imp_fireball
2009-02-19, 05:23 PM
'Kay, so this is merely an outline of what I'll add to the full features, for now. Tell me what you like and what you don't like. It'll be completed whenever I get the time.
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Black Mage
- Size Medium
- Warp and Heighten Spell Metamagic Feats
- Higher than usual spell slots for ECL (up to 1 9th level spell slot)
- 13th level Human Warmage
- Black mage has d4 HD, and has proficiency with only three simple weapons of his choice for the benefit of using INT instead of CHA as his casting stat; additionally, he can select new spells through studying or communing with entities of his alignment (often through plot points)
- Black Mage has very high INT but rather low WIS, CON, STR and DEX
- Three traits (Psychosomatic Ignorance, Objective Morale, Ugly as Sin)
- Chaotic Evil
- Self ordained light warrior (meaning he receives the perks as such)
Psychosomatic Ignorance (trait)
Your psyche makes you ignorant of something, whether it is a person, object, emotion, etc. Even when said thing is mentioned, you may or may not express awareness of it, but avoid all purpose and logic associated with it. In other cases, you are simply unable to contemplate it.
Remember Your Friends
Beware of getting too aggressive, especially when...
Black Mage hears these words, and then immediately ignores it, compulsively forgetting anything to do with this as it is very much against his personal beliefs; such that he would violently disagree with any compulsion (those with free will, such as charm person) in which ordered to do so. Paradoxically, this would technically mean he has no friends nor allies, even when working with others. One can only assume that it is his nature.
Objective Morale (trait)
You are particularly brave one moment and then (for whatever reason) turn and flee the next.
Black Mage can be battle hearty and lusting for destruction one moment, and then turning yellow the next. He has a +4 bonus to morale when he believes he has an advantage. If fooled into thinking otherwise, he will likely turn tail or at least do whatever he can to avoid combat and/or attention. This is different from cowardice, because while Black Mage might be a coward, this condition likely spurs from sociopathic psychosomaticism.
Ugly as Sin (trait)
You have a particularly appalling feature about you on a part of your body. It might be a birth defect, a horrible disfigurement, something related to your race, etc. For whatever reason, when looked upon, it is incredibly disconcerting (even by others of your race if racial); although concealing it can easily avoid the dread of such an encounter.
Black Mage's face is hidden by a wizardly hat that conceals his face in magical shadows for a reason. Looking upon such horror that is to say, him wearing said hat, has been thus known to make small children faint instantly.
Black Mage's charisma is normal, but without his hat he suffers a -8 penalty (cannot be lower than 1) and there is a small chance that an encounter with strangers will lead to at least one step on the diplomacy scale (from indifferent) in the negative direction.
Self Ordained Light Warrior (trait)
For all purposes associated with being a light warrior, Black Mage, while not actually a light warrior, has self ordained himself a light warrior and as such counts as one and automatically convinces others that he is such (until very well proven otherwise with lots of evidence). No bluff checks required.
Destroyer (Epic Destiny)
Required Alignment: Chaotic Evil
You are bound to cause serious destruction at some point, if not to an entire plane, then to an empire or at least something otherwise semi-permanent and beloved of everyone you've ever known. You could be the sole cause of world war or the indirect slayer of a benevolent deity (anything below greater).
Depending on the campaign, Black Mage may have the destroyer epic destiny. He is aware of this destiny, however there is a significant degree of uncertainty in whether or not he will manage to carry it out.
Spell Slots
Black Mage has spell slots up to just above 6th level. Technically, the maximum level of which he can cast spells is ninth level due to his INT, although his levels have not given him any spells to fit into that category, except hadoken which requires warping as a ninth level spell.
Hadoken
Evocation [Fire]
Level: Sor/Wiz/9
Components: V, S, M
Casting Time: Standard Action
Range: Infinite
Area: 5' width and height plus 5'/every five caster levels (line in front of caster)
Duration: Instantaneous damage; exists infinitely
Saving Throw: None or Reflex half; see text
Spell Resistance: Yes
Hadoken is created when a fireball is warped after being heightened to ninth level. Hadoken consumes one ninth level spell slot. Additionally, its length (which appears as that of a white and blue-rimmed plasma-like energy) cancels out once the target envisioned clearly in the caster’s mind is reached. Hadoken is a ranged touch attack that ignores cover and receives a bonus of +1 for each 5’ of width that constitutes it (distances imply conditional modifiers), when applied to targets at ranges greater than 1000 feet; additionally, other characters can be caught in the blast but can make a reflex save to avoid which includes - those along the 'easiest' path to the intended target, those right behind the target, and anyone else at GM discretion from then on up to 500 miles (before it ascends into space). It has infinite range, and if the spell 'misses' (the target envisioned in the caster’s mind is not reached), in which case it deals minimal destruction along its path over the horizon to breach atmosphere and ascend into outer space (much to the caster's annoyance, perhaps). Other forces of energy can subsume a hadoken, however they are likely astronomical in comparison with worldly powers.
