Ph@$3
2011-03-14, 08:25 PM
Manipulator of Darkness
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+2|
+0|
+2 |Improved Unarmed Strike
2nd|
+1|
+3|
+0|
+3 |A Slow Demise
3rd|
+2|
+3|
+1|
+3 | Dark push
4th|
+3|
+4|
+1|
+4 | Muscle mass1
5th|
+3|
+4|
+1|
+4 | Gravity well.
6th|
+4|
+5|
+2|
+5 | Repulsive skin1
7th|
+5|
+5|
+2|
+5 | Dark fists.
8th|
+6/+1|
+6|
+2|
+6 | A dark friend.
9th|
+6/+1|
+6|
+3|
+6 | Dark slam
10th|
+7/+2|
+7|
+3|
+7 | Half dark.
11th|
+8/+3|
+7|
+3|
+7 | A daunting weight.
12th|
+9/+4|
+8|
+4|
+8 | Repulsive skin2
13th|
+9/+4|
+8|
+4|
+8 | Muscle mass 2
14th|
+10/+5|
+9|
+4|
+9 | Explosive slam. Explosive push.
15th|
+11/+6/+1|
+9|
+5|
+9 | A dark lift..
16th|
+12/+7/+2|
+10|
+5|
+10 | Crushing grip.
17th|
+12/+7/+2|
+10|
+5|
+10 | Ripping darkness.
18th|
+13/+8/+3|
+11|
+6|
+11 | Dark skin
19th|
+14/+9/+4|
+11|
+6|
+11 | Almost dark
20th|
+15/+10/+5|
+12|
+6|
+12 | A true formitenebro[/table]
Class features.
Weapon and Armor Proficiencies
Manipulators of darkness are proficient with no types of armor or
weapons expect natural attacks.
Special descriptions.
------------------------------------------
Improved unarmed strike*:
Manipulators of darkness get the feat
Improved un armed strike as a bonus feat at level 1 even if s/he doesn’t meet the requirements.
A slow demise*: At level 2 and onward the manipulator of darkness can surround his fist(or other natural weapon) with dark energy which causes any object it touches to start to get ripped apart atom by atom if a creature is able to make fort saves it can to take half damage and reduce the duration to half as well.( dc=10+1/2 manipulator of darkness level+ wisdom modifier)
(damage =1d4/per manipulator of darkness level and lasts 1d3/per manipulator of darkness level rounds).
Dark push*: At level 3 a Manipulator of darkness gains the ability “Dark push”. This allows him/her to through a ball of dark matter surrounded by dark energy this ball is about 6” big and is thrown in a straight line. This ball will push back any thing in its path that weighs 100lbs +15/permanipulator level back 5feet per manipulator level. If the object/enemy hits a wall or some other immovable object that stops them early they take damage that is equal to the distance they where thrown as if they had fallen this distance.
Muscle mass 1and 2*: At level 4 a manipulator of darkness gains the ability to use dark mater to increase the mass of his/her fists (or other natural weapon) this ability is always active in terms of damage ,and in terms of grappling the person’s size is considered bigger, the fists (or natural weapon) die increases to on size category higher. And at level 13 the size category increases again by 1.This does not make the fists(or natural weapon) actual larger and they are no harder to move than before hand because the manipulator of darkness uses dark energy to help move them (strength bonuses still apply).This ability is lost if weapons that aren’t natural are used.
Repulsive skin1 and 2*: At level 4 a manipulator of darkness gains the ability to surround him/her self in dark energy creating a shield like effect that increases their AC by ¼ the characters manipulator of darkness level. If any armor is worn including shields this ability is lost. This ability is always on even if the character is incapacitated, helpless, or sleeping. Natural armor doesn’t affect this ability. At level 12 this increases to ½/per manipulator of darkness level.
