Gideon Falcon
2011-01-26, 01:19 AM
Prismatic Adept
Some sages believe that there are four primal forces of magic in the world, and each is still drawn upon by many beings in order to gain power. The shaking might of a Truenamer's words, the moving flow and rythm of the Bard's compositions, the measured angles and calculations of a geometer or arithmancer, and the colorful, blinding force of a Prismatic Adept. Prismatic Adepts use the powerful abilities drawn upon in many mighty spells, from Sunburst to Prismatic Deluge.
Abilities: Charisma is important to many of the Prismatic Adept's class features, and Dexterity is as important as it is for any other casting-type class.
Role: Prismatic adepts will function primarily as medium-ranged support, although they can also provide some limited boosting and melee support.
Alignment: Any. Prismatic Adepts have a slight tendency towards chaos in line with the random nature of their abilities.
Races: Humans, with their inquisitive nature, have predominated the number of Prismatic Adepts with their interest in the effects of color with magic.
Religion: Prismatic Adepts have no propensity towards any specific religion.
Other Classes: Prismatic Adepts are not all that common, but their presence can draw attention due to the nature of their abilities, and the colorful clothes that they may often wear.
Adaptation: If you don't like the 'primal magic' fluff, you could easily just have them as light-focused magic users, in which case the meager focus requirement turns from a fluff note to not being there.
Hit Die: d8
Starting Gold: 3d4x10 (75gp)
Class Features
Class Skills: The Prismatic Adept's class skills are Bluff (Cha), Concentrate (Con) Craft (Int), Disguise (Cha), Hide (Dex), Intimidate (Cha), Knowledge (Arcana) (Int), Knowledge (the planes) (Int), Search (Int), Spot (Wis), and Spellcraft (Int)
Skill Points at First Level: (2 + Int mod) x 4
Skill Points at Each Additional Level: 2 + Int mod
{table=head]Level|BAB|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+0|
+0|
+2|Prismatic Beam I, Prismatic Defense I
2nd|
+1|
+0|
+0|
+3|Chromatic Emotion
3rd|
+2|
+1|
+1|
+3|Defensive Aura (5 ft.), Prismatic Defense II
4th|
+3|
+1|
+1|
+4|Prismatic Beam II
5th|
+3|
+1|
+1|
+4|Prismatic Touch|
6th|
+4|
+2|
+2|
+5|Prismatic Defense III
7th|
+5|
+2|
+2|
+5|Prismatic Beam III, Color drain
8th|
+6/+1|
+2|
+2|
+6|Prismatic retaliation
9th|
+6/+1|
+3|
+3|
+6|Prismatic Ray, Prismatic Defense IV, Defensive Aura (10 ft.)
10th|
+7/+2|
+3|
+3|
+7|Prismatic Beam IV
11th|
+8/+3|
+3|
+3|
+7|Prismatic Aura
12th|
+9/+4|
+4|
+4|
+8|Prismatic Defense V
13th|
+9/+4|
+4|
+4|
+8|Prismatic Spray, Prismatic Beam V
14th|
+10/+5|
+4|
+4|
+9|Defensive Aura (15 ft.)
15th|
+11/+6/+1|
+5|
+5|
+9|Prismatic Wall, Prismatic Defense VI
16th|
+12/+7/+2|
+5|
+5|
+10|Prismatic Beam VI
17th|
+12/+7/+2|
+5|
+5|
+10|Prismatic Deluge
18th|
+13/+8/+3|
+6|
+6|
+11|Prismatic Defense VII
19th|
+14/+9/+4|
+6|
+6|
+11|Prismatic Beam VII, Defensive Aura (20ft.)
20th|
+15/+10/+5|
+6|
+6|
+12|Prismatic Fury, Prismatic Sphere[/table]
Weapon and Armor Proficiencies: Prismatic Adepts are proficient with all simple weapons, and with light armor.
