Noctis Vigil
2011-11-10, 05:52 AM
I promised to have it up, so here it is. Yes, I know there's no table; it'll be here later when I have more time, probably within 24 hours depending on how hard life beats me with the reality stick. The goal was tier 2, and able to hold his own against a caster or provide healing as needed. Please PEACH this; I put a lot of effort into it, including making a new HP mechanic for them, and even if you don't have any suggestions for a capstone (which it still needs) or edits to abilities, I want to hear your thoughts on it balance-wise.
Class: Redead
There are those who seek to study the powers of life and death to heal, and those who study them to wage war. Those who study to get close to a god or goddess, and those who study to raise up undead servants. Few, though, are those who search the art for the sheer purpose of bettering themselves. These few are the Redead.
Redeads are a somewhat strange lot, neither living nor dead. Their studies give them amazing control over the powers of life and death, but at the cost of balance; a Redead must be morally neutral. Should they become good or evil, they retain all class abilities, but may not take any more levels in Redead until such a time as they become neutral again.
Other people tend not to think highly of Redeads when they're discovered. Clerics and Paladins treat them as undead, Wizards see them as self-serving Clerics, Druids see them as abominations against nature. Warlocks sometimes befriend them, as they also have generally despised powers, as do the occasional outcast Sorcerer. Those who serve on the frontline in battle are less likely to question them, as their power with healing is too valuable to scorn.
Good saves are Fort and Will.
BAB is ¾.
Class Skills:
The Redead's class skills (and the key ability for each) are Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Gather Information (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Knowledge (Arcana) (Int), Knowledge (Religion) (Int), Knowledge (The Planes) (Int), Listen (Wis), Profession (Wis), Search (Int), Sense Motive (Wis), Spot (Wis), and Use Magic Device (Cha).
Skillpoints at 1st Level: (4+Int Mod)x4
Skillpoints at Level Up: 4+Int Mod
Hit Die: special; see Undying class ability
{table=head]Level|
BAB|Fort Save|Ref Save|Will Save|
Special
1st|
+0|
+2|
+0|
+2|Undying, Surge of Life and Death (damage/cure)
2nd|
+1|
+3|
+0|
+3|Energy In All Things
3rd|
+2|
+3|
+1|
+3|Undying Reduction (DR1/-)
4th|
+3|
+4|
+1|
+4|Ageless
5th|
+3|
+4|
+1|
+4|Undying Immunity
6th|
+4|
+5|
+2|
+5|Surge of Life and Death (stat drain/recovery), Undying Reduction (DR2/-)
7th|
+5|
+5|
+2|
+5|Knowledge of Life and Death
8th|
+6/1|
+6|
+2|
+6|Energy In All Things (see stats imprecisely)
9th|
+6/1|
+6|
+3|
+6|Undying Reduction (DR3/-), Undying Resistance
10th|
+7/2|
+7|
+3|
+7|Improved Undying Immunity
11th|
+8/3|
+7|
+3|
+7|Undying Touch
12th|
+9/4|
+8|
+4|
+8|Surge of Life and Death (heal/give negative levels), Undying Reduction (DR4/-)
13th|
+9/4|
+8|
+4|
+8|Knowledge of Life and Death, Unlosing Death
14th|
+10/5|
+9|
+4|
+9|Energy In All Things (darkvision)
15th|
+11/6/1|
+9|
+5|
+9|Greater Undying Immunity, Undying Reduction (DR5/-)
16th|
+12/7/2|
+10|
+5|
+10|Unstoppable Death
17th|
+12/7/2|
+10|
+5|
+10| Unliving Death
18th|
+13/8/3|
+11|
+6|
+11|Surge of Life and Death (kill/revive), Undying Reduction (DR6/-)
19th|
+14/9/4|
+11|
+6|
+11|Knowledge of Life and Death
20th|
+15/10/5|
+12|
+6|
+12|Energy In All Things (see stats), Perfect Undying Immunity, Perfectly Undying[/table]
Class Abilities: The following are all class abilities of the Redead.
Proficiencies: The Redead is not a martial class. They are proficient with all simple weapons, shortswords, shortbows, longbows, light armor and bucklers.
Undying: The trait that eventually grew to give the class its name. All Redeads are healed and harmed by both positive and negative energy. Their default HP is 0. However, instead of having until -10 to die, they have until +5 or -5 HP to die. At every level of Redead, roll 1d6. That number is added to both positive and negative HP values. Thus, a first level Redead with a Con of 14 would have -13 to +13 HP. Positive energy makes his HP go up, negative makes it go down. Bed rest makes him heal HP towards 0. At no point is a Redead considered disabled due to HP loss, and he will not fall unconscious from too much damage in battle.
