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View Full Version : The Worldrender, 3.5 Base Class



Lix Lorn
2010-11-10, 07:07 PM
Worldrender

You think ARMOUR will stop my sword? Distance won’t save you. Tough skin wouldn’t save you. A million years separating us would not save you. And you think armour will?

A Worldrender is a strange being in any sense of the word. Whether by training, instinct, or sheer indifference to physics and common sense, they have learnt an art of supreme power: the art of using a weapon to channel power, and ‘cut’ abstract concepts. A Worldrender can cut away the concept of heat, plunging his target into a zone of absolute frost, or simply Rend at the idea of life, removing part or all of their life energy itself.
Needless to say, this strangest of arts usually leaves opponents at a loss.

Abilities: The most important ability for a Worldrender is Charisma, as it governs their primary class abilities. However, Strength, Constitution and Dexterity are important, as the Worldrender is a primarily short ranged character.
Races: Worldrenders are most commonly found among humans, which have the requisite mix of varying abilities and self-centredness that leads to Rending ability. Elves are also relatively common; their twin respects for magical power and skill with a blade combining naturally into the art.
Alignment: Worldrenders tend towards extremes of law or chaos, with the latter being more common. However, all alignments are represented in their ‘ranks.’
Starting Gold: Same as a Cleric.
Starting Age: Same as a Sorcerer.

Class Skills
The Worldrender's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Intimidate (Cha), Jump (Str), Knowledge (Arcana, The Planes, Religion) (Int), Listen (Wis), Move Silently (Dex), Sense Motive (Wis), Spot (Wis), Survival (Wis), Tumble (Dex), Use Magic Device (Cha).
Skills Per Day at 1st Level : (4 + int)x4
Skills Per Day at Each Additional Level : 4 + int

Hit Dice: d8

THE WORLDRENDER


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Rend Levels Per Day
Maximum Rend Level


1st

+1

+0

+0

+2
Concept Rending
2
1


2nd

+2

+0

+0

+3
Rend Weight
3
1


3rd

+3

+1

+1

+3
-
4
2


4th

+4

+1

+1

+4
Rend Mastery
6
2


5th

+5

+1

+1

+4
-
8
3


6th

+6/+1

+2

+2

+5
Rend Weakness
11
3


7th

+7/+2

+2

+2

+5
-
14
4


8th

+8/+3

+2

+2

+6
Greater Rend Weight
18
4


9th

+9/+4

+3

+3

+6
-
22
5


10th

+10/+5

+3

+3

+7
Lightning Rend
27
5


11th

+11/+6/+1

+3

+3

+7
-
32
6


12th

+12/+7/+2

+4

+4

+8
Guardian Rend
38
6


13th

+13/+8/+3

+4

+4

+8
-
46
7


14th

+14/+9/+4

+4

+4

+9
Greater Rend Mastery
53
7


15th

+15/+10/+5

+5

+5

+9
-
60
8


16th

+16/+11/+6/+1

+5

+5

+10
Greater Lightning Rend
68
8


17th

+17/+12/+7/+2

+5

+5

+10
-
76
9


18th

+18/+13/+8/+3

+6

+6

+11
Double Rend
85
9


19th

+19/+14/+9/+4

+6

+6

+11
Expert Rend
94
9


20th

+20/+15/+10/+5

+6

+6

+12
Master Rend
104
9



Weapon Proficiencies: A Worldrender is proficient in all armour and shields, all simple weapons, and any one slashing weapon.

Concept Rending (Su): A Worldrender’s primary ability is to affect reality by cutting at abstract ideals. Why this works, even most Worldrenders could not tell you, but it certainly appears to.
A Worldrender has a Rending Level equal to their class level.
A Rend is generally used as a standard action, or an attack action at level ten or higher.
If a Saving throw is permitted, the DC is always 10 + half the user's class level + the Worldrender’s Charisma modifier.
A Worldrender’s Rends per day is not limited per se, but the total number of levels his Rends can have is given in the above table. In addition, they gain a bonus number of rend levels determined by the following table, which has a formula of 0.5*Charisma Modifier*Class Level:


Score
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
10th
11t h
12th
13th
14th
15th
16th
17th
18th
19th
20th


10-11
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0


12-13
1
1
1
2
2
3
3
4
4
5
5
6
6
7
7
8
8
9
9
10


14-15
2
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20


16-17
3
3
4
6
8
9
10
12
14
15
16
18
20
21
22
24
26
27
28
30


18-19
4
4
6
8
10
12
14
16
18
20
22
24
26
28
30
32
34
36
38
40


20-21
5
7
9
10
12
15
17
20
22
25
27
30
32
35
37
40
42
45
47
50


22-23
6
8
10
12
15
18
21
24
27
30
33
36
39
42
45
48
5 1
54
57
60


24-25
7
9
11
14
17
21
24
28
31
35
38
42
45
49
52
56
5 9
63
66
70


26-27
8
11
14
16
20
24
28
32
36
40
44
48
52
56
60
64
68
72
76
80


28-29
9
12
15
18
22
27
31
36
40
45
49
54
58
63
67
72
76
81
85
90


30-31
10
13
16
20
25
30
35
40
45
50
55
60
65
70
75
80
85
90
95
100


A Worldrender learns one Rend at each odd level*, including first, of any one level he could utilise.
*Short on rends. More will be added when I have time/inspiration/get off my lazy butt.

Rend Weight (Su): A Worldrender of 2nd level tends to have a favoured weapon, and he quickly becomes accustomed to it. Often, they won’t even feel its weight, wielding a weapon of tremendous size as easily as a normal being wields a sword.
They may wield any weapon as if it were one size category closer to theirs in all ways that this would aid them: its weight is reduced, it can be wielded with less penalty (or no penalty if this reduction makes it count as a weapon of the user’s size) and it deals more damage than a smaller weapon would.

At 8th level, a Worldrender's skills increase so that he may now change a weapon’s effective size by up to two size categories, using the same rules as before. In addition, he may perform a ritual with any weapon in his possession to change it into any size that he could utilise with this ability. This ritual takes one hour, and uses special materials costing 300gp. It may not work on artifacts, or any other weapon of great importance.

Rend Mastery (Ex): A Worldrender of 4th level is generally beginning to grow used to their skills. When using Rends, they may use their charisma modifier instead of their strength or dexterity modifier for any attack rolls they make.

At 14th level, their understanding of metaphysical combat has heightened their abilities in the physical. They may use their charisma modifier for any attack roll they make, not just those used for Rends.

Rend Weakness (Su): A Worldrender of at least 6th level is protected by a shifting field of unreality, barely perceptible. They gain a Deflection bonus to their armour class equal to their charisma modifier. This field is slightly mitigated by the presence of heavy materials: When wearing heavy armour, this AC bonus is halved.

Lightning Rend (Su): A Worldrender of at least 10th level can cut the rules of reality at a moment’s notice. They may use Rends as attack actions.
An attack action is the time it would take to make an attack. This is usually a standard action, but if you would be able to make multiple attacks, you may use more than one in a single round.
A Worldrender can use Rends and normal attacks interchangeably, if they are able to make more than one attack in a round.

At 16th level, a Worldrender may make one Rend per round as a swift action.

Guardian Rend (Ex): A 12th level Worldrender can turn aside his foes attacks with his own weapon. Once per round, whenever any opponent makes an attack roll against them, the Worldrender may make their own attack roll at their highest base attack bonus. If they roll higher the attack is blocked.
Use of this ability is announced after the result for the enemy’s attack roll is seen.

This ability may be used to block abilities other than weapons that require an attack roll, but doing so is treated as a Supernatural ability.

Double Rend (Su): An 18th level Worldrender understands the fundamental ways in which he alters reality. This understanding allows him to combine two Rends into a single strike.
Whenever a Worldrender of this level uses a Rend, he may also use a second Rend as part of the same attack action. They must have the same target, and he must pay the cost to use both of them, as well as an additional cost of one level.

Expert Rend (Ex): A 19th level Worldrender can cut the fabric of reality without using a weapon. They gain the Improved Unarmed Strike feat as a bonus feat, if they do not already have it, and may treat their hands as slashing weapons. They may make Rends while unarmed.

