darkness, learning every way to defeat evil.
Benefit: When attacking someone of a Neutral or darker Alignment(Neutral,chaotic Neutral, Lawful Evil, Neutral Evil, Chaotic Evil.) You gain an attack bounus of +1 against them for every Alignment in between you and them.
Defence against Darkness(simular to the above)
When someone of a Neutral or darker Alignment(Neutral,chaotic Neutral, Lawful Evil, Neutral Evil, Chaotic Evil.)Attacks you, you gain an armor class bounus of +1 for every Alignment in between you and them.
VS
Destruction to Darkness(simular to the "detect evil" spell)
You resist darkness, learning every way to defeat evil.
Benefit: When attacking someone of a Neutral or darker Alignment(Neutral,chaotic Neutral, Lawful Evil, Neutral Evil, Chaotic Evil.) You gain an attack bounus of +1 against them for every Alignment in between you and them.
Defence against Darkness(simular to the above)
When someone of a Neutral or darker Alignment(Neutral,chaotic Neutral, Lawful Evil, Neutral Evil, Chaotic Evil.)Attacks you, you gain an armor class bounus of +1 for every Alignment in between you and them.
VS
- Siberys
- Posts: 6207
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Ya know...I have no idea why this was never actually thought of but these two feats are a REALLY good idea.Impure13 wrote:Feat-
Destruction to Darkness(simular to the "detect evil" spell)
You resist darkness, learning every way to defeat evil.
Benefit: When attacking someone of a Neutral or darker Alignment(Neutral,chaotic Neutral, Lawful Evil, Neutral Evil, Chaotic Evil.) You gain an attack bounus of +1 against them for every Alignment in between you and them.
Defence against Darkness(simular to the above)
When someone of a Neutral or darker Alignment(Neutral,chaotic Neutral, Lawful Evil, Neutral Evil, Chaotic Evil.)Attacks you, you gain an armor class bounus of +1 for every Alignment in between you and them.
VS
I will say that Chaos isn't an aspect of "Darkness." It can be justified, and a prime example of that is Robin Hood. Perfectly good person, willing to help those who can't help themselves, 100% selfless. He stole from rich people (a chaotic act) with the intent and purpose of giving the money to poor people (a good, almost saintly act).
So I wouldn't include Chaos and Law into that feat. Just Good and Evil.
Listen up maggots, Mr. Popo's 'bout to teach you the pecking order.
It goes you, the dirt, the worms inside of the dirt, Popo's stool, Kami, then Popo.
~Mr. Popo, Dragonball Z Abridged
It goes you, the dirt, the worms inside of the dirt, Popo's stool, Kami, then Popo.
~Mr. Popo, Dragonball Z Abridged
Well, I was meaning to make four feats 2 "good" 2"evil" so I thought why would a Lawful good attack a chaotic good? Then.... I ran out of time. And I thought of the idea becuase I just started a Paladin who can detect evil but doesn't get a bonus for fighting it. soSiberys wrote:Ya know...I have no idea why this was never actually thought of but these two feats are a REALLY good idea.
I will say that Chaos isn't an aspect of "Darkness." It can be justified, and a prime example of that is Robin Hood. Perfectly good person, willing to help those who can't help themselves, 100% selfless. He stole from rich people (a chaotic act) with the intent and purpose of giving the money to poor people (a good, almost saintly act).
So I wouldn't include Chaos and Law into that feat. Just Good and Evil.