Phosphate
2011-06-01, 07:57 AM
Disclaimer: This class is intended to be overpowered. Please take that into account when you PEACH.
http://fc02.deviantart.net/fs7/i/2005/251/7/2/Magic_by_Ketka.jpg
All individuals will perish. Even the cycle of life is not eternal. The stars will dim and burn out, even the singularities of space will shrink to nothingness. Hell, why do gods have all the fun? - Amares Greythorn, World Shatterer
The magic of the world is unpredictable. At any time, the forces of several gods or realms or whatever leak into what is material. Thus, people like sorcerers are born. But at other times, it is no individual source, but the world itself bleeding into an individual, giving him great power over creation. Those few, truly only a couple hundred people over the ages, are known and named by old tomes as World Shatterers.
Philosophy: World Shatterers are often people who consider themselves the epitome of perfection, a shard of the entirety of reality itself, and as such hate the world that gave birth to them for their mortal origin. No matter the alignment, this stands true.
Adventuring: World Shatterers adventure mostly for two reasons: to kill immortal beings, whom they hate, regarding them as unworthy of their state. Many such adventures are for research, as to figure out exactly how to kill that which cannot be killed. The other reason is to better themselves, to put themselves at risk in order to advance their powers and gain experience, to become godlike beings themselves. A good World Shatterer may use his reality warping powers to help those in need and thwart evil plans, but one of those aforementioned 2 is still their primary reason for adventuring. As such, a World Shatterer rather kills things than loots treasure, and would probably refuse tasks that are too safe.
Race: Any race that is living (has a constitution) and mortal (physically ages).
Alignment: Any non-neutral. A World Shatterer can't be neutral on ANY axis, as he is a strong willed and strong minded individual that wants to influence the world on a grand scale, and also doesn't care about things such as balance.
Starting Age: As sorcerer
Starting Gold: nothing
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+0|
+0|
+2|
Gather, Origin, Singularity
2nd|
+1|
+0|
+0|
+3|
-
3rd|
+2|
+1|
+1|
+3|
Status Quo (1/day)
4th|
+3|
+1|
+1|
+4|
Enforced Destiny (d10)
5th|
+3|
+1|
+1|
+4|
Shattering
6th|
+4|
+2|
+2|
+5|
Status Quo (2/day)
7th|
+5|
+2|
+2|
+5|
Singularity
8th|
+6/1|
+2|
+2|
+6|
Enforced Destiny (d8)
9th|
+6/1|
+3|
+3|
+6|
Status Quo (3/day)
10th|
+7/2|
+3|
+3|
+7|
Improved Gather, Hidden Origin, Shattering
11th|
+8/3|
+3|
+3|
+7|
-
12th|
+9/4|
+4|
+4|
+8|
Status Quo (4/day), Enforced Destiny (d6)
13th|
+9/4|
+4|
+4|
+8|
Singularity
14th|
+10/5|
+4|
+4|
+9|
-
15th|
+11/6/1|
+5|
+5|
+9|
Shattering, Status Quo (5/day)
16th|
+12/7/2|
+5|
+5|
+10|
Enforced Destiny (d4)
17th|
+12/7/2|
+5|
+5|
+10|
-
18th|
+13/8/3|
+6|
+6|
+11|
Singularity, Status Quo (6/day)
19th|
+14/9/4|
+6|
+6|
+11|
-
20th|
+15/10/5|
+6|
+6|
+12|
True Origin, True Purpose[/table]
Hit Die: D6
Skills per level: 4+int mod (x4 at first level)
Class Skills: Autohypnosis (Wis), Bluff (Cha), Craft (Int), Concentrate (Con), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Heal (Wis), Intimidate (Cha), Knowledge (all)(int), Profession (Wis), Search (Int), Sense Motive (Wis), Spellcraft (Int), UMD (Cha)
Proficiency: A World Shatterer is proficient with all simple weapons that are not two-handed, and light and medium armor but not shields.
Spellcasting: World Shatterers have a special system for spellcasting, unique to them. Once every even level (2, 4, 6...20) a World Shatterer may learn a spell whose level is equal to half their own level or less. These spells are drawn from either the Ranger list, the Paladin list, the Bard list, the Wiz/Sor list or any Cleric Domain, and a World Shatterer can't learn the same spell more than once. (otherwise the maximum number of spells known per level is unlimited, a level 18 World Shatterer can have 1 spell of each level or 9 level 1 spells)
Unlike other spellcasters, World Shatterers don't use the 10 mental stat + spell level formula to see if they are allowed to learn a spell. Instead, they are able to learn spells regardless of their mental stats. Also, if their spells allow the targets to make saves against them, the save is made against the highest of their mental stats.