A multiclass Redead does not add his other class's HP to the negative scale. For example, a Redead 6/Fighter 2 would (assuming max HP for all dice) have HP from -41 to +61.
Spells or effects that grant fast healing will always make his HP to up. Spells or effects that deal damage over time will always reduce his HP. Temporary hit points are always added at the end of his positive HP scale (so a 1st level Redead that had 10 temporary HP would have -11 to +21 HP). Temporary hit points are not “lost”, they simply add to his scale until the time on them runs out.
Surge of Life and Death: A Redead can channel positive and negative energy much like a Warlock channels eldritch energy. At first level, he may fire a beam from his hand the deals 1d6 positive or negative energy damage (in other words, it heals or deals 1d6 at his choice). Firing this beam is a standard action that provokes an attack of opportunity. The amount healed or injured increases by 1d6 every odd numbered level. To hit, the Redead must succeed on a ranged touch attack against his target (or have a willing target in the case of healing). The range on this 60 feet. A successful Fortitude save (DC10+ ½ Redead levels + Redead's Con mod) reduces this to half damage.
This ability gets stronger as the Redead grows. Starting at 6th level, he may choose to not heal or deal damage, but instead heal or deal stat damage at a rate of 2 points per 1d6 of damage sacrificed. For example, a 7th level redead could choose to deal 4d6 negative energy damage, or do 8 points of stat damage, or do 2d6 and 4 points of stat damage, et cetera. A successful Fortitude save (DC10+ ½ Redead levels + Redead's Con mod) reduces this to half damage.
This power grows once more at 12th level. He may choose to sacrifice 1d6 to instead heal or deal a negative level with this beam. This may be mixed and matched as desired with the previous levels of power. Thus, a 14th level Redead could do 2d6 negative energy damage, 6 stat damage and deal 2 negative levels, or do 6d6 damage and 1 negative level, or 10 stat damage and 2 negative levels, et cetera. A successful Fortitude save (DC10+ ½ Redead levels + Redead's Con mod) negates any negative levels dealt.
This power grows one last time at 18th level. A Redead may choose to drop all his damage to bring an ally back from the dead or instantly kill a foe. An ally may only be brought back for one round per character level he has plus an addition round per point of Con modifier he has, is revived with 1HP per hit die he has, and suffers no stat or EXP loss. A foe the Redead is trying to kill must succeed on a successful Fortitude save (DC10+ ½ Redead levels + Redead's Con mod). On a failed save, he dies. On a successful save, he takes half the damage this ability would normally deal.
Energy In All Things: A Redead can tell by looking at something if it is alive, undead, dead, and what state of health it's in just by looking at it. Starting at 2nd level, he can tell if something is living, dead, or undead by merely looking at it. This does not pierce illusions or other forms of magic necessarily, though it would detect an undead disguised as living via magical means. An illusion of a creature that wasn't there would be detected as dead unless the Redead makes a Will save of (DC10 + illusion's spell level + ½ illusion's caster level), in which case he knows nothing is there.
At 8th level, this ability grows in power. A Redead may make a Concentration check (DC10+HD of creature observed) as a move action to learn the health of any creature he designates. This reveals HP within 10% of actual percentage (So he would know a creature that was half beaten had 40-60% HP left, but not a hard number), if the creature is ill (but not what illness), detects stat loss (just a yes or no on stat loss, not which stat or how much), and detects level loss (but not how many levels).
At 14th level, this ability grants him darkvision 60, or increases his current darkvision by 30 feet if he already has it.
At 20th level, he masters the ability to see the energy in foes. If he concentrates for one full round on a creature (same Concentration DC as the 8th level version), he may determine its current HP (to within +/-5HP), if the creature is ill (and if so with what), detects stats (to within +/-5 points) and stat loss (which stats and by how much), and detects level (how many hit dice within +/-5) and level loss (exact number of levels lost).
Undying Reduction: The powers of life and death infuse the body of the Redead. He gains DR1/- at 3rd level. This increases by 1 every 3 levels thereafter.
Ageless: A Redead stops aging at 4th level. He still gains the bonuses that accrue over time, but he never takes aging penalties and never dies of old age.
Undying Immunity: A Redead has begun taking on some of the traits of the undead. At 5th level, he becomes immune to mundane poisons and diseases.
Knowledge of Life and Death: At 7th, 13th and 19th levels, the Redead gains the feat Skill Focus in one of the three Knowledge skills he has as class skills. If he already has all three, pick any other class skill and apply the feat to it.