Master Rend (Ex): A Worldrender of 20th level understands sharp objects completely. He knows how they cut logic, how they enter flesh, and the way to disembowel a minotaur for the best beef. He may add one to the threat range and critical modifier of any slashing weapon he wields.

RENDS
Rends are always used with attacks, and can deal normal weapon damage along with their effects, if in weapon range. Regardless of weapon range, the Rends cannot affect a target further away than 10ft per point of Charisma modifier the user possesses.

Unless otherwise specified, a Rend requires a roll to hit and has no effect if it misses.

A Rend that does NOT require an attack roll reduces it's DC when used as part of a full attack. If a Worldrender makes a Rend as an iterative attack, or any other attack with a penalty on the attack roll, the Rend's DC is reduced by half the penalty on attack rolls.

By using more levels than normal, the Rend can often be enhanced. If so, they are treated as this higher level for all effects, including save DCs. If a Rend mimics a spell, it has no components unless the spell requires an XP cost, or has components with a price of 1000gp or more. In this case, the XP cost is the same as the spell. In the case of a gold cost, they (or the target, if willing) may pay XP equal to the gold cost divided by five, or provide the gold component in some way during the casting of the spell.

Rends are similar to spells, albeit in a more raw and destructive form. They can be dispelled exactly as a spell, using their Rending level in place of a Caster level.

Rend List
1st:
Rend Darkness: Control light and create a number of prismatic effects.
Rend Energy: Fire energy blasts.
Rend Flesh: Deal more damage with weapon attacks and make your weapon magical.
Rend Will: Charm and dominate foes.

2nd:
Rend Courage: Frighten opponents.
Rend Loneliness: Summon creatures.
Rend Sight: Become invisible or ethereal.
Rend Truth: Create illusions.

3rd:
Rend Health: Deal damage.
Rend Matter: Disintegrate creatures and objects.
Rend Pain: Heals damage.
Rend Senses: Blocks senses.

4th:
Rend Emotion: Remove emotions to be replaced with another.
Rend Harm: Heals ability score damage and negative levels.
Rend Vitality: Deals negative levels.

5th:
Rend Gravity: Reverse gravity.
Rend Knowledge: Remove class features, racial abilities and feats.
Rend Weight: Allows you to fly.

6th:
Rend Logic: Changes targets into small animals.
Rend Magic: Creates an antimagic field.
Rend Weather: Change and remove weather elements.

7th:
Rend Death: Resurrects target.
Rend Fate: Instantly reroll a d20 roll.
Rend Life: Instantly kill target.

8th:
Rend Sanity: Renders target insane.
Rend Stability: Destabilizes a region of space, creating a number of hostile effects.
Rend Thoughts: Your thoughts are protected from the world.

9th:
Rend Reality: Create almost any effect.
Rend Space: Create a hole that leads anywhere.
Rend Time: Stop time.

Epic:
Rend Society: Change the fabric of society itself.

Rend Descriptions
Rend Darkness
Minimum Level: One
You take control of the light in an area, removing the photons' natural tendency to fade.
This rend functions as the psionic power control light, or the spell Light.

Enhancements

Second Level
This rend functions as the Darkness spell.

Third Level
This rend functions as prismatic mist.

Fourth Level
This rend functions as either Daylight or Deeper Darkness.

Fifth Level
This rend functions as prismatic ray.

Seventh Level
This rend functions as prismatic spray.

Eighth Level
This rend functions as prismatic wall.

Ninth Level
This rend functions as prismatic sphere.

Rend Energy
Minimum Level: One
By damaging the balance of elemental forces, the Worldrender summons an elemental blast at his foe.
This deals 1d4 damage per Render Level, with a maximum of 5d4. This damage is either fire, cold, electricity, acid, or sonic.
Enhancements:
Second Level
The damage die is increased to a d6.

Third Level
The Rend’s damage cap is increased to 10d6.

Fourth Level
The spell deals an additional affect, depending on its type.
An Acid Rend causes the target to be sickened for one round, unless they make a fortitude save.
A Cold Rend causes blindness for one round, unless the target makes a fortitude save.
An Electrical Rend causes a round of entanglement, unless the target makes a fortitude save.
A Fire Rend causes dazing for one round, unless the target makes a fortitude save.
A Sonic Rend causes deafening for one round, unless the target makes a fortitude save.

In addition, the user may choose to make his attack an area of effect. If he does, then the attack is made as either a line with range equal to that of a normal ranged use of this strike, or a cone of half that length. This attack does not require an attack roll, and allows a reflex save for half damage. However, if used as part of a melee attack, an attack roll is still required if you wish to deal normal weapon damage.

Fifth Level
The Rend’s damage cap is increased to 15d6.

Sixth Level
The damage die is increased to d8.

Seventh Level
The damage die is increased to a d10.

Eighth Level
The Rend’s damage cap is increased to 20d10

Ninth Level
The damage die is increased to d12, and it no longer has a cap on its damage.

Rend Will
Minimum Level: One
The Render slashes at his foes personality, weakening their resolve.
This Rend affects the target as per Charm Person.

Enhancements
Fourth Level
This Rend affects the target as Charm Monster instead.

Fifth Level
This Rend affects the target as Dominate Person instead.

Ninth Level
This Rend affects the target as Dominate Monster instead.

Rend Flesh
Minimum Level: One
The Render disdains fancy attacks and clever tactics, and simply tears at the foe's body, ripping his body apart with sublime power.

This attack adds your charisma modifier to damage, and may be used at twice the normal range. It deals damage at range as if the target was within melee range.

Enhancements
Third Level
In addition, the weapon used for this attack gains a +1 enhancement bonus to attack or damage rolls for each four render levels you possess. This lasts for one minute per render level, and does work before this attack is made.

Fourth Level
In addition, the sheer force of the strike bows enemies back, rent into shreds. They must make a fortitude save, or be knocked back five feet per point of charisma modifier you possess.

Rend Courage
Minimum Level: Two
Cutting at your opponents personality, you remove their courage, scaring them. The target must make a will save or be frightened for a number of rounds equal to your charisma modifier. If they pass, they are instead shaken for a round.

Enhancements
Third Level
Foes who are unaffected by fear effects for any reason are still subject to this effect, but gain a +4 to the roll.

Fifth Level
The affected foe is instead panicked. In addition, foes normally unaffected by fear only gain a +2 on this save.

Rend Loneliness
Minimum Level: Two
This Rend allows the user to summon allies to him. It mimics the effect of a Summon I spell of any kind - Nature's Ally, Monster, Undead, Ice Beast, etc.

Enhancements:
Any Level
This Rend instead mimics a Summon spell of level (Levels spent-1). It must still be from one of the numbered lines.

Rend Sight
Minimum Level: Two
The Render slashes their image from existence, making them impossible to find.
This rend duplicates the effect of the spell Invisibility.

Enhancements
Fourth Level
The Rend instead mimics the effects of Greater Invisibility

Seventh Level
The Rend makes the user ethereal, with all benefits and weaknesses this grants. In addition, any armour or weapons they wield are treated as Ghost Touch. This lasts for one round per level.

Rend Truth
Minimum Level: Two
Tearing at the lines of truth, you allow a bit of illusion into the world.
This rend functions as minor image.

Enhancements:
Third Level
This rend functions as major image.

Fifth Level
This rend functions as persistent image.

Sixth Level
This rend mimics your choice of Shadow Evocation and Shadow Conjuration.

Eight Level
This rend mimics your choice of Greater Shadow Evocation and Greater Shadow Conjuration.

Rend Health
Minimum Level: Three
The user slashes at the sum of all health in the multiverse, skilfully removing a little of his targets.
This deals the target 2d8 plus the user's Render level (maximum 10) damage.

Enhancements
Fifth Level
The Rend deals the target 4d8 plus the user's Render level (maximum 20) damage.

Seventh Level
The Rend deals the target ten damage per Render level, maximum 150.