Gravity well*. A level 5 Manipulator of darkness can create a gravity well like effect by making a small black hole within a 150ft radius of him/her self. This black hole pulls anything that is at most 150lbs +10lbs per level of manipulator of Darkness towards it. The closer the object the higher the fort save to resist the pull, which are made every round this is in effect,.(within 5ft DC= 15+1/2 Manipulator of darkness level + wisdom modifier, if within 10-20ft DC=10+1/2 Manipulator of Darkness level + wisdom modifier, if within 25-50feet DC=5+1/2 Manipulator of Darkness level + wisdom modifier.).If an object is in the same square as the black hole then they must make a DC=20+1/2 manipulator of darkness level+ wisdom modifier fortitude save or instantly be crushed. If within a 5ft radius of black hole then movement speed (for a successful fort save ) is ¼ the original, if within 20ft it is ½ and if within 50ft it is ¾ that of normal. If a fort save for movement is failed then object/creature is pulled at 15ft per round if within 50ft ,20ft per round if within 20ft and is unable to move for 1d6 rounds if within the same square but hasn’t died. This ability like all others of the manipulator of darkness effect all within area of effect. This can be used once per day is a full round action ,provokes an attack of opportunity and doesn’t take effect for 1d4 rounds. If Manipulator is attacked in the round s/he is performing ability must make a concentration check or ability is instantly dismissed. To dismiss this the manipulator must take 2 full round actions to do so.
Dark fists*: At level 7 the manipulators fists (or unarmed attack) is considered a magical weapon only for damage reduction and the manipulator chooses for the natural attack to be considered as piercing or slicing weapons as well as bludgeoning for purposes of damage reduction. This happens because the manipulator permanently infuses dark energy into and around the natural weapon.
A Dark Friend*: The manipulator gains a better mastery of his/her abilities making the manipulator and all things s/he canisters to be an ally to become immune to all of the manipulator abilities unless the manipulator chooses otherwise.
Dark Slam*: The manipulator pulls in dark matter to increase his/her mass to 3x that of the original, surrounds their body in a ball of dark energy and propels them self forward with dark energy and slams into any enemies in their path. This ability is gained at level 9.The distance the manipulator travels is the same distance they can naturally run and is in a straight line(feats and other enhancements don’t apply to the distance).This can not be ended early if character encounters immovable object it brakes throw the object if it is nonliving if it is living character is stopped and both sides take damage(monsters who are 3 size categories or higher above the manipulator are considered unmovable). The damage is 2x the unarmed strike damage after a rolling of the dice but before modifiers and bonuses are added. An enemy can make a DC 15+1/2 manipulator level reflex save to take half damage if they are within the line of attack, if adjacent enemies are subjective to half damage unless they make a reflex save to avoid all damage. This can be used only once every 1/5 levels of manipulator of darkness. The character is exhausted for 1d10 rounds afterwards and is fatigued for 1d6 rounds after that. If the manipulator hits an immovable and unbreakable object his/her hit points is instantly reduced to -1 and they are dieing and unconscious. If they are stabilized and healed they will still stay unconscious for 1d4 x10minutes and is exhausted for 1d4 hours unless they rest.
Half dark*: The Manipulator is half way to its true dreams and power. At level 10 a Manipulator of Darkness becomes partially incorporeal and has a 20% chance of ignoring all non magical and non incorporeal attacks. The appearance of the character is slightly faded do to the fact that dark matter and dark energy have no appearance but do affect the way light waves hit and move around them giving the Manipulator a slightly faded but outlined in light appearance. They also have a 50% chance of not being healed by conventional means and have a 30% chance of being healed by energy attacks. They do however heal 1d4 per ½ manipulator level per hour worth of hp this effect doubles to 2d8 when they are asleep or meditating(resting).
A daunting weight*: at level 11 this allows a manipulator of Darkness to increase the mass of an enemy to the point it is unbearable and causes them to collapse and die under there own weight. This is a standard action and provokes an attack of opportunity. This ability can be used 1 time per day every 4 levels of manipulator of darkness. This ability can’t be used more than once in the same encounter unless the manipulator make a concentration check of DC 15 plus 5 for every use after the first. This does 1d8 damage for the first round and increases by another 1d8 every additional round it hurts its target.This lasts for 2d6 rounds plus wisdom modifier. For every round the target takes damage they lose 5 feet of movement speed because they are getting heavier. If the target is ever reduced to half of there hit points when this effect started they are instantly crushed if they fail a fort save of DC 15 + every round of damage from ability + # of fort saves against instant crush effect. This can stack if a concentration check, of 15 +5 for every one this encounter +5 for everyone on this target, is passed.
