Zom B
2010-02-09, 01:35 PM
Just thought I'd post the first draft of this class for critique and suggestions.
Deiseeker
“So much forgotten power. So much, all mine for the taking! I alone will be favored and you, you lowly ants, will bow down before my glory!”
-Dextran Carderas, moments before the ascension of Karzul.
“He was a means to an end. I’m glad to be finally rid of him.”
-Karzul, Lord of Slaughter, moments after ascension.
Pantheons have risen and fallen, all forgotten to the winds of time. However, the deific energy that once composed these erstwhile beings still remains, scattered like a mist that lies across the multiverse. The deiseeker seeks to collect, and give shape to, this essence, wielding it as a powerful tool and at last freeing the gathered essence and giving it will: the birth of a new god.
Through the collection of a deisphere (day-uh-sphere), deiseekers (day-ee-seekers) collect this essence, called dei (day-ee). Because this energy contains latent fragments of its original owner’s memories and identity, the deiseeker can exert his will over the collective and draw knowledge and wisdom from its depths, all while harnessing the power of gods.
Background
The deiseeker becomes who he is for a number of reasons. One deiseeker was a young apprentice mage who stumbled upon the secret and chose the path, seeing it as an easy method of gathering power. One sought to bring new light into the world, and traveled the way of the deiseeker so as to forge a new god to fight against the forces of darkness. One even sought to somehow absorb the dei that she had collected and seek ascension for herself, an experience that proved disastrous.
The knowledge of the deisphere’s construction is attainable by those who know to look. Perhaps it can be found tucked in the margin of a spellbook, or maybe as a note in an old prayer book. Some have even claimed that when the multiverse is ready for the formation of a new god or when an existing god desires a new ally, that sometimes a mortal is chosen as the instrument for that goal.
Alignment
Just as the gods themselves, a deiseeker can be of any alignment.
Hit Die
d6.
Class Skills
The particulant’s class skills (and the key ability for each skill) are Craft (Int), Decipher Script (Int), Heal (Wis), Knowledge (all skills; taken individually) (Int), Profession (Wis), Spellcraft (Int), Use Magic Device (Cha)
Skill Points at 1st Level
(2 + Int modifier) ×4.
Skill Points at Each Additional Level
2 + Int modifier.
Table 1-1: The Deiseeker
{table=head]Level| Base Attack Bonus| Fort Save| Ref Save| Will Save| Special
1 |+0| +0| +0| +2| Craft Deisphere, Providence
2 |+1| +0| +0| +3| Providence
3 |+2| +1| +1| +3| Providence
4 |+3| +1| +1| +4| Providence, Destiny
5 |+3| +1| +1| +4| Providence
6 |+4| +2| +2| +5| Providence
7 |+5| +2| +2| +5| Providence
8 |+6/+1| +2| +2| +6| Providence, Destiny
9 |+6/+1| +3| +3| +6| Providence
10 |+7/+2| +3| +3| +7| Providence
11 |+8/+3| +3| +3| +7| Providence
12 |+9/+4| +4| +4| +8| Providence, Destiny
13 |+9/+4| +4| +4| +8| Providence
14 |+10/+5| +4| +4| +9| Providence
15 |+11/+6/+1| +5| +5| +9| Providence
16 |+12/+7/+2| +5| +5| +10| Providence, Destiny
17 |+12/+7/+2| +5| +5| +10| Providence
18 |+13/+8/+3| +6| +6| +11| Providence
19 |+14/+9/+4| +6| +6| +11| Providence
20 |+15/+10/+5| +6| +6| +12| Destiny, Ascension[/table]
Class Abilities
All of the following are class abilities of the Deiseeker.
Weapon and Armor Proficiency
Deiseekers are proficient with all simple weapons, with all types of armor (light, medium, and heavy), and with shields (except tower shields).
A deiseeker who chooses the War domain receives the Weapon Focus feat related to his favored weapon as a bonus feat. He also receives the appropriate Martial Weapon Proficiency feat as a bonus feat, if the weapon falls into that category.
Craft Deisphere
A deiseeker begins their path by crafting a deisphere. The process uses a small crystal sphere anointed with special oils, all totaling 50g. Once the deisphere is created, it begins functioning immediately.
If a deisphere is lost or broken, the deiseeker loses access to all of his other class abilities until a new one is crafted, at which time the energies tied to their former sphere seek out the new one, even across planes, in an effort to regain the composure given to them by the deiseeker. If the deiseeker’s dei has ascended (see the Ascension ability below), crafting a new deisphere does nothing.
As the deiseeker gains power, the sphere collects a sphere of wispy essence that orbits the sphere, much like clouds circle a planet. In general, a deiseeker’s power can be directly discerned by the amount of and size of the aura of deific essence collected around their deisphere.