Rend Matter
Minimum Level: Three
The Worldrender isolates and cuts away the forces that hold the world together.
This ability deals 1d6 slashing damage to a target creature or object per Render level to a maximum of 10d6 damage. If the target is reduced to 0 hitpoints, the Render totally overwhelms the forces that holds it together and it literally falls apart, turning to dust as Disintegrate.

Enhancements
Fourth Level
The damage die is increased to d8

Fifth Level
The Rend's damage cap is raised to 20d8

Sixth Level
The damage die is increased to 2d6

Seventh Level
The Rend's damage cap is raised to 40d6

Eighth Level
The damage die is increased to 2d8

Ninth Level
The Rend ignores any DR and/or Hardness that its target possesses. In addition, it no longer has a damage cap.

Rend Pain
Minimum Level: Three
The user attacks the concept of pain and injury, removing a little bit of it from the world.
This heals the target of 2d8 hit points, plus their Render level (maximum 10).

Enhancements:
Fifth Level
The Rend heals 4d8 hit points, plus their render level (maximum 20).

Seventh Level
The Rend heals ten hit points per caster level, maximum 150.

Rend Senses
Minimum Level: Three
You cut at your target's connection to the outside, blocking off their ability to sense.
Select one of the five senses. The target must make a fortitude save or have that sense completely blocked for one minute per render level, as detailed below.

Visual: The subject is blinded.
Auditory: The subject is deafened.
Tactile: The subject receives no stimulation from their nerve endings, causing them to lose mobility, becoming effectively entangled and receiving a 10% spell failure chance with any spell with somatic components.
Olfactory: The subject cannot smell, which suppresses scent and all similar abilities. This also renders the subject immune to scent based attacks, such as the secondary effect of ghoul touch.
Gustatory: The subject cannot taste, rendering all material placed in their mouth to seem completely bland.

Enhancements:
Fourth Level
Select two senses.

Fifth Level
Select three senses.

Sixth Level
Select four senses.

Seventh Level
All senses are blocked.

Rend Emotion
Minimum Level: Four
You slice through the deepest feelings of your target, creating a vacuum in which another emotion will flow.
This rend functions as the emotion spell, except you select either the three positively affecting emotions (friendship, hope, rage) or the three negatively affecting emotions (despair, fear, hate) and roll 1d3 to select one.

Enhancements
Fifth Level
You may select the emotion to be given.

Rend Harm
Minimum Level: Four
The user separates the part of the universe that weakens his target, and removes it. This Rend has the effects of Restoration.

Enhancements
Ninth Level
This Rend instead functions as Greater Restoration.

Rend Vitality
Minimum Level: Four
The user slashes at their target, ripping at their very life force.
This Rend affects the target as per the spell Enervation.

Enhancements
Ninth Level
This Rend instead functions as Energy Drain.

Rend Knowledge
Minimum Level: Five
Reaching into the neural pathways of your target, you cut off some of their knowledge.
Select one known racial ability or feat/class feature of your target. That ability is suppressed for 1 round per Render level. The former allows a Fortitude save to negate and the latter allows a Will save. The chosen ability/feat may not be a prerequisite for another, and abilities that upgrade as the character grows, such as spellcasting or sneak attack, are merely reduced to the previous step.

Rend Gravity
Minimum Level: Five
The Worldrender reverse the force of gravity upon a chosen foe, sending them careening helplessly upwards.
This ability acts as the spell Reverse Gravity, but initially only affects a single target with the effect extending 20 ft/Render level (so this Rend cast at level 7 would launch a single enemy 140 ft upwards).

Enhancements
Fifth Level
The Render can now choose to target one 10 ft square area for every 2 Render levels with this spell but the effect cuts off after only 5ft/Render level.

Sixth Level
The effect of the area version of this Rend now extends to 10 ft/Render level. In addition, if this Rend is used to target a single foe the effect now extends 30 ft/Render level.

Seventh Level
The Worldrender can choose to center this ability upon himself in a 30 ft radial burst targeting a number of living creatures within that area equal to half his Render level. The upward effect extends 25 ft/Render level.

Ninth level
The effect of the area version of this Rend increases to 15 ft/Render level. The burst effect increases to 30 ft/Render level and the single target effect increases to 50 ft/Render level.

Rend Weight
Minimum Level: Five
The user removes his weight, to a point. This allows him to fly. This Rend has the same effect as the spell Fly, or Overland Flight, his choice.

Enhancements
Seventh Level
The user gains a flight speed of 70ft/perfect for 1 hour/level.

Rend Logic
Minimum Level: Six
The user strikes at the enemy’s being, changing their form. The target is affected as per Baleful Polymorph.

Rend Magic
Minimum Level: Six
The user, relying on his martial skills, removes all unnatural powers from the area, cutting off the flow of magic, psionics, and even his own connection to the primal fabric of creation. This Rend may not be used to strike a target, but only as an area of affect. This Rend creates an Antimagic Field centred on the user.

Enhancements
Ninth Level
The Rend targets a single foe. That foe may not use any ability or item that would not function in an Antimagic field, but is still affected by them. They are entitled to a fortitude save to negate this effect.

Rend Weather
Minimum Level: Six
You find the currents of the sky, and calm them.
This rend functions as control weather (including casting time), but only allows removal of weather elements.

Enhancements
Seventh Level (1)
You may both add and remove weather elements.

Seventh Level (2)
The casting time is reduced to a single full round action, and then requires a minute to take effect.

Ninth Level
You gain the benefits of both Seventh Level effects.

Rend Death
Minimum Level: Seven
The Worldrender crosses the only line that shouldn’t be crossed-he ends death, and returns someone to life.
This Rend requires ten minutes of preparation directly before it is used, and functions as Resurrection.

Enhancements
Ninth Level (1)
The Rend instead functions as True Resurrection.

Ninth Level (2)
The Rend functions the same way as Resurrection, but does not have a gold or exp cost.

Rend Fate
Minimum Level: Seven
You slice through the very strings of fate.
You or an ally may reroll any one attack roll, saving throw, skill check or ability check that has just been made. This may be done after the results of the first check are known, but the second roll must be kept, even if it's worse. This rend may be used as an immediate action.

Enhancements
Eighth Level
Your rend is beyond instantaneous. This rend is now used as a free action, even in or during an opponents turn or action.

Rend Life
Minimum Level: Seven
The Worldrender cuts at his enemies life force, intending to sever his soul from his body. The target must make a fortitude save or be slain instantly. On a critical hit, the save DC is raised by three.

Enhancements
Ninth Level
The Worldrender slashes at all the life around him. All beings within 40ft other than the user must make a fortitude save or be slain instantly, starting with the nearest. (in case of a tie, enemies are affected before allies)
The Render may not force more saving throws with this Rend than his Rending level.
When Enhanced in this manner, this Rend does not require an attack roll.

Rend Sanity
Minimum Level: Eight
The user severs the string that keeps their target sane. This Rend has the same effect as the spell Insanity.

Enhancements
Ninth Level
The Insanity caused by this Rend can only be removed by Wish, Miracle, or effects of a similar scale.

Rend Stability
Minimum Level: Eight
You tear apart the inherent stability of the space around you, disrupting everything.
In an area 40' in radius, any creature trying to cast a spell, use a spell-like ability, activate a supernatural ability, or manifest a psionic power in the spell's area has a 20% chance of failure. Spell completion items, such as scrolls, also have this failure chance.

Creatures within this area take 1 point of damage for every two render levels you have in each round they become or remain within the area.

All squares are treated as difficult terrain, including airborne ones.

Rend Thoughts
Minimum Level: Eight
The Render cuts the world away from his thoughts, protecting them. He is affected as per Mind Blank.

Rend Reality
Minimum Level: Nine
The Render damages the very fabric of logic and reason, reshaping it for their desires.
This spell functions as Limited Wish.

Rend Space
Minimum Level: Nine
The user creates a hole in reality, leading anywhere. The target may be on any plane accessible by Plane Shift, in any location accessible in that plane by Greater Teleport. Others can follow you through the hole, which persists for one round/level.

Rend Time
Minimum Level: Nine
The user cuts time, stopping it briefly. This Rend functions as the spell Time Stop.