Explosive Slam and throw*:At level 14 The dark slam and dark throw ability can both be stopped early but this now causes the dark energy and matter to explode out ward ,damaging and knocking back any enemies near by. This can only be used once per day for each ability. An enemy may make a reflex save, of DC 15+ 1/2manipulator level + wisdom modifier, to take half damage and if successful may make fortitude save to see if they are knocked back or not. (DC=15+ ½ manipulator level)An enemy that is 1 size category smaller or smaller than the manipulator is thrown 50ft if they hit an unmovable object they take damage as if they had fallen twice the distance they where thrown from there original position. If an enemy is the 0 or 1 size category higher than they are thrown 25 feet, if they hit an unmovable object then they take damage as if they fell twice the distance they where thrown from there original positions. If the enemy is 3 size categories higher or more they cannot be blown back by this effect and instead just take the initial damage. The damage taken from this is normal damage from ability+ 1d8 for every 2 levels in manipulator of darkness (max 8d8). If this is used with Dark slam the manipulator is knocked out for 1d6 rounds in addition to the exhaustion and fatigue they normally receive.
A Dark Lift*: At level 15 a Manipulator of darkness can as a standard action chose to make him/herself able to fly at their base land speed with average maneuverability. This can be applied to up to 1+ 1/5 level of manipulator targets at one time any higher and the manipulator has to succeed a will save of DC=15+5 for ever target already +5 for every target attempting to add. This ability can be dismissed as a swift action and only lasts on other targets for 3d6 rounds and lasts on the manipulator for 1d4 hours.
Crushing grip*: At level 16 whenever a manipulator has successfully grappled an enemy they can as a standard action tremendously increase their own mass and crush the enemy. The target can make a fort save of DC 10+ 1/2 manipulator level+ Strength modifier or be crushed instantly. If the succeed then they still take 1d6 per manipulator of darkness level damage. This causes the manipulator to become exhausted for 1d10 rounds and fatigued for 1d4 hours after wards. This ability can only be used once per day per wisdom modifier. If this is used while the manipulator is fatigued they become exhausted for 2d10 rounds and fatigued for 2d4 hours. If this is used while exhausted then the manipulator becomes unconscious for 1d4 hours and is exhausted when s/he wakes up for another 1d6 hours unless they rest for 8 or more hours.
A Ripping Darkness*: At level 17 the manipulator can ripper an enemy apart into its individual atomic partials and completely destroy them. This ability is a full round action and can only be used once and can be used again after the manipulator has rested for at least 6 hours. This ability can be negated with a Fort save of DC=20+Wisdom modifier if this is save is successful the target can not move for 1d10 rounds. Whether or not this succeeds doesn’t matter the ability still cannot be used until the manipulator has rested for at least 6 hours and the manipulator also cant move for 1d4 rounds.
Dark skin*: At level 18 the manipulator is ever so close to there true power. S/he is now 40% incorporeal and enemies must make a spot check of 20 or they will not notice the nearly invisible manipulator.
Almost Dark*: At level 19 a manipulator has but one last step to becoming a true Formitenebro. The manipulator is now 60% incorporeal and enemies must make a spot of 25 or the manipulator is considered to be invisible.
