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Phosphate
2011-11-13, 02:10 AM
I don't recount the name just now, but this was in a past Prc contest and a member asked me to post it individually for PEACH'ing. So here:

The Energist

http://api.ning.com/files/92z0Qhq1gv-vIWsZmwV5YBzfRxN78GxwfkpK-ecVMFVPLH25gp3ZNLugIRHVFT6ESuCwAxZa0FM8rUGJsZEkUnj khqFbkyN3/LightWarrior.jpg

"Everything around us is composed of energy, in different states of degradation or transformation. From the tiniest bit of matter to the whole world, we all resonate as a single pure wavelength of energy. And thriving to reach that level of purity is but the noblest and most natural goal for those of sentience." - Maehs Hadera, Energist

Energists are people dedicated to not only understanding, but joining in the raw nature of the fundaments of the world. They come from various paths of life and work together to attain this goal, or adventure the world for knowledge of the uncanny. But, first and utmost, the Energist will always be an academic, a physicist, and a philosopher.

BECOMING AN ENERGIST

Energists have their own academies where they must subscribe to be qualified as such. There, they develop their abilities. Entry requirements, however, are quite strict.

ENTRY REQUIREMENTS
Worship: Energists may worship only concepts, not deities.
Alignment: Lawful or Chaotic (can't be neutral on the ethical axis)*
Stats: if Lawful, must have a Charisma of 6 or more**
Skills: 8 ranks in Knowledge (Arcana) OR Knowledge (Architecture and Engineering), 2 ranks in any other 3 Knowledges
Spells: ability to cast 4th level transmutation spells


*In time, Energists grow similar to the light that they study, scattered, barely remaining as actual individuals. They either embrace this and become Chaotic, or fight it off with their Lawful nature. A Neutral Energist would go insane.
**As per the requirement of becoming a ghost
Class Skills

The Class Name's class skills (and the key ability for each skill) are....Appraise (Int), Concentration (Con), Craft (Int), Gather Information (Cha), Heal (Wis), Knowledge (All)(Int), Spellcraft (Int)

Skills Points at Each Level: 4 + int mod

Hit Dice: d6

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Spellcasting

1st|
+0|
+0|
+0|
+2|Understanding of Energy, Burst|+1 of existing spellcaster class

2nd|
+1|
+1|
+1|
+3|Radiant Renewal+2|+1 of existing spellcaster class

3rd|
+1|
+1|
+1|
+3|Glimmering|+1 of existing spellcaster class

4th|
+2|
+1|
+1|
+4|Radiant Renewal+4|+1 of existing spellcaster class

5th|
+2|
+2|
+2|
+4|Quantum Photon Scatter, Wavelength Equilibrium|+1 of existing spellcaster class

6th|
+3|
+2|
+2|
+5|Radiant Renewal+6|+1 of existing spellcaster class

7th|
+3|
+2|
+2|
+5|Freedom of Matter|+1 of existing spellcaster class

8th|
+4|
+3|
+3|
+6|Radiant Renewal+8, Graduate|+1 of existing spellcaster class

9th|
+4|
+3|
+3|
+6|Enchaining to Matter|+1 of existing spellcaster class

10th|
+5|
+3|
+3|
+7|Radiant Renewal+10, Radiant Form|+1 of existing spellcaster class[/table]

Weapon Proficiencies: An Energist gains no additional armor or weapon proficiencies.

Understanding of Energy: An Energist, having studied thermodynamics, has a greater insight in the nature of matter and energy. When casting Transmutation spells, he gains a bonus to his caster level equal with his Int modifier + Class Level/2, rounded down. Likewise, when casting Evocation and Illusion [shadow] spells, he gains a penalty to his caster level equal with his Int modifier + Class Level/2, rounded down.

Burst (Sp): The Energist bursts with power as a swift action, dealing xdy untyped damage to everything in a 10 feet*Class Level radius sphere centered on him (except for himself). x is his class level, y depends on his size: 0 for Fine, 2 for Diminutive, 4 for Tiny, 6 for Small, 8 for Normal, 10 for Large, 12 for Huge, 14 for Gargantuan, 16 for Colossal. Also, for every size above Mediumof the Energist , targets affected by this spell are blinded for 1 round. This spell offers a Reflex Save to avoid being blinded, but not for avoiding the damage. After using this ability, the Energist is fatigued for 10 - Class Level rounds. This ability can't be used while fatigued. If the Energist cannot become fatigued due to natural traits, he will take damage from this ability when using it.

Radiant Renewal (Su): The Energist absorbs energy in his vicinity, healing himself. He gains Fast Healing 2, which increases by 2 at every even level (4 at 4, 6 at 6 etc). This ability only works if the Energist is conscious and either in a nonmagical bright light environment, or in a place where the temperature is 90 degrees or higher (Fahrenheit).