World Shatterers need not prepare their spells at all. Also, they don't keep them in a spellbook or anything similar. Instead, they may use ANY spell they know once per day via Gather as a standard action, unless the spell specifies otherwise.
A World Shatterer bends the energies of the universe with his mere thoughts, and as such none of his spells require a somatic component. Also, no matter the weight of the armor he's wearing, a World Shatterer's spells will not fail due to that. Material components and stat/xp costs still apply, with one exception: a World Shatterer can use Wish without giving XP, but can only learn Wish at level 20.
Class Features
Origin/Hidden Origin/True Origin:
- Origin (level1): The World Shatterer believes his powers and destructive instincts come from the entropic plane. As such, he deals 50% less damage to World Shatterers and entropic beings, and takes 50% more damage from axiomatic beings. (he also deals 50% less damage to himself with his own spells)
- Hidden Origin (level10): The World Shatterer begins to realize the unique nature of his powers. As such, he deals only 25% less damage to entropic beings and takes only 25% more damage from axiomatic beings, but also deals 75% less damage to World Shatterers. (he also deals 75% less damage to himself with his own spells)
- True Origin (level20): The World Shatterer finds out that his powers are the reverse of anything that exists in this world, and thus not a facet of chaos nor order. He deals normal damage to entropic beings and takes normal damage from axiomatic beings, and cannot deal damage to other World Shatterers at all. (he also cannot deal damage to himself directly via magic, no matter what, even if he is under the influence of any kind of mind control or leak)
Singularity:
The World Shatterer's main concern is his own existence, and as much as he desires to bend and shatter the world around him, he means no harm to himself. At level 1, a World Shatterer is allowed to reroll all 1s and 2s when adding HD. At level 7, a World Shatterer is also allowed to reroll 3s when adding HD, and does not need to sleep anymore (he must still eat and breathe, and is still affected by magical sleep) (the reroll does not apply to lower levels). At level 13, a World Shatterer always receives maximum hp from his HD, does not get fatigued anymore due to any reason, even magical, and does not need to breathe anymore (he must still eat). Also, he is immune to ingested poisons. At level 18, a World Shatterer no longer needs to eat, doesn't become unconscious when hitting 0 hp (though he still loses 1 hp per turn and dies at -10 hp), and cannot die due to massive damage.
Shattering (Sp):
The World Shatterer, quite naturally, shatters worlds. At level 5, this is limited to things that are not real anyway, providing the World Shatterer with a Will Save to disbelieve any Figment or Phantasm - type illusion that is within 1 feet*class level of him even if he didn't inspect it or nothing is out of place. This is a standard action that can be done at will, though only once per hour on a particular illusion.
At level 10, the ability to shatter things that are illusory becomes stronger, and is joined by the ability to crush the results of other's wills - magic. The World Shatterer instantly disbelieves any Figment or Phantasm that is within 1 feet*class level of him and can make Will saves against Glamers and Patterns, as a standard action that can be done at will, though only once per hour on a particular illusion. Also, he may cast Lesser Dispel Magic at will (as a spellcaster of his class level), though only once per hour on a particular spell/enchantment/magical item/whatever, or remove 1 HD from a Summoned creature (no save).
At level 15, the World Shatterer deletes all that is illusory and has great influence over what is magical around him, and can begin to damage reality itself. He instantly disbelieves all non-Shadow Illusions, and can make Will Saves to disbelieve Shadow Illusions that are within 10 feet of him, as a standard action that can be done at will, as many times as necessary. He may cast Dispel Magic at will (as a spellcaster of his class level), though only once per hour on a particular spell/enchantment/magical item/whatever, or remove 1 HD from a Summoned creature as a swift action (no save). Also, he may treat any object (thing that has no Charisma score) that has a weight of 1 pound*half class level or less and is not magical as a Shadow Illusion and is allowed to disbelieve its existence via a Will Save, made against a DC of 15+hardness+1 for every 5 pounds. This can be done 5 times per day as a standard action, and only if the Will Shatterer directly touches the object.
