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View Full Version : The In-Betweener (PEACH) Light and Dark bend at my touch, my whim



zenanarchist
2010-07-08, 09:27 PM
In betweener

http://www.corvusonline.net/thanos/InBetweener_profile.jpg

In betweeners are mystical beings who are formed when shadow and light meet. They are a universal mystery to any and all who observe them. They’re voices echo with what seems a hundred people speaking at once, one can never tell if they are male or female and indeed, they are all androgynous beings. One half of their body is pitch black and stars seem to swirl within their skin, on the other half they are pure white and if one observes hard enough this whiteness seems to be a pool of white milky shifting radiant water. They are masters of the Universe and, some speculate, the children of gods, gaining experience in the mortal realm before ascending.

Alignment: True Neutral
Hit Die: d10

Class Skills:
The In Betweener’s class skills (and the key ability for each skill) are Appraise (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Forgery (Int), Gather Information (Cha), Hide (Dex), Knowledge (All) (Int), Move Silently (Dex), Search (Int), Use Magic Device (Cha)

Skill Points at 1st Level: (6 + Int modifier) × 4
Skill Points at Each Additional Level: 6 + Int modifier

Weapon and Armour proficiencies: The In-Betweener is proficient with all simple weapons, light armour but not shields.


The In-Betweener
{table="head"]Level|BAB|Fort|Ref|Will|Special

1st|+0|+0|+1|+2|Zen Combat, Shadow and Light Beams

2nd|+1|+0|+1|+3|Shadow and Light Powers

3rd|+2|+1|+2|+3|Empowered Beams

4th|+3|+1|+2|+4|Universal Steps

5th|+3|+1|+3|+4|Improved Beams

6th|+4|+2|+3|+5|Shadow/Light step

7th|+5|+2|+3|+5|Shadow/Light Strike

8th|+6/+1|+2|+4|+6|Hide in Plain Sight

9th|+6/+1|+3|+4|+6|Energised Beams

10th|+7/+2|+3|+5|+7|Improved Beams

11th|+8/+3|+3|+5|+7|Radiant Beams

12th|+9/+4|+4|+6|+8|Beads of Universal Power

13th|+9/+4|+4|+6|+8|Secrets of the Universe

14th|+10/+5|+4|+6|+9|Stronghold of Balance

15th|+11/+6/+1|+5|+7|+9|Improved Beams

16th|+12/+7/+2|+5|+7|+10|Command of Light and Dark

17th|+12/+7/+2|+5|+8|+10|Secret Sight

18th|+13/+8/+3|+6|+8|+11|Universal Body

19th|+14/+9/+4|+6|+8|+11|Stop the Universe

20th|+15/+10/+5|+6|+9|+12|Radiant Shadow Storm

[/table]


Class Features

Zen Combat (Ex)


The In-Betweener, with perfect grace, patience and universal focus practically dances through combat. In a trance, they guide their attacks to strike unerringly and slip away from the deadliest of blows in turn. The In-Betweener replaces his strength/dexterity bonus to attacks with his Intelligence modifier. He also adds his Wisdom bonus to his AC. This bonus is lost if the In-Betweener dons heavier than light armour. Once per encounter the character may add his Intelligence modifier to his damage with all beam attacks as extra damage.

Shadow and Light Beams (Su)

The In-Betweener gains three ranged natural attacks, hand and eye beams respectively. These rays have a number of different effects and their range and power increases with the In Betweener's class levels. The In-Betweener may multi attack with his hand and eye beams and they are considered natural magical weapons for the purpose of being affected by spells or overcoming DR.

At first level both beams deal 2d4 damage and gain +1 to hit and +1 to damage. If the shadow beam is employed the enemy considers the In Betweener (only) to have concealment 25% for two rounds. If the light beam is employed the enemy is Blinded (Reflex DC10+In-Betweener class levels+Int Modifier) for 2 rounds. The beams have a range of 20’.

At fifth level both beams become 1d10 weapons with +2 to hit and +2 to damage. If the shadow beam is employed the enemy must survive on a Reflex (DC10+1/2 In-Betweener class levels) or have their movement hampered by half their base movement rate. If the light beam is employed the beam may 5/day do double damage to undead. The beams have a range of 40’

At tenth level both beams become 1d12 weapons and gain +3 to hit and +3 to damage. If the shadow beam is employed the enemy treats the In-Betweener as if he had concealment 50% for three rounds. If the light beam is employed it may 3/day cause a creature to be Stunned (srd). The beams have a range of 60’.