Hadoken bypasses all material hardness and does (CL + spell level d6) force and fire damage. The caster can will the hadoken to explode into a dense mushroom cloud similar in strength to that of a nuke created through fission-derived force, throwing all living creatures in a random direction harmlessly (DC 100 FORT save to avoid, where bare failures and successes indicate the condition of 'blown away' at speed of GM discretion; attempting the save also means accepting the consequences of damage unless the roll made is under three quarters the DC - DC 25) out to a hundred mile radius and 500d20 mundane fire and bludgeoning damage to all objects within the radius. Creatures thrown land harmlessly, and creatures taking cover are not thrown at all.
The caster can only will the beam to explode when it is within a kilometer of the caster. The beam itself has a maximum length of 800 feet and travels at a continuous speed of 900,000' (with its 'front' space reaching that distance); achieving a distance of up to half that upon casting it. Thus, even if willing it to explode is an immediate action, the caster must also have the intention of causing it to do such prior to casting the spell itself.
Material Component: Love; not necessary to be present with the caster. Love is not ‘material’, rather it is a portion of ones personality/emotion/state of mind. It affects all beings in the universe and is at GM discretion whether or not the affect ever stacks enough to be noticeable among the PCs.
Warp Spell(Ex)
Prerequisite: Heighten Spell
Warp is a metamagic feature that requires a spell to be heightened and may subject it to additional physical components. Warp can change a spell to a new spell equal to the level that the original spell was heightened to. The spell that it is heightened to sacrifices all spells that can be cast of that level, and the caster must go through their spell recovery phase to regain that level of slots once more.
The original spell used prior to heightening is the only slot that 'counts' otherwise.
Fighter
- Wears ‘Mostly Full Plate’ which does not feature a helm and leaves room for bare arms (a type of armor that fighter is specifically proficient in; counts as full plate for all purposes)
- Benefits from zodiac kenshido (the 12 styles, which consist of five tactical feats on a tree, unique from the ordinary warblade stance build and thus allowing him to remain solely a ‘fighter’)
- Fire resistance granted by ‘fire armor’
- Has 4 int and 'educated' as sub-trait
- Size Medium
- Two traits (Attention Deficit Disorder, Idiot Savant)
- Self ordained light warrior (meaning he receives perks as such)
- Lawful Neutral
- Human Fighter
Thief
- Elf Rogue 12/Binder 1 (if binder allows soul binding and rebinding at 1st level)
- Has plenty of skills, just like a rogue, with ranks in bluff, sleight of hand, climb, hide, forgery, knowledge(nobility), diplomacy, gather information, Knowledge: Local, etc.
- Elven Rogue with above average CHA, INT; average WIS, CON and STR, and high DEX
- One trait (kleptomania)
- Chaotic Neutral
- Self ordained light warrior (meaning he receives perks as such)
Red Mage
- 3rd level Human Fighter, 10th level Red Mage, Order of the Red Magi association
- One Trait (Immense Delusional Psychosis, which can cause episodes)
- Self ordained light warrior (meaning he receives perks as such)
- High INT, very low WIS, average CON, CHA, DEX, and STR
Law Ninja
- Has all the features of the ninja but with skills mostly leaning towards lawsuits
- Low ECL, but with a team feature that makes them powerful in groups of four
- Lawful Neutral
Sarda
- Above Epic challenge rating
- Can modify outside affects and conditions as an instantaneous action
- Has infinite spell slots, but doesn’t bother with the infinite XP penalties associated with the creation of “Spells that would make any other Sage of the Overworld only mildly jealous.”
- One Trait (World Weary on an Epic Level)
- Unknown alignment (closest to ‘True Neutral’)
King Steve
1st level Aristocrat
Size/Type: Medium Humanoid (Human)
Hit Dice: 1d8+1 (5 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 10, touch 10, flat-footed 10
Base Attack/Grapple: +0/+0
Attack: Unarmed Strike +0 melee (1d3+0/20)
Full Attack: Unarmed Strike +0 melee (1d3+0/20)
Space/Reach: 5 ft./5 ft.