Glimmering (Su): An Energist of 3rd level or higher can control the amount of light around him with his will. Turning this ability on and off is a standard action, while changing its effect is a swift action. This ability can be used to either produce or absorb light. While absorbing light, a sphere with a 5 feet*Class Level radius centered on the Energist becomes total darkness, and the space 10 feet around it is treated as shadowy illumination. While this is active, the Energist gains Fast Healing 2 (that stacks with Radiant Renewal, but Radiant Renewal works only if the temperature is high enough in this case). The darkness is NOT magical. While producing light, the Energist generates bright light in a sphere with a 10 feet*Class Level radius centered on him, and shadowy illumination for twice as much. This light is not considered magical, but it still does not allow Fast Healing from Radiant Renewal. Additionally, the Energist will take 2 damage per minute.

Quantum Photon Scatter (Sp): The Energist displaces the particles of a subject and relocates them someplace else. The target can be any creature within line of sight that is in a brightly illuminated area, and the destination may be any place with a solid floor within line of sight that is in a brightly illuminated area. The target takes 1 point of untyped damage for every 10 feet traveled. If the target is unwilling, he is allowed to make a Will Save against a DC of 10+Class Level+Int Mod to completely negate the effect. If an opponent saves against this ability, it may not be used on him for 1 minute. This is NOT treated as teleportation, although it works the same way, and therefore restrictions to astral travel do not affect it. The Energist may not target himself, or any other character with levels in the Energist class.

Wavelength Equilibrium (Sp): An Energist of level 5 can tune in to the energy of his foes or allies. This ability draws power from surrounding light. It is a full-round action in complete darkness, a standard action in poor illumination, and a swift action in bright light. If this is used on an ally, that ally gains the ability to spontaneously cast all transmutation spells that the Energist knows or prepared until the end of the encounter, with a caster level equal to the Energist's caster level (do not apply the bonus from Understanding of Energy), and with 2 spell slots per spell level. If used on an enemy, the Energist may ignore SR of that enemy equal to 10+Class Level, until the end of the encounter. This ability allows a Will Save against a DC of 10+Class Level+Int mod, and ignores SR. This ability may be used at will, but only once per day per given target (either ally or foe).

Freedom of Matter (Sp): An Energist of level 7 learns to free matter back into the fundamental energy that it is made from. He can cast Disintegrate as a spell-like ability a number of times per day equal to his Int mod or his number of level 6 spell slots, whichever is higher. Instead of leaving a fine dust when killing the target, Disintegrate does not leave anything behind. You cannot use this ability if you cannot cast Disintegrate normally (if it is not in your spells known list, or spellbook, or deity's domain, etc). If, by casting Disintegrate as a spell-like ability, you reach the damage cap, your foe can make a Reflex save against it. If he succeeds the save, he is affected by Disintegrate normally. If he fails, he takes damage from Disintegrate as if it was uncapped.

Graduate (Ex): A level 8 Energist is treated as a rightful graduate of his academy. He gains a +2 untyped bonus to Intelligence, +1 to all his Knowledge checks, and another bonus depending on his method of casting. If he is a spontaneous caster, he gains a bonus spell known per spell level, which must be used for a transmutation spell. If he is a prepared caster, he can prepare transmutation spells as being 1 level lower or higher than they actually are, with no penalty. The spell slots expended and the DC of the spells change accordingly.

Enchaining of Matter (Sp): An Energist of level 9 learns to convert energy to matter as well. He can cash Flesh to Stone on elementals and incorporeals, ignoring that they have no flesh. For this purpose, Flesh to Stone offers a Will Save (16+Int mod) instead of a Fort Save. Additionally, all spells cast by the Energist against an incorporeal target will ignore the 50% chance of failure provided by incorporeality.

Radiant Form (Su): The ultimate achievement an Energist can dream of, becoming pure energy himself. Closing and activating this ability are free actions. Class level x 2 rounds per day, an Energist can become an amorphous bundle of energy (do not treat him as Incorporeal, however). He loses his constitution (but not his Strength), his hit dice are maximized and he gains +10 hp above that, and his weight is treated as 10 times smaller in this form. Spells of the fire and electric descriptors heal him instead of dealing damage. He can, at will and as a Free Action, change his size to 1 higher or 1 lower than normal. He is treated as being under the constant effect of a Blink spell, and gains DR equal to 10/lawful and resistance 10 to all types of energy except force. Also, he need not breathe, and gains a fly speed of 100 feet (perfect). He CANNOT, however, pass through solid matter.

PLAYING AN ENERGIST

Generally you play an Energist to the strengths of the Transmutation school, as a minor buffer combined with a rather major damage dealer/save or die. The abilities of this class in itself encourage the latter.