At fifteenth level the beams become 2d6 weapons and gain +4 to hit and +4 to damage. If the shadow beam is employed the In Betweener may 2/day cause negative level damage. If the light beam is employed the In-Betweener may 3/day heal damage they would otherwise cause with a full attack. This may be used on allies; the attack must be a full attack. They cannot partially heal one ally then heal another. The beams now have a range of 100’

The beams may be modified to become a melee weapon that imitates either shadowy or luminescent claws. Weapons utilised in this way do not gain an attack or damage bonus, but do gain +5 to escape artist checks utilising rope or chains. They also add +5 to climb checks.

Shadow and Light Powers

The In betweeners gains a pool of shadow and light points both equal to their level multiplied by their intelligence modifier to no more than 150 points. These points may be used from the below list of Shadow and Light powers. These points recharge one point per every minute they spend in that elements environment (Dark areas for shadow and bright light for Sun). He may sleep for eight hours to regain all points.

Empowered Beams (Ex)

The In-Betweener may choose to take a penalty to his attack rolls and gain bonus damage in it’s place. The In-Betweener may sacrifice up to -10 on an attack roll to gain that amount to his damage roll. This is, however, only applicable to his eye and hand beams.

Universal Steps (Ex)

The In-Betweener gains the ability Scorn Earth as his presence becomes more a part of the universe itself he shuns mortal shackles.

Shadow Step/Light Step (Su)

The In-Betweener may choose to shadow step up to 100ft. He is hidden immediately after completing a Shadow Step. He may utilise. He may spend three shadow points to Shadow Step. . The In-Betweener may also Light Step, which enables him the ability to step up to 100ft after which every hostile enemy in range of his first location is blinded for 1d4 rounds unless a reflex saving throw is made to look away (DC10+Inbetweener Class levels+Int Modifier). He is not hidden after completing this. He may use three light points to light step. It is a move action to use this ability.


Shadow Strike/Light Strike (Ex)

The In-Betweener may strike while being hidden and cause extra 1d6 damage per every second level he has class levels. Alternatively he may, any time he is not hidden, employ the power of light to strike an Undead creature for an extra 1d6 damage per every second level he has class levels. Both of these attacks may only be used once on flat footed creatures. These attacks use two light points or shadow points respectively.

Hide in Plain Sight (Su)

At this level the In-Betweener may hide in plain sight. He may utilise three shadow points to amplify his chances for completing this successfully. Every three points invested in this way gain him another +1 to his check to hide. He must, however be in a somewhat shadowy area or in a dark environment.


Energised Beams (Ex)

The In-Betweener learns to harness elemental energies of the universe and apply them to his beams. At the start of combat, an In-Betweener may choose an energy subtype for his beams. These weapons now do that type of damage for the rest of the combat.

Radiant Beams (Su)

The In-Betweener may 4/day fire his beams with such force that they immediately penetrate any armour that his foe is wearing. These attacks are made against the creatures Touch AC and are part of a full attack action.

Bead of Universal Power (Su)

The In-Betweener is now constantly surrounded by one bead that must stay within 30' of his person or dissipate. With a move action he may force this beads to become Immovable.

While the small bead (about 2 cm in diameter) may not block a weapon, they can halt charges, block doorways, cease moving walls, keep things aloft or- if the In-Betweener is holding one in his hand, give him Levitation as per the spell. He may not hold anything else in his hands during flight, nor may he use his hand beams.

Secrets of the Universe (Ex)

The In-Betweener grows in power and begins to slowly unravel the secrets of the universe. He gains a +2 to all Intelligence and Wisdom based checks.

Stronghold of Balance (Ex)

The In-Betweens light and shadow points now recharge equally at a rate of 2 per minute regardless of whether he stands in the light or dark. Additionally, whenever the In-Betweener is struck with a spell like ability, spell or ability with the Shadow or Light descriptor, these effects recharge his light/shadow points instead of harming the character. This applies to damage taken from shadows.

