Krimm_Blackleaf
2010-02-24, 01:40 AM
Daeva
http://www.autodestruct.com/images/ds_abaddon10.jpg
Ananth the Fateless, Shayal Daeva
The multiverse has become a place of black and white. You are an ally of hell or you are an enemy, and many of those in the higher planes have similar viewpoints. This was not always true, in a time when the gods were not absolutes, when the planes were meshed into one nonpartisan wheel that influenced the material plane as it in turn influenced them. This influence forced them into categories, of good and evil, of law and chaos. This supernal law became something all followed, and was inescapable by all but those who were separate from it to begin with, creatures such as the daelkyr who only fell into this law once they stepped foot, prong, tentacle or gaze into the multiverse.
There are rare few who can even recognize the possibility of moral oblivion, where misdeeds do not set you up as playthings to fiends or altruism is a pass to your own spot in Celestia. Even rarer few who are capable of stepping outside of it entirely and becoming warriors outside this law. Warriors who are the exception to categorizing, warriors who are exception to fate.
Adaptation: This class is likely the easiest to adapt in so many ways. This class was only designed for ToB for the sake of it's inspiration, and is quite capable of being modified to not be built around the Book of Nine Swords, to normal meleeists, spellcasters or just a coverall prestige class. It could also be used for mortals, who were further from being categorized as much as creatures who have the actual alignment subtypes.
HD: d8
Requirements
Race: Outsider with either the Chaos, Evil, Good or Lawful subtypes
BAB: +7
Skills: Knowledge (the planes) 10 ranks, Martial Lore 2 ranks
Maneuvers: Ability to use 2nd level maneuvers of the Devoted Spirit, Dread Crown (http://www.giantitp.com/forums/showthread.php?t=76218), Golden Saint (http://www.giantitp.com/forums/showthread.php?t=76150), Kaleidoscopic Dream (http://www.giantitp.com/forums/showthread.php?t=86163) or Quicksilver Aegis (http://www.giantitp.com/forums/showthread.php?t=86266) disciplines.
Class Skills: Balance, Bluff, Climb, Concentration, Craft, Diplomacy, Intimidate, Jump, Knowledge (all skills, taken individually), Listen, Martial Lore, Ride, Sense Motive, Spot, Swim, and Tumble
Skill-points per level: 6+Int modifier
{table="head"]Level|BAB|Fort|Ref|Will|Special
1st|+1|+2|+0|+2|Transcendence, biformity, soul and sword
2nd|+2|+3|+0|+3|Soul knows no fear
3rd|+3|+3|+1|+3|Mettle
4th|+4|+4|+1|+4|Infinite grace(saves)
5th|+5|+4|+1|+4|Overt ethics
6th|+6|+5|+2|+5|Will to live
7th|+7|+5|+2|+5|Infinite grace (armor class)
8th|+8|+6|+2|+6|Manipulate soul
9th|+9|+6|+3|+6|Infinite grace (attack and damage)
10th|+10|+7|+3|+7|True transcendence
[/table]
{table="head"]Level|Man. Known|Man. Readied|Stances Known
1st|0|1|0
2nd|1|0|0
3rd|1|0|0
4th|0|0|1
5th|1|1|0
6th|1|0|0
7th|0|0|0
8th|1|0|0
9th|1|1|0
10th|0|0|1
[/table]
Weapon and Armor proficiencies: Daevas gain no additional weapon or armor proficiencies.
Maneuvers: At each level except 1st, 4th, 7th and 10th, a daeva gains new maneuvers known from the Devoted Spirit, Dread Crown, Golden Saint, Kaleidoscopic Dream or Quicksilver Aegis disciplines. You must meet a maneuver's prerequisite to learn it. You add your full daeva levels to your initiator level to determine your total initiator level and your highest-level maneuvers known.
At levels 1st, 5th and 9th you gain additional maneuvers readied per day.
Stances Known: At 4th and 10th level, you learn a new martial stance from the Devoted Spirit, Dread Crown, Golden Saint, Kaleidoscopic Dream or Quicksilver Aegis disciplines. You must meet the stances prerequisites to learn it.
Transcendence (Ex): You have stepped outside of morality and ethics, and cracked the shell of fate. You are not in an alignmental gray area, you are a void. Daevas no longer have an alignment to speak of. It is not as simple as being of true neutral alignment, but of really having none to speak of. This also removes any alignment subtypes the daeva has(without disqualifying them from this very class, or any other for that matter)This allows the daeva to always be treated as a favorable alignment when faced with abilities and effects that happen to effect only one alignment axis or another. For example, holy word has no effect on you at all, as though you were of good alignment and any protection from [alignment] spell does not protect against you. Lastly, restrictions of alignment associated with things such as classes, maneuvers, magic items or anything similar no longer have any meaning, becoming trivial and cannot stop you from advancing in a class, learning a maneuver or using such a magic item.
