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View Full Version : Constrictor (Battlefield Control Specialist 3.5 Base Class) PEACH



Silva Stormrage
2011-09-29, 11:31 PM
The Constrictor

http://3.bp.blogspot.com/-yEnOu90ULcQ/TcOzlqzcF-I/AAAAAAAAAIA/XwElXb-6x8A/s1600/evard.jpg
"Okay nobody move! Well... I guess I mean nobody struggle in a futile attempt to move..."



Info: The constrictor is a caster who focuses on reducing and limiting enemies movements. While other classes can attempt to focus on this as well, the constrictor is able to overcome many difficulties other casters face, such as freedom of movement and teleportation.

Adventures: Constrictors are generally decently fond of combat in some form as they practice a very battlefield specialized form of magic. They can be seen in roles such as law enforcement, military or mercenary roles quite frequently but can just as often be wanderers exploring and other standard adventurer goals.

Characteristics: Constrictors don't have a particularly unified characteristic or traits shared amongst them. They are scholars of arcane magic but they don't tend to be as scholarly as wizards or as brash as sorcerers. They tend to enjoy combat but even that is not universal and a Constrictor could practice their magic specifically to subdue and flee enemies if they live in a dangerous environment.

Alignment: Constrictors don't tend to follow any particular alignment, they have a slight tendency towards law as they tend to be found in militaries or law enforcement but that is by no means universal.

Background: Constrictors are often trained by wizards or other Constrictors to develop their magic and often develop it for a particular purpose, military or mercenary roles are very common. Beyond that the background can vary as many Constrictors aren't quite as studious as regular wizards but some may prefer to specialize in a particular school and style of magic rather than be a broad generalist as most wizards.

Races: Constrictors often come from races or cultures with a strong military background especially if wars in the region are very structured and organized. Still they need to be trained so civilizations without a strong arcane magic tradition will not produce many Constrictors.

Other Classes: Constrictors often work well with Wizards and other spellcasters as they can keep dangerous foes away but they can just as commonly be companions of Paladins, fighters or other such classes.

Role: The main role of a Constrictor is just that, to constrict and hamper and prevent enemies from moving or performing their goals. Layering effect upon effect on enemies to prevent them from engaging your allies and allowing your allies to focus on which enemies they want to fight.

GAME RULE INFORMATION
Constrictors have the following game statistics.
Abilities: Intelligence is the most important ability for a Constrictor because it determines save dc's and spells per day. Dexterity is also important so you can go first on initiative so the Constrictor can lay down the battlefield control before the opponents move at all.

Goals: I thought of the idea when I defeated an entire group of homebrew classes in an arena in a recent session. I defeated them by stacking enough entangle, black tentacles and other spells on them that they couldn't move or see me and I just AOE'd them to death. My DM then laughed it off and joked that he should make a class that just uses battlefield control to immobilize opponents to make the longest and most tedious battle ever. I thought it was a great idea though and decided to make this class.

Alignment: Any
Hit Die: d6
Starting Age: As sorcerer.
Starting Gold: As cleric

Class Skills
The Constrictors' class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Knowledge (All Taken Individually) (Int), Listen (Wis), Profession (Wis), Spellcraft (Int), Search (Int), Sense Motive (Wis), Spot (Wis), Use Rope (Dex)

Skill Points at First Level: (2 + Int modifier) x 4
Skill Points at Each Additional Level: 2 + Int modifier

Constrictor


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
0th
1st
2nd
3rd
4th
5th
6th
7th
8th
9th


