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Matar
2011-11-26, 03:35 PM
Do note, this is an -extreme- work in progress. It needs a ton of work still but hopefully I will finish it. The main reason I made this is because while RoC's True Xeno (http://www.giantitp.com/forums/showthread.php?t=122103) class is really amazing, it's Incursions just don't fit in every campaign.

A Rift-Child has no Incursions, instead having Rift, which are pretty minor effects. Instead of gaining harbinger marks or increases to their skill level they gain (well, will eventually) the ability to modify their Breaches to a much larger degree then a True-Xeno (http://www.giantitp.com/forums/showthread.php?t=122103) could.

I imagine the cap-stone will be some sort of immortality effect, perhaps letting you take over the mind of anyone you've driven insane after you die. That seems pretty nice.

If you dudes have any ideas are have anything you'd like to see in this class, feel free to drop ideas.

Massive thanks to RoC for making this incredible system.

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Rift Child

”I am the Child of Madness. With my very existence I preach the truth of what reality really is.”
-Octavious Seldin, Rift-Child



MAKING A RIFT-CHILD

Abilities:

Races:


Starting Gold: As cleric
Starting Age: As rogue


Class Skills
The Rift-Child's class skills (and the key ability for each skill) are Bluff (Cha), Craft (Int), Decipher Script (Int), Disguise (Cha), Escape Artist (Dex), Hide (Dex), Intimidate (Cha), Knowledge (arcana), Knowledge (dungeoneering), Knowledge (the planes), Listen (Wis), Move Silently (Dex), Search (Int), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Use Magic Device (Cha)
Skill Points at 1st Level: (4 + Int modifier) X 4
Skills Points at Each Additional Level: 4 + Int modifier

Hit Dice: d6

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

1st|
+0|
+0|
+0|
+2|Pull from Beyond, Unearthly Will|
3

2nd|
+1|
+0|
+0|
+3|Obedient Insanity 1/day|
4

3rd|
+2|
+1|
+1|
+3|The First Steps|
4

4th|
+3|
+1|
+1|
+4|Extended Madness|
5

5th|
+3|
+1|
+1|
+4|Obedient Insanity 2/day|
5

6th|
+4|
+2|
+2|
+5| The First Steps|
6

7th|
+5|
+2|
+2|
+5|Engorged Madness|
6

8th|
+6/+1|
+2|
+2|
+6|Obedient Insanity 3/day|
7

9th|
+6/+1|
+3|
+3|
+6|The Short Walk|
7

10th|
+7/+2|
+3|
+3|
+7||
8

11th|
+8/+3|
+3|
+3|
+7|Obedient Insanity 4/day|
8

12th|
+9/+4|
+4|
+4|
+8| The Short Walk|
9

13th|
+9/+4|
+4|
+4|
+8|Apex of Madness|
9

14th|
+10/+5|
+4|
+4|
+9|Obedient Insanity 5/day|
10

15th|
+11/+6/+1|
+5|
+5|
+9|The Long Path|
10

16th|
+12/+7/+2|
+5|
+5|
+10| |
11

17th|
+12/+7/+2|
+5|
+5|
+10|Obedient Insanity 6/day|
11

18th|
+13/+8/+3|
+6|
+6|
+11|The Long Path|
12

19th|
+14/+9/+4|
+6|
+6|
+11|Instant Madness|
12

20th|
+15/+10/+5|
+6|
+6|
+12|Eternal Madness, The Final Steps|
13 [/table]

CLASS FEATURES

Weapon Proficiencies: As a Rift-Child, you gain proficiency with all simple weapons and with light armor but not with shields.

Murmurs (Su): You have access to three or more murmurs, tenuous connections to the far realms made by causal knowledge of its existence and contents. All murmurs are supernatural abilities with seven levels of power. The first level is insufficient to grant any game effects and the seventh overpowers the senses, rendering you all but useless. Otherwise, all murmurs grant a static penalty and bonus, the size of which depends on the murmurs level. Furthermore, each murmur grants access to a small list of breaches and a single Rift of your choice (no Rift may be learned more than once).
The number of murmurs that you have access to is given on the table above. At any given time, you may only have three active murmurs. Up to once per day, after 8 hours of rest and/or sleep, you may exchange a single first level active murmur for an inactive one.
At the end of each day, you may reduce the level of a single active murmur you possess by 1 (to a minimum of 1). A limited wish, wish, or miracle can also forcibly decrease the level of a murmur by 1 (no saving throw).
You pay a steep price for the power that they wield, however. You cannot be brought back from the dead by any means, including divine intervention.

Disturbance (Su): You gain a number of Disturbances, supernatural alterations to the world around you. A Disturbance has no in game effect other then being generally odd and weird.

