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Ziegander
2012-01-26, 05:10 PM
http://images.wikia.com/bzpcomics/images/b/b9/RavincaLogo.jpg

http://media.wizards.com/images/magic/daily/mm/mm101_manaSymbols.jpg

Right now, I just want to concentrate my efforts on making a base class for each of the guilds. Eventually? This could grow into a full campaign setting + splatbook. Stay tuned, enjoy the ride, and I hope to hear your feedback.

The Azorius Arbiter

http://img.aegen.nl/DIS/Grand%20Arbiter%20Augustin%20IV.jpg

Alignment: Any Lawful (or Primary-Secondary in your choice of Blue or White (http://www.giantitp.com/forums/showthread.php?t=157001)).
Hit Die: 1d6



Level
BAB
Fort
Ref
Will
Special

Statutes

Æther

Æther Binds


1st
+0
+0
+0
+2
Arbitration (Command, Enthrall), Delay Violence (1)

2

1

0


2nd
+1
+0
+0
+3
Æther Bind (Crown)

2

2

1


3rd
+1
+1
+1
+3
Demand Compliance -1

3

3

1


4th
+2
+1
+1
+4
Æther Binds (Feet, Hands)

3

4

1


5th
+2
+1
+1
+4
Forecast

3

5

1


6th
+3
+2
+2
+5
Delay Violence (2)

4

6

2


7th
+3
+2
+2
+5
Demand Compliance -2

4

7

2


8th
+4
+2
+2
+6
Suggestion

4

8

2


9th
+4
+3
+3
+6
Æther Binds (Arms, Brow, Shoulders)

5

9

2


10th
+5
+3
+3
+7
Æther Shift

5

10

3


11th
+5
+3
+3
+7
Demand Compliance -3, Delay Violence (3)

5

11

3


12th
+6/+1
+4
+4
+8
Greater Command

6

12

3


13th
+6/+1
+4
+4
+8
Greater Forecast

6

13

3


14th
+7/+2
+4
+4
+9
Æther Binds (Throat, Waist)

6

14

3


15th
+7/+2
+5
+5
+9
Demand Compliance -4

7

15

4


16th
+8/+3
+5
+5
+10
Delay Violence (4)

7

16

4


17th
+8/+3
+5
+5
+10
Æther Bind (Heart)

7

17

4


18th
+9/+4
+6
+6
+11
Mass Suggestion

8

18

4


19th
+9/+4
+6
+6
+11
Demand Compliance -5

8

19

4


20th
+10/+5
+6
+6
+12
Grand Arbiter, Æther Bind (Soul)

8

20

5



Class Skills (6 + Int modifier): Bluff, Concentration, Craft, Decipher Script, Diplomacy, Forgery, Gather Information, Hide, Knowledge (Any), Listen, Perform, Profession, Sense Motive, Speak Language, Spellcraft, Spot, and Use Magic Device.

Weapon & Armor Proficiencies
An Azorius Arbiter is proficient with all simple weapons; all light and medium armors; and with shields (but not Tower Shields).

Æthercrafting
An Azorius Arbiter is skilled in the art of Æthercrafting, creating idyllic constructs of law, called Statutes, out of raw magic shaped with the force of will. Æthercrafting works in all ways like Meldshaping (see Magic of Incarnum) except that the saving throw DC for a Statute is 10 + 1/2 class level + Charisma modifier and the maximum number of Statutes the Azorius Arbiter may have constructed is equal to his Wisdom score - 10. Replace all instances of Soulmelds with Statutes, all instances of Essentia with Æther, and all instances of Chakra Binds with Æther Binds.

Azorius Arbiter Statutes

CROWN
Crystal Helm, Diadem of Purelight, Enigma Helm, and Soulspeaker Circlet.

FEET
Airstep Sandals and Cerulean Sandals.

HANDS
Armguards of Disruption, Bluesteel Bracers, and Incarnate Weapon*.

ARMS
Armguards of Disruption, Incarnate Weapon*, Lammasu Mantle, and Lifebond Vestments.

BROW
Keeneye Lenses, Mage's Spectacles, Planar Chasuble, Silvertongue Mask, and Truthseeker Goggles.

SHOULDERS
Adamant Pauldrons, Pauldrons of Health, Therapeutic Mantle, and Wind Cloak.

THROAT
Planar Ward, Silvertongue Mask, and Soulspeaker Circlet.

WAIST
Strongheart Vest and Vitality Belt.

HEART
Spellward Shirt and Strongheart Vest.

SOUL
Fellmist Robe and Incarnate Avatar*.

*Lawful only.


Arbitration (Ex): An Azorius Arbiter is trained to use the Perform (Oratory) skill to impose order on creatures around him. For a total number of rounds each day equal to double the sum of his class level + his Wisdom modifier, he may use this ability to Command or Enthrall creatures. An Azorius Arbiter may have any number of Arbitrations active at one time, but each requires a separate activation and each one consumes 1 round from his total rounds per day for every round it remains active. He may dismiss an Arbitration at any time as a free action, even if it isn't his turn.