Undying Resistance: At 9th level, the Redead is becoming suffused with energy to the point he resist spells. He gains SR equal to 10 + his class level.
Improved Undying Immunity: At 10th level, the Redead becomes immune to magical poisons and diseases, as well as sleep, stunning, and death effects. He also no longer needs to eat, breathe or sleep.
Undying Touch: At 11th level, a Redead has learned how to pass his redeath unto other characters. As a standard action that provokes attacks of opportunity, he may lay his hand on a willing ally and grant them some of his power. An ally under this effect is considered to have negative HP equal to his positive HP, and never becomes disabled or unconscious from hit point loss. For example, if this ability was used on a 10th level Fighter with 80HP, he'd have -80 to +80 HP, and be able to fight until he hit -81HP, at which point he immediately dies. Should this power wear off while a character is at -10HP or less, they die. The duration on this power is one round per class level of the Redead who bestowed the ability, plus one additional round per point of Con mod on both the Redead and the character receiving the power. So a 10th level Redead with Con 14 using this power on a 10th level Fighter with Con 16 would grant this power for 15 rounds. This ability does not stop spells like disintegrate that dissolve the body at 0HP from taking effect.
Unlosing Death: At 13th level, a Redead will never suffer stat or level loss upon being brought back from the dead.
Greater Undying Immunity: At 15th level, a Redead no longer notices most injuries or charm effects. He becomes immune to critical hits and nonlethal damage, as well as immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
Unstoppable Death: At 16th level, any damage dealt by a Redead's Surge of Life and Death may not be healed by anything but another Surge for a number of rounds equal to the Redead's Con modifier.
Unliving Death: At 17th level, a Redead has the power to make his foes stay dead. Any foe slain by the Redead's Surge of Life and Death may not be brought back to life for a number of days equal to the Redead's Con modifier by any means short of a Miracle or Wish spell followed by a resurrection spell, as the soul is held in stasis by the power. True Resurrection has a 50% chance to revive the creature without freeing the soul first.
Perfect Undying Immunity: At 20th level, a Redead finally masters the immunities of the undead. He becomes immune to ability drain, energy drain, damage to his physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects. He is no longer at risk of death from massive damage, and is immune to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
Perfectly Undying: By 20th level, a Redead has mastered his own life. Should he ever be killed by any means, he will reform in 1d10 days like a lich would. The only way to keep a Redead dead is to use a Wish or Miracle spell to keep him that way.
Class: Redead
There are those who seek to study the powers of life and death to heal, and those who study them to wage war. Those who study to get close to a god or goddess, and those who study to raise up undead servants. Few, though, are those who search the art for the sheer purpose of bettering themselves. These few are the Redead.
Redeads are a somewhat strange lot, neither living nor dead. Their studies give them amazing control over the powers of life and death, but at the cost of balance; a Redead must be morally neutral. Should they become good or evil, they retain all class abilities, but may not take any more levels in Redead until such a time as they become neutral again.
Other people tend not to think highly of Redeads when they're discovered. Clerics and Paladins treat them as undead, Wizards see them as self-serving Clerics, Druids see them as abominations against nature. Warlocks sometimes befriend them, as they also have generally despised powers, as do the occasional outcast Sorcerer. Those who serve on the frontline in battle are less likely to question them, as their power with healing is too valuable to scorn.
Good saves are Fort and Will.
BAB is ¾.
Class Skills:
The Redead's class skills (and the key ability for each) are Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Gather Information (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Knowledge (Arcana) (Int), Knowledge (Religion) (Int), Knowledge (The Planes) (Int), Listen (Wis), Profession (Wis), Search (Int), Sense Motive (Wis), Spot (Wis), and Use Magic Device (Cha).