Command of Light and Dark (Su)

The In-Betweener may, as a swift action, he may modify the light in any area anywhere from natural daylight to total darkness in a 60' radius . As his command of Light and Dark is mastered, he may now also, as a move action create one ten foot shadow anywhere within his line of sight. He may move up to his movement range between shadows created in this fashion at the cost of 3 shadow points per move. He may create five shadows a day multiplied by his Intelligence modifier. These shadows last for 12 hours. Finally, the In-Betweener may, when he hides or hides in plain sight, nominate one other individual within 10ft of himself to Hide as well, utilising his own Hide modifier.

Secret Sight(Su)

The In-Betweener, able to see between the folds of the universe uses his exceptional eye sight to divine truths and lies. The In-Betweener gains True Seeing as a permanent ability.

Universal Body (Ex)

The In-Betweener now no longer needs to eat, breath air, or sleep. However, he must meditate for four hours to regain all of his points-be they shadow or light. Secondly, he gains complete immunity to poisons and disease, finally, he becomes Ageless. They also gain the power to perceive all that is around them without their own vision, gaining Touch sight as per the 3rd level Psionic power, permantly out to 120ft.

Stop the Universe (Su)

Once per day the In-Betweener learns the ultimate secret to the Universe, that of time he may now stop time as a standard action. This is equivalent to the spell Time Stop, cast as if the In-betweener was a mage of equivalent level. While the Universe is stopped the In-Betweener gains an extra movement speed of 40’.

Radiant Shadow Storm (Su)

The In-Betweener calls on the universal balance of all things light and dark to rain down a mysterious and deadly storm. He may center a radius of 30ft anywhere within 100ft of his person as a standard action. Everything in this radius that is hostile to the In-Betweener may not hide and loses invisibility or hidden status for 10 rounds. Every ally gains concealment 50% for five rounds.

Secondly, all enemies are highlighted in a bright glow that gives companions of the In-Betweener +3 to hit and damage for 5 rounds. All undead take 15d6 immediate damage with no save and all creatures not undead take 8d10 damage, reflex save (DC10+In-Betweener class levels+Int Modifier) for half. The storm dissipates after three rounds. It costs 10 light points and 10 shadow points to initiate a storm.

Shadow Powers

Unseen Strike

The character may spend 3 points and gain +1 to hit, they may use this to give themselves a maximum of +3 to hit. This is an immediate action to use.

Shadow Armour

The character may spend one points and gain +1 to their AC against the next attack that would strike them. This is a standard action to activate.

Shadowed Charge

The character may spend four points to gain +2 to attack and double their damage on a successful charge.

True Dark Veil

The character may spend six points to cause one hostile enemy to believe they are standing in the centre of a pitch black globe. True Seeing will not enable them to pierce this veil. This character takes a penalty of -5 to hit, -15 to spot and search checks and halves their movement rate. Reflex Save (DC10+In-Betweeners level+Int Modifier) for no effect.

Shadow Salve

The character may spend up to half his entire allotment of points to heal that much damage on an ally or himself.

Shadow Trick

The character may spend 5 points to mimic one cantrip or 1st level spell cast off the mage/sorceror spell lists. This spell is 50% real, with each extra 5 points invested it becomes 75% then 100% real. It may not exceed 100% reality.

Shadow Claws

The character may spend 5 points to give themselves two claw attacks that deal 1d8 damage each. This ability lasts for 5 rounds.

Reach through Shadows

The character may spend 10 points and increase his effective reach by +10'. This ability lasts for 10 rounds.

Shadow Cloak

The character may spend 6 points to grant themselves a cloak that offers 25% concealment for one round plus another round per every other point they invest.

Shadow Pounce

The character may spend 30 points to gain one full attack immediately after a shadow step ability is used. This is a free action.

Shadow Slam

The character may spend 10 shadow points to gain +1d6 damage on any attack versus a flat footed opponent or an opponent denied their dexterity bonus. The character may add a maximum of +6d6. The attack must be a melee attack utilising their primary natural weapon.





Light Powers


Light

The character may spend 3 points and gain light in a 5ft radius +5ft for every point invested. This lasts for 2 rounds +1 extra round per every point invested.

Light Burst
The character may spend 6 points to deal 2d8 damage, this damage is doubled against undead or shadow creatures.