Rend Society (Epic)
Minimum Level: Ten
You split your identity from your body. Your body is in suspended animation, helpless and still vulnerable to attack. Your identity-form is invincible, immaterial (as incorporeal, but unhindered by anything), and undetectable.

In this form, you can use the following spells and powers as SLAs at-will:
Charm (Psionic)
Read Thoughts (Psionic)
Song of Discord
False Sensory Input (Psionic)
Dominate (Psionic)
Modify Memory
Mass Suggestion
Mind Probe (Psionic)
Greater Plane Shift (self only)
Greater Teleport (self only)

These ignore all immunities and barriers (but can only target creatures with Int scores), and have a DC as if they were 10th level.

You may stay in this form for up to 1 hour/Render level, at which time you are forcibly placed back into your body.

Feats
Student of the Blade
Prerequisites: Intelligence, about to take or have already taken at least one level of Worldrender
Benefits: You may use Intelligence to power Worldrender class abilities, including Rends, rather than Charisma.
Normal: The jocks are better fighters.

There Is No Sword
Prerequisites: Wisdom 13, about to take or have already taken at least one level of Worldrender
Benefits: You may use Wisdom to power Worldrender class abilities, including Rends, rather than Charisma.
Normal: There's a spoon as well.

Reality Shatter
Prerequisites: About to take or have already taken at least one level of Worldrender
Benefits: Worldrender class abilities that specify Slashing weapons instead apply to Bludgeoning weapons.
Normal: A hammer can't cut holes in the world.

Piercing Insight
Prerequisites: About to take or have already taken at least one level of Worldrender
Benefits: Worldrender class abilities that specify Slashing weapons instead apply to Piercing weapons.
Normal: You can't split a molecule with a spearhead.

Rending Stamina
Prerequisites: Ability to use Rends.
Benefit: On taking this feat, you gain two additional rend levels per day, plus an additional time for each time you've taken this feat before.
Special: You may take this feat more than once, but never more times than half your charisma modifier.

Extra Rend
Prerequisites: Ability to use Rends.
Benefit: You know one extra rend of a level you can use or lower.

Practiced Render
Prerequisites: Ability to use Rends.
Benefit: Your Render level increases by +4. This can't increase your Render level beyond your HD. However, even if you can't benefit from the full bonus immediately, if you later gain nonrender-level HD you may be able to apply the rest of the bonus.

Martial Rending
Prerequisites: Ability to use Rends and initiate Maneuvers.
Benefit: You may use a rend that requires a standard action in combination with a maneuver that requires a standard action, or a rend that requires an attack action as part of any maneuver that grants an attack, unless they conflict.
Normal: You may not use both these abilities with a single attack.

Render's Companion
Prerequisites: Rend Loneliness.
Benefit: Your Rend Loneliness mimics a Summon spell of level equal to the nuimber of levels spent to it, but has a duration of 'Until dismissed or this Rend is used again.' You may summon the same creature more than once; it remembers.
Normal: People get sick of your self-centredness.

Improved Rending (Epic)
Prerequisites: Must have access to 9th level rends
Benefits: All rends require one less rend level to use, to a minimum of one rend level.
Normal: You must pay normally.

Epic Rend (Epic)
Prerequisites: Must have access to 9th level rends
Benefits: Select one epic level rend. You may use that rend as normal, paying 10 rend levels per use.
Normal: Only epic spellcasters get epic goodies.

PLAYING A WORLDRENDER

Religion: Religion is something that often has little meaning for a Worldrender. Having discovered the power to shatter reality's most basic laws with a symbolic cut, they sometimes believe themselves almost deific themselves. However, some do follow a religious path. Some believe themselves instruments of the gods, and Wee Jas has several worshippers who believe Rending to be another form of magic.
Other Classes: Most casting classes vary between awe and hatred. The sheer ease with which the Worldrenders seem to work can irritate their hard earned study, or cause kinship with the natural sorcerers. Some think them an intriguing breed to study.
Combat: A Worldrender serves best as a mid to short range fighter. Using a weapon such as a dagger to bombard their foes from a distance is a valid strategy, but using an immense axe is also perfectly valid, allowing them to do impressive damage even without using rends.
Advancement: Most Worldrenders remain single classed, due to the comples nature of the techniques. However, a more martial class can serve as a useful addition, increasing their power and survivability when not using rends. Alternatively, using another form of magic can add much needed diversity.

WORLDRENDERS IN THE WORLD
“No way through? I'll just cut a hole in that wall. Yes, the adamantine wall. Your point?”

Daily Life: A Worldrender lives life to the full. Their power is both trained and instinctive, capable of doing nearly anything. Some take time daily to study their techniques, while others merely practice with their chosen weapon.
Notables: The conquering warlord-king William Thomas is a powerful Worldrender, and his newly established empire contains many worldrenders among its ranks. However, the King's daughter is also a worldrender, and a far less savoury one. Mixing her skills with that of necromancy, she seeks to take his throne for her own.
Organizations: Few organisations exist for Renders, although some magical guilds accept them.

NPC Reaction
Worldrenders generally inspire the same reaction as casters-a healthy amount of respect, tinged with either fear, jealousy, or adoration.

WORLDRENDERS IN THE GAME

Adaptation: The Worldrenders could be given divine fluff, perhaps as an order of empowered champions. Alternatively, they could be made simple another form of arcanist. By changing from slashing to piercing weapons, or bludgeoning, a different feel could be evoked.
Encounters: A Worldrender can be a powerful opponent, capable of doing a lot of damage at a not-inconsiderable distance. They fulfil a role similar to an arcanist. However, due to their lower per-day uses, they are more powerful in short encounters.

Honourable mention for Rend/Feat contributions: Morcleon

Blue Ghost
2010-11-10, 07:15 PM
Well, that is an extremely fascinating concept you've got there, I must say. :smallsmile:

Moose Man
2010-11-10, 07:34 PM
an attack action is the same as a standard...

Tael
2010-11-10, 07:37 PM
an attack action is the same as a standard...

Incorrect. You use multiple Attack actions in a full attack for example.

Moose Man
2010-11-10, 07:42 PM
oooh, didn't say full attack, so i got confuzzled.

DracoDei
2010-11-10, 07:47 PM
You have a typo in the very first bit of italized fluff "toughs kin" should be "tough skin".
Rends need a range... if you didn't intend them to require even LOS then they are broken.
Mixing rends in with normal attacks allows you to use them with the last attack in your routine (for instance) without any decrease to the effectiveness of the rend. If you consider this a problem, I suggest reducing the DC of the rend by half of the amount that the attack replaced is below the Worldrender's highest attack bonus. I used this method for my True Master of Nine class (see my full list of homebrew for a link).
The rend that deals hp damage as if it was an Inflict spell needs to be re-written for clarity.

Dead_Jester
2010-11-10, 07:55 PM
Looks pretty interesting, but how about filling those dead levels (fluff abilities, maybe a few bonus feats, nothing too major)?

Also, the save DC should be 10 + half class level + Cha if you want to keep it in line with other classes.

JKTrickster
2010-11-10, 09:51 PM
Looks pretty interesting, but how about filling those dead levels (fluff abilities, maybe a few bonus feats, nothing too major)?

Also, the save DC should be 10 + half class level + Cha if you want to keep it in line with other classes.

Actually all those dead levels have a pretty huge increase in both Total Rend Levels/Day and Rends Known, so I don't think it's really an issue here.

But really wow this class is such a unique concept and it is obvious that you put so much work in this! This is awesome!

Kallisti
2010-11-11, 12:15 AM
Interesting. Very interesting.

*Bookmarks*

absolmorph
2010-11-11, 12:52 AM
What's the difference between a Rending weapon and a standard weapon?
You say worldrenders are proficient in simple weapons and "any one Rending weapon", but never explain what a Rending weapon is.

Lix Lorn
2010-11-11, 04:59 AM
Well, that is an extremely fascinating concept you've got there, I must say.

Thanks, Bluey. :)


an attack action is the same as a standard...


Incorrect. You use multiple Attack actions in a full attack for example.
Correct-didn't I say that? (confused) I'll add it in, if not.