A True Formitenebro*: A Manipulator is now no longer just a person with power they are now the very embodiment of what they once sought to control. They are 100% incorporeal and have a 25% chance of ignoring all magical effects cast on them(friendly or not).They now can use all of there abilities twice as often and the max for all damage from abilities is increased to two die sizes higher. They no longer need to rest and cannot be healed by normal means. A Formitenebro heals by converting matter and energy around them into dark matter and dark energy this is a constant effect and heals them 1d8 per level per hour this effect doubles when they are meditating on healing (resting)to 2d8 per level per hour. If they are attacked by any energy type they have a 60% chance of being healed by it instead of taking damage. Even though they are incorporeal they can still hurt and effect corporal things because they are infused with dark energy. This means if they pass threw a corporal object it becomes warped and distorted and is rendered useless. If the object is living it must make a Fort save of DC 20+ ½ manipulator level + wisdom modifier or become disfigured and take 5 Strength 5 Con and 5 Charisma points of permanent damage. Just like all abilities the Formitenebro can use this can not affect things it chooses not to. The appearance of the Formitenebro (if it where more visible than shimmers and distortions in the light) it would be a senseless ball like object floating in the air for this reason it is immune to all sneak attacks, critical hits, and cannot suffocate (doesn’t breath).They do not walk but merely float above the ground and are considered to be flying the have good maneuverability their fly speed is now double of there old base land speed. They no longer have a distinct sex and cannot reproduce (but can create others of its kind, but they cannot attack for them and do not have to listen to any command the Formitenebro gives them and are considered level 1).The Formitenebro is immune to all Fort saves and gains a Wisdom bonus of 5.(they still retain all of there base racial traits).
Sorry if the lay out is wired i originally had it on a Microsoft word doc and i coped and pasted it i tried to fix it as best as i could .I know this is overpowered that is why i am asking for help with balance but i made it overpowered because my friends and I play dnd about once a weekend and we wanted to make home-brewed classes so we are but there are only 3 of us so we usually do gestalt but this time we decided it would be fine if we just made classes that would be as strong as gestalt so we wouldn't be underpowered but still not too powerful because we like a slightly high standard fantasy where we fight enemies that are usually stronger than us.I am the Dm and i normally double as a player but let my friends make most of the decisions in game play but I'm more of a spontaneous Dm which i find makes it more fun for me and my friends.My freinds and i thought it need more balace so i thouught why not ask oots cus oots is awesome! :smile:
:mitd:
P.S. Formitenebro comes from "Formi" and "tenebro" wich means shape and darkness as a direct translation from Esperanto the best language ever :smallsmile:
Edit: I have fixed up the table a little i believe it looks nicer now, I am still working on the class
We are Phase the undead god of insanity and knowledge.
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+2|
+0|
+2 |Improved Unarmed Strike
2nd|
+1|
+3|
+0|
+3 |A Slow Demise
3rd|
+2|
+3|
+1|
+3 | Dark push
4th|
+3|
+4|
+1|
+4 | Muscle mass1
5th|
+3|
+4|
+1|
+4 | Gravity well.
6th|
+4|
+5|
+2|
+5 | Repulsive skin1
7th|
+5|
+5|
+2|
+5 | Dark fists.
8th|
+6/+1|
+6|
+2|
+6 | A dark friend.
9th|
+6/+1|
+6|
+3|
+6 | Dark slam
10th|
+7/+2|
+7|
+3|
+7 | Half dark.
11th|
+8/+3|
+7|
+3|
+7 | A daunting weight.
12th|
+9/+4|
+8|
+4|
+8 | Repulsive skin2
13th|
+9/+4|
+8|
+4|
+8 | Muscle mass 2
14th|
+10/+5|
+9|
+4|
+9 | Explosive slam. Explosive push.
15th|
+11/+6/+1|
+9|
+5|
+9 | A dark lift..
16th|
+12/+7/+2|
+10|
+5|
+10 | Crushing grip.
17th|
+12/+7/+2|
+10|
+5|
+10 | Ripping darkness.
18th|
+13/+8/+3|
+11|
+6|
+11 | Dark skin
19th|
+14/+9/+4|
+11|
+6|
+11 | Almost dark
20th|
+15/+10/+5|
+12|
+6|
+12 | A true formitenebro[/table]
Class features.
Weapon and Armor Proficiencies
Manipulators of darkness are proficient with no types of armor or
weapons expect natural attacks.
Special descriptions.
------------------------------------------
Improved unarmed strike*:
Manipulators of darkness get the feat
Improved un armed strike as a bonus feat at level 1 even if s/he doesn’t meet the requirements.