Gather/Improved Gather (Su):
The World Shatterer gains his spells out of sheer will and concentration. Once per day, and this does not require resting, a World Shatterer may use Gather as a full-round action. This allows him to use all of his known spells once each, and does not stack. (you can't have more than 1 use of the same spell at the same time)
At level 10, via Improved Gather, the World Shatterer is allowed to use Gather as a free action, twice per day. This still does not require resting, and this still does not stack. (you can't have more than 1 use of the same spell at the same time)
Status Quo (Sp):
The World Shatterer can give beings a new standard form, imposing a new order over them. As such, starting from level 3 and adding 1 additional use every 3 levels (3, 6, 9...), a World Shatterer can, as a quick action, once per encounter, make the current HP of a creature become its maximum HP. This condition does not give a save but can be dispelled normally, and is otherwise permanent, remaining on the creature even if, for instance, said creature levels and should gain another HD. The use of this ability is not limited to battle, and can be used without restriction (aside from the daily limit) out of it.
Enforced Destiny (Ex):
The World Shatterer knows that he is one of the few who can defy fate itself, and force the world to obey him. This ability is gained at level 4, and uses a smaller die (by 2) every 4 levels thereafter. Every time the World Shatterer fails at any kind of roll that uses a d20 (except rolls that CAN'T succeed), he is allowed to roll a die as shown on the table according to his level, and if the result of the roll is the highest value on the rolled die (10 for d10 etc) the failed d20 roll will succeed instead.
True Purpose:
The World Shatterer finally reaches one of his 2 primary goals. He will choose either one of these 2 bonuses (only 1 of them):
1. The World Shatterer attains godhood. His subtype changes to Outsider and he gains Divine Rank 0.
2. The World Shatterer discovers the secrets of death, in his pursuit to destroy the undying. He gains Fast Healing 1 and will deal 25% more damage to Undead, 25% more damage to Outsiders, and 25% more damage to creatures that have a Divine Rank. This is cumulative if several of those traits are present at the same time. Also, a creature with Divine Rank is not allowed to use Teleport, Plane Shift, or any ability with a similar effect if a World Shatterer engages it in combat.
WILL CONTINUE SOON. You can post anyways.
http://fc02.deviantart.net/fs7/i/2005/251/7/2/Magic_by_Ketka.jpg
All individuals will perish. Even the cycle of life is not eternal. The stars will dim and burn out, even the singularities of space will shrink to nothingness. Hell, why do gods have all the fun? - Amares Greythorn, World Shatterer
The magic of the world is unpredictable. At any time, the forces of several gods or realms or whatever leak into what is material. Thus, people like sorcerers are born. But at other times, it is no individual source, but the world itself bleeding into an individual, giving him great power over creation. Those few, truly only a couple hundred people over the ages, are known and named by old tomes as World Shatterers.
Philosophy: World Shatterers are often people who consider themselves the epitome of perfection, a shard of the entirety of reality itself, and as such hate the world that gave birth to them for their mortal origin. No matter the alignment, this stands true.
Adventuring: World Shatterers adventure mostly for two reasons: to kill immortal beings, whom they hate, regarding them as unworthy of their state. Many such adventures are for research, as to figure out exactly how to kill that which cannot be killed. The other reason is to better themselves, to put themselves at risk in order to advance their powers and gain experience, to become godlike beings themselves. A good World Shatterer may use his reality warping powers to help those in need and thwart evil plans, but one of those aforementioned 2 is still their primary reason for adventuring. As such, a World Shatterer rather kills things than loots treasure, and would probably refuse tasks that are too safe.
Race: Any race that is living (has a constitution) and mortal (physically ages).
Alignment: Any non-neutral. A World Shatterer can't be neutral on ANY axis, as he is a strong willed and strong minded individual that wants to influence the world on a grand scale, and also doesn't care about things such as balance.
Starting Age: As sorcerer
Starting Gold: nothing
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+0|
+0|
+2|
Gather, Origin, Singularity
2nd|
+1|
+0|
+0|
+3|
-
3rd|
+2|
+1|
+1|
+3|
Status Quo (1/day)
4th|
+3|
+1|
+1|
+4|
Enforced Destiny (d10)
5th|
+3|
+1|
+1|
+4|
Shattering
6th|
+4|
+2|
+2|
+5|
Status Quo (2/day)
7th|
+5|
+2|
+2|
+5|
Singularity
8th|
+6/1|
+2|
+2|
+6|
Enforced Destiny (d8)
9th|
+6/1|
+3|
+3|
+6|
Status Quo (3/day)
10th|
+7/2|
+3|
+3|
+7|
Improved Gather, Hidden Origin, Shattering
11th|
+8/3|
+3|
+3|
+7|
-
12th|
+9/4|
+4|
+4|
+8|
Status Quo (4/day), Enforced Destiny (d6)
13th|
+9/4|
+4|
+4|
+8|
Singularity
14th|
+10/5|
+4|
+4|
+9|
-
15th|
+11/6/1|
+5|
+5|
+9|
Shattering, Status Quo (5/day)
16th|
+12/7/2|
+5|
+5|
+10|
Enforced Destiny (d4)
17th|
+12/7/2|
+5|
+5|
+10|
-
18th|
+13/8/3|
+6|
+6|
+11|
Singularity, Status Quo (6/day)
19th|
+14/9/4|
+6|
+6|
+11|
-
20th|
+15/10/5|
+6|
+6|
+12|
True Origin, True Purpose[/table]
Hit Die: D6
Skills per level: 4+int mod (x4 at first level)
Class Skills: Autohypnosis (Wis), Bluff (Cha), Craft (Int), Concentrate (Con), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Heal (Wis), Intimidate (Cha), Knowledge (all)(int), Profession (Wis), Search (Int), Sense Motive (Wis), Spellcraft (Int), UMD (Cha)
Proficiency: A World Shatterer is proficient with all simple weapons that are not two-handed, and light and medium armor but not shields.
Spellcasting: World Shatterers have a special system for spellcasting, unique to them. Once every even level (2, 4, 6...20) a World Shatterer may learn a spell whose level is equal to half their own level or less. These spells are drawn from either the Ranger list, the Paladin list, the Bard list, the Wiz/Sor list or any Cleric Domain, and a World Shatterer can't learn the same spell more than once. (otherwise the maximum number of spells known per level is unlimited, a level 18 World Shatterer can have 1 spell of each level or 9 level 1 spells)
Unlike other spellcasters, World Shatterers don't use the 10 mental stat + spell level formula to see if they are allowed to learn a spell. Instead, they are able to learn spells regardless of their mental stats. Also, if their spells allow the targets to make saves against them, the save is made against the highest of their mental stats.
World Shatterers need not prepare their spells at all. Also, they don't keep them in a spellbook or anything similar. Instead, they may use ANY spell they know once per day via Gather as a standard action, unless the spell specifies otherwise.
A World Shatterer bends the energies of the universe with his mere thoughts, and as such none of his spells require a somatic component. Also, no matter the weight of the armor he's wearing, a World Shatterer's spells will not fail due to that. Material components and stat/xp costs still apply, with one exception: a World Shatterer can use Wish without giving XP, but can only learn Wish at level 20.
Class Features
Origin/Hidden Origin/True Origin:
- Origin (level1): The World Shatterer believes his powers and destructive instincts come from the entropic plane. As such, he deals 50% less damage to World Shatterers and entropic beings, and takes 50% more damage from axiomatic beings. (he also deals 50% less damage to himself with his own spells)
- Hidden Origin (level10): The World Shatterer begins to realize the unique nature of his powers. As such, he deals only 25% less damage to entropic beings and takes only 25% more damage from axiomatic beings, but also deals 75% less damage to World Shatterers. (he also deals 75% less damage to himself with his own spells)
- True Origin (level20): The World Shatterer finds out that his powers are the reverse of anything that exists in this world, and thus not a facet of chaos nor order. He deals normal damage to entropic beings and takes normal damage from axiomatic beings, and cannot deal damage to other World Shatterers at all. (he also cannot deal damage to himself directly via magic, no matter what, even if he is under the influence of any kind of mind control or leak)
Singularity:
The World Shatterer's main concern is his own existence, and as much as he desires to bend and shatter the world around him, he means no harm to himself. At level 1, a World Shatterer is allowed to reroll all 1s and 2s when adding HD. At level 7, a World Shatterer is also allowed to reroll 3s when adding HD, and does not need to sleep anymore (he must still eat and breathe, and is still affected by magical sleep) (the reroll does not apply to lower levels). At level 13, a World Shatterer always receives maximum hp from his HD, does not get fatigued anymore due to any reason, even magical, and does not need to breathe anymore (he must still eat). Also, he is immune to ingested poisons. At level 18, a World Shatterer no longer needs to eat, doesn't become unconscious when hitting 0 hp (though he still loses 1 hp per turn and dies at -10 hp), and cannot die due to massive damage.
Shattering (Sp):
The World Shatterer, quite naturally, shatters worlds. At level 5, this is limited to things that are not real anyway, providing the World Shatterer with a Will Save to disbelieve any Figment or Phantasm - type illusion that is within 1 feet*class level of him even if he didn't inspect it or nothing is out of place. This is a standard action that can be done at will, though only once per hour on a particular illusion.
At level 10, the ability to shatter things that are illusory becomes stronger, and is joined by the ability to crush the results of other's wills - magic. The World Shatterer instantly disbelieves any Figment or Phantasm that is within 1 feet*class level of him and can make Will saves against Glamers and Patterns, as a standard action that can be done at will, though only once per hour on a particular illusion. Also, he may cast Lesser Dispel Magic at will (as a spellcaster of his class level), though only once per hour on a particular spell/enchantment/magical item/whatever, or remove 1 HD from a Summoned creature (no save).
At level 15, the World Shatterer deletes all that is illusory and has great influence over what is magical around him, and can begin to damage reality itself. He instantly disbelieves all non-Shadow Illusions, and can make Will Saves to disbelieve Shadow Illusions that are within 10 feet of him, as a standard action that can be done at will, as many times as necessary. He may cast Dispel Magic at will (as a spellcaster of his class level), though only once per hour on a particular spell/enchantment/magical item/whatever, or remove 1 HD from a Summoned creature as a swift action (no save). Also, he may treat any object (thing that has no Charisma score) that has a weight of 1 pound*half class level or less and is not magical as a Shadow Illusion and is allowed to disbelieve its existence via a Will Save, made against a DC of 15+hardness+1 for every 5 pounds. This can be done 5 times per day as a standard action, and only if the Will Shatterer directly touches the object.
Gather/Improved Gather (Su):
The World Shatterer gains his spells out of sheer will and concentration. Once per day, and this does not require resting, a World Shatterer may use Gather as a full-round action. This allows him to use all of his known spells once each, and does not stack. (you can't have more than 1 use of the same spell at the same time)
At level 10, via Improved Gather, the World Shatterer is allowed to use Gather as a free action, twice per day. This still does not require resting, and this still does not stack. (you can't have more than 1 use of the same spell at the same time)
Status Quo (Sp):
The World Shatterer can give beings a new standard form, imposing a new order over them. As such, starting from level 3 and adding 1 additional use every 3 levels (3, 6, 9...), a World Shatterer can, as a quick action, once per encounter, make the current HP of a creature become its maximum HP. This condition does not give a save but can be dispelled normally, and is otherwise permanent, remaining on the creature even if, for instance, said creature levels and should gain another HD. The use of this ability is not limited to battle, and can be used without restriction (aside from the daily limit) out of it.
Enforced Destiny (Ex):
The World Shatterer knows that he is one of the few who can defy fate itself, and force the world to obey him. This ability is gained at level 4, and uses a smaller die (by 2) every 4 levels thereafter. Every time the World Shatterer fails at any kind of roll that uses a d20 (except rolls that CAN'T succeed), he is allowed to roll a die as shown on the table according to his level, and if the result of the roll is the highest value on the rolled die (10 for d10 etc) the failed d20 roll will succeed instead.
True Purpose:
The World Shatterer finally reaches one of his 2 primary goals. He will choose either one of these 2 bonuses (only 1 of them):
1. The World Shatterer attains godhood. His subtype changes to Outsider and he gains Divine Rank 0.
2. The World Shatterer discovers the secrets of death, in his pursuit to destroy the undying. He gains Fast Healing 1 and will deal 25% more damage to Undead, 25% more damage to Outsiders, and 25% more damage to creatures that have a Divine Rank. This is cumulative if several of those traits are present at the same time. Also, a creature with Divine Rank is not allowed to use Teleport, Plane Shift, or any ability with a similar effect if a World Shatterer engages it in combat.
WILL CONTINUE SOON. You can post anyways.