Skillpoints at 1st Level: (4+Int Mod)x4
Skillpoints at Level Up: 4+Int Mod
Hit Die: special; see Undying class ability
{table=head]Level|
BAB|Fort Save|Ref Save|Will Save|
Special
1st|
+0|
+2|
+0|
+2|Undying, Surge of Life and Death (damage/cure)
2nd|
+1|
+3|
+0|
+3|Energy In All Things
3rd|
+2|
+3|
+1|
+3|Undying Reduction (DR1/-)
4th|
+3|
+4|
+1|
+4|Ageless
5th|
+3|
+4|
+1|
+4|Undying Immunity
6th|
+4|
+5|
+2|
+5|Surge of Life and Death (stat drain/recovery), Undying Reduction (DR2/-)
7th|
+5|
+5|
+2|
+5|Knowledge of Life and Death
8th|
+6/1|
+6|
+2|
+6|Energy In All Things (see stats imprecisely)
9th|
+6/1|
+6|
+3|
+6|Undying Reduction (DR3/-), Undying Resistance
10th|
+7/2|
+7|
+3|
+7|Improved Undying Immunity
11th|
+8/3|
+7|
+3|
+7|Undying Touch
12th|
+9/4|
+8|
+4|
+8|Surge of Life and Death (heal/give negative levels), Undying Reduction (DR4/-)
13th|
+9/4|
+8|
+4|
+8|Knowledge of Life and Death, Unlosing Death
14th|
+10/5|
+9|
+4|
+9|Energy In All Things (darkvision)
15th|
+11/6/1|
+9|
+5|
+9|Greater Undying Immunity, Undying Reduction (DR5/-)
16th|
+12/7/2|
+10|
+5|
+10|Unstoppable Death
17th|
+12/7/2|
+10|
+5|
+10| Unliving Death
18th|
+13/8/3|
+11|
+6|
+11|Surge of Life and Death (kill/revive), Undying Reduction (DR6/-)
19th|
+14/9/4|
+11|
+6|
+11|Knowledge of Life and Death
20th|
+15/10/5|
+12|
+6|
+12|Energy In All Things (see stats), Perfect Undying Immunity, Perfectly Undying[/table]
Class Abilities: The following are all class abilities of the Redead.
Proficiencies: The Redead is not a martial class. They are proficient with all simple weapons, shortswords, shortbows, longbows, light armor and bucklers.
Undying: The trait that eventually grew to give the class its name. All Redeads are healed and harmed by both positive and negative energy. Their default HP is 0. However, instead of having until -10 to die, they have until +5 or -5 HP to die. At every level of Redead, roll 1d6. That number is added to both positive and negative HP values. Thus, a first level Redead with a Con of 14 would have -13 to +13 HP. Positive energy makes his HP go up, negative makes it go down. Bed rest makes him heal HP towards 0. At no point is a Redead considered disabled due to HP loss, and he will not fall unconscious from too much damage in battle.
A multiclass Redead does not add his other class's HP to the negative scale. For example, a Redead 6/Fighter 2 would (assuming max HP for all dice) have HP from -41 to +61.
Spells or effects that grant fast healing will always make his HP to up. Spells or effects that deal damage over time will always reduce his HP. Temporary hit points are always added at the end of his positive HP scale (so a 1st level Redead that had 10 temporary HP would have -11 to +21 HP). Temporary hit points are not “lost”, they simply add to his scale until the time on them runs out.
Surge of Life and Death: A Redead can channel positive and negative energy much like a Warlock channels eldritch energy. At first level, he may fire a beam from his hand the deals 1d6 positive or negative energy damage (in other words, it heals or deals 1d6 at his choice). Firing this beam is a standard action that provokes an attack of opportunity. The amount healed or injured increases by 1d6 every odd numbered level. To hit, the Redead must succeed on a ranged touch attack against his target (or have a willing target in the case of healing). The range on this 60 feet. A successful Fortitude save (DC10+ ½ Redead levels + Redead's Con mod) reduces this to half damage.
This ability gets stronger as the Redead grows. Starting at 6th level, he may choose to not heal or deal damage, but instead heal or deal stat damage at a rate of 2 points per 1d6 of damage sacrificed. For example, a 7th level redead could choose to deal 4d6 negative energy damage, or do 8 points of stat damage, or do 2d6 and 4 points of stat damage, et cetera. A successful Fortitude save (DC10+ ½ Redead levels + Redead's Con mod) reduces this to half damage.
This power grows once more at 12th level. He may choose to sacrifice 1d6 to instead heal or deal a negative level with this beam. This may be mixed and matched as desired with the previous levels of power. Thus, a 14th level Redead could do 2d6 negative energy damage, 6 stat damage and deal 2 negative levels, or do 6d6 damage and 1 negative level, or 10 stat damage and 2 negative levels, et cetera. A successful Fortitude save (DC10+ ½ Redead levels + Redead's Con mod) negates any negative levels dealt.
This power grows one last time at 18th level. A Redead may choose to drop all his damage to bring an ally back from the dead or instantly kill a foe. An ally may only be brought back for one round per character level he has plus an addition round per point of Con modifier he has, is revived with 1HP per hit die he has, and suffers no stat or EXP loss. A foe the Redead is trying to kill must succeed on a successful Fortitude save (DC10+ ½ Redead levels + Redead's Con mod). On a failed save, he dies. On a successful save, he takes half the damage this ability would normally deal.