Illuminate

The character may spend 5 points to illuminate one foe, or ten to illuminate two, or fifteen to illuminate three and so on and so forth. All of these enemies gain -2 to their AC for two rounds due to being exceptionally easy to spot. They also may not hide during this duration.

Luminescent Wings

For 5 light points the character may give themselves Flight with Poor maneuvaribility and a fly speed of 20' for 2 rounds. For each 5 points more invested in it, the ability becomes Good, 40', 4rounds and Perfect, 60' 6 rounds respectively. It is a standard action to activate these wings.

Blinding Speed

The character may spend 10 points to grant themselves one extra move action. This is an free action to utilise this ability.

Radiant Burst

The character may spend all his light points to Blind every enemy within 50ft, no save, the character must have a minimum of 30 light points.





Author Note: Obviously I need to add a few more Shadow and Light Powers, not to mention add fluff to those abilities. But, so far, what do you think?

demidracolich
2010-07-08, 09:30 PM
Did you get any inspiration for this class from the Marvel being the In-Betweener?

zenanarchist
2010-07-08, 09:39 PM
Demi, I did NOT expect ANYONE to get that that fast.

COOKIE FOR YOU!!!!

EDIT: Now the basis is out, there's a picture. Good effort Demidraco.

Temotei
2010-07-08, 11:24 PM
I'd be careful handing out hide in plain sight so early, along with Hide bonuses, to boot. Most characters don't get hide in plain sight until they get in the middle to high levels.

zenanarchist
2010-07-08, 11:30 PM
I'd be careful handing out hide in plain sight so early, along with Hide bonuses, to boot. Most characters don't get hide in plain sight until they get in the middle to high levels.

Swapped it up to eigth level instead of third. Hopefully making it a mostly non-dippable class. To further this, perhaps I should say he loses all shadow and light points if he multiclasses.

Temotei
2010-07-08, 11:32 PM
To further this, perhaps I should say he loses all shadow and light points if he multiclasses.

That's more evil than multiclassing with a paladin or a monk. :smallsigh:

Eurus
2010-07-08, 11:34 PM
Swapped it up to eigth level instead of third. Hopefully making it a mostly non-dippable class. To further this, perhaps I should say he loses all shadow and light points if he multiclasses.

Meh, I don't see the need to especially penalize multiclassers. Anyway, just started looking this over, but my immediate thought is that (for the first set of abilities granted by the shadow/light beams), blinding for 1d4 rounds (averaging out to 2.5 rounds) is strictly better than 25% concealment for 2 rounds in 90% of cases. For that matter, no-save blinding at 1st level is pretty nuts.

zenanarchist
2010-07-08, 11:34 PM
That's more evil than multiclassing with a paladin or a monk. :smallsigh:

*grins* Fair call Tem. Suggestions for making it non-dippable?

Hide in plain sight is a pretty nifty ability.

zenanarchist
2010-07-08, 11:36 PM
Meh, I don't see the need to especially penalize multiclassers. Anyway, just started looking this over, but my immediate thought is that (for the first set of abilities granted by the shadow/light beams), blinding for 1d4 rounds (averaging out to 2.5 rounds) is strictly better than 25% concealment for 2 rounds in 90% of cases. For that matter, no-save blinding at 1st level is pretty nuts.

Hmmm to even them out, what if I made it blind for 1 round, still no save?

Temotei
2010-07-08, 11:37 PM
*grins* Fair call Tem. Suggestions for making it non-dippable?

Hide in plain sight is a pretty nifty ability.

Dipping is fine with a class. You just don't want it to be so front-loaded that no one wants to take it beyond level 1 - 3. If you survive past that, you're probably okay.


Hmmm to even them out, what if I made it blind for 1 round, still no save?

Grawrawg edit. :smallannoyed::smalltongue:

Employ a save, I'd say. Blinding is pretty awesome regardless of saving throws.

zenanarchist
2010-07-08, 11:40 PM
Dipping is fine with a class. You just don't want it to be so front-loaded that no one wants to take it beyond level 1 - 3. If you survive past that, you're probably okay.



Grawrawg edit. :smallannoyed::smalltongue:

Employ a save, I'd say. Blinding is pretty awesome regardless of saving throws.