Providence
As a collection of fragmented deific essence, the deiseeker’s will gives the dei direction and function. As the deiseeker grows in power and knowledge, he learns to apply the essence in more and more powerful ways. At each level that the deiseeker gains this ability, he chooses an enhancement to his power:
Divine Power (Sp)
The deiseeker selects two spells from the cleric spell list and can use them each as a spell-like ability once per day. Alternately, the same spell can be selected, in which case it is usable twice per day. The chosen spells must be those whose spell level does not exceed one-half the deiseeker's class levels. This ability may be chosen any number of times, each time adding additional uses of the spell if a spell is selected to which the deiseeker already had access or adding a new spell.
Domain (Su and Sp)
The deiseeker selects a domain and gains the use of the domain power. Also, he gains the use all of the spells in the domain as a spell-like ability once per day, but can only use those spells whose spell levels do not exceed one-half his class levels. Unlike other spell-like abilities, the deiseeker must supply expensive foci and spell components and must pay any associated experience point costs. This ability may be chosen twice. The chosen domains should thematically connect. For instance, it would be unusual to have both the Sun domain and the Death domain without an agreement with the game-master of how they connect.
Dominion over Death (Su)
The deiseeker can turn or rebuke undead a number of times per day equal to 1 + their Charisma modifier as a cleric of their level minus one. If the deiseeker is neutral, they must choose if they turn or rebuke undead when they first select this ability. This ability can be chosen any number of times, each time granting an additional three uses per day.
Favored Weapon (Su)
You can shape the dei surrounding your deisphere or the power surrounding your holy symbol into a weapon. The weapon takes the form of whatever melee weapon you like, but regardless of its form it deals 1d8 damage. This ability can be chosen any number of times. The second time you take this ability, it becomes a +1 weapon. Each time selected afterward, you increase the enhancement bonus by another +1. The total enhancement bonus cannot exceed the deiseeker’s charisma modifier.
Each time you take this ability, you may exchange any enhancement bonuses gained for equivalent weapon special abilities. For instance, you can change your +3 Favored Weapon to a +1 Holy Favored Weapon.
Knowledge (Su)
The deiseeker can consult the ageless memories contained within the deisphere in order to discern information regarding various topics, just as a bard can with bardic knowledge. The deiseeker adds his level and his Intelligence modifier to the lore check, which functions otherwise exactly like a bardic knowledge check. Alternately, the deiseeker can add his 3 + his wisdom modifier as a bonus on one knowledge check. The deiseeker can use the knowledge ability once per day. This ability may be chosen multiple times, each time adding an additional use per day.
Smite (Sp)
The deiseeker can will their deisphere to unleash a ray of energy at a target as a ranged touch attack with a range of 60 ft, at will as a standard action. The attack deals 1d6 damage if it strikes a target. This ability may be chosen any number of times, each time adding another 1d6 to the damage, but can do no more dice in damage with one ray than the deiseeker’s wisdom modifier.
Destiny
As the deiseeker advances in power, the path he has chosen becomes more and more clear. As a reflection of these sudden insights, the deiseeker unlocks drastic advancements in their existing power. At each level that they gain Destiny, the deiseeker selects an ability from the following:
Avenger
You gain an additional use of your Smite ability per round, granting you an additional ray. All targets of your Smite ability must be within 30 ft. of one another. You may select this ability any number of times.
Defender
You gain a +2 sacred (or profane, if evil) bonus to your armor class and saving throws. You may select this ability any number of times, each time increasing the bonus by another 2.
Divine Blade
Attacks with your Favored Weapon are resolved as melee touch attacks.
Gift of the Crusader
When selecting spells with the Divine Power ability, you may select from the Paladin spell list. You gain two additional uses per day to distribute among your spell-like abilities gained from Divine Power.
Gift of Power
You gain five additional uses per day to distribute among your spell-like abilities gained from Divine Power. You may select this ability any number of times.
Ascension
The dei collected by the deiseeker gains its own will to a level sufficient to control itself. It ascends to godhood, gaining divine rank 0. In most cases, the new god favors the mortal that facilitated its re-placement into the divine ranks, but the god is not beholden to do so nor is it acceptable for the new deity to overly favor their creator.
The mortal can, however, have some control over the direction of this new god as it is being formed. For instance, the god always has the same alignment as its creator, and if its creator chose domains (see the Providence class feature), the god has those domains. If the mortal chose a weapon to emulate with the Favored Weapon ability, the deity has this weapon as their favored weapon. Beyond these controls, however, it is ultimately the gamemaster’s decision as to the personality and nature of the new deity.