A slow demise*: At level 2 and onward the manipulator of darkness can surround his fist(or other natural weapon) with dark energy which causes any object it touches to start to get ripped apart atom by atom if a creature is able to make fort saves it can to take half damage and reduce the duration to half as well.( dc=10+1/2 manipulator of darkness level+ wisdom modifier)
(damage =1d4/per manipulator of darkness level and lasts 1d3/per manipulator of darkness level rounds).
Dark push*: At level 3 a Manipulator of darkness gains the ability “Dark push”. This allows him/her to through a ball of dark matter surrounded by dark energy this ball is about 6” big and is thrown in a straight line. This ball will push back any thing in its path that weighs 100lbs +15/permanipulator level back 5feet per manipulator level. If the object/enemy hits a wall or some other immovable object that stops them early they take damage that is equal to the distance they where thrown as if they had fallen this distance.
Muscle mass 1and 2*: At level 4 a manipulator of darkness gains the ability to use dark mater to increase the mass of his/her fists (or other natural weapon) this ability is always active in terms of damage ,and in terms of grappling the person’s size is considered bigger, the fists (or natural weapon) die increases to on size category higher. And at level 13 the size category increases again by 1.This does not make the fists(or natural weapon) actual larger and they are no harder to move than before hand because the manipulator of darkness uses dark energy to help move them (strength bonuses still apply).This ability is lost if weapons that aren’t natural are used.
Repulsive skin1 and 2*: At level 4 a manipulator of darkness gains the ability to surround him/her self in dark energy creating a shield like effect that increases their AC by ¼ the characters manipulator of darkness level. If any armor is worn including shields this ability is lost. This ability is always on even if the character is incapacitated, helpless, or sleeping. Natural armor doesn’t affect this ability. At level 12 this increases to ½/per manipulator of darkness level.
Gravity well*. A level 5 Manipulator of darkness can create a gravity well like effect by making a small black hole within a 150ft radius of him/her self. This black hole pulls anything that is at most 150lbs +10lbs per level of manipulator of Darkness towards it. The closer the object the higher the fort save to resist the pull, which are made every round this is in effect,.(within 5ft DC= 15+1/2 Manipulator of darkness level + wisdom modifier, if within 10-20ft DC=10+1/2 Manipulator of Darkness level + wisdom modifier, if within 25-50feet DC=5+1/2 Manipulator of Darkness level + wisdom modifier.).If an object is in the same square as the black hole then they must make a DC=20+1/2 manipulator of darkness level+ wisdom modifier fortitude save or instantly be crushed. If within a 5ft radius of black hole then movement speed (for a successful fort save ) is ¼ the original, if within 20ft it is ½ and if within 50ft it is ¾ that of normal. If a fort save for movement is failed then object/creature is pulled at 15ft per round if within 50ft ,20ft per round if within 20ft and is unable to move for 1d6 rounds if within the same square but hasn’t died. This ability like all others of the manipulator of darkness effect all within area of effect. This can be used once per day is a full round action ,provokes an attack of opportunity and doesn’t take effect for 1d4 rounds. If Manipulator is attacked in the round s/he is performing ability must make a concentration check or ability is instantly dismissed. To dismiss this the manipulator must take 2 full round actions to do so.
Dark fists*: At level 7 the manipulators fists (or unarmed attack) is considered a magical weapon only for damage reduction and the manipulator chooses for the natural attack to be considered as piercing or slicing weapons as well as bludgeoning for purposes of damage reduction. This happens because the manipulator permanently infuses dark energy into and around the natural weapon.
A Dark Friend*: The manipulator gains a better mastery of his/her abilities making the manipulator and all things s/he canisters to be an ally to become immune to all of the manipulator abilities unless the manipulator chooses otherwise.