Prismatic Beam (Su): In order to use this ability, you must have an object in each of the seven colors of the Prismatic abilities (red, orange, yellow, green, blue, indigo, and purple), typically an article of clothing.
As a standard action, you may make a ranged touch attack against a target within 60 ft, the range of which increases by 10 feet at each stage (see below). If it hits, it deals a kind of damage according to the color, which is determined by a 1d8, using the following table:
{table=head]1d8|Color of Beam
1|Red
2|Orange
3|Yellow
4|Green
5|Blue
6|Indigo
7|Violet
8|Two colors; roll twice more, ignoring any '8' results[/table]
The effects of each color increase at levels 4, 7, 10, 13, 16, and 19, each stage increasing the range by ten feet. At stage III, you may replace the attack roll with a line out to maximum range, forcing everyone within the area to receive a random effect. At stage V, you may instead create a cone out to half maximum range. At stage VII, you may create a spread with a radius equal to half the maximum range. In addition, after stage IV, those who fail their saves are also blinded for 1d4 rounds, or 2d4 at stage VI.
The saves on all abilities is equal to 10 + 1/2 class level + Cha modifier
Red: 1d8 fire damage per stage, reflex half, or partial on ranged touch attack.
At stage IV, those who fail their reflex saves also catch on fire, taking 1 damage per stage on each of the next two rounds. At stage VII, this instead lasts 4 rounds and deals 2 damage per stage.
Orange: 1d8 acid damage per stage, reflex half, or partial on ranged touch attack.
At stage IV, those who fail their save take damage equal to twice the stage on the next round. At stage VII, this increases to quadruple the stage on each of the next two rounds.
Yellow: 1d8 electricity damage per stage, reflex half, or partial on ranged touch attack.
At stage IV, those who fail their saves take a -3 penalty to dexterity for the next 2 rounds. At stage VII, this increases to -6 and they are also stunned for 1 round. If they are immune to stunning, the effect is lessened to dazed.
Green: 1d6 poison damage per stage (repeats one minute later), fortitude half (each).
At stage IV, those who fail their saves also take a point of Constitution damage both primarily and secondarily. At stage VII, this increases to 2 points of Constitution damage, both primary and secondary, and also bypasses normal poison immunity.
Blue: 1d8 cold damage per stage, fortitude half, or partial on ranged touch attack.
At stage IV, those who fail their saves also take 2 dexterity damage. At stage VII, this increases to 4 points and an additional 1d8 cold damage the following round.
Indigo: 1 Wisdom damage per stage, will negates.
At stage IV, those who fail their saves also act confused for one round, or two rounds at stage VII.
Violet: 1d4 force damage per stage, no save.
At stage IV, those struck must also make a will save or be teleported 5 feet in a random direction. This increases to 10 feet at stage VII.
Prismatic Defense (Su): Each day at dawn, you may choose which of the following colors to use as a protective ward. As with the Prismatic Beam, you must possess an item of that color in order to recieve the benefits.
Red defense:
1st stage: +4 bonus on saves against fear effects and fire effects.
2nd stage: +2 bonus on Initiative checks
3rd stage: Fire Resistance 5
4th stage: Immunity to Fear
5th stage: Fire Resistance 10
6th stage: +2 insight bonus on reflex saves
7th stage: Fire Immunity
Orange Defense:
1st Level: +4 bonus on saves against acid, nonlethal damage, and fatiguing and exhausting effects.