Special Attacks: —
Special Qualities: Apathetic (trait)
Saves: Fort +1, Ref +0, Will -2
Abilities: Str 11, Dex 10, Con 12, Int 8, Wis 4, Cha 16
Skills: Listen +1, Spot +1, Bluff +8, Intimidate +9
Feats: Persuasive, Skill Focus (bluff), Skill Focus (
Environment: Corneria Throne Room
Organization: Solitary or with Queen (50%)/Princess Sara(10%)/Left-Hand Man Gary (80%)
Challenge Rating: ½
Treasure: Kingly Robes(100%), Crown(100%), Sceptor (30%), Piece of String (10%), Shoes made out of baby skin(20%)
Alignment: Chaotic Neutral
Advancement: By character class
Level Adjustment: +0
King Steve is a delusional despot, clearly one of whom inherited the throne to Corneria kingdom after the likely natural death of its previous owner (Steve could not possibly have plotted the assassination).
King Steve, despite being a full grown man, delights in many strange activities, openly displaying his opinion of Corneria as a whole and regarding the whole kingly stint as a complete and very lengthy joke (hey, it's fun being a king after all). As such, he has been known to waste vast treasury resources on 'mana drilling' and spontaneous wars with Corneria's neighbors.
Although likely to turn evil in a hoot, Steve is merely oblivious to the morality of his crimes, currently. Others suspect he is a madmen; his powers of persuasion are frightening in person. Those influenced by him are left to assume, amidst his seemingly jolly demeanor that this is simply because he's king and that he can order the victim of such persuasion's death in less time than it takes to roll one character's initiative.
Apathetic (trait)
You couldn't care much for achievement or cause. You take a - 4 penalty to skill points with no benefit.
King Steve runs the Corneria throne like it's a joke and really could not care much for the consequences (if not because he is unable to perceive them).
Special Feature of the Setting
- Deities can’t actually exist in the overworld, since the only true deity is Sarda
- There are worshippers, cults, and supernatural planar entities, however
- Unique clerical orders such as those of White Magi, exist without the need of specific deity worship (closely karma based)
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Black Mage
- Size Medium
- Warp and Heighten Spell Metamagic Feats
- Higher than usual spell slots for ECL (up to 1 9th level spell slot)
- 13th level Human Warmage
- Black mage has d4 HD, and has proficiency with only three simple weapons of his choice for the benefit of using INT instead of CHA as his casting stat; additionally, he can select new spells through studying or communing with entities of his alignment (often through plot points)
- Black Mage has very high INT but rather low WIS, CON, STR and DEX
- Three traits (Psychosomatic Ignorance, Objective Morale, Ugly as Sin)
- Chaotic Evil
- Self ordained light warrior (meaning he receives the perks as such)
Psychosomatic Ignorance (trait)
Your psyche makes you ignorant of something, whether it is a person, object, emotion, etc. Even when said thing is mentioned, you may or may not express awareness of it, but avoid all purpose and logic associated with it. In other cases, you are simply unable to contemplate it.
Remember Your Friends
Beware of getting too aggressive, especially when...
Black Mage hears these words, and then immediately ignores it, compulsively forgetting anything to do with this as it is very much against his personal beliefs; such that he would violently disagree with any compulsion (those with free will, such as charm person) in which ordered to do so. Paradoxically, this would technically mean he has no friends nor allies, even when working with others. One can only assume that it is his nature.
Objective Morale (trait)
You are particularly brave one moment and then (for whatever reason) turn and flee the next.
Black Mage can be battle hearty and lusting for destruction one moment, and then turning yellow the next. He has a +4 bonus to morale when he believes he has an advantage. If fooled into thinking otherwise, he will likely turn tail or at least do whatever he can to avoid combat and/or attention. This is different from cowardice, because while Black Mage might be a coward, this condition likely spurs from sociopathic psychosomaticism.
Ugly as Sin (trait)
You have a particularly appalling feature about you on a part of your body. It might be a birth defect, a horrible disfigurement, something related to your race, etc. For whatever reason, when looked upon, it is incredibly disconcerting (even by others of your race if racial); although concealing it can easily avoid the dread of such an encounter.