After the dei has ascended, the deiseeker can use any of their class abilities using an ordinary holy symbol of their new deity.
Deiseeker
“So much forgotten power. So much, all mine for the taking! I alone will be favored and you, you lowly ants, will bow down before my glory!”
-Dextran Carderas, moments before the ascension of Karzul.
“He was a means to an end. I’m glad to be finally rid of him.”
-Karzul, Lord of Slaughter, moments after ascension.
Pantheons have risen and fallen, all forgotten to the winds of time. However, the deific energy that once composed these erstwhile beings still remains, scattered like a mist that lies across the multiverse. The deiseeker seeks to collect, and give shape to, this essence, wielding it as a powerful tool and at last freeing the gathered essence and giving it will: the birth of a new god.
Through the collection of a deisphere (day-uh-sphere), deiseekers (day-ee-seekers) collect this essence, called dei (day-ee). Because this energy contains latent fragments of its original owner’s memories and identity, the deiseeker can exert his will over the collective and draw knowledge and wisdom from its depths, all while harnessing the power of gods.
Background
The deiseeker becomes who he is for a number of reasons. One deiseeker was a young apprentice mage who stumbled upon the secret and chose the path, seeing it as an easy method of gathering power. One sought to bring new light into the world, and traveled the way of the deiseeker so as to forge a new god to fight against the forces of darkness. One even sought to somehow absorb the dei that she had collected and seek ascension for herself, an experience that proved disastrous.
The knowledge of the deisphere’s construction is attainable by those who know to look. Perhaps it can be found tucked in the margin of a spellbook, or maybe as a note in an old prayer book. Some have even claimed that when the multiverse is ready for the formation of a new god or when an existing god desires a new ally, that sometimes a mortal is chosen as the instrument for that goal.
Alignment
Just as the gods themselves, a deiseeker can be of any alignment.
Hit Die
d6.
Class Skills
The particulant’s class skills (and the key ability for each skill) are Craft (Int), Decipher Script (Int), Heal (Wis), Knowledge (all skills; taken individually) (Int), Profession (Wis), Spellcraft (Int), Use Magic Device (Cha)
Skill Points at 1st Level
(2 + Int modifier) ×4.
Skill Points at Each Additional Level
2 + Int modifier.
Table 1-1: The Deiseeker
{table=head]Level| Base Attack Bonus| Fort Save| Ref Save| Will Save| Special
1 |+0| +0| +0| +2| Craft Deisphere, Providence
2 |+1| +0| +0| +3| Providence
3 |+2| +1| +1| +3| Providence
4 |+3| +1| +1| +4| Providence, Destiny
5 |+3| +1| +1| +4| Providence
6 |+4| +2| +2| +5| Providence
7 |+5| +2| +2| +5| Providence
8 |+6/+1| +2| +2| +6| Providence, Destiny
9 |+6/+1| +3| +3| +6| Providence
10 |+7/+2| +3| +3| +7| Providence
11 |+8/+3| +3| +3| +7| Providence
12 |+9/+4| +4| +4| +8| Providence, Destiny
13 |+9/+4| +4| +4| +8| Providence
14 |+10/+5| +4| +4| +9| Providence
15 |+11/+6/+1| +5| +5| +9| Providence
16 |+12/+7/+2| +5| +5| +10| Providence, Destiny
17 |+12/+7/+2| +5| +5| +10| Providence
18 |+13/+8/+3| +6| +6| +11| Providence
19 |+14/+9/+4| +6| +6| +11| Providence
20 |+15/+10/+5| +6| +6| +12| Destiny, Ascension[/table]
Class Abilities
All of the following are class abilities of the Deiseeker.
Weapon and Armor Proficiency
Deiseekers are proficient with all simple weapons, with all types of armor (light, medium, and heavy), and with shields (except tower shields).
A deiseeker who chooses the War domain receives the Weapon Focus feat related to his favored weapon as a bonus feat. He also receives the appropriate Martial Weapon Proficiency feat as a bonus feat, if the weapon falls into that category.
Craft Deisphere
A deiseeker begins their path by crafting a deisphere. The process uses a small crystal sphere anointed with special oils, all totaling 50g. Once the deisphere is created, it begins functioning immediately.
If a deisphere is lost or broken, the deiseeker loses access to all of his other class abilities until a new one is crafted, at which time the energies tied to their former sphere seek out the new one, even across planes, in an effort to regain the composure given to them by the deiseeker. If the deiseeker’s dei has ascended (see the Ascension ability below), crafting a new deisphere does nothing.
As the deiseeker gains power, the sphere collects a sphere of wispy essence that orbits the sphere, much like clouds circle a planet. In general, a deiseeker’s power can be directly discerned by the amount of and size of the aura of deific essence collected around their deisphere.