2nd Level: +4 bonus on Escape Artist checks
3rd Level: Acid resistance 5
4th level: Immunity to fatigue and exhaustion
5th level: Acid resistance 10
6th level: Immunity to Nonlethal damage; you cannot benefit from this aspect if you have regeneration
7th level: Immunity to Acid
Yellow Defense
1st level: +4 bonus on saves against enchantment and electricity effects
2nd level: +1 dodge bonus to AC, +1/2 adjacent allies
3rd level: Electricity resistance 5
4th level: Immunity to Charm
5th level: Electricity Resistance 10
6th level: +1 Dodge bonus to AC, +1/2 allies within defensive aura
7th level: Immunity to Electricity
Green Defense
1st level: +4 bonus on saves against poison and disease
2nd level: +1 insight bonus to AC
3rd level: Mundane Disease Immunity
4th level: Immunity to fatigue and exhaustion
5th level: Poison Immunity
6th level: Immunity to nonlethal damage, you cannot benefit from this aspect if you have regeneration
7th level: Magical disease immunity
Blue defense
1st level: +4 bonus on saves against cold and paralysis
2nd level: +1 insight bonus to AC
3rd level: Cold resistance 5
4th level: Immunity to paralysis
5th level: Cold Resistance 10
6th level: Immunity to petrification
7th level: Cold immunity
Indigo Defense
1st level: +4 on saves against sonic and insanity
2nd level: +2 on saves against enchantment
3rd level: Sonic resistance 5
4th level: Immunity to Insanity and confusion
5th level: Sonic resistance 10
6th level: Immunity to Compulsion
7th level: Sonic immunity
Violet defense
1st level: +4 on saves against teleportation and force effects
2nd level: +1 deflection bonus to AC
3rd level: Force resistance 3
4th level: +8 on saves against teleportation
5th level: Force resistance 6
6th level: Immunity to unwilling plane shifting
7th level: Half damage from force effects before resistance is applied.
The benefits overlap (do not stack with) previous benefits of that color. Only one color may be chosen at a time, although the selection may be changed by taking a minute to concentrate. At stage IV, this decreases to a full-round action. The benefits last until changed.
Chromatic Emotions (Su): A number of times per day equal to your charisma modifier (minimum 1), you may use on of the following spells according to your current Prismatic defense color. The DCs of these abilities are calculated as 10 + 1/2 class level + cha modifier. You gain access to an additional set of abilities at higher levels, as noted.
Red: Remove Fear, or Rage at 6th level.
Orange: Sleep, or Ray of Exhaustion at 6th level.
Yellow: Cause Fear, or Scare at 4th level.
Green: Ray of Enfeeblement, or Ray of Sickness at 4th level.
Blue: Doom, or Crushing despair at 6th level.
Indigo: Charm Person, or Heroism at 6th level.
Violet: Hypnotism, or Owl's Wisdom at 4th level.
Defensive Aura (Su): Starting at 3rd level, your Prismatic Defense extends to all allies within 5 feet. they gain the benefits at one stage lower, however. The radius increases to 10 feet at 9th level, 15 at 14th level, and 20 feet at 19th level.
Prismatic Touch (Su): Starting at 5th level, you may use your Prismatic beam as a melee touch attack that can be delivered through a weapon. You may deal damage with the weapon, but only if your attack roll defeats their normal AC. This does not allow you to make attacks of opportunity with your Prismatic Beam.
Color Drain (Su): Starting at 7th level, you gain the ability to drain all colors from your body as a standard action, a number of times per day equal to half your charisma modifier (minimum 1). This blinds all within 20 feet that fail a reflex save (10 + 1/2 class level + cha modifier) for 2d4 rounds, and renders you invisible, as with the Greater Invisibility spell. Alternatively, you may replace the blinding burst with the effect of a color spray spell, with the same save DC. The Invisibility still functions in this case.
Prismatic Retaliation (Su): At 8th level and onward, you may make attacks of opportunity with your Prismatic Touch, and you may make your Prismatic Touch as an immediate action against an enemy that attacks you with a melee weapon.
Prismatic Spells (Su:) At 9th level and onward, you begin to gain the ability to replicate the spells given in the above table as supernatural abilities, each a number of times per day equal to half of your charisma modifier (minimum 1). The save DCs of these are the same as that of your Prismatic Beam ability.
Now, I realize that this is likely quite flawed, it was a bit hastily cobbled together. But then, that's what WIP and PEACH are for.