You have a typo in the very first bit of italized fluff "toughs kin" should be "tough skin".
Rends need a range... if you didn't intend them to require even LOS then they are broken.
Mixing rends in with normal attacks allows you to use them with the last attack in your routine (for instance) without any decrease to the effectiveness of the rend. If you consider this a problem, I suggest reducing the DC of the rend by half of the amount that the attack replaced is below the Worldrender's highest attack bonus. I used this method for my True Master of Nine class (see my full list of homebrew for a link).
The rend that deals hp damage as if it was an Inflict spell needs to be re-written for clarity.
Yeah, I just noticed the first bit. Thanks.

However, unless specified, they may also be used at a range of 10ft per point of Charisma modifier the user possesses.
:)
They still require a roll to hit. I'll clarify that-the only ones that don't are those which change to an AoE.
Fair enough.


Looks pretty interesting, but how about filling those dead levels (fluff abilities, maybe a few bonus feats, nothing too major)?

Also, the save DC should be 10 + half class level + Cha if you want to keep it in line with other classes.


Actually all those dead levels have a pretty huge increase in both Total Rend Levels/Day and Rends Known, so I don't think it's really an issue here.

But really wow this class is such a unique concept and it is obvious that you put so much work in this! This is awesome!
Yeah, dead levels all have a new Rend level available.

No, it's the level of the rend-like how spells use the spell's level in their calculation.

And thank you!


Interesting. Very interesting.

*Bookmarks*
Thank you :)


What's the difference between a Rending weapon and a standard weapon?
You say worldrenders are proficient in simple weapons and "any one Rending weapon", but never explain what a Rending weapon is.
Derp.
It originally used Slashes rather than Rends. I did a find/replace for the word slash-it should say slashing weapon.

ALSO,
If anyone wants to suggest more Rends or Enhancements, I'd love more. I was going to give them one every level, but I couldn't think of enough Rends. XD

absolmorph
2010-11-11, 05:32 AM
This looks like a fun class. I'll be bookmarking it, as well.

Also, check Master Rend and Expert Rend; I think the find/replace hit those, too.
And you should replace the J in "slasjing" in the proficiency with an H. Perhaps after some sleep, or some other method of sharpening your wits? :smallwink:

Lix Lorn
2010-11-11, 05:45 AM
This looks like a fun class. I'll be bookmarking it, as well.

Also, check Master Rend and Expert Rend; I think the find/replace hit those, too.
And you should replace the J in "slasjing" in the proficiency with an H. Perhaps after some sleep, or some other method of sharpening your wits? :smallwink:
(blush)

Ack, thanks.
...
(headdesk)
I should not get up before noon. Fecking school.

Ziegander
2010-11-11, 01:48 PM
Actually, I'd say that the saving throw DCs ought to be 10+1/2class level+Charisma modifier even if you want to keep it in line with spells' DCs. Spells have tons of ways to increase their save DCs from Spell Focus to PrCs and other more obscure feats, these Rends don't. So with the more "standard" save DC of 10+1/2level+Cha you could at least grab Ability Focus to have a passable saving throw DC when compared to optimized Spell DCs (which to be honest you have to optimize spell DCs at least a little if you want your spells to be effective).

Lix Lorn
2010-11-11, 01:53 PM
Actually, I think that's a good point. I'll change that.

absolmorph
2010-11-11, 02:44 PM
Alright, you got those fixed.
How exactly does Rend Weight work?
I get the first part (you can wield a two-handed weapon in one hand or treat a light weapon as a one-handed weapon) but the second part confuses me a bit.
Do they have to do the 300 gp ritual in order to change the effective size? Is it the same effect as the first ability, just with two size categories?

Lix Lorn
2010-11-11, 02:46 PM
No, they can-the reason that's there is thus:
If you start with a Large weapon, you suffer for it for first level. Second level it starts paying off.

But by the time you get the second version, you'll probably have enchanted it. You won't want to dump your Large sword and go pay for a new Huge one. XD

WhiteShark
2010-11-11, 02:59 PM
I really like this. Perhaps this the the Tier 1 melee class that people were trying to envision in that one thread. :smalltongue:

But seriously, very fun. I kinda think Expert Rend and Master Rend should have their titles swapped and that the capstone should be a bit more interesting.

absolmorph
2010-11-11, 03:11 PM
No, they can-the reason that's there is thus:
If you start with a Large weapon, you suffer for it for first level. Second level it starts paying off.

But by the time you get the second version, you'll probably have enchanted it. You won't want to dump your Large sword and go pay for a new Huge one. XD
Okay.
So the first one allows, for example, a Large weapon for a Medium creature.
The second one would then allow a Huge weapon for a Medium creature, and lets you increase the size of a weapon you have at a cost.
I got this.

Lix Lorn
2010-11-11, 03:33 PM
Correct! ^_^


But seriously, very fun. I kinda think Expert Rend and Master Rend should have their titles swapped and that the capstone should be a bit more interesting.
Agreed, and possibly. A really strong capstone on anything similar to a caster is kinda risky...

WhiteShark
2010-11-11, 03:44 PM
A really strong capstone on anything similar to a caster is kinda risky...

True, but it doesn't have to be super strong. Just interesting.

Lix Lorn
2010-11-11, 04:35 PM
Any suggestions?

WhiteShark
2010-11-11, 05:15 PM
Any suggestions?

Urgh, now I have to come up with something substantial. I'll let you know if I have a sudden flash of inspiration.

Lix Lorn
2010-11-11, 05:36 PM
Lol. XD
That'll teach ya. XD

mrcarter11
2010-11-12, 12:21 PM
Wait, so do you have to select which rends you have access to or can you use any of them at will? And I'm not sure, but at level 20, can they use any amount of rends per day, just as long as they have the numbers to support it. Also meaning that they can continue to boost things to 9th level as long as they have the rends per day to do it, correct?

Lix Lorn
2010-11-12, 12:23 PM
Wait, so do you have to select which rends you have access to or can you use any of them at will?

A Worldrender learns one Rend at each odd level, including first, of any one level he could utilise.
nd I'm not sure, but at level 20, can they use any amount of rends per day, just as long as they have the numbers to support it. Also meaning that they can continue to boost things to 9th level as long as they have the rends per day to do it, correct?[/QUOTE]
They can use any number of rends, yes, boost up to nine, yes, and a total number of levels per day as given in the table.

mrcarter11
2010-11-12, 12:28 PM
Okay and also do you have to learn the rend as its enhanced form, or does the enhanced form come with the basic rend?

Lix Lorn
2010-11-12, 12:34 PM
Comes with the basic.

mrcarter11
2010-11-12, 12:37 PM
Alright cool. Well Lix, I gotta admit I really like this homebrew..

Lix Lorn
2010-11-12, 12:55 PM
:smallredface:
Thanks.

mrcarter11
2010-11-12, 01:07 PM
Your welcome. I know you have a following of your homebrew, and I generally have regards against yours, but I thought this was really good. And I'll likely be using it here soon in a game.

Lix Lorn
2010-11-12, 01:43 PM
I have a homebrew following? Great. More reasons to blush. XD

mrcarter11
2010-11-12, 01:48 PM
It seems you do.. I generally see the same 4-6 people defending and advertising your homebrew to others.. I'd call that a following.. I like the Ghostblade too, figured I'd mention that. Anyways, any chance of you making more rends sometime?

Lix Lorn
2010-11-12, 01:57 PM
Huh. Cool. And thanks!
I would like to make more-ideally, they'd learn a new one every level, but I couldn't think of enough. If I think of more, I'll add them.

...can I ask what it is you normally dislike about my homebrew?

mrcarter11
2010-11-12, 02:05 PM
Well that doesn't sound bad. Any suggestions on what kind of rends you want, I'd be willing to try and help make some. And yeah having a following would be kinda neat.. I'll never have one regardless so, points to you..

As for your homebrew in general, it usually seems good to me, fluff wise and whatnot, it just always seem to break down for me in the mechanics.. I can try to edit this post later to fill it in more, if you want more of a list. I just don't say much since I usually feel bad critiquing things heavily, since I don't do homebrew myself.