Biformity (Ex): In addition to denying all that is based in the black and white morality of the multiverse, you may modify it to your advantage. Any of your abilities that would only effect one alignment or another in any way now effect all alignments to full. For example, the daeva can use holy word on an angel and still treat it as though it were evil, and protection from evil would guard against creatures of all alignments equally. This has no effect on other daevas(as well as other creatures with a similar alignment-removing feature, such as the Defiler Prince).
Soul and Sword (Ex): At 1st level, your warrior prowess and supernatural nature are as one. From this point on, all Outsider HD you have or will receive count for your full initiator level, as opposed to the normal half. Additionally, your caster level for all spell-like, supernatural abilities with an equivalent caster level and actual caster level(not from class levels) are increased by your daeva level.
Soul Knows No Fear (Ex): At 2nd level, the daeva truly realizes it's soul and body are one, and that petty things like fear cannot sway their fateless soul. From this point on, the daeva cannot take morale penalties from anything short of the power of gods and major artifacts, and are immune to all fear effects.
Mettle (Ex): At 3rd level and above, a daeva can resist magical and unusual attacks with great willpower or fortitude. If they make a successful Will or Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), he instead completely negates the effect. An unconscious or sleeping daeva does not gain the benefit of mettle.
Infinite Grace (Su): The daeva has the flow of the multiverse simply passing through it, losing connection to fate and thus almost capable of manipulating it from outside. At 4th level, the daeva may add it's Cha modifier to all it's saving throws. At 7th level, the daeva also adds it's Cha modifier as a deflection bonus to it's armor class and at 9th level it may add it's Cha modifier to all attack and damage rolls. None of these bonuses stack with other features that grant the character's Cha bonus to saving throws, AC, attacks or damage.
Overt Morality (Su): At 5th level, the daeva is capable of seeing the moral and ethical standings that dwell within others from a truly outside perspective. It is always aware of the alignment of any creature or magic item it can see, but there are some cases where creatures are regarded as a moral and ethical blank area. Creatures with ways of concealing their alignment(such as the mind blank spell), true neutral creatures without Int scores and other daevas(as well as other creatures with a similar alignment-removing feature) are all regarded blank.
Will to Live (Ex): At 6th level a daeva does not live simply because it is hardened, but because it refuses to die! The daeva adds it's Charisma or Wisdom score(whichever is highest) to it's maximum hit-points. Additionally, once per encounter the daeva may declare an attack made against them to be futile and it is treated as having rolled a natural 1 on the attack.
Manipulate Soul (Su): At 8th level, the daeva is capable of reaching in it's hand of omnivolence from without and altering the nature of an enemy. This is treated just as a normal martial maneuver: you must ready it and expend it normally. It is an 8th level strike, and does not belong to any discipline. When you strike an opponent with this strike, they must make a Will save (DC 18+Cha modifier) and if they fail, they replace their alignment with whatever one you assign to them. This lasts for a number of rounds equal to your initiator level unless the target chooses to retain the new alignment on their own.
This also has a unique effect on outsiders with an alignment subtype. They take on a template based on their new alignment(see below) that coincides with said alignment change, even if the creature doesn't technically qualify. For example, if you turn a Chaotic Neutral outsider to have a Lawful Evil alignment, it gains both the fallen and refined templates. Outsiders that have their alignment changed to a different alignment, but still on one axis or another does not gain the template of the alignment axis they did not deviate from.
True Transcendence (Ex): You've made the final step, you can not only see past fate, you are removed from it entirely. At 10th level, a daeva can reap the benefits of being entirely without alignment or fate. The daeva is immune to all abilities that target alignments, even if it has effects that do not discriminate. For example, they are now immune to any damage from a paladin's smite evil class feature, even the damage done with the sword alone. They are not however, immune to outside forces that do not discriminate, such as the fire damage from the sword's flaming quality. Another example is the holy aura spell, which grants a encompassing deflection bonus, but because it has further protection against specific alignments, this deflection bonus is ignored by the daeva.