Some sages believe that there are four primal forces of magic in the world, and each is still drawn upon by many beings in order to gain power. The shaking might of a Truenamer's words, the moving flow and rythm of the Bard's compositions, the measured angles and calculations of a geometer or arithmancer, and the colorful, blinding force of a Prismatic Adept. Prismatic Adepts use the powerful abilities drawn upon in many mighty spells, from Sunburst to Prismatic Deluge.
Abilities: Charisma is important to many of the Prismatic Adept's class features, and Dexterity is as important as it is for any other casting-type class.
Role: Prismatic adepts will function primarily as medium-ranged support, although they can also provide some limited boosting and melee support.
Alignment: Any. Prismatic Adepts have a slight tendency towards chaos in line with the random nature of their abilities.
Races: Humans, with their inquisitive nature, have predominated the number of Prismatic Adepts with their interest in the effects of color with magic.
Religion: Prismatic Adepts have no propensity towards any specific religion.
Other Classes: Prismatic Adepts are not all that common, but their presence can draw attention due to the nature of their abilities, and the colorful clothes that they may often wear.
Adaptation: If you don't like the 'primal magic' fluff, you could easily just have them as light-focused magic users, in which case the meager focus requirement turns from a fluff note to not being there.
Hit Die: d8
Starting Gold: 3d4x10 (75gp)
Class Features
Class Skills: The Prismatic Adept's class skills are Bluff (Cha), Concentrate (Con) Craft (Int), Disguise (Cha), Hide (Dex), Intimidate (Cha), Knowledge (Arcana) (Int), Knowledge (the planes) (Int), Search (Int), Spot (Wis), and Spellcraft (Int)
Skill Points at First Level: (2 + Int mod) x 4
Skill Points at Each Additional Level: 2 + Int mod
{table=head]Level|BAB|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+0|
+0|
+2|Prismatic Beam I, Prismatic Defense I
2nd|
+1|
+0|
+0|
+3|Chromatic Emotion
3rd|
+2|
+1|
+1|
+3|Defensive Aura (5 ft.), Prismatic Defense II
4th|
+3|
+1|
+1|
+4|Prismatic Beam II
5th|
+3|
+1|
+1|
+4|Prismatic Touch|
6th|
+4|
+2|
+2|
+5|Prismatic Defense III
7th|
+5|
+2|
+2|
+5|Prismatic Beam III, Color drain
8th|
+6/+1|
+2|
+2|
+6|Prismatic retaliation
9th|
+6/+1|
+3|
+3|
+6|Prismatic Ray, Prismatic Defense IV, Defensive Aura (10 ft.)
10th|
+7/+2|
+3|
+3|
+7|Prismatic Beam IV
11th|
+8/+3|
+3|
+3|
+7|Prismatic Aura
12th|
+9/+4|
+4|
+4|
+8|Prismatic Defense V
13th|
+9/+4|
+4|
+4|
+8|Prismatic Spray, Prismatic Beam V
14th|
+10/+5|
+4|
+4|
+9|Defensive Aura (15 ft.)
15th|
+11/+6/+1|
+5|
+5|
+9|Prismatic Wall, Prismatic Defense VI
16th|
+12/+7/+2|
+5|
+5|
+10|Prismatic Beam VI
17th|
+12/+7/+2|
+5|
+5|
+10|Prismatic Deluge
18th|
+13/+8/+3|
+6|
+6|
+11|Prismatic Defense VII
19th|
+14/+9/+4|
+6|
+6|
+11|Prismatic Beam VII, Defensive Aura (20ft.)
20th|
+15/+10/+5|
+6|
+6|
+12|Prismatic Fury, Prismatic Sphere[/table]
Weapon and Armor Proficiencies: Prismatic Adepts are proficient with all simple weapons, and with light armor.