Black Mage's face is hidden by a wizardly hat that conceals his face in magical shadows for a reason. Looking upon such horror that is to say, him wearing said hat, has been thus known to make small children faint instantly.
Black Mage's charisma is normal, but without his hat he suffers a -8 penalty (cannot be lower than 1) and there is a small chance that an encounter with strangers will lead to at least one step on the diplomacy scale (from indifferent) in the negative direction.
Self Ordained Light Warrior (trait)
For all purposes associated with being a light warrior, Black Mage, while not actually a light warrior, has self ordained himself a light warrior and as such counts as one and automatically convinces others that he is such (until very well proven otherwise with lots of evidence). No bluff checks required.
Destroyer (Epic Destiny)
Required Alignment: Chaotic Evil
You are bound to cause serious destruction at some point, if not to an entire plane, then to an empire or at least something otherwise semi-permanent and beloved of everyone you've ever known. You could be the sole cause of world war or the indirect slayer of a benevolent deity (anything below greater).
Depending on the campaign, Black Mage may have the destroyer epic destiny. He is aware of this destiny, however there is a significant degree of uncertainty in whether or not he will manage to carry it out.
Spell Slots
Black Mage has spell slots up to just above 6th level. Technically, the maximum level of which he can cast spells is ninth level due to his INT, although his levels have not given him any spells to fit into that category, except hadoken which requires warping as a ninth level spell.
Hadoken
Evocation [Fire]
Level: Sor/Wiz/9
Components: V, S, M
Casting Time: Standard Action
Range: Infinite
Area: 5' width and height plus 5'/every five caster levels (line in front of caster)
Duration: Instantaneous damage; exists infinitely
Saving Throw: None or Reflex half; see text
Spell Resistance: Yes
Hadoken is created when a fireball is warped after being heightened to ninth level. Hadoken consumes one ninth level spell slot. Additionally, its length (which appears as that of a white and blue-rimmed plasma-like energy) cancels out once the target envisioned clearly in the caster’s mind is reached. Hadoken is a ranged touch attack that ignores cover and receives a bonus of +1 for each 5’ of width that constitutes it (distances imply conditional modifiers), when applied to targets at ranges greater than 1000 feet; additionally, other characters can be caught in the blast but can make a reflex save to avoid which includes - those along the 'easiest' path to the intended target, those right behind the target, and anyone else at GM discretion from then on up to 500 miles (before it ascends into space). It has infinite range, and if the spell 'misses' (the target envisioned in the caster’s mind is not reached), in which case it deals minimal destruction along its path over the horizon to breach atmosphere and ascend into outer space (much to the caster's annoyance, perhaps). Other forces of energy can subsume a hadoken, however they are likely astronomical in comparison with worldly powers.
Hadoken bypasses all material hardness and does (CL + spell level d6) force and fire damage. The caster can will the hadoken to explode into a dense mushroom cloud similar in strength to that of a nuke created through fission-derived force, throwing all living creatures in a random direction harmlessly (DC 100 FORT save to avoid, where bare failures and successes indicate the condition of 'blown away' at speed of GM discretion; attempting the save also means accepting the consequences of damage unless the roll made is under three quarters the DC - DC 25) out to a hundred mile radius and 500d20 mundane fire and bludgeoning damage to all objects within the radius. Creatures thrown land harmlessly, and creatures taking cover are not thrown at all.
The caster can only will the beam to explode when it is within a kilometer of the caster. The beam itself has a maximum length of 800 feet and travels at a continuous speed of 900,000' (with its 'front' space reaching that distance); achieving a distance of up to half that upon casting it. Thus, even if willing it to explode is an immediate action, the caster must also have the intention of causing it to do such prior to casting the spell itself.
Material Component: Love; not necessary to be present with the caster. Love is not ‘material’, rather it is a portion of ones personality/emotion/state of mind. It affects all beings in the universe and is at GM discretion whether or not the affect ever stacks enough to be noticeable among the PCs.
Warp Spell(Ex)
Prerequisite: Heighten Spell
Warp is a metamagic feature that requires a spell to be heightened and may subject it to additional physical components. Warp can change a spell to a new spell equal to the level that the original spell was heightened to. The spell that it is heightened to sacrifices all spells that can be cast of that level, and the caster must go through their spell recovery phase to regain that level of slots once more.
The original spell used prior to heightening is the only slot that 'counts' otherwise.