Additionally, because the multiverse itself cannot discern your location, neither can magic designed to do so. This ability protects against all mind-affecting spells and effects as well as information gathering by divination spells or effects. It even foils limited wish, miracle, and wish spells when they are used in such a way as to affect the subject’s mind or to gain information about it.
http://www.autodestruct.com/images/ds_abaddon10.jpg
Ananth the Fateless, Shayal Daeva
The multiverse has become a place of black and white. You are an ally of hell or you are an enemy, and many of those in the higher planes have similar viewpoints. This was not always true, in a time when the gods were not absolutes, when the planes were meshed into one nonpartisan wheel that influenced the material plane as it in turn influenced them. This influence forced them into categories, of good and evil, of law and chaos. This supernal law became something all followed, and was inescapable by all but those who were separate from it to begin with, creatures such as the daelkyr who only fell into this law once they stepped foot, prong, tentacle or gaze into the multiverse.
There are rare few who can even recognize the possibility of moral oblivion, where misdeeds do not set you up as playthings to fiends or altruism is a pass to your own spot in Celestia. Even rarer few who are capable of stepping outside of it entirely and becoming warriors outside this law. Warriors who are the exception to categorizing, warriors who are exception to fate.
Adaptation: This class is likely the easiest to adapt in so many ways. This class was only designed for ToB for the sake of it's inspiration, and is quite capable of being modified to not be built around the Book of Nine Swords, to normal meleeists, spellcasters or just a coverall prestige class. It could also be used for mortals, who were further from being categorized as much as creatures who have the actual alignment subtypes.
HD: d8
Requirements
Race: Outsider with either the Chaos, Evil, Good or Lawful subtypes
BAB: +7
Skills: Knowledge (the planes) 10 ranks, Martial Lore 2 ranks
Maneuvers: Ability to use 2nd level maneuvers of the Devoted Spirit, Dread Crown (http://www.giantitp.com/forums/showthread.php?t=76218), Golden Saint (http://www.giantitp.com/forums/showthread.php?t=76150), Kaleidoscopic Dream (http://www.giantitp.com/forums/showthread.php?t=86163) or Quicksilver Aegis (http://www.giantitp.com/forums/showthread.php?t=86266) disciplines.
Class Skills: Balance, Bluff, Climb, Concentration, Craft, Diplomacy, Intimidate, Jump, Knowledge (all skills, taken individually), Listen, Martial Lore, Ride, Sense Motive, Spot, Swim, and Tumble
Skill-points per level: 6+Int modifier
{table="head"]Level|BAB|Fort|Ref|Will|Special
1st|+1|+2|+0|+2|Transcendence, biformity, soul and sword
2nd|+2|+3|+0|+3|Soul knows no fear
3rd|+3|+3|+1|+3|Mettle
4th|+4|+4|+1|+4|Infinite grace(saves)
5th|+5|+4|+1|+4|Overt ethics
6th|+6|+5|+2|+5|Will to live
7th|+7|+5|+2|+5|Infinite grace (armor class)
8th|+8|+6|+2|+6|Manipulate soul
9th|+9|+6|+3|+6|Infinite grace (attack and damage)
10th|+10|+7|+3|+7|True transcendence
[/table]
{table="head"]Level|Man. Known|Man. Readied|Stances Known
1st|0|1|0
2nd|1|0|0
3rd|1|0|0
4th|0|0|1
5th|1|1|0
6th|1|0|0
7th|0|0|0
8th|1|0|0
9th|1|1|0
10th|0|0|1
[/table]
Weapon and Armor proficiencies: Daevas gain no additional weapon or armor proficiencies.
Maneuvers: At each level except 1st, 4th, 7th and 10th, a daeva gains new maneuvers known from the Devoted Spirit, Dread Crown, Golden Saint, Kaleidoscopic Dream or Quicksilver Aegis disciplines. You must meet a maneuver's prerequisite to learn it. You add your full daeva levels to your initiator level to determine your total initiator level and your highest-level maneuvers known.
At levels 1st, 5th and 9th you gain additional maneuvers readied per day.
Stances Known: At 4th and 10th level, you learn a new martial stance from the Devoted Spirit, Dread Crown, Golden Saint, Kaleidoscopic Dream or Quicksilver Aegis disciplines. You must meet the stances prerequisites to learn it.
Transcendence (Ex): You have stepped outside of morality and ethics, and cracked the shell of fate. You are not in an alignmental gray area, you are a void. Daevas no longer have an alignment to speak of. It is not as simple as being of true neutral alignment, but of really having none to speak of. This also removes any alignment subtypes the daeva has(without disqualifying them from this very class, or any other for that matter)This allows the daeva to always be treated as a favorable alignment when faced with abilities and effects that happen to effect only one alignment axis or another. For example, holy word has no effect on you at all, as though you were of good alignment and any protection from [alignment] spell does not protect against you. Lastly, restrictions of alignment associated with things such as classes, maneuvers, magic items or anything similar no longer have any meaning, becoming trivial and cannot stop you from advancing in a class, learning a maneuver or using such a magic item.