Lix Lorn
2010-11-12, 02:11 PM
Well, I don't really know what Rends I want, else I'd make them. DXD

Sure. I'd be interested to see what you don't think works.

mrcarter11
2010-11-13, 03:24 AM
Well the major homebrew I've seen from you before, would be the melee stuff and the anti class.. If your anti class is what is was last time I saw it, I still stand I wouldn't let a single player at my table use it. As for your marital classes, I generally like radical new ideas, I just could never really find myself liking them. The only other homebrew I remember seeing of yours was the axe mystic.. Which I quickly scanned one day, iirc it didn't actually seem broken, just not something I'd ever use. And after typing all these, I guess majority of my issues with your homebrew stem from things that aren't truly your fault.

Lix Lorn
2010-11-13, 11:24 AM
I'm still unsure on the Antithesis. I made it with no help at all. I really need to get round to putting it in its own thread and asking for advice.

Heh. Well, if they just don't capture your imagination, there isn't much I can do about that.

Dust
2010-11-13, 02:10 PM
Jeez, I wish I had a criticism for this but nothing springs to mind. All in all, awesome, in every way that the quantity of awesome can be measured.

Edit: Oh, wait. Do things like the Limited Wish-effect rend still require exp? Obviously I'd assume so, but what about stuff that also costs cash, like True Resurrection? You'll have to specify.

Lix Lorn
2010-11-13, 02:23 PM
If it uses EXP yes, money no.

Aran Banks
2010-11-14, 12:20 AM
Rend Sight appears to have no minimum level.

I'll post more errors I find later. In other news, YOU NEED A PICTURE FOR THIS.

herrhauptmann
2010-11-14, 01:15 AM
Rend death?
Several effects: Brings someone back from the dead (overlaps with rend reality I know).
Grants someone everlasting life in the same manner Elans have it? Costs XP to do so. (Max age of creature *ECL *10 XP. So a creature which lives to be 80, and is 10th level, would be 8000 xp.) Give it a time limit as well, perhaps 1 per year.

Or make someone unkillable for a year. They hit -10, they fall over and heart stops just like the rest of us. But their wounds quickly start to heal, and within a day they wake up. Requires wish or rend life to keep them dead.

Lix Lorn
2010-11-14, 09:48 AM
Thanks on the Rend Sight catch. It's level two.

Rend Death already exists, but I like the undying concept. Makes me think of Captain Jack.

herrhauptmann
2010-11-14, 05:25 PM
Dang, sorry I missed it.
That was pretty much my last idea. Rend space for teleport/plane shift, rend life (insta kill), rend death (rez/immortality). And you've already got a rend time ability for a timestop...

Lix Lorn
2010-11-14, 05:30 PM
Those are kinda ones I came up with already. ^_^'' Sorry. Thanks for trying.

Snowfire
2010-11-14, 11:10 PM
:smalleek:
...
:smalleek:
...
:eek:

*jaw drops*

I think I just fell in love....


Awesome, awesome class here Lix. I have a few ideas regarding new rends bouncing about in my head already. Unfortunately it's currently 4 am and I have to be up for 8. My own fault I know, but still.

I'll throw my ideas up here when I get the chance. Should be this week...I think...stupiduniversitytestszzzzz...

Lix Lorn
2010-11-15, 04:31 AM
(blusheh)
Thanks, I'll love to see them when you get round to them!

Snowfire
2010-11-15, 09:03 AM
Ok, lets see.

First up.

Rend Matter
Minimum Level: Two
The Worldrender isolates and cuts away the forces that hold the world together.
This ability deals 1d6 damage to a target creature or object per Render level to a maximum of 10d6 damage. If the target is reduced to 0 hitpoints, the Render totally overwhelms the forces that holds it together and it literally falls apart, turning to dust as Disintegrate.

Enhancements:

Third Level
The damage die is increased to d8

Fourth Level
The Rend's damage cap is raised to 20d8

Fifth Level
The damage die is increased to 2d6

Sixth Level
The Rend's damage cap is raised to 40d6

Eighth Level
The damage die is increased to 2d8

Ninth Level
The Rend ignores any DR and/or Hardness that its target possesses.

And another.

Rend Weight
Minimum Level: Four
The Worldrender reverse the force of gravity upon a chosen foe, sending them careening helplessly upwards.
This ability acts as the spell Reverse Gravity, but initially only affects a single target with the effect extending 20 ft/Render level (so this Rend cast at level 7 would launch a single enemy 140 ft upwards).

Enhancements:

Fifth Level
The Render can now choose to target one 10 ft square area for every 2 Render levels with this spell but the effect cuts off after only 5ft/Render level.

Sixth Level
The effect of the area version of this Rend now extends to 10 ft/Render level. In addition, if this Rend is used to target a single foe the effect now extends 30 ft/Render level.

Seventh Level
The Worldrender can choose to center this ability upon himself in a 30 ft radial burst targeting a number of living creatures within that area equal to half his Render level. The upward effect extends 25 ft/Render level.

Ninth level
The effect of the area version of this Rend increases to 15 ft/Render level. The burst effect increases to 30 ft/Render level and the single target effect increases to 50 ft/Render level.


I've got a few more running around in my trying to work themselves out, but that's all for now. I hope you like them.

Lix Lorn
2010-11-15, 12:54 PM
I might put Rend Matter up a level, but otherwise I like them and will add them. :)

Snowfire
2010-11-17, 07:56 PM
In response to herrhauptmann's idea about making people impossible to actually kill.

Rend Mortality
Minimum Level: Nine
Reaching deep into the fabric of reality, the Worldrender locates the concept of his own death...and destroys it.
This ability allows the Worldrender to make a creature impossible to truly kill. The target becomes immune to death by aging and ages only when he wants to, his ability scores become impossible to effect negatively (they can still increase but never decrease) and he becomes immune to all death effects. In the event of being reduced to -10 hitpoints, the target appears to die, his heart stopping and all signs of life ceasing. One minute after 'death' he returns to life as if he was subjected to a True Resurrection. This effect has a duration of one year/Render level and costs the caster xp equal to target's max age*ECL*10 (so using this Rend on a creature that would live to be 80 and is currently level 10 would cost the Worldrender 8000 xp)

In all honesty, I'm a bit edgy about this being non-epic considering I think it's more powerful than Contingent Resurrection (an Epic level spell) but that's up to you.

BladeofOblivion
2010-11-17, 09:54 PM
This reminds me of the "When the Melee guys Win" thread from a while back. At the time, it was funny. Now, it's amazing. Excellent job.

Lix Lorn
2010-11-18, 05:36 AM
In response to herrhauptmann's idea about making people impossible to actually kill.

Rend Mortality
Minimum Level: Nine
Reaching deep into the fabric of reality, the Worldrender locates the concept of his own death...and destroys it.
This ability allows the Worldrender to make a creature impossible to truly kill. The target becomes immune to death by aging and ages only when he wants to, his ability scores become impossible to effect negatively (they can still increase but never decrease) and he becomes immune to all death effects. In the event of being reduced to -10 hitpoints, the target appears to die, his heart stopping and all signs of life ceasing. One minute after 'death' he returns to life as if he was subjected to a True Resurrection. This effect has a duration of one year/Render level and costs the caster xp equal to target's max age*ECL*10 (so using this Rend on a creature that would live to be 80 and is currently level 10 would cost the Worldrender 8000 xp)

In all honesty, I'm a bit edgy about this being non-epic considering I think it's more powerful than Contingent Resurrection (an Epic level spell) but that's up to you.
Yeah... that does seem like it ought to be epic.


This reminds me of the "When the Melee guys Win" thread from a while back. At the time, it was funny. Now, it's amazing. Excellent job.
That's where i got the concept. XD

Lix Lorn
2011-06-25, 10:12 PM
I've done some editing, increasing their melee prowess, increasing the bonus levels per day, and adding more fluff. More rends soon, if I can.

Moose Man
2011-06-25, 10:54 PM
This is an interesting, but not completely original concept. Point-by-point analysis tomorrow, after a sleep.