You have one Disturbance for every Murmur that you have. Each Disturbance is tied to a certain Murmur. The effects of a Disturbance emanate out to 120 feet. The Disturbances of a Rift-Child are more static then those of a True Xenotheugist, normally only changing after a few days to several weeks, although it may change more often at the players/DM's discretion.

It is possible to suppress but doing so traps more of the aberrant energies within your head. For each suppressed you take a –1 penalty to Will saves. As a standard action,you may suppress or reactivate any number of Disturbances.


Breaches (Su): Each murmur grants access to a number of supernatural abilities called breaches. Breaches are split into breach levels that behave like spell levels. Your xenotheurgy level dictates the highest level of breach that you can access, as given on the table below. Furthermore, to use a breach, the level of the murmur granting it must equal or surpass its breach level.

The DC of Breaches is handled differently as a Rift-Child. The DC to save against a Breach is (10+1/2 Murmur Level+Warp Points[The bonus to DC from Warp Points is never higher then the ability modifier that is added to your will save from Unearthly Will). The DC to resist escalating your Murmur level is equal to (10+1/2 Murmur Level+Warp Points).

Breaches are usable at will and take a standard action to use. They may be empowered, however, as stated Xenotheurgy thread.

Maximum Breach Level by Xenotheurgy Level

Xenotheurgy Level Maximum Breach Level
1st-3rd 1st
4th-6th 2nd
7th-9th 3rd
10th-12th 4th
13th-15th 5th
16th-20th 6th

Rift (Ex): You gain a number of Rifts equal to your number of Murmurs. Each Rift is tied to a specific murmur, much like the Incursions of a True-Xenotheurgist. You may only be under the effects of a Rift if it is from a currently active Murmur. If you replace the murmur linked to your active Rift for any reason you must also change your active Rift as well. Rifts are highly internalized, normally only effecting the Rift-Child and possibly those that come into contact with him. Unlike Incursions you must have a single Rift active at all times.

You may change your active Rift after 8 hours of rest, replacing it with another Rift from an active Murmur.

Pull from Beyond (Su): As you gain power, energies from the far realms start keeping you alive. You remain alive until your hit points reach –10 –5 hit points/breach level you have access to (to a maximum of –40 hit points when you can access 6th level breaches). If you have access to abilities that keep you conscious under 0 hit points, they stop functioning at –10 hit points.

Unearthly Will (Ex): You gain Unnatural Will (see here) as a bonus feat.

Obedient Insanity (Ex): Although your resistance is not as powerful as that of a True Xenotheurgist you may still ask the madness to obey, and at times it will. Once per day plus once every 3 class levels, except for 20, you may automatically pass a will-save against murmur escalation.

Roads to Madness (Ex): At level three, and every three levels after and at level 20, you gain access to a Road of Madness. These come in four tiers, with each tier offering 5 subsection. The different tiers are as follows: The First Steps, The Short Walk, The Long Path, and The Final Steps. You may select a single subsection every time you gain access to a Road of Madness, limited to your highest accessible tier of Roads of Madness, as shown on the table.

Example: Fredrick recently leveled up to level 9. He already has the Lies and Truth, along with the Speaker of the End. He has the choice to pick up a Roads of Madness from either The First Steps or The Short Walk, depending on what Breaches he wants to augment.

Extended Madness: You gain the Extend Distortion. This functions like the Extend Breach Meta-Breach feat but not does disallow the Breach for 24 hours. This is treated as a Distortion when it comes to Warp Point calculation.

Engorged Madness: You gain the Engorged Distortion. This functions like the Widen Breach Meta-Breach feat but does not disallow the Breach for 24 hours. This is treated as a Distortion when it comes to Warp Point calculation.

Apex of Madness: You gain the Apex Distortion. This functions like the Maximize Breach Meta-Breach feat but does not disallow the Breach for 24 hours. This is treated as a Distortion when it comes to Warp Point calculation.

Instant Madness: You gain the Instant Distortion. This functions like the Quicken Breach Meta-Breach feat but does not disallow the Breach for 24 hours. This is treated as a Distortion when it comes to Warp Point calculation.

Matar
2011-11-26, 03:36 PM
RIFTS



Endless Rage
Fluff Incoming
Any Raging creature that hits you in melee combat takes damage equal to your maximum Breach level. This damage is untyped and ignores any damage resistance. Any hostile Raging creature that hits you in melee combat has the duration of there Rage increased by one round.