Biformity (Ex): In addition to denying all that is based in the black and white morality of the multiverse, you may modify it to your advantage. Any of your abilities that would only effect one alignment or another in any way now effect all alignments to full. For example, the daeva can use holy word on an angel and still treat it as though it were evil, and protection from evil would guard against creatures of all alignments equally. This has no effect on other daevas(as well as other creatures with a similar alignment-removing feature, such as the Defiler Prince).
Soul and Sword (Ex): At 1st level, your warrior prowess and supernatural nature are as one. From this point on, all Outsider HD you have or will receive count for your full initiator level, as opposed to the normal half. Additionally, your caster level for all spell-like, supernatural abilities with an equivalent caster level and actual caster level(not from class levels) are increased by your daeva level.
Soul Knows No Fear (Ex): At 2nd level, the daeva truly realizes it's soul and body are one, and that petty things like fear cannot sway their fateless soul. From this point on, the daeva cannot take morale penalties from anything short of the power of gods and major artifacts, and are immune to all fear effects.
Mettle (Ex): At 3rd level and above, a daeva can resist magical and unusual attacks with great willpower or fortitude. If they make a successful Will or Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), he instead completely negates the effect. An unconscious or sleeping daeva does not gain the benefit of mettle.
Infinite Grace (Su): The daeva has the flow of the multiverse simply passing through it, losing connection to fate and thus almost capable of manipulating it from outside. At 4th level, the daeva may add it's Cha modifier to all it's saving throws. At 7th level, the daeva also adds it's Cha modifier as a deflection bonus to it's armor class and at 9th level it may add it's Cha modifier to all attack and damage rolls. None of these bonuses stack with other features that grant the character's Cha bonus to saving throws, AC, attacks or damage.
Overt Morality (Su): At 5th level, the daeva is capable of seeing the moral and ethical standings that dwell within others from a truly outside perspective. It is always aware of the alignment of any creature or magic item it can see, but there are some cases where creatures are regarded as a moral and ethical blank area. Creatures with ways of concealing their alignment(such as the mind blank spell), true neutral creatures without Int scores and other daevas(as well as other creatures with a similar alignment-removing feature) are all regarded blank.
Will to Live (Ex): At 6th level a daeva does not live simply because it is hardened, but because it refuses to die! The daeva adds it's Charisma or Wisdom score(whichever is highest) to it's maximum hit-points. Additionally, once per encounter the daeva may declare an attack made against them to be futile and it is treated as having rolled a natural 1 on the attack.
Manipulate Soul (Su): At 8th level, the daeva is capable of reaching in it's hand of omnivolence from without and altering the nature of an enemy. This is treated just as a normal martial maneuver: you must ready it and expend it normally. It is an 8th level strike, and does not belong to any discipline. When you strike an opponent with this strike, they must make a Will save (DC 18+Cha modifier) and if they fail, they replace their alignment with whatever one you assign to them. This lasts for a number of rounds equal to your initiator level unless the target chooses to retain the new alignment on their own.
This also has a unique effect on outsiders with an alignment subtype. They take on a template based on their new alignment(see below) that coincides with said alignment change, even if the creature doesn't technically qualify. For example, if you turn a Chaotic Neutral outsider to have a Lawful Evil alignment, it gains both the fallen and refined templates. Outsiders that have their alignment changed to a different alignment, but still on one axis or another does not gain the template of the alignment axis they did not deviate from.
True Transcendence (Ex): You've made the final step, you can not only see past fate, you are removed from it entirely. At 10th level, a daeva can reap the benefits of being entirely without alignment or fate. The daeva is immune to all abilities that target alignments, even if it has effects that do not discriminate. For example, they are now immune to any damage from a paladin's smite evil class feature, even the damage done with the sword alone. They are not however, immune to outside forces that do not discriminate, such as the fire damage from the sword's flaming quality. Another example is the holy aura spell, which grants a encompassing deflection bonus, but because it has further protection against specific alignments, this deflection bonus is ignored by the daeva.
Additionally, because the multiverse itself cannot discern your location, neither can magic designed to do so. This ability protects against all mind-affecting spells and effects as well as information gathering by divination spells or effects. It even foils limited wish, miracle, and wish spells when they are used in such a way as to affect the subject’s mind or to gain information about it.