Quellian-dyrae
2011-06-26, 04:22 AM
The concept is really pretty cool, but I'm a bit concerned about balance. I mean...from a strict standpoint, okay, it doesn't have quite as many multi-target effects, and doesn't have most of the crazy broken spells. It has some very solid utility (healing, transport at higher levels, invisibility, some immunity granters, some mind control, some save-or-lose, antimagic, and a touch of battlefield control), which I like, but those damage rends...this class probably has some of the best single-target nova capability I've seen.

It would be fairly costly to put, say, an upper-level Rend Health or Rend Matter on every attack in a full attack, but you could, and I don't think there's much that could survive it. If you're dealing with a real big boss, you could even drop both with Double Rend :smalleek:.

Or, if you really want to be mean, just pull the equivalent of a quadruple Wail of the Banshee. That also works like a 40' radius quadruple whirlwind attack.

The long and short of it is, this class can convert attacks into level appropriate spells. At eighteenth, it can even convert each attack into a pair of level appropriate spells. And still do proper melee damage on each attack to boot. To me, that's just too much damage. I'd at the least add a duskblade-like clause so you can't hit the same foe with more than one rend per round (or, I guess, two with double rend...maybe...)

On a more general note, the rends could maybe use a bit more formatting. If I'm looking at them right, it seems like there are some oddities like the Invisibility rend damaging you...and the healing rends dealing damage to the person you're trying to heal...unless I missed a "beneficial rends don't deal damage" clause or something.

Anyway, I really like the premise, but I think the damage and sheer nova capacity could stand to be reduced, in favor of more of the utility and tactical rends.

Salbazier
2011-06-26, 05:18 AM
"Ryougi Shiki?" is what I thought when I saw this.

Rend death.. Tensaiga

Well, this is unusual concept and looks interesting. :smallsmile:

*checking post date* Ow this is a bit old. Good thing you update it or else I would not notice. :smallsmile:

Lix Lorn
2011-06-26, 04:27 PM
this class probably has some of the best single-target nova capability I've seen.

It would be fairly costly to put, say, an upper-level Rend Health or Rend Matter on every attack in a full attack, but you could, and I don't think there's much that could survive it. If you're dealing with a real big boss, you could even drop both with Double Rend :smalleek:.

Or, if you really want to be mean, just pull the equivalent of a quadruple Wail of the Banshee. That also works like a 40' radius quadruple whirlwind attack.

The long and short of it is, this class can convert attacks into level appropriate spells. At eighteenth, it can even convert each attack into a pair of level appropriate spells. And still do proper melee damage on each attack to boot. To me, that's just too much damage. I'd at the least add a duskblade-like clause so you can't hit the same foe with more than one rend per round (or, I guess, two with double rend...maybe...)

On a more general note, the rends could maybe use a bit more formatting. If I'm looking at them right, it seems like there are some oddities like the Invisibility rend damaging you...and the healing rends dealing damage to the person you're trying to heal...unless I missed a "beneficial rends don't deal damage" clause or something.

Anyway, I really like the premise, but I think the damage and sheer nova capacity could stand to be reduced, in favor of more of the utility and tactical rends.
I disagree. Yes, there is nova capability, but if you do that, you spend the rest of the day with stats slightly below the Fighter.

And for beneficial rends, I'd assume you just use the ranged version, which does no damage as standard. I'll add it in.


"Ryougi Shiki?" is what I thought when I saw this.

Rend death.. Tensaiga

Well, this is unusual concept and looks interesting. :smallsmile:

*checking post date* Ow this is a bit old. Good thing you update it or else I would not notice. :smallsmile:
Thanks. And yeah, my playtest campaign imploded, so I finally got to make the edits.


This is an interesting, but not completely original concept. Point-by-point analysis tomorrow, after a sleep.
Sure as sure.

Quellian-dyrae
2011-06-27, 01:04 AM
I disagree. Yes, there is nova capability, but if you do that, you spend the rest of the day with stats slightly below the Fighter.

And for beneficial rends, I'd assume you just use the ranged version, which does no damage as standard. I'll add it in.


Ah okay, I didn't make that jump.

For the nova...I dunno. I guess it depends on what level of power you're aiming for. I'd peg it at about the power level as a gestalt Sorcerer//Duskblade using the Spell Point system, give or take. That sound about right?

Lix Lorn
2011-06-27, 09:38 AM
Maybe. I doubt it. They have way less spell levels than a sorcerer has spell points, and the rends have nowhere near the variety, which are the important parts.

Quellian-dyrae
2011-06-27, 04:09 PM
True, but the sorcerer also pays more for its higher level spells. Actually, comparing Sorcerer 20 with 30 Cha to Worldrender 20 with 30 Cha, you get 370 SP vs. 204 Rend Levels. Divide by 17 and 9 respectively, you get 21 ninth level spells per day for the Sorcerer, and 22 ninth level rends per day for the Worldrender. Of course, adding a duskblade's SP to the mix would give the gestalt the definitive advantage.

Anyway, I'm not saying it's a perfect comparison, but I think it's a reasonably close analog. The gestalt has more SP and certainly a more diverse spell selection. Better Fort saves. Slightly worse skill points. Same HD and BAB. I guess technically a bit more MAD. It can full attack channel at less cost (doesn't have to pay for each attack it adds a spell to), but also less effect (can't use a different spell, can't double channel, can't affect the same target more than once). It can quick cast less often (4/day vs. at will). Its spells are generally somewhat easier to defend against (more of them allowing saves and SR).

So, some advantages, some disadvantages, but all in all, I'd say in the range of a solid Tier 2 Gestalt.

Lix Lorn
2011-06-27, 04:28 PM
I still don't think I agree. Tiers are entirely based on versatility, and this doesn't really have that.

Also, the sorcerer will probably have a higher charisma score. It's the only thing he needs, but a Worldrender is pseudo gish.

Quellian-dyrae
2011-06-27, 05:19 PM
Well, yes, agreed (eh, except the Cha point - these guys get everything sorcs do from Cha, can use it for attacks and AC, and can deal plenty of damage with their rends anyway; using Cha as anything but a primary stat would be poor optimization). The sorcerer has more versatility, can potentially do things that the worldrender can, and can do the things that it can do in more ways.

But the worldrender is hardly inflexible. It can deal better damage than equal-level maneuvers while full-attacking, even without novaing. It can fly. It can selectively control the battlefield. It can create antimagic. It can heal wounds and bring back the dead. It can go invisible. It can compel the minds of others. It can impose save-or-lose effects that can also deal solid, optimizable damage even on a successful save. It can debuff. At the highest levels, it can teleport. At one rend per odd level, it can do most of those things. At one rend per level, it can do all of them, some in multiple ways.

It might not reach the power of a heavily optimized sorcerer, but right out of the box it is definitively better than the warblade. A sorcerer who could do all of the above (indeed, all of the above in a fully level-appropriate manner, since you get the scaled up version of the rends automatically) and still dish out massive damage would, I think, have clearly earned its Tier 2 distinction. From there, it adds a solid combat chassis (along with whatever combat optimization you care to tack on) and amazing nova potential.

I mean, don't get me wrong. In my games, I use gestalt and spell points. I fully support high-powered characters. I could fit a single-classed Worldrender into one of my games and I think it could contribute highly effectively right out of the box. That's in many ways the cool thing about it. To my eye, this is a class built for a high-op game with no further optimization required. You could probably hand this class to a D&D novice joining a group of high level Tier 1 and 2 casters with experienced players, and it would be able to get along just fine.

Lix Lorn
2011-06-27, 05:36 PM
You might be right.

BluesEclipse
2011-06-27, 05:57 PM
Well, I've found the next class I'm going to play... now to find a DM that will allow it. ^_^

Lix Lorn
2011-06-27, 06:14 PM
Originally, it had a d6 hd and 3/4 BAB, but... it did badly. DXD

Mousedigits
2014-04-24, 09:06 PM
New Table for bonus rends.