Unearthly Weather
You ignore the effects of bad natural weather, but not temperature. Rain never gets you wet no matter how hard it's pouring, snow never touches your body even if you're standing in a blizzard, and lightning never strikes you even in the middle of a thunderstorm. This only effects you and items in your possession and does nothing to avoid the effects of magically created weather.

Despoiled World
Plants and animals that you touch take damage equal to your maximum Breach level every round as they are slowly reduced to abiotic mush. This mush has no nutritional value. This effect may not be turned off.

Foreboding Landscape
You no longer leave tracks while travling through natural areas (Such as forests or moutains). Furthermore, when trying to leave a natural area (Such as moving from a forest to a moutainous area, or a swamp to a city) you gain a +5 to survival checks.

Veil of Misfortune
You take a luck penalty to all skill, attack and saves equal to 1/2 your maximum Breach level, rounded down (Minimum 1). You may, with a swift action, share this penality with a single target in 30 feet.

Broken Tethers
Your treated as haveing +4 strength for a purpose of carrying things. You take a -5 foot penalty to your movement speed. You weigh half as much as normal.

Forgotten Moralities
Outsiders that you touch that are not True Neutral take damage equal to your maximum Breach level for every round you remain in contact with them. This ability may not be turned off.

Divinity's Demise
You gain a bonus to saves against divine spells equal to 1/2 your maximum Breach level, rounded down. Divine casters gain a bonus to attack rolls against you equal to 1/2 your maximum Breach level.

Surge of Insanity
People effected by the Confusion spell effect or similar abilities will never attack you, except in self-defense. You take a penalty equal to your maximum Breach level when attempting to harm anyone who is Confused or under a similar effect.

Terminal Infection
Anyone you touch who is already infected by a disease must save or become infected by Void Rot (Fortitude DC 16, Incubation period 1 day, damage 1d4 Con, 1d4 Wis, and 1d4 Cha). You gain a +4 to fortitude saves against disease (both magical and nonmagical). If you see someone who is diseased and do not attempt to spread Void Rot you lose your bonus against disease and must save against Void Rot yourself. You regain this bonus after 8 hours of rest (if you keep Terminal Infection as your active Rift) or when you spread Void Rot once again. If someone dies while under the effects of Void Rot they dissolve into a harmless swarm of 12 legged mites.

Entropic Collapse
By touching a nonmagical object and concentrating for a full minuet you may reduce its Hardness by 1 point. You may lower an objects Hardness to a limit of your maximum Breach level.

Warped Magic
You gain a bonus on all saves against arcane spells equal to 1/2 your maximum Breach level. You take a penalty equal to your maximum Breach level on all Use Magic Device checks.

Beyond the Stars
As a full around action you may transform one your eyes into an aberrant star. This grants light as per a torch and gives all Aberrations within the light a +2 moral bonus to all saves. Closing your eye does not dim this light but you may still cover it up (With a helm, your hand, eyepatch, etc). You take a -2 penalty to saves against fire based spells and abilities and take a -2 to spot, search, and ranged attacks. If this leaves you with no eyes you become blind. Your eye turns back to normal after 24 hours.

Fractured World
You gain a bonus to your dodge AC equal to half your maximum Breach level (minimum one). Any time you take at least five points of piercing or slashing damage you increase the damage dealt to you by your maximum Breach level.

Empty Eons
You only need to eat and drink half as much as normal and only age at half the normal rate. You take a -2 penalty to all dexterity checks and a 5-foot penalty to all movement speeds. Finally, you never stabilize or lose health when reduced to negative HP. Instead you remain unconscious until you are either killed or brought back to positive HP. In this state you do not age, nor do you need to eat, sleep, or drink.

Crying Earth
All slashing damage done to you is reduced by double your maximum Breach level. Creatures of the Earth subtype ignore this resistance and instead deal bonus damage to you equal to double your maximum Breach level.

Land of Fire
All fire damage done to you is reduced by double your maximum Breach level. Your body becomes scalding to the touch, dealing fire damage equal to your maximum Breach level, although this heat may never set an object on fire nor deal damage to objects. If a creature of the Fire subtype touches you you lose the effect for 10 rounds. The creature that touched you gains the ability to teleport to any nearby flame within (10xYour maximum Breach level) as a swift action. This lasts 10 rounds.

Air of Excitement
You gain a bonus to you initiative equal to double your maximum Breach level. If you have a flight speed it gains a +10 foot enchantment bonus. If a creature of the Air subtype touches you you lose this bonus and instead take a -5 foot penalty to all movement speeds for 10 rounds. The creature that touched you gains a +10 foot enchantment bonus to there flight speed if they have one. This lasts 10 rounds.