Prismatic Beam (Su): In order to use this ability, you must have an object in each of the seven colors of the Prismatic abilities (red, orange, yellow, green, blue, indigo, and purple), typically an article of clothing.
As a standard action, you may make a ranged touch attack against a target within 60 ft, the range of which increases by 10 feet at each stage (see below). If it hits, it deals a kind of damage according to the color, which is determined by a 1d8, using the following table:
{table=head]1d8|Color of Beam
1|Red
2|Orange
3|Yellow
4|Green
5|Blue
6|Indigo
7|Violet
8|Two colors; roll twice more, ignoring any '8' results[/table]
The effects of each color increase at levels 4, 7, 10, 13, 16, and 19, each stage increasing the range by ten feet. At stage III, you may replace the attack roll with a line out to maximum range, forcing everyone within the area to receive a random effect. At stage V, you may instead create a cone out to half maximum range. At stage VII, you may create a spread with a radius equal to half the maximum range. In addition, after stage IV, those who fail their saves are also blinded for 1d4 rounds, or 2d4 at stage VI.
The saves on all abilities is equal to 10 + 1/2 class level + Cha modifier
Red: 1d8 fire damage per stage, reflex half, or partial on ranged touch attack.
At stage IV, those who fail their reflex saves also catch on fire, taking 1 damage per stage on each of the next two rounds. At stage VII, this instead lasts 4 rounds and deals 2 damage per stage.
Orange: 1d8 acid damage per stage, reflex half, or partial on ranged touch attack.
At stage IV, those who fail their save take damage equal to twice the stage on the next round. At stage VII, this increases to quadruple the stage on each of the next two rounds.
Yellow: 1d8 electricity damage per stage, reflex half, or partial on ranged touch attack.
At stage IV, those who fail their saves take a -3 penalty to dexterity for the next 2 rounds. At stage VII, this increases to -6 and they are also stunned for 1 round. If they are immune to stunning, the effect is lessened to dazed.
Green: 1d6 poison damage per stage (repeats one minute later), fortitude half (each).
At stage IV, those who fail their saves also take a point of Constitution damage both primarily and secondarily. At stage VII, this increases to 2 points of Constitution damage, both primary and secondary, and also bypasses normal poison immunity.
Blue: 1d8 cold damage per stage, fortitude half, or partial on ranged touch attack.
At stage IV, those who fail their saves also take 2 dexterity damage. At stage VII, this increases to 4 points and an additional 1d8 cold damage the following round.
Indigo: 1 Wisdom damage per stage, will negates.
At stage IV, those who fail their saves also act confused for one round, or two rounds at stage VII.
Violet: 1d4 force damage per stage, no save.
At stage IV, those struck must also make a will save or be teleported 5 feet in a random direction. This increases to 10 feet at stage VII.
Prismatic Defense (Su): Each day at dawn, you may choose which of the following colors to use as a protective ward. As with the Prismatic Beam, you must possess an item of that color in order to recieve the benefits.
Red defense:
1st stage: +4 bonus on saves against fear effects and fire effects.
2nd stage: +2 bonus on Initiative checks
3rd stage: Fire Resistance 5
4th stage: Immunity to Fear
5th stage: Fire Resistance 10
6th stage: +2 insight bonus on reflex saves
7th stage: Fire Immunity
Orange Defense:
1st Level: +4 bonus on saves against acid, nonlethal damage, and fatiguing and exhausting effects.