Activating Arbitration is a standard action which provokes attacks of opportunity when starting the ability, but it may be maintained as a free action each round. An Arbitration requires the Azorius Arbiter to be able to complete verbal and somatic gestures, and though it cannot be disrupted like spells can, it will automatically end anytime the Azorius Arbiter is made incapable of completing verbal or somatic gestures or otherwise prevented from taking a free action to maintain it each round.

To be affected by an Azorius Arbiter's Arbitration, his targets must be able to both see and hear him. The ability is language-dependent. Likewise, a deaf or blind Azorius Arbiter has a chance to fail when attempting Arbitrations, equal to 20% failure chance for suffering one of those conditions and 50% failure chance for suffering both. This failure chance applies when he is starting Arbitrations and each round he tries to maintain the effect.


Command - A 1st level Azorius Arbiter is able to use his Oratory in attempts to enforce the law on a single creature within 30ft. If he succeeds on a Perform (Oratory) check against DC 10 + creature's total HD, then that creature is affected as by the Command spell (Will negates, DC 10 + 1/2 Azorius Arbiter level + Charisma modifier). For every 5 points you beat the Perform check DC by the save DC to resist your command increases by 1. A creature that successfully saves, or for which this effect is ended is immune to the effect until you gain a level. This effect automatically ends after 1 round. This is a (compulsion), mind-affecting ability.



Enthrall - A 1st level Azorius Arbiter is able to capture the attention of one or more creatures. When he begins Arbitration, he makes a Perform (Oratory) check against DC 15. If he succeeds he draws the attention of a single creature within 90ft. For each 5 points he beats the check DC he may choose to draw the attention of another creature within 90ft, or to increase the save DC of this effect by 1. Creatures targeted must succeed on a Will save (10 + 1/2 Azorius Arbiter level + Charisma modifier) or become Fascinated as long as the Azorius Arbiter maintains Arbitration. Any creature that successfully saved, or for which this effect is ended, is immune to the effect until you gain a level. This is a (compulsion), mind-affecting ability.


Delay Violence (Ex): For the first round of combat, an Azorius Arbiter cannot be attacked as if protected by a Sanctuary spell. Delay Violence does not apply during the Surprise Round unless the Azorius Arbiter is able to act. The protection afforded by this ability lasts for an additional round for every five levels after 1st.

Æther Binds
Beginning at 2nd level, an Azorius Arbiter learns to bind his Statutes to Ætheric convergences within their bodies granting him new powers depending on the Statute and the Bind chosen. Æther Binds function just like a meldshaper's Chakra Binds.

Demand Compliance (Ex): Starting at 3rd level, even if a creature succeeds on its saving throw against an Azorius Arbiter's Arbitrations, or even after the Arbitration's effect would typically be ended, he may continue to maintain the effect regardless. If he does, while he maintains Arbitration, the creature, though still immune to the normal effect, suffers a -1 penalty to attack rolls, damage rolls, and saving throws against charm and compulsion effects. This penalty increases by 1 at every fourth level after 3rd.

Forecast (Sp): Beginning at 5th level, an Azorius Arbiter may spend a swift action to emulate an Augury effect as the spell. He may use this ability a number of times per day equal to 3 + his Wisdom modifier.

Suggestion (Ex): Beginning at 8th level, while maintaining an Enthrall Arbitration, an Azorius Arbiter may spend a standard action and one round of his total rounds of Arbitration per day to affect a creature Fascinated by the Arbitration as by a Suggestion spell. The creature is entitled to a Will save to resist the effect at the same DC as the Azorius Arbiter's initial Enthrall effect. Even if the creature successfully saves against the Suggestion effect, it is still Fascinated as long as the Azorius Arbiter maintains Arbitration.

At 18th level, he may spend two rounds of his total rounds of Arbitration per day to affect all creatures Fascinated by the Arbitration as by a Suggestion spell.

Æther Shift (Su): At 10th level, an Azorius Arbiter can spend a standard action to remove one of his Statutes and attach it to an ally within 30ft. The Azorius Arbiter may still allocate and reallocate Æther to or from a Statute shifted in this way, but only the new bearer of the Statute benefits from its effects and may use its abilities. The Azorius Arbiter may return all shifted Statutes to himself with a single standard action.

Greater Command (Ex): Starting at 12th level, when an Azorius Arbiter uses his Arbitration to Command, rather than increasing the save DC, he may target another creature within 30ft for every 5 points he beats the Perform check DC. Further, he may maintain the effect as long as he has rounds of Arbitration to use for the day, but affected creatures are entitled to a new Will save to resist the effect each round.

Greater Forecast (Sp): Beginning at 13th level, an Azorius Arbiter may spend a full-round action and a daily use of his Forecast ability to emulate a Commune effect as the spell.