Frozen Heart
All cold damage done to you is reduced by double your maximum Breach level. You body also becomes icy to the touch, dealing cold damage equal to your maximum Breach level to any creature that touches you (This deals no damage to objects). If a creature of the Cold Subtype touches you you lose this effect for 10 rounds. The creature that touched you gains an Aura of Cold, which deals double your Brach level in Cold damage in a 10 foot area around them. This lasts 10 rounds.

Tune of Madness
Pick a skill that is not Concentration and Listen. You again a moral bonus to this skill equal to your maximum Breach level. You may change this bonus once every 24 hours. You take a penalty to Concentration and Listen equal to double your maximum Breach level.

The Roads of Madness
The First Steps


Loving Decent.
"We're all going to join with it. It's just a matter of time. And, really, it will be most wonderful. But it will take time, for us at least. So... why not make everything a little more enjoyable until then?"

Endless Evolution – Natural weapons created from Endless Evolution are automatically one size larger (Two sizes if empowered)
Soothing Insanity – Creatures that have rested under the effects of Balm of Madness automatically stabilize if brought under 0 hitpoints. This only happens once and the bonus is lost.
Generous Madness – Whenever the target of Channel Prowess uses a skill with your skill-modifier they gain a +2 Aid-Another bonus if they have ranks in it as well.
Road to Nowhere – If you move through difficult terrain created by The Path Less Traveled you do not draw AoO's.


Failing Reality
"It's so fragile, you know that? So fragile that it's almost sad. Objects decay, space can be broken, our minds shattered, and even death itself can be killed. It's just... so so sad."

Path of Entropy (http://www.giantitp.com/forums/showpost.php?p=10421237&postcount=314) – An object may be effected by Battered by Entropy twice, halving the objects hardness a second time and dealing more damage to it.
Reflection of Nightmare – If you successfully demoralize a target effected by Air of the Unnatural they take a -2 penalty to will-saves for one round.
Space Between Stars – [Breaches unfinished]
Unbalanced Scales – The penalty from Reserves of Twisted Resilience is reduced by 2.


Lies and Truth
"Everything we see if a lie. You know it, I know. Gravity, light, sound. It's a big scam! So what I say? Use and abuse it. Don't know how? Well, let me teach you."

Waking Dream – When using Echoes of the Abyss you may make your voice issue out from up to 60 feet away from the target.
Half-Heard Secrets – The chance to find an item you can't clearly visualize or have never seen before increases by 2% each level instead of 1%. Furthermore the maximum chance of functioning is increased to 80%.
Fading Whispers (http://www.giantitp.com/forums/showpost.php?p=9664496&postcount=239) - Fading Perceptions now effects undead and constructs.
Distant Presence - Objects may be manipulated by Reach from Beyond as if you were one size smaller or large, at your discretion.


Impossible Building Blocks
"See? Do you see? It goes against all we are but it is still -there-. It is made of things that we can't under but we -know-! But we can know more. We must learn more. We -will- learn more."

Called from Nothing – The HD of the creature you may summon with Call from Beyond is increased by 1.
Eternal Anathema – You may move a maximum of ten feet per round instead of five when using Immovable Bulwark.
Rewoven Elements http://www.giantitp.com/forums/showpost.php?p=9084818&postcount=220 – You may create simple weapons with Distill Element, and martial weapons when it is empowered. Weapons created like this deal 1 bonus point of there element in energy damage.
Abomination of Nature – Creatures stunned by Nature Cannot React now take a penalty to attacks against you equal to your maximum Breach level. This effect lasts for 1/round per xenotheurgy level.


Speaker of the End
"I see it in you as I have seen it in myself. You have taken your first steps into madness and now understand how filthy this world is. Master this hate and share it with others, for alone you are nothing but with many by your side the Wall will fall."

Blasphemous Avenger – You reduce the penalty to attacks out of your reach when using Enigmatic Strike by 1.
Insidious Pact – Creatures under the effect of an empowered Bind to Truth lose the +4 bonus to will-saves to resist being forced to answer a question.
Sinister Persuasion – You may now leave out certain creatures from the effects of Entrancing Presence, at your discretion.
Tongue from Beyond - ????




The Short Walk


The Long Path


The Final Steps


FEATS:

Rift Walker
Your abilities ignore any influence other then that of the Far-Realms.
Prerequisites:Access to at least one Rift
Benefits: As a swift action once per day all breaches, murmers, and disturbances you have are treated as extraordinary abilities (they still function against incorporeal creatures as if supernatural) until you receive 8 hours of rest.
You take a penalty to all wisdom and charisma class skills, as if you have used an incursion. Feats and skills that lower the penalty for Incursions also lower the penalty for this feat. This penalty lasts until you receive 8 hours of rest.