Made both durations equal but made a Save on Blind. Since Blind is probably the more evil of the two and also causes them to miss everything instead of just the In-Betweener.

erikun
2010-07-09, 12:34 AM
Zen Combat - Does this add the Intelligence modifier to attack rolls, or does it use the Intelligence modifier instead of the one for Strength of Dexterity? Does this add the Intelligence modifier to AC? It is kind of awkwardly worded, with the "his AC" thrown in the middle of a sentence with no apparently logical placement.

Also, I'm wondering if the class should be dependent on INT and WIS, rather than just INT. For someone trying to blend two diametrically opposed forces, it seems that balancing two abilities would make more sense than just focusing on one.

Shadow and Light Beams - This is a lot of talk to say that they have ranged natural attacks. It would probably be clearer to simply say that they are Supernatural attacks or Spell-Like Abilities, which do not need somantic or verbal components to use. For that matter, it should be a (Su) or (Sp) ability. I've seen extraordinary, but literally shooting lasers out of your eyes is a bit beyond that.

Why bother with the +3 to hit/+2 damage at tenth level and higher? The extra +1 to damage is not going to matter that much, and it would be simplier to write (not to mention remember).

The fact that they are ranged attacks with are affected by armor is... odd. Especially when being blinded can be deflected by leather armor.

The saving throw should be DC (10 + 1/2 In-Betweener Level + Intelligence modifier). Basing it on full class level would be insanely good, about like a Wizard casting 20th level spells at level 18.

Shadow and Light Powers would probably not have an (Ex), although each individual power would. After all, it is not a seperate power by itself. On the other hand, I'm not seeing the list of powers, and everything below is a seperate power...

Empowered Beams actually sounds more like an (Ex) ability, if you could even apply that label. I find it unusual that an antimagic field does not stop him from firing blots of blinding shadow, but it does stop him from firing them harder.

Universal Steps - Can't really comment, as I don't know what Scorn Earth does.

Shadow Step/Light Step - Should have a save against blindness, the same one for the light beams from earlier. I am surprised this uses a "number of times per day" mechanic. It seems like it would make more sense to use the shadow/light points you have already designed for the class.

Shadow Strike/Light Strike - Sounds pretty good, although giving away the rogue's key feature to another class so loaded with abilities does not seem fair. Again, I would recommend that it uses the shadow/light points for each attack, thus making it not so obviously a rogue-killer.

Hide in Plain Sight - Given the situation, I think adding the "within a shadowy area" restriction. It clearly relies on shadow, given the use of shadow points, plus every form of HiPS has some kind of qualifier. Otherwise, you could literally hide when standing anywhere you want.

Energised Beams - Eh... I can see where you're getting it, but suddenly lighting people on fire or burning them with acid doesn't quite seem to fit. Perhaps spending light/shadow points to utilize positive/negative energy? Then again, you already deal extra damage against undead with Light Strike...

Beads of Universal Power - These things are just silly, being telekinetic Immovable Rod and sling stones that break invisibility. The first just seems out of nowhere and the second kind of breaks the rules for invisibility, although you will frequently be hidden instead. I would recommend removing this power, unless you have a desire to keep it.

Secrets of the Universe - Again, a pretty random ability for little reason. Perhaps a +2 bonus to all Intelligence- and Wisdom-based checks? +10 to knowledge checks can get pretty crazy, especiall with stuff like the Knowledge Devotion feat.

Stronghold of Balance - Again, we've only seen one ability that actually uses shadow points, and none that use light points.

Command of Light and Dark - Kind of a big grabbag of abilities. You should probably be using the shadow/light points for activating most of these. (Am I sounding like a broken record yet?) Simply saying that he may modify the light in the area anywhere between full daylight (as a Daylight spell) to total darkness (as a Darkness spell). Also, the ability should only stay in effect for the standard duration of the spell, not a full 24 hours.

The hide-an-ally sounds like it would be a good seperate ability.

Secret Sight - Permanent True Seeing... well at level 17, it is almost a capstone. A rather nice one at that.

Universal Body - Kind of neat, as another kinda-capstone ability.

Stop the Universe - You cannot affect anyone while under Time Stop under any circumstance. The closest you can do is create something that would affect them as soon as Time Stop ended. The to-hit/damage bonuses are, obviously, not useful.