1st

+0

+0

+0

+2
Constrict
4
3
-
-
-
-
-
-
-
-



2nd

+1

+0

+0

+3
Battlefield Sense, Constrict Form
5
4
-
-
-
-
-
-
-
-


3rd

+1

+1

+1

+3
Tight Bonds
6
5
-
-
-
-
-
-
-
-


4th

+2

+1

+1

+4
Constrict Form
6
6
3
-
-
-
-
-
-
-



5th

+2

+1

+1

+4
Enlarged Battlefield Control
6
6
4
-
-
-
-
-
-
-



6th

+3

+2

+2

+5
Constrict Form
6
6
5
3
-
-
-
-
-
-


7th

+3

+2

+2

+5
Ignore Battlefield Control
6
6
6
6
4
-
-
-
-
-


8th

+4

+2

+2

+6
Constrict Form
6
6
6
5
3
-
-
-
-
-



9th

+4

+3

+3

+6
Suppressing Bonds (1)
6
6
6
6
4
-
-
-
-
-



10th

+5

+3

+3

+7
Tight Bonds (Fixed DC), Constrict Form
6
6
6
6
5
3
-
-
-
-



11th

+5

+3

+3

+7
Widen Battlefield Control (Lesser)
6
6
6
6
6
4
-
-
-
-



12th

+6/+1

+4

+4

+8
Bypass Battlefield Control, Constrict Form
6
6
6
6
6
5
3
-
-
-


13th

+6/+1

+4

+4

+8
Suppressing Bonds (2)
6
6
6
6
6
6
4
-
-
-


14th

+7/+2

+4

+4

+9
Constrict Form
6
6
6
6
6
6
5
3
-
-



15th

+7/+2

+5

+5

+9
Widen Battlefield Control (Greater)
6
6
6
6
6
6
6
4
-
-


16th

+8/+3

+5

+5

+10
Constrict Form
6
6
6
6
6
6
6
5
3
-


17th

+8/+3

+5

+5

+10
Suppressing Bonds (3)
6
6
6
6
6
6
6
6
4
-


18th

+9/+4

+6

+6

+11
Constrict Form
6
6
6
6
6
6
6
6
5
3


19th

+9/+4

+6

+6

+11
Greater Suppressing Bonds
6
6
6
6
6
6
6
6
6
4


20th

+10/+5

+6

+6

+12
Binding Aura, Constrict Form
6
6
6
6
6
6
6
6
6
5



Weapon and Armor Proficiencies: Constrictors are proficient with all simple weapons and no armor

Class Features

Spellcasting: A Constrictor casts arcane spells which are drawn from the Constrictor's spell list (See Below). Like a sorcerer he can cast any spell he knows without having to prepare it ahead of time. When a Constrictor gains access to a new level of spells she automatically knows all the spells of that level. To cast a spell a Constrictor must have an Intelligence score of 10+the spell level. The difficulty class is 10+spell level+ the Constrictor's intelligence score. Like other spellcasters a Constrictor can only cast a limited amount of spells per day. His daily allotment is on the table above. In addition the Constrictor gains bonus spells for having a high intelligence score (See table 1-1 on page 8 of the player's handbook).

Constrict: (Sp) A signature move of the constrictor, the exact visual detail varies from Constrictor to Constrictor but all involve wrapping and binding a creature from moving. At will as a conjuration spell like ability the constrictor uses their magic to bind a large or smaller target. The constrictor can target anyone within 60 ft and the target must make a reflex save (Dc 10 + 1/2 Class Level + The Constrictor's Intelligence modifier) Or be entangled and rooted in place for 1 round/Caster level. They can break free by making a strength check (DC 10 + The Constrictors Intelligence Modifier) as a standard action, size modifiers apply to this check or an Escape Artist check (Same DC). A success means that the target's move speed is halved for one round and they can't run or charge.

The binding effect of Constrict can be broken by other creatures if they attack the bindings itself and inflict 40 points of damage. The binding's hardness is 15. If a creature attacks the bindings half of the damage they inflict to the bindings are dealt to the creature bound as well. The bindings are immune to area of effect attacks.

Constrict Forms: As the signature move of Constrictors their individual version of the technique can vary in form and capabilities. Every even level the Constrictor can select one Constrict Form from the list below to either improve or modify their Constrict ability. Abilities can be marked as (Specialized) or (Modifications). Each time the Constrictor uses their Constrict ability they may apply one (Specialized) Constrict Form that they know for that casting. (Modification) Constrict Forms apply to all uses of Constrict a Constrictor casts.