Energy In All Things: A Redead can tell by looking at something if it is alive, undead, dead, and what state of health it's in just by looking at it. Starting at 2nd level, he can tell if something is living, dead, or undead by merely looking at it. This does not pierce illusions or other forms of magic necessarily, though it would detect an undead disguised as living via magical means. An illusion of a creature that wasn't there would be detected as dead unless the Redead makes a Will save of (DC10 + illusion's spell level + ½ illusion's caster level), in which case he knows nothing is there.
At 8th level, this ability grows in power. A Redead may make a Concentration check (DC10+HD of creature observed) as a move action to learn the health of any creature he designates. This reveals HP within 10% of actual percentage (So he would know a creature that was half beaten had 40-60% HP left, but not a hard number), if the creature is ill (but not what illness), detects stat loss (just a yes or no on stat loss, not which stat or how much), and detects level loss (but not how many levels).
At 14th level, this ability grants him darkvision 60, or increases his current darkvision by 30 feet if he already has it.
At 20th level, he masters the ability to see the energy in foes. If he concentrates for one full round on a creature (same Concentration DC as the 8th level version), he may determine its current HP (to within +/-5HP), if the creature is ill (and if so with what), detects stats (to within +/-5 points) and stat loss (which stats and by how much), and detects level (how many hit dice within +/-5) and level loss (exact number of levels lost).
Undying Reduction: The powers of life and death infuse the body of the Redead. He gains DR1/- at 3rd level. This increases by 1 every 3 levels thereafter.
Ageless: A Redead stops aging at 4th level. He still gains the bonuses that accrue over time, but he never takes aging penalties and never dies of old age.
Undying Immunity: A Redead has begun taking on some of the traits of the undead. At 5th level, he becomes immune to mundane poisons and diseases.
Knowledge of Life and Death: At 7th, 13th and 19th levels, the Redead gains the feat Skill Focus in one of the three Knowledge skills he has as class skills. If he already has all three, pick any other class skill and apply the feat to it.
Undying Resistance: At 9th level, the Redead is becoming suffused with energy to the point he resist spells. He gains SR equal to 10 + his class level.
Improved Undying Immunity: At 10th level, the Redead becomes immune to magical poisons and diseases, as well as sleep, stunning, and death effects. He also no longer needs to eat, breathe or sleep.
Undying Touch: At 11th level, a Redead has learned how to pass his redeath unto other characters. As a standard action that provokes attacks of opportunity, he may lay his hand on a willing ally and grant them some of his power. An ally under this effect is considered to have negative HP equal to his positive HP, and never becomes disabled or unconscious from hit point loss. For example, if this ability was used on a 10th level Fighter with 80HP, he'd have -80 to +80 HP, and be able to fight until he hit -81HP, at which point he immediately dies. Should this power wear off while a character is at -10HP or less, they die. The duration on this power is one round per class level of the Redead who bestowed the ability, plus one additional round per point of Con mod on both the Redead and the character receiving the power. So a 10th level Redead with Con 14 using this power on a 10th level Fighter with Con 16 would grant this power for 15 rounds. This ability does not stop spells like disintegrate that dissolve the body at 0HP from taking effect.
Unlosing Death: At 13th level, a Redead will never suffer stat or level loss upon being brought back from the dead.
Greater Undying Immunity: At 15th level, a Redead no longer notices most injuries or charm effects. He becomes immune to critical hits and nonlethal damage, as well as immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
Unstoppable Death: At 16th level, any damage dealt by a Redead's Surge of Life and Death may not be healed by anything but another Surge for a number of rounds equal to the Redead's Con modifier.
Unliving Death: At 17th level, a Redead has the power to make his foes stay dead. Any foe slain by the Redead's Surge of Life and Death may not be brought back to life for a number of days equal to the Redead's Con modifier by any means short of a Miracle or Wish spell followed by a resurrection spell, as the soul is held in stasis by the power. True Resurrection has a 50% chance to revive the creature without freeing the soul first.
Perfect Undying Immunity: At 20th level, a Redead finally masters the immunities of the undead. He becomes immune to ability drain, energy drain, damage to his physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects. He is no longer at risk of death from massive damage, and is immune to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
Perfectly Undying: By 20th level, a Redead has mastered his own life. Should he ever be killed by any means, he will reform in 1d10 days like a lich would. The only way to keep a Redead dead is to use a Wish or Miracle spell to keep him that way.