Grand Arbiter (Ex): At 20th level, once per day as a free action that does not provoke attacks of opportunity, an Azorius Arbiter may flood his Statutes with pure Law, temporarily increasing the amount of Æther invested into those Statutes to maximum, regardless of how many points of Æther he would typically have, for a number of rounds equal to 3 + Wisdom modifier.

http://img.aegen.nl/DIS/Isperia%20the%20Inscrutable.jpg

Ravnica: City of Guilds
The Azorius Arbiter, the Boros Legionnaire, the Dimir Secretkeeper, the Golgari Graveborne, the Gruul Wildspeaker, the Izzet Mathmagican, the Orzhov Ghostwayman, the Rakdos Hellraiser, the Selesnya Convoker, and the Simic Visionary.

Ziegander
2012-01-26, 05:11 PM
The Boros Legionnaire

http://www.magic-ville.com/fr/scan_art?18300

Alignment: Any Non-Chaotic, Non-Evil (or Primary-Secondary in your choice of Red or White (http://www.giantitp.com/forums/showthread.php?t=157001)).
Hit Die: 1d10



Level
BAB
Fort
Ref
Will
Special
1st
2nd
3rd
4th


1st
+1
+2
+0
+0
Bonus Feat






2nd
+2
+3
+0
+0
Bonus Feat






3rd
+3
+3
+1
+1
Cadet's Wards






4th
+4
+4
+1
+1
Warrior Mage
1





5th
+5
+4
+1
+1
Officer's Mount
1





6th
+6/+1
+5
+2
+2
Bonus Feat
2





7th
+7/+2
+5
+2
+2
Quick Cast
2





8th
+8/+3
+6
+2
+2
Radiance 1/day
2
1




9th
+9/+4
+6
+3
+3
Lesser Angelic Visage
2
1




10th
+10/+5
+7
+3
+3
Bonus Feat
2
2




11th
+11/+6/+1
+7
+3
+3
Quick Cast (+1 use)
2
2
1



12th
+12/+7/+2
+8
+4
+4
Radiance 2/day
2
2
2



13th
+13/+8/+3
+8
+4
+4
Improved Angelic Visage
2
2
2



14th
+14/+9/+4
+9
+4
+4
Bonus Feat
3
2
2
1


15th
+15/+10/+5
+9
+5
+5
Quick Cast (+1 use)
3
2
2
2


16th
+16/+11/+6/+1
+10
+5
+5
Radiance 3/day
3
3
2
2


17th
+17/+12/+7/+2
+10
+5
+5
Greater Angelic Visage
3
3
3
2


18th
+18/+13/+8/+3
+11
+6
+6
Bonus Feat
4
3
3
2


19th
+19/+14/+9/+4
+11
+6
+6
Quick Cast (+1 use)
4
4
4
3


20th
+20/+15/+10/+5
+12
+6
+6
Radiance 4/day, Razia's Blessing
4
4
4
4



Class Skills (2 + Int modifier): Climb, Concentration, Craft, Handle Animal, Intimidate, Jump, Knowledge (Arcane), Knowledge (History), Profession, Ride, Spellcraft, and Swim.

Weapon & Armor Proficiencies
A Boros Legionnaire is proficient with all simple and martial weapons; with all light, medium, and heavy armors, and with all shields (including Tower Shields).

Bonus Feats
At 1st level, 2nd level, and at every fourth level thereafter, a Boros Legionnaire gains a bonus feat which be any feat from the list of Fighter Bonus Feats. A Boros Legionnaire must meet the prerequisite of any feat gained in this way. A Boros Legionnaire counts as a Fighter of his level for the purposes of meeting the prerequisites of these feats.

Cadet's Wards (Sp): A 3rd level Boros Legionnaire may spend 10 minutes casting rudimentary wards upon himself to grant himself immunity to the Dazed and Stunned conditions as well as to magic Fatigue, Exhaustion, and Sleep effects. These wards have a 24 hour duration and can be dispelled or suppressed, but may be re-cast at-will. Boros Legionnaires can, and typically do, cast these wards during the hour used to regain their spell slots (see Spells below).

Spells
At 4th level a Boros Legionnaire masters the ability to cast arcane spells drawn from the Boros Legionnaire spell list, gaining a caster level equal to his class level - 3, and learns every 1st level Boros Legionnaire spells. He prepares his spells in the same way a Wizard does.

In order to cast a Boros Legionnaire spell, a Boros Legionnaire must have an Intelligence modifier equal to 10 + spell level. The saving throw DC of a Boros Legionnaire spell he casts is equal to 10 + 1/2 class level + Charisma modifier. A Boros Legionnaire may receive bonus spell slots per day if he has a high Intelligence modifier.

Boros Legionnaire Spell List

1st level
Aid, Alarm, Align Weapon, Beastland FerocitySC, Critical StrikeSC, Cure Moderate Wounds, Divine Favor, Entropic Shield, Foundation of StoneSC, Guided ShotSC, Greater Magic Weapon, HawkeyeSC, Hunter's MercySC, Jump, Lesser Energized ShieldSC, Lightning Bolt, LionheartSC, Longstrider, Magic Vestment, NightshieldSC, ResurgenