Argeus
2009-10-29, 09:30 PM
Disclaimer: This class is heavily inspired by the anime Kanon, especially the character Tsukimiya Ayu. Mild spoiler for those who hasn’t reached the ending, if you know what I mean.
Astral Cleric
Once upon a time, in a land of the endless song, lived a young woman. She would have grown up to be an ordinary person, if only with a childlike generic cuteness as her saving throw. However, fate was cruel, as one day, a terrible accident happened to her, tossing her in a seemingly eternal coma.
But it was during her darkest hour that she shone. The girl, who had never had any contact with magic, suddenly gained the uncanny ability to project her image into a semi-physical, semi-astral form of herself, capable of walking around, interacting with people, and even carrying out miracles, while she was still deep in unconsciousness. In the end, it was this astral projection of herself that had saved herself and those she cared for from a seemingly inevitable tragedy.
The people of the Forbidden Realms, upon learning of her capabilities, questioned how such a miraculous happening could take place. Some of the most powerful clerics decided to try to mimic what she had done – knocking themselves out in freak accidents for good in an attempt to produce such a potent astral projection of themselves. Most of them never woke up, but those who did gained power beyond that of their kin. The cost was heavy, however – these Astral Clerics, as they call themselves, are now effectively treading the line between death and life, consciousness and coma, and sanity and madness every hour.
Role: Off-field Support
Key Abilities: Wisdom, Charisma.
Armor Proficiency: None
Weapon Proficiencies: None
Hit dice: Special (See below)
Class skills: Diplomacy, Lore, Spellcraft.
Requirement:
- Race: Human
- Capable of casting Lesser Restoration, Restoration or Greater Restoration.
- Feat: Toughness/Epic Toughness.
- Skills: 10 ranks in Lore.
Class-specific feats:
{table]Level|BAB|Fort|Ref|Will|Class Ability
1|+0|+0|+0|+3|Coma, Astral Projection
2|+1|+0|+0|+4|Projection Hardiness 1
3|+1|+0|+0|+5|Projection Immaterialism 1
4|+2|+0|+0|+6|Projection Concealment 1
5|+2|+0|+0|+7|Projection Immaterialism 2
6|+3|+0|+0|+8|
7|+3|+0|+0|+9|Projection Hardiness 2, Projection Immaterialism 3
8|+4|+0|+0|+10|Projection Concealment 2
9|+4|+0|+0|+11|Projection Immaterialism 4
10|+5|+0|+0|+12|
11|+5|+0|+0|+13|Projection Hardiness 3, Projection Immaterialism 5
12|+6|+0|+0|+14|Projection Concealment 3
13|+6|+0|+0|+15|Projection Immaterialism 6
14|+7|+0|+0|+16|
15|+7|+0|+0|+17|Tsukimiya's Miracle, Projection Fusion[/table]
Coma (Su): In order to use the Astral Cleric abilities, the Astral Cleric must first be unconscious (Wis/Cha reduced to 0). This is taken as a voluntary, full-round action.
While sinking into the coma is a voluntary action, awakening out of the coma is much harder. If the Astral Cleric so chooses, he can, once every round, perform a Will save (DC = Astral Cleric level + Number of rounds since coma start) to wrest free from the coma, dispelling the Astral projection and regaining control of his body. Any damage the Astral Projection had taken will be transferred to the Astral Cleric upon awakening. Spell and spell-like effects, however, will be dispelled. If this dispel effect would reduce the Astral Projection's HP to 0 or lower (such as dispelling a Constitution increment that reduces HP below 0), the Astral Cleric is instantly killed.
Astral Projection (Su): In his place, the Astral Cleric will be taken over by a physical astral projection of himself. The player gains control of the Astral Projection as if it was his PC. This astral projection has identical ability scores, hit points, feats, equipment and abilities and spells as the Astral Cleric when not in Coma state, but has a Hit Dice of 0 for the purpose of spells.
The Astral Projection cannot leave 50 yards, +10 yards per AC level, radius of the Astral Cleric. If the Astral Projection's Hit Point is reduced to 0 it will be destroyed, and the Astral Cleric's HP will be reduced to -1 (dying) as well. The same applies if it is destroyed by any reason. If the Astral Cleric is awakened or dies, the Astral Projection also perishes.
The Astral Projection cannot take nonlethal damage - any nonlethal damage it takes will be treated as lethal damage. At will, it can reduce its weight to zero once every turn to avoid the effect of fall damage. Also, it cannot rest or use any potion, but can be healed normally by friendly PC/NPC.
EXP gain is calculated normally. If the character gains a level while in a coma, he will be forced to take a level in Astral Cleric and gain zero hit point.
Projection Hardiness (Su): The Astral Projection gains +1 Fortitude save, +1 damage reduction and +2 Fortutude save against strength/constitution damaging poison and disease per level.
Projection Concealment (Su): Unlike Tsukimiya Ayu, the Astral Clerics of the Forgotten Realms can conceal their astral projection. The Astral Projection gains +10% permanent Concealment bonus and +15% Concealment bonus against Sneak Attacks per level.
Projection Immaterialism (Su): Add 1 to the Astral Projection's Dodge AC and 2 to its Dodge AC against AoO per level. Also gives the Astral Projection +2 Grapple checks and Discipline check to resist combat feats per level.
Tsukimiya's Miracle (Su): Once a week, the Astral Cleric can perform a Miracle similar to the effect of the cleric spell, or, if he knows the spell, perform it at half EXP cost.
Projection Fusion (Su): Once a day, the Astral Cleric can fuse with his own Astral Projection. Doing so wakes the Astral Cleric from the coma and restores his Wis/Cha score, gives him a pair of white angel/black bat wings depending on alignment, +6 to all ability scores, enchant his weapons with +5 enhancement and Keen properties, with +2d6 Divine/Negative Energy damage bonus. This lasts for 10 turns + the AC's Wisdom modifier. After this, the Astral Cleric can no longer put himself into a coma to summon the Astral Projection for the rest of the day.
An Astral Cleric can take an additional feat from the spellcaster feat list at every fifth level and from fighter feat list every seventh. Every Astral Cleric level add 1 to the character's Divine spellcaster level.
What do you think? Does it balance?
EDIT: Major clarification on the Astral Projection's specs.
Astral Cleric
Once upon a time, in a land of the endless song, lived a young woman. She would have grown up to be an ordinary person, if only with a childlike generic cuteness as her saving throw. However, fate was cruel, as one day, a terrible accident happened to her, tossing her in a seemingly eternal coma.
But it was during her darkest hour that she shone. The girl, who had never had any contact with magic, suddenly gained the uncanny ability to project her image into a semi-physical, semi-astral form of herself, capable of walking around, interacting with people, and even carrying out miracles, while she was still deep in unconsciousness. In the end, it was this astral projection of herself that had saved herself and those she cared for from a seemingly inevitable tragedy.
The people of the Forbidden Realms, upon learning of her capabilities, questioned how such a miraculous happening could take place. Some of the most powerful clerics decided to try to mimic what she had done – knocking themselves out in freak accidents for good in an attempt to produce such a potent astral projection of themselves. Most of them never woke up, but those who did gained power beyond that of their kin. The cost was heavy, however – these Astral Clerics, as they call themselves, are now effectively treading the line between death and life, consciousness and coma, and sanity and madness every hour.
Role: Off-field Support
Key Abilities: Wisdom, Charisma.
Armor Proficiency: None
Weapon Proficiencies: None
Hit dice: Special (See below)
Class skills: Diplomacy, Lore, Spellcraft.
Requirement:
- Race: Human
- Capable of casting Lesser Restoration, Restoration or Greater Restoration.
- Feat: Toughness/Epic Toughness.
- Skills: 10 ranks in Lore.