Providence
As a collection of fragmented deific essence, the deiseeker’s will gives the dei direction and function. As the deiseeker grows in power and knowledge, he learns to apply the essence in more and more powerful ways. At each level that the deiseeker gains this ability, he chooses an enhancement to his power:
Divine Power (Sp)
The deiseeker selects two spells from the cleric spell list and can use them each as a spell-like ability once per day. Alternately, the same spell can be selected, in which case it is usable twice per day. The chosen spells must be those whose spell level does not exceed one-half the deiseeker's class levels. This ability may be chosen any number of times, each time adding additional uses of the spell if a spell is selected to which the deiseeker already had access or adding a new spell.
Domain (Su and Sp)
The deiseeker selects a domain and gains the use of the domain power. Also, he gains the use all of the spells in the domain as a spell-like ability once per day, but can only use those spells whose spell levels do not exceed one-half his class levels. Unlike other spell-like abilities, the deiseeker must supply expensive foci and spell components and must pay any associated experience point costs. This ability may be chosen twice. The chosen domains should thematically connect. For instance, it would be unusual to have both the Sun domain and the Death domain without an agreement with the game-master of how they connect.
Dominion over Death (Su)
The deiseeker can turn or rebuke undead a number of times per day equal to 1 + their Charisma modifier as a cleric of their level minus one. If the deiseeker is neutral, they must choose if they turn or rebuke undead when they first select this ability. This ability can be chosen any number of times, each time granting an additional three uses per day.
Favored Weapon (Su)
You can shape the dei surrounding your deisphere or the power surrounding your holy symbol into a weapon. The weapon takes the form of whatever melee weapon you like, but regardless of its form it deals 1d8 damage. This ability can be chosen any number of times. The second time you take this ability, it becomes a +1 weapon. Each time selected afterward, you increase the enhancement bonus by another +1. The total enhancement bonus cannot exceed the deiseeker’s charisma modifier.
Each time you take this ability, you may exchange any enhancement bonuses gained for equivalent weapon special abilities. For instance, you can change your +3 Favored Weapon to a +1 Holy Favored Weapon.
Knowledge (Su)
The deiseeker can consult the ageless memories contained within the deisphere in order to discern information regarding various topics, just as a bard can with bardic knowledge. The deiseeker adds his level and his Intelligence modifier to the lore check, which functions otherwise exactly like a bardic knowledge check. Alternately, the deiseeker can add his 3 + his wisdom modifier as a bonus on one knowledge check. The deiseeker can use the knowledge ability once per day. This ability may be chosen multiple times, each time adding an additional use per day.
Smite (Sp)
The deiseeker can will their deisphere to unleash a ray of energy at a target as a ranged touch attack with a range of 60 ft, at will as a standard action. The attack deals 1d6 damage if it strikes a target. This ability may be chosen any number of times, each time adding another 1d6 to the damage, but can do no more dice in damage with one ray than the deiseeker’s wisdom modifier.
Destiny
As the deiseeker advances in power, the path he has chosen becomes more and more clear. As a reflection of these sudden insights, the deiseeker unlocks drastic advancements in their existing power. At each level that they gain Destiny, the deiseeker selects an ability from the following:
Avenger
You gain an additional use of your Smite ability per round, granting you an additional ray. All targets of your Smite ability must be within 30 ft. of one another. You may select this ability any number of times.
Defender
You gain a +2 sacred (or profane, if evil) bonus to your armor class and saving throws. You may select this ability any number of times, each time increasing the bonus by another 2.
Divine Blade
Attacks with your Favored Weapon are resolved as melee touch attacks.
Gift of the Crusader
When selecting spells with the Divine Power ability, you may select from the Paladin spell list. You gain two additional uses per day to distribute among your spell-like abilities gained from Divine Power.
Gift of Power
You gain five additional uses per day to distribute among your spell-like abilities gained from Divine Power. You may select this ability any number of times.
Ascension
The dei collected by the deiseeker gains its own will to a level sufficient to control itself. It ascends to godhood, gaining divine rank 0. In most cases, the new god favors the mortal that facilitated its re-placement into the divine ranks, but the god is not beholden to do so nor is it acceptable for the new deity to overly favor their creator.
The mortal can, however, have some control over the direction of this new god as it is being formed. For instance, the god always has the same alignment as its creator, and if its creator chose domains (see the Providence class feature), the god has those domains. If the mortal chose a weapon to emulate with the Favored Weapon ability, the deity has this weapon as their favored weapon. Beyond these controls, however, it is ultimately the gamemaster’s decision as to the personality and nature of the new deity.
After the dei has ascended, the deiseeker can use any of their class abilities using an ordinary holy symbol of their new deity.