Dark Slam*: The manipulator pulls in dark matter to increase his/her mass to 3x that of the original, surrounds their body in a ball of dark energy and propels them self forward with dark energy and slams into any enemies in their path. This ability is gained at level 9.The distance the manipulator travels is the same distance they can naturally run and is in a straight line(feats and other enhancements don’t apply to the distance).This can not be ended early if character encounters immovable object it brakes throw the object if it is nonliving if it is living character is stopped and both sides take damage(monsters who are 3 size categories or higher above the manipulator are considered unmovable). The damage is 2x the unarmed strike damage after a rolling of the dice but before modifiers and bonuses are added. An enemy can make a DC 15+1/2 manipulator level reflex save to take half damage if they are within the line of attack, if adjacent enemies are subjective to half damage unless they make a reflex save to avoid all damage. This can be used only once every 1/5 levels of manipulator of darkness. The character is exhausted for 1d10 rounds afterwards and is fatigued for 1d6 rounds after that. If the manipulator hits an immovable and unbreakable object his/her hit points is instantly reduced to -1 and they are dieing and unconscious. If they are stabilized and healed they will still stay unconscious for 1d4 x10minutes and is exhausted for 1d4 hours unless they rest.
Half dark*: The Manipulator is half way to its true dreams and power. At level 10 a Manipulator of Darkness becomes partially incorporeal and has a 20% chance of ignoring all non magical and non incorporeal attacks. The appearance of the character is slightly faded do to the fact that dark matter and dark energy have no appearance but do affect the way light waves hit and move around them giving the Manipulator a slightly faded but outlined in light appearance. They also have a 50% chance of not being healed by conventional means and have a 30% chance of being healed by energy attacks. They do however heal 1d4 per ½ manipulator level per hour worth of hp this effect doubles to 2d8 when they are asleep or meditating(resting).
A daunting weight*: at level 11 this allows a manipulator of Darkness to increase the mass of an enemy to the point it is unbearable and causes them to collapse and die under there own weight. This is a standard action and provokes an attack of opportunity. This ability can be used 1 time per day every 4 levels of manipulator of darkness. This ability can’t be used more than once in the same encounter unless the manipulator make a concentration check of DC 15 plus 5 for every use after the first. This does 1d8 damage for the first round and increases by another 1d8 every additional round it hurts its target.This lasts for 2d6 rounds plus wisdom modifier. For every round the target takes damage they lose 5 feet of movement speed because they are getting heavier. If the target is ever reduced to half of there hit points when this effect started they are instantly crushed if they fail a fort save of DC 15 + every round of damage from ability + # of fort saves against instant crush effect. This can stack if a concentration check, of 15 +5 for every one this encounter +5 for everyone on this target, is passed.
Explosive Slam and throw*:At level 14 The dark slam and dark throw ability can both be stopped early but this now causes the dark energy and matter to explode out ward ,damaging and knocking back any enemies near by. This can only be used once per day for each ability. An enemy may make a reflex save, of DC 15+ 1/2manipulator level + wisdom modifier, to take half damage and if successful may make fortitude save to see if they are knocked back or not. (DC=15+ ½ manipulator level)An enemy that is 1 size category smaller or smaller than the manipulator is thrown 50ft if they hit an unmovable object they take damage as if they had fallen twice the distance they where thrown from there original position. If an enemy is the 0 or 1 size category higher than they are thrown 25 feet, if they hit an unmovable object then they take damage as if they fell twice the distance they where thrown from there original positions. If the enemy is 3 size categories higher or more they cannot be blown back by this effect and instead just take the initial damage. The damage taken from this is normal damage from ability+ 1d8 for every 2 levels in manipulator of darkness (max 8d8). If this is used with Dark slam the manipulator is knocked out for 1d6 rounds in addition to the exhaustion and fatigue they normally receive.
A Dark Lift*: At level 15 a Manipulator of darkness can as a standard action chose to make him/herself able to fly at their base land speed with average maneuverability. This can be applied to up to 1+ 1/5 level of manipulator targets at one time any higher and the manipulator has to succeed a will save of DC=15+5 for ever target already +5 for every target attempting to add. This ability can be dismissed as a swift action and only lasts on other targets for 3d6 rounds and lasts on the manipulator for 1d4 hours.