Every even level they may also choose to swap out one Constrict Form for another that they would have been able to take at the same level as the one they are swapping out.


Distant (Specialized): Your Constrict's range is now medium range (100 ft + 10 ft/CL)

Inescapable (Modification): Your Constrict's saving throw DC is improved by 1. At CL 10 it improves by an additional +1.

Grabbing (Modification): Your Constrict's duration if they succeed on their reflex save is 5 rounds.

Titan Binding (Modification): Your Constrict can now bind creatures of any size and such creatures do not apply their size bonus on the Strength check to break out.

Soulbound (Modification): Your Constrict can not be broken via teleportation, if the target teleports the teleport is successful but they will be under the effects of your constrict at the new location instead of being freed.

Grounded (Modification): If your Constrict is used to target a creature on the ground then the DC to break free increases by 5. At 10th level this increases by another 5.

Adamantine Bindings (Modification): Your Constrict's bindings HP increases to 60 and their hardness increases to 25.

Enduring (Modification): Your Constrict's duration if they fail their reflex save is 1 minute/caster level.

Mental Prison (Specialized): Requires Level 6: If a target creature is entangled by this Constrict they suffer a -4 penalty to their mental ability scores and suffer a -further -2 penalty on will saving throws.

Mass Constrict (Specialized): Requires Level 6: Your Constrict now affects one additional target per 5 caster levels. So 3 Targets at CL 10, 4 at 15, etc. All targets must be within 10ft of each other.

Land Mine (Modification): Requires Level 6: Your Constrict now targets a square instead of a creature. The next creature who enters that square other than you is affected by your constrict ability. This effect lasts for one minute/CL and can be detected as an ongoing conjuration spell. You can have a maximum of 1 square trapped by this effect per intelligence modifier and you can only trap a square with a single instance of this ability. Targeting a square already occupied causes the effect to trigger as normal.

Dimensionally Bound (Specialized): Requires Level 8: Your Constrict now no longer entangles or allows a reflex save but instead allows a Will Save to negate. If they fail they are dimensionally anchored for 1 round per caster level. At CL 12 they are dimensionally anchored for 1 round even if they succeed.

Vulnerable (Specialized): Requires Level 8: The penalties of your Constrict's entangle condition increase by 6 and the target automatically fails any reflex saving throw.

Boa Constrict (Modification): Requires Level 8: Your Constrict has a -2 penalty to it's saving throw DC but now every round a creature is under its effects they take damage equal to your intelligence modifier and the DC to escape increases by 1 (To a maximum of +10 DC).

Desperate (Specialized): Requires Level 12: Your Constrict can be used as an immediate action. The DC is lowered by 3 and once you use this you can't use your Constrict ability for 3 rounds.

Mana Draining (Modification): Requires Level 12: Your Constrict reduces the caster level of anyone suffering its effects by 3.

Extended Land Mine (Modification): Requires Level 12 and Land Mine: Now whenever you trap a square via your Land Mine Constrict Form the next time a creature moves within 15ft of the square the effect triggers instead of a creature having to walk onto the square.

Force Bindings (Specialized): Requires Level 14: Your Constrict now can not be broken, via damage or strength check as well as being able to constrict incorporeal creatures and affect creatures on the ethereal plane. However, disintegrate and other effects that destroy force effects will shatter this Constrict's bonds.

Spreading Bindings (Specialized): Requires Level 14: If your target fails their reflex save but then breaks free (Either by teleportation, a strength check or escape artist check but not by the bindings being destroyed by damage) than the bindings target another creature within 30ft. The new target has to make a reflex save or suffer the same effects as the first binding. This repeats until the bindings are destroyed via hit point damage or there are no other creatures nearby when they escape.

Escalating Entrapment (Modification): Requires Level 14: Each round a creature is entangled by your Constrict the penalties for entangle and the DC for casting spells increase by 2 (To a maximum increase of -16).