2nd Level: +4 bonus on Escape Artist checks
3rd Level: Acid resistance 5
4th level: Immunity to fatigue and exhaustion
5th level: Acid resistance 10
6th level: Immunity to Nonlethal damage; you cannot benefit from this aspect if you have regeneration
7th level: Immunity to Acid
Yellow Defense
1st level: +4 bonus on saves against enchantment and electricity effects
2nd level: +1 dodge bonus to AC, +1/2 adjacent allies
3rd level: Electricity resistance 5
4th level: Immunity to Charm
5th level: Electricity Resistance 10
6th level: +1 Dodge bonus to AC, +1/2 allies within defensive aura
7th level: Immunity to Electricity
Green Defense
1st level: +4 bonus on saves against poison and disease
2nd level: +1 insight bonus to AC
3rd level: Mundane Disease Immunity
4th level: Immunity to fatigue and exhaustion
5th level: Poison Immunity
6th level: Immunity to nonlethal damage, you cannot benefit from this aspect if you have regeneration
7th level: Magical disease immunity
Blue defense
1st level: +4 bonus on saves against cold and paralysis
2nd level: +1 insight bonus to AC
3rd level: Cold resistance 5
4th level: Immunity to paralysis
5th level: Cold Resistance 10
6th level: Immunity to petrification
7th level: Cold immunity
Indigo Defense
1st level: +4 on saves against sonic and insanity
2nd level: +2 on saves against enchantment
3rd level: Sonic resistance 5
4th level: Immunity to Insanity and confusion
5th level: Sonic resistance 10
6th level: Immunity to Compulsion
7th level: Sonic immunity
Violet defense
1st level: +4 on saves against teleportation and force effects
2nd level: +1 deflection bonus to AC
3rd level: Force resistance 3
4th level: +8 on saves against teleportation
5th level: Force resistance 6
6th level: Immunity to unwilling plane shifting
7th level: Half damage from force effects before resistance is applied.
The benefits overlap (do not stack with) previous benefits of that color. Only one color may be chosen at a time, although the selection may be changed by taking a minute to concentrate. At stage IV, this decreases to a full-round action. The benefits last until changed.
Chromatic Emotions (Su): A number of times per day equal to your charisma modifier (minimum 1), you may use on of the following spells according to your current Prismatic defense color. The DCs of these abilities are calculated as 10 + 1/2 class level + cha modifier. You gain access to an additional set of abilities at higher levels, as noted.
Red: Remove Fear, or Rage at 6th level.
Orange: Sleep, or Ray of Exhaustion at 6th level.
Yellow: Cause Fear, or Scare at 4th level.
Green: Ray of Enfeeblement, or Ray of Sickness at 4th level.
Blue: Doom, or Crushing despair at 6th level.
Indigo: Charm Person, or Heroism at 6th level.
Violet: Hypnotism, or Owl's Wisdom at 4th level.
Defensive Aura (Su): Starting at 3rd level, your Prismatic Defense extends to all allies within 5 feet. they gain the benefits at one stage lower, however. The radius increases to 10 feet at 9th level, 15 at 14th level, and 20 feet at 19th level.
Prismatic Touch (Su): Starting at 5th level, you may use your Prismatic beam as a melee touch attack that can be delivered through a weapon. You may deal damage with the weapon, but only if your attack roll defeats their normal AC. This does not allow you to make attacks of opportunity with your Prismatic Beam.
Color Drain (Su): Starting at 7th level, you gain the ability to drain all colors from your body as a standard action, a number of times per day equal to half your charisma modifier (minimum 1). This blinds all within 20 feet that fail a reflex save (10 + 1/2 class level + cha modifier) for 2d4 rounds, and renders you invisible, as with the Greater Invisibility spell. Alternatively, you may replace the blinding burst with the effect of a color spray spell, with the same save DC. The Invisibility still functions in this case.
Prismatic Retaliation (Su): At 8th level and onward, you may make attacks of opportunity with your Prismatic Touch, and you may make your Prismatic Touch as an immediate action against an enemy that attacks you with a melee weapon.
Prismatic Spells (Su:) At 9th level and onward, you begin to gain the ability to replicate the spells given in the above table as supernatural abilities, each a number of times per day equal to half of your charisma modifier (minimum 1). The save DCs of these are the same as that of your Prismatic Beam ability.
Now, I realize that this is likely quite flawed, it was a bit hastily cobbled together. But then, that's what WIP and PEACH are for.