Combat: The easiest way for an Energist to get the higher ground in a battle is by relying on his destructive abilities from afar. He can also cast Mass Fox's Cunning, remembering to keep himself within the area of effect, for a nice +2 boost to his Int mod. This will allow him to use Disintegrate, his now spam attack, two times more and with a not too horrible 4d6 bonus to damage. Or he could Quantum Photon Scatter an opposing spellcaster/archer in the middle of your adventuring party, letting your allies slaughter him in melee. Or he could just Radiant form for a massive speed boost, get to the opponents, increase your size at will, Burst their behinds, and if by chance any of them is left alive, just Quantum Photon Scatter your Warblade there for some owning. The Energist has his fair share of versatility.

Advancement: There are several ways to enter the Energist class, but the only ones who actually let you do it sufficiently early and without too much waste of resources are archivist, wizard, sorcerer and druid. Cleric is also an option, but only if you believe in a concept rather than a deity (preferably Destruction) because not having a patron deity is mandatory for Energists. Either way, unless you have levels in a class that has all knowledges as class skills, you will be wasting a lot of skill points to meet the requirement. Also useful for this class would be to have access to metamagic feats, which is another plus for wizards who would take it.

Resources: None really. Just light&heat&his own spellcasting prowess. Energists are modest in this respect.

ENERGISTS IN THE WORLD

"I could hardly think that no more than a month ago I was a believer in the Sun God. The Energists opened my eyes with their flawless, tested methods and theories. There is certainly a place, a mission, a calling for them in this world. They are the awakeners."

Energists are treated highly and with respect by those knowledgeable of their studies. The help and research they offer in both theoretical and practical science helps move society forward, making everyone's lives easier. As such, the support on Energists is a notable foundation of society, which often rewards them for their discoveries and concepts with land, wealth and noble titles. Various churches, however, discriminate on Energists for their blatantly Atheistic concepts.

Daily Life: The usual Energist lives a quiet life of study, self-discovery, and education. He must have a consistent knowledge of the discoveries made by Energists that lived before him, and must also expand on this knowledge himself, He must teach others to embrace this path, and spread the wonders of the scientific method and reason. Self-discovery is similar to that of a psionic, Energists reaching into their inner selves for a deeper understanding, so as to not let their own abilities harm their personality. Not many Energists are adventurers, but those that are are devoted to whatever goals they pursue, be it research, discovery, the founding of more Energist academies or aiding the people he meets.

Notables: Many energists have left a deep mark on the world. Take, for instance, Sidur and his team of 12 disciples, who alone worked to improve the dwarven metropolis of Hammerwell, fitting it with their cutting edge electrical illumination systems, radiators, and heat sinks. Others, however, abuse their power and influence, like Reya, who after leading a rebellion to overthrow the Tyrant ruling Hughstad and his religion of evil, crowned herself as Queen and imposed a strict rule against any kind of religious worship, transgressors being sentenced to years of prison. Worse yet, there are those who consider themselves utterly superior to mere mortals thanks to their studies, like the elf Quandrigard, who turned into a being of energy permanently centuries ago, has never been caught, and travels the world murdering outsiders, prophets of deities, and the Inevitables sent after him.

Organizations: Energists mostly spend their life in large academies, for which they usually do not have to pay taxes. Said academies are usually located in important urban areas, and usually do not address to many other subjects of study, though there have been academies for wizards, Energists, artificers and engineers alike. Theoretically, the Energist code dictates that they are all brothers with a common goal, so you can say that there is an universal organization of Energists across the globe.

NPC Reaction

NPCs are helpful and respectful towards Energists for their fame and acts. Usually receiving a request of help from one is viewed as an honour. They are not without rivals though, the most prominent of those being Lawful Evil characters willing to ascend quickly on the political ladder but being stalled due to Energist unwanted influence, and religious fanatics, who at times can even prove hostile (and deadly) to an Energist.

ENERGISTS IN THE GAME

Adaptation: You can adapt Energists as being variant alchemists with a different method of doing things, or even offer it as an alternative to the Transmutation specialist wizard. Other than that, the Energist concept is wide enough to not restrict possible settings due to inherent class archetypes (exception being, naturally, the non-religious nature of the class).

Encounters: PC's can encounter Energists travelling to famous academies, sites of power and laboratories. They can also encounter then alongside engineers, or in libraries. Though there is an equal number of good and evil Energists, it is very unlikely that PC's would actually have to enter combat with them either way.

Morph Bark
2011-11-13, 06:32 AM
For the capstone: Force is an energy type, so Damage Reduction doesn't apply to it. I'd suggest changing it to something like lawful and silver or lawful and cold iron instead.

Also, why is this not dependant on his own alignment? PrCs that grant alignment-based abilities generally make them different for the various alignments.

Phosphate
2011-11-13, 10:03 AM
The flavor is that they are or become lawful to cope with the chaotic nature of their powers, not because their powers are orderly.