Radiant Shadow Storm - True Seeing, Universal Body, and 1/day Time Stop sound like rather good capstones for anyone taking this class to a full 20 levels. If you are still interested in keeping this, then perhaps a hefty cost (say, 10 shadow and 10 light points) for what is equal to a "big nuke" for the class would be appropriate. I would also keep it centered on the In-Betweener. I might change the abilities a bit myself: save or blind for all enemies, concealment for all allies, pierces through hiding and illusion (not just invisibility) for enemies should be just fine. I'm not sure why undead take damage, as this doesn't seem like an undead-focused class.

Shadow Powers
Light Powers
Oh, hey! Here they are! Well as I said, I think the powers listed would make better canidates for the use of shadow/light points... and are honestly more interesting than most of the stuff on this list. Perhaps giving them the ability to "cast" Light and Shadow Cloak.

--

Other than that, it is a fun looking class. Definitely something I would give a try, although I am disappointed that the shadow/light points get such a back seat to all the class's interesting abilities.

zenanarchist
2010-07-09, 12:46 AM
Erikun,

Awesome feedback. The beams are staying without a saving throw. I intend on the class using them as their primary attack.

However everything else....brilliant feedback, brilliant.

If I do take your suggestions into account however I would have to raise the amount of points they get at level 2...perhaps Int Modifier X class levels worth of points? A little more? less? Help.

The powers down the bottom have some massive expanding to undergo. Massive. I've got to add a tonne.

Hmmmm I personally LOVE the beads. Want to stop a charge? Set up a line of four immovable beads....Is there anyway you can think of to make them balanced? I'll implement the other things this weekend if I get the time around study!!!

Thanks for a great review. I'm really stoked you find the class interesting.

erikun
2010-07-09, 01:03 AM
Well, I meant the save on the blinding part of the beam, not the damage part. The fact that it is affected by armor is quite enough - giving them a save for half damage would make them nearly useless.

Other than that, it depends on how much the abilities cost. Class Level + INT modifier is more than enough when all your abilities only cost 1-2 points apiece, as you can still use them a bunch in combat, but not all the time. Class Level x INT modifier would be giving absurd amounts of points at low levels (around 30 points at level 6, nearly 200 at level 20) and is better reserved for daily limits, somewhat like the Paladin's Lay on Hands ability.

The "problem" with the beads are that they don't fit the class flavor very much. Yes, I realize it is unlocking the secrets of the universe, but at the core it is a light/shadow class and immovable rods don't fit into that very well. If I was going to keep it, I would recommend only one bead (which must remain within 30' or disappear) and allow Levitation while holding it, but not restricting attacks while levitating. You could change Levitation to full flight if it feels too restrictive, although hovering 50' in the air and firing blinding lasers would be sufficient to kill 90% of the melee classes anyways. :smalltongue:

Besides, I personally find interesting yet not always useful abilities to be some of the best. It's not as good as four rods or full flight, but you can get a lot done with just one and levitation.

zenanarchist
2010-07-09, 01:16 AM
Well, I meant the save on the blinding part of the beam, not the damage part. The fact that it is affected by armor is quite enough - giving them a save for half damage would make them nearly useless.

Other than that, it depends on how much the abilities cost. Class Level + INT modifier is more than enough when all your abilities only cost 1-2 points apiece, as you can still use them a bunch in combat, but not all the time. Class Level x INT modifier would be giving absurd amounts of points at low levels (around 30 points at level 6, nearly 200 at level 20) and is better reserved for daily limits, somewhat like the Paladin's Lay on Hands ability.

The "problem" with the beads are that they don't fit the class flavor very much. Yes, I realize it is unlocking the secrets of the universe, but at the core it is a light/shadow class and immovable rods don't fit into that very well. If I was going to keep it, I would recommend only one bead (which must remain within 30' or disappear) and allow Levitation while holding it, but not restricting attacks while levitating. You could change Levitation to full flight if it feels too restrictive, although hovering 50' in the air and firing blinding lasers would be sufficient to kill 90% of the melee classes anyways. :smalltongue:

Besides, I personally find interesting yet not always useful abilities to be some of the best. It's not as good as four rods or full flight, but you can get a lot done with just one and levitation.

Erikun, I implented all your suggestions bar....uh...I think it was bar two.

Whenever you have the time have a look over it again and see what you think, keeping in mind of course that I am adding a lot more shadow and light powers.