Score
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
10th
11t h
12th
13th
14th
15th
16th
17th
18th
19th
20th


10-11
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0


12-13
1
1
1
2
2
3
3
4
4
5
5
6
6
7
7
8
8
9
9
10


14-15
2
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20


16-17
3
3
4
6
8
9
10
12
14
15
16
18
20
21
22
24
26
27
28
30


18-19
4
4
6
8
10
12
14
16
18
20
22
24
26
28
30
32
34
36
38
40


20-21
5
7
9
10
12
15
17
20
22
25
27
30
32
35
37
40
42
45
47
50


22-23
6
8
10
12
15
18
21
24
27
30
33
36
39
42
45
48
5 1
54
57
60


24-25
7
9
11
14
17
21
24
28
31
35
38
42
45
49
52
56
5 9
63
66
70


26-27
8
11
14
16
20
24
28
32
36
40
44
48
52
56
60
64
68
72
76
80


28-29
9
12
15
18
22
27
31
36
40
45
49
54
58
63
67
72
76
81
85
90


30-31
10
13
16
20
25
30
35
40
45
50
55
60
65
70
75
80
85
90
95
100

Lix Lorn
2014-04-27, 02:50 PM
Oh lord I forgot to update that. Thanks.

Tempestfury
2014-05-15, 02:10 PM
BTW, I've made a few Epic Feats for this class... thoughts?

Epic Rend Weight
Requirements: Greater Rend Weight Class Feature, the ability to perform level 9 rends.
Benefit: A Worldrender may now change a weapon’s effective size by up to four size categories, using the rules of the Rend Weight class feature.
Normal: A Worldrender may change a weapon’s effective size by only two size categories

Epic Rend Weakness
Requirement: Rend Weakness class feature, the ability to perform level 9 rends
Benefit: The AC bonus from the Rend Weakness class feature becomes an untyped bonus. Additionally, heavy armour no longer halves the bonus
Normal: The AC bonus from Rend Weakness is a Deflection bonus, wearing heavy armour halves the bonus.

Epic Guardian Rend
Requirement: Guardian Rend class feature, the ability to perform level 9 rends
Benefit: The Guardian Rend class feature can be used once per round per charisma modifier. Additionally, if Epic Guardian Rend is successful, you may make use a Rend against the attacker, with the rend being at -1 levels.
Normal: You can only use the Guardian Rend class feature once per round.

Lix Lorn
2014-05-16, 06:17 PM
Interesting, but I'm not sure how to balance epic stuff.

Tempestfury
2014-05-16, 06:24 PM
Interesting, but I'm not sure how to balance epic stuff.

Yeah... even when removing Epic Spellcasting, Epic Feats then to be rather different from the norm.

Lix Lorn
2014-05-17, 12:56 PM
I'm also not sure about the heavy armour one. I mean, if you've gotten to level 21 without heavy armor, you don't need it.

Tempestfury
2014-05-17, 01:00 PM
I'm also not sure about the heavy armour one. I mean, if you've gotten to level 21 without heavy armor, you don't need it.

Well, that was more of a little side bonus actually. The main effected is making the AC bonus untyped, allowing you to get Deflection AC from elsewhere. Of course if you don't think that's strong enough, we could increase it in someway. Perhaps by giving you DR as well? I mean your removing weakness, so you should be able to withsand more punishment, not simply avoid punishment, so something like this?

Epic Rend Weakness
Requirement: Rend Weakness class feature, the ability to perform level 9 rends
Benefit: The AC bonus from the Rend Weakness class feature becomes an untyped bonus and heavy armour no longer halves the bonus. Additionally, you gain DR/- equal to your 1/2 of your CHA bonus, this DR/- stacks with other sources of DR/-

Lix Lorn
2014-05-17, 03:14 PM
Interesting! I like that more, I think.

Tempestfury
2014-05-17, 03:26 PM
Thank you, I'm glad you like it.

Maybe we should have Epic Rend Weight scale the same way? By 1/3 of your CHA modifier or something?

Lix Lorn
2014-05-17, 06:25 PM
Pooossibly. There's only so many size categories a sword can have. I mean, imagine how big it actually is by that point.

Tempestfury
2014-05-17, 06:40 PM
Pooossibly. There's only so many size categories a sword can have. I mean, imagine how big it actually is by that point.

Well, four sizes takes it up to Colossal... and after that you'll need a +15 modifier or more, so it is going to be rare to happen. That being said, it IS possible to go over Colossal size. For non bastard swords or TH-weapons there its possible to go 'down' the progression table (http://www.d20srd.org/srd/equipment/weapons.htm#weaponSize) if you will. For the others... well it isn't offical, but there ARE an expanded weapon size that goes beyond Colossal (http://www.dnd-wiki.org/wiki/Expanded_Weapon_Size_Damage_%283.5e_Variant_Rule%2 9). Like I said, you need a +15 modifier or higher through, so that's a score of 40+... so I think its all fair. Hell, it actually makes it more difficult to get the Colossal size compared to the previous form, as it makes you need a score of 34+ to get it... so I think the trade off should be worth it.

Lix Lorn
2014-05-20, 04:57 PM
There's no problem with the mechanics. Rather... think about how big in actual size that sword is. :P

Tempestfury
2014-05-20, 05:03 PM
There's no problem with the mechanics. Rather... think about how big in actual size that sword is. :P

That just adds to the awesome factor. Sides, if wizards can stop time with a flick of the wrist, why can't fighters wield a sword 5x bigger than yourself? Especially magic-fighters that can cut anything.

Lix Lorn
2014-05-20, 08:11 PM
If it goes beyond colossal I think we're talking mountain sized. My suspension of disbelief doesn't stretch that far.

Tempestfury
2014-05-20, 09:01 PM
If it goes beyond colossal I think we're talking mountain sized. My suspension of disbelief doesn't stretch that far.

Actually, a greatsword that is one size bigger than colossal will weigh 256lb, (assuming each increase in size continues to double the mass), and as some tuna's have wieght that much, and its made out of steel... I doubt it'll be that big.

Lix Lorn
2014-05-20, 09:12 PM
Actually... a size category is squaring the size of the sword.

So it's cubing it's weight.

Tempestfury
2014-05-20, 09:18 PM
Actually... a size category is squaring the size of the sword.

So it's cubing it's weight.

Really? Because if you go down to small size from medium, the weight is halved, and if you go up from medium to large, the size is doubled.

It the srd only reaches that far, but common sense/logic dictates that as a pattern has already been established, it is best to follow that pattern in terms of game mechanics.

So a colossal size sword only weights 128lb, not that heavy.

Lix Lorn
2014-05-20, 09:19 PM
...
I'll let that slip. For the catgirl's sake.

Tempestfury
2014-05-20, 09:30 PM
...
I'll let that slip. For the catgirl's sake.

.... ??? What do you mean?

Rakaydos
2014-05-20, 09:52 PM
.... ??? What do you mean?

"Every time you bring up physics in a fantasy discussion, god kills a catgirl. Please, think of the catgirls."

Tempestfury
2014-05-20, 09:54 PM
"Every time you bring up physics in a fantasy discussion, god kills a catgirl. Please, think of the catgirls."

... Never heard of that one before.

razorfloss
2014-05-21, 08:28 PM
i love your home brew

Lix Lorn
2014-05-21, 10:47 PM
Aww, thanks. :)

Ionbound
2014-05-22, 09:53 AM
Yeah, Lix, this is a beautiful bit of brew. Makes me actually want to play a melee character without salting in some spellcasting.

Tempestfury
2014-05-22, 04:29 PM
So... are my epic feats going to be added to the feat list?

Lix Lorn
2014-05-22, 05:27 PM
Aww, thanks. :)

Ahh, I generally don't add in other people's stuff unless I'm pretty sure on it, and I don't even have an epic progression written.

Tempestfury
2014-05-22, 05:29 PM
Fair enough.

Though the have no Epic Progression didn't stop you from putting in two Epic Feats of your own.

Lix Lorn
2014-05-22, 05:32 PM
It didn't? (checks)

...oh! I think a friend suggested them, and they're uch easier to judge. Plus I was still actively working on the class...

Tempestfury
2014-05-22, 05:34 PM
Fair enough, didn't really mind, just thought it was a little strange, but you clarified that pretty easy.