Soul Trapping (Modification): Requires Level 16: If a creature dies while entangled by your Constrict they can not be raised as the Constrict holds their soul in place. The constrict effect fades and forms a small red gemstone holding the creature's soul, in the creature's former square. As long as that gem exists the target can't be raised or revived and things such as Phylacteries or similar ways of coming back fail to function unless they are epic magic (In which case they shatter the gemstone)

Medusa's Binding (Specialized): Requires Level 16: A creature who fails their reflex save against this Constrict is paralyzed for as long as they are entangled. if they are entangled for one minute continuously they are turned to stone as flesh to stone. This occurs even if they are immune to paralysis. By using this ability on a petrified target they are turned back to normal after a minute.

Spellcaster's Bane (Specialized): Requires Level 16: A creature entangled by your Constrict must make a DC 30 + Spell Level concentration check to cast spells while under the effect of this Constrict.



Battlefield Sense: (Ex) The constrictor develops a keen eye for avoiding danger and identifying threats. They gain a bonus to initiative and spot equal to their intelligence modifier.

Tight Bonds: (Ex) The constrictor is very adept at creating magic that binds creatures and his spells are much harder to get out of then spells of other casters. Anytime the constrictor casts a spell or uses their Constrict ability any saving throw DC is increased by 1. This bonus is increased to + 2 at 10th level and + 3 at 20th.

At 10th level this ability improves and any spell that has a fixed DC to avoid or escape from (grease, entangle, ice slick) has that DC boosted by half the constrictor's Intelligence modifier.

Enlarged Battlefield Control: (Ex) Any spell that limits movement, sight or teleportation is treated as if the enlarged metamagic feat is automatically applied for no additional increase in spell level.

Ignore Battlefield Control: (Su) The constrictor can ignore any impairing effects of any spell that limits movement, sight or teleportation that he casts.

Suppressing Bonds: (Su) The constrictor can select a number of abilities to counter from the list below. Any time the constrictor casts a spell that limits movement, vision, or teleportation or when the constrictor uses his constrict ability the constrictor can also have that spell suppress the target's ability to do one of the following. The target can only have one thing suppressed at a time regardless of how many spells are affecting him and the suppression only occurs while they are affected by the spell or within its area of effect. The target can ignore the suppression by making a caster level or HD check (Whichever is higher) versus a DC of 7+the constrictor's caster level. This check is made every round at the start of their turn to see if they can ignore the suppression for that round.
-Suppress Flying
-Suppress Teleportation
-Suppress Freedom of Movement
-Suppress Any magical bonus to movement speed.
-Suppress Any magical bonuses to grapple checks (including the bonus granted by magical size increases but it doesn't suppress the actual size increase)

Widen Battlefield Control: (Su) Any spell that limits movement, vision, or teleportation has its area size increased by 50% if it has an area of effect. This is increased to 100% increase at level 15

Bypass Battlefield Control: (Su) As a move action you can grant one ally the benefits of your Ignore Battlefield Control class feature until the start of your next turn.

Greater Suppressing Bonds: (Ex) Whenever the Constrictor uses his Suppressing Bonds he can now suppress a maximum of two things on the target as long as they are affected by two different spells. For example if the Constrictor casts entangle and solid fog on a target entangle could suppress Freedom of Movement while Solid Fog could suppress teleportation.

Binding Aura: (Su) Now the constrictor slows and prevents enemies from escaping by simply existing. Any enemy within 40ft has their movement speed slowed by 10ft for all travel forms. This decrease is applied after all spells and effects that hamper movement (Black Tentacles, Exhaustion condition, etc) but not abilities and effects that set movement to a certain amount (Solid Fog, Acid Fog, Freezing Fog). This ability can not reduce a target's movement speed below 0ft. Also any enemy within the area has to make a concentration check versus a dc of Class level + 14 + intelligence modifier to cast any teleportation spells.