Crushing grip*: At level 16 whenever a manipulator has successfully grappled an enemy they can as a standard action tremendously increase their own mass and crush the enemy. The target can make a fort save of DC 10+ 1/2 manipulator level+ Strength modifier or be crushed instantly. If the succeed then they still take 1d6 per manipulator of darkness level damage. This causes the manipulator to become exhausted for 1d10 rounds and fatigued for 1d4 hours after wards. This ability can only be used once per day per wisdom modifier. If this is used while the manipulator is fatigued they become exhausted for 2d10 rounds and fatigued for 2d4 hours. If this is used while exhausted then the manipulator becomes unconscious for 1d4 hours and is exhausted when s/he wakes up for another 1d6 hours unless they rest for 8 or more hours.
A Ripping Darkness*: At level 17 the manipulator can ripper an enemy apart into its individual atomic partials and completely destroy them. This ability is a full round action and can only be used once and can be used again after the manipulator has rested for at least 6 hours. This ability can be negated with a Fort save of DC=20+Wisdom modifier if this is save is successful the target can not move for 1d10 rounds. Whether or not this succeeds doesn’t matter the ability still cannot be used until the manipulator has rested for at least 6 hours and the manipulator also cant move for 1d4 rounds.
Dark skin*: At level 18 the manipulator is ever so close to there true power. S/he is now 40% incorporeal and enemies must make a spot check of 20 or they will not notice the nearly invisible manipulator.
Almost Dark*: At level 19 a manipulator has but one last step to becoming a true Formitenebro. The manipulator is now 60% incorporeal and enemies must make a spot of 25 or the manipulator is considered to be invisible.
A True Formitenebro*: A Manipulator is now no longer just a person with power they are now the very embodiment of what they once sought to control. They are 100% incorporeal and have a 25% chance of ignoring all magical effects cast on them(friendly or not).They now can use all of there abilities twice as often and the max for all damage from abilities is increased to two die sizes higher. They no longer need to rest and cannot be healed by normal means. A Formitenebro heals by converting matter and energy around them into dark matter and dark energy this is a constant effect and heals them 1d8 per level per hour this effect doubles when they are meditating on healing (resting)to 2d8 per level per hour. If they are attacked by any energy type they have a 60% chance of being healed by it instead of taking damage. Even though they are incorporeal they can still hurt and effect corporal things because they are infused with dark energy. This means if they pass threw a corporal object it becomes warped and distorted and is rendered useless. If the object is living it must make a Fort save of DC 20+ ½ manipulator level + wisdom modifier or become disfigured and take 5 Strength 5 Con and 5 Charisma points of permanent damage. Just like all abilities the Formitenebro can use this can not affect things it chooses not to. The appearance of the Formitenebro (if it where more visible than shimmers and distortions in the light) it would be a senseless ball like object floating in the air for this reason it is immune to all sneak attacks, critical hits, and cannot suffocate (doesn’t breath).They do not walk but merely float above the ground and are considered to be flying the have good maneuverability their fly speed is now double of there old base land speed. They no longer have a distinct sex and cannot reproduce (but can create others of its kind, but they cannot attack for them and do not have to listen to any command the Formitenebro gives them and are considered level 1).The Formitenebro is immune to all Fort saves and gains a Wisdom bonus of 5.(they still retain all of there base racial traits).
Sorry if the lay out is wired i originally had it on a Microsoft word doc and i coped and pasted it i tried to fix it as best as i could .I know this is overpowered that is why i am asking for help with balance but i made it overpowered because my friends and I play dnd about once a weekend and we wanted to make home-brewed classes so we are but there are only 3 of us so we usually do gestalt but this time we decided it would be fine if we just made classes that would be as strong as gestalt so we wouldn't be underpowered but still not too powerful because we like a slightly high standard fantasy where we fight enemies that are usually stronger than us.I am the Dm and i normally double as a player but let my friends make most of the decisions in game play but I'm more of a spontaneous Dm which i find makes it more fun for me and my friends.My freinds and i thought it need more balace so i thouught why not ask oots cus oots is awesome! :smile:
:mitd:
P.S. Formitenebro comes from "Formi" and "tenebro" wich means shape and darkness as a direct translation from Esperanto the best language ever :smallsmile:
Edit: I have fixed up the table a little i believe it looks nicer now, I am still working on the class
We are Phase the undead god of insanity and knowledge.