Fighter
- Wears ‘Mostly Full Plate’ which does not feature a helm and leaves room for bare arms (a type of armor that fighter is specifically proficient in; counts as full plate for all purposes)
- Benefits from zodiac kenshido (the 12 styles, which consist of five tactical feats on a tree, unique from the ordinary warblade stance build and thus allowing him to remain solely a ‘fighter’)
- Fire resistance granted by ‘fire armor’
- Has 4 int and 'educated' as sub-trait
- Size Medium
- Two traits (Attention Deficit Disorder, Idiot Savant)
- Self ordained light warrior (meaning he receives perks as such)
- Lawful Neutral
- Human Fighter
Thief
- Elf Rogue 12/Binder 1 (if binder allows soul binding and rebinding at 1st level)
- Has plenty of skills, just like a rogue, with ranks in bluff, sleight of hand, climb, hide, forgery, knowledge(nobility), diplomacy, gather information, Knowledge: Local, etc.
- Elven Rogue with above average CHA, INT; average WIS, CON and STR, and high DEX
- One trait (kleptomania)
- Chaotic Neutral
- Self ordained light warrior (meaning he receives perks as such)
Red Mage
- 3rd level Human Fighter, 10th level Red Mage, Order of the Red Magi association
- One Trait (Immense Delusional Psychosis, which can cause episodes)
- Self ordained light warrior (meaning he receives perks as such)
- High INT, very low WIS, average CON, CHA, DEX, and STR
Law Ninja
- Has all the features of the ninja but with skills mostly leaning towards lawsuits
- Low ECL, but with a team feature that makes them powerful in groups of four
- Lawful Neutral
Sarda
- Above Epic challenge rating
- Can modify outside affects and conditions as an instantaneous action
- Has infinite spell slots, but doesn’t bother with the infinite XP penalties associated with the creation of “Spells that would make any other Sage of the Overworld only mildly jealous.”
- One Trait (World Weary on an Epic Level)
- Unknown alignment (closest to ‘True Neutral’)
King Steve
1st level Aristocrat
Size/Type: Medium Humanoid (Human)
Hit Dice: 1d8+1 (5 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 10, touch 10, flat-footed 10
Base Attack/Grapple: +0/+0
Attack: Unarmed Strike +0 melee (1d3+0/20)
Full Attack: Unarmed Strike +0 melee (1d3+0/20)
Space/Reach: 5 ft./5 ft.
Special Attacks: —
Special Qualities: Apathetic (trait)
Saves: Fort +1, Ref +0, Will -2
Abilities: Str 11, Dex 10, Con 12, Int 8, Wis 4, Cha 16
Skills: Listen +1, Spot +1, Bluff +8, Intimidate +9
Feats: Persuasive, Skill Focus (bluff), Skill Focus (
Environment: Corneria Throne Room
Organization: Solitary or with Queen (50%)/Princess Sara(10%)/Left-Hand Man Gary (80%)
Challenge Rating: ½
Treasure: Kingly Robes(100%), Crown(100%), Sceptor (30%), Piece of String (10%), Shoes made out of baby skin(20%)
Alignment: Chaotic Neutral
Advancement: By character class
Level Adjustment: +0
King Steve is a delusional despot, clearly one of whom inherited the throne to Corneria kingdom after the likely natural death of its previous owner (Steve could not possibly have plotted the assassination).
King Steve, despite being a full grown man, delights in many strange activities, openly displaying his opinion of Corneria as a whole and regarding the whole kingly stint as a complete and very lengthy joke (hey, it's fun being a king after all). As such, he has been known to waste vast treasury resources on 'mana drilling' and spontaneous wars with Corneria's neighbors.
Although likely to turn evil in a hoot, Steve is merely oblivious to the morality of his crimes, currently. Others suspect he is a madmen; his powers of persuasion are frightening in person. Those influenced by him are left to assume, amidst his seemingly jolly demeanor that this is simply because he's king and that he can order the victim of such persuasion's death in less time than it takes to roll one character's initiative.
Apathetic (trait)
You couldn't care much for achievement or cause. You take a - 4 penalty to skill points with no benefit.
King Steve runs the Corneria throne like it's a joke and really could not care much for the consequences (if not because he is unable to perceive them).
Special Feature of the Setting
- Deities can’t actually exist in the overworld, since the only true deity is Sarda
- There are worshippers, cults, and supernatural planar entities, however
- Unique clerical orders such as those of White Magi, exist without the need of specific deity worship (closely karma based)