Spell List

0th:Light, Prestidigitation, Create Water, Fire Eyes, No Light
1: Blockade (CS), Create Trap (RoD), Entangle, Grease, Ice Slick, Obscuring Mist, Wall of Smoke (SpC), Resinous Tar (CM),
2: Blood Snow (Fr) Fog Cloud, Cloud of Bewilderment (SpC), Earth Lock, Obscuring Snow (SpC), Shadow Binding (SpC), Web, Wind Wall
3: Sleet Storm, Snare, Fly, Stinking Cloud, Grasping Wall (CS), Bands of Steel (SpC), Scattering Trap (PHB II), Stone Shape, Slow, Binding Snow, Arctic Haze, Vine Mine
4: Black Tentacles, Control Water, Solid Fog, Wall of Sand, Constricting Grip, Resilient Sphere, Wing Bind, Dimensional Anchor, Wall of Salt, Wall of Ice, Wall of Water, Wall of Fire
5: Call Avalanche (Fr), Control Winds, Viscid Glob, Cloud Kill, Wall of Force, Transmute Rock to Mud, Transmute Mud to Rock, Spirit Wall, Shape Metal, Stone Shape Greater, Teleport Wall of Magma, Wall of Stone
6: Acid Fog, Blizzard (Fr), Freezing Fog, Howling Chain, Lingering Flames (CM), Overland Flight, Mudslide, Thunder Field, Wall of Thorns
7: Control Weather, Choking Cobwebs, Bigsby's Grasping Hand, Force Cage, Reverse Gravity, Whiteout
8: Telekinetic Sphere, Dimensional Lock, Field of Icy Razors (SpC), Maze, Prismatic Wall, Greater Teleport, Storm of Vengeance, Antimagic Field
9: Frostfell (Fr), Towering Thunderhead (CM), Obedient Avalanche(SpC), Prismatic Sphere, Magic Miasma

Silva Stormrage
2011-09-30, 09:54 PM
Any comments on the class?

Demidos
2011-09-30, 10:59 PM
I dont think wish seems to fit in very well. Do the other T3 classes have wish?

Do the abilities stack with the enlarge spell/widen spell metamagic?

What led to the concentration check of 14, specifically? :smallconfused:

Seems fun, though the spell list looks very (read: too) limited(though i do understand thats the whole point). You should give them some utility (such as Fly, Knock) that could be used in battlefield control (you need fly to see stuff, updraft maybe, etc.). I could probably come up with more spells if you like the idea.

Edit: concentration check of 14, plus modifiers?

Silva Stormrage
2011-10-02, 12:14 PM
I dont think wish seems to fit in very well. Do the other T3 classes have wish?

Do the abilities stack with the enlarge spell/widen spell metamagic?

What led to the concentration check of 14, specifically? :smallconfused:

Seems fun, though the spell list looks very (read: too) limited(though i do understand thats the whole point). You should give them some utility (such as Fly, Knock) that could be used in battlefield control (you need fly to see stuff, updraft maybe, etc.). I could probably come up with more spells if you like the idea.

Edit: concentration check of 14, plus modifiers?

Eh I put in wish because its a interesting 9th level spell. I don't think it unbalances it one way or another.

Yes the abilities stack with those metamagic feats. You could apply widen to entangle and get a radius of 120ft. Not sure if you need it though.

Concentration check of 14 + modifiers is basically what a maxed int based skill should be + 11 without items boosting it. If I made it a concentration check versus spellcraft or a similar skill I would have to worry about someone using a +30 item of spell craft.

Ya I wanted the spell list to be limited. Kinda the point :smallbiggrin:.


Anyone else have any comments? Are battlefield controllers not popular here? :smalltongue:

Silva Stormrage
2023-10-21, 06:02 PM
Doing another round of my old homebrew updates. The Constrictor was never a class I really liked much as I made them in maybe 30 minutes. I gave them a decent overhaul, adding new Eldritch Essence like options for their Constrict ability, fleshed out some fluff issues and gave them a bit more class features and spell list overhaul. Still not the most inspired class but decent for a Conjuration based fixed list caster.