Class-specific feats:
{table]Level|BAB|Fort|Ref|Will|Class Ability
1|+0|+0|+0|+3|Coma, Astral Projection
2|+1|+0|+0|+4|Projection Hardiness 1
3|+1|+0|+0|+5|Projection Immaterialism 1
4|+2|+0|+0|+6|Projection Concealment 1
5|+2|+0|+0|+7|Projection Immaterialism 2
6|+3|+0|+0|+8|
7|+3|+0|+0|+9|Projection Hardiness 2, Projection Immaterialism 3
8|+4|+0|+0|+10|Projection Concealment 2
9|+4|+0|+0|+11|Projection Immaterialism 4
10|+5|+0|+0|+12|
11|+5|+0|+0|+13|Projection Hardiness 3, Projection Immaterialism 5
12|+6|+0|+0|+14|Projection Concealment 3
13|+6|+0|+0|+15|Projection Immaterialism 6
14|+7|+0|+0|+16|
15|+7|+0|+0|+17|Tsukimiya's Miracle, Projection Fusion[/table]
Coma (Su): In order to use the Astral Cleric abilities, the Astral Cleric must first be unconscious (Wis/Cha reduced to 0). This is taken as a voluntary, full-round action.
While sinking into the coma is a voluntary action, awakening out of the coma is much harder. If the Astral Cleric so chooses, he can, once every round, perform a Will save (DC = Astral Cleric level + Number of rounds since coma start) to wrest free from the coma, dispelling the Astral projection and regaining control of his body. Any damage the Astral Projection had taken will be transferred to the Astral Cleric upon awakening. Spell and spell-like effects, however, will be dispelled. If this dispel effect would reduce the Astral Projection's HP to 0 or lower (such as dispelling a Constitution increment that reduces HP below 0), the Astral Cleric is instantly killed.
Astral Projection (Su): In his place, the Astral Cleric will be taken over by a physical astral projection of himself. The player gains control of the Astral Projection as if it was his PC. This astral projection has identical ability scores, hit points, feats, equipment and abilities and spells as the Astral Cleric when not in Coma state, but has a Hit Dice of 0 for the purpose of spells.
The Astral Projection cannot leave 50 yards, +10 yards per AC level, radius of the Astral Cleric. If the Astral Projection's Hit Point is reduced to 0 it will be destroyed, and the Astral Cleric's HP will be reduced to -1 (dying) as well. The same applies if it is destroyed by any reason. If the Astral Cleric is awakened or dies, the Astral Projection also perishes.
The Astral Projection cannot take nonlethal damage - any nonlethal damage it takes will be treated as lethal damage. At will, it can reduce its weight to zero once every turn to avoid the effect of fall damage. Also, it cannot rest or use any potion, but can be healed normally by friendly PC/NPC.
EXP gain is calculated normally. If the character gains a level while in a coma, he will be forced to take a level in Astral Cleric and gain zero hit point.
Projection Hardiness (Su): The Astral Projection gains +1 Fortitude save, +1 damage reduction and +2 Fortutude save against strength/constitution damaging poison and disease per level.
Projection Concealment (Su): Unlike Tsukimiya Ayu, the Astral Clerics of the Forgotten Realms can conceal their astral projection. The Astral Projection gains +10% permanent Concealment bonus and +15% Concealment bonus against Sneak Attacks per level.
Projection Immaterialism (Su): Add 1 to the Astral Projection's Dodge AC and 2 to its Dodge AC against AoO per level. Also gives the Astral Projection +2 Grapple checks and Discipline check to resist combat feats per level.
Tsukimiya's Miracle (Su): Once a week, the Astral Cleric can perform a Miracle similar to the effect of the cleric spell, or, if he knows the spell, perform it at half EXP cost.
Projection Fusion (Su): Once a day, the Astral Cleric can fuse with his own Astral Projection. Doing so wakes the Astral Cleric from the coma and restores his Wis/Cha score, gives him a pair of white angel/black bat wings depending on alignment, +6 to all ability scores, enchant his weapons with +5 enhancement and Keen properties, with +2d6 Divine/Negative Energy damage bonus. This lasts for 10 turns + the AC's Wisdom modifier. After this, the Astral Cleric can no longer put himself into a coma to summon the Astral Projection for the rest of the day.
An Astral Cleric can take an additional feat from the spellcaster feat list at every fifth level and from fighter feat list every seventh. Every Astral Cleric level add 1 to the character's Divine spellcaster level.
What do you think? Does it balance?
EDIT: Major clarification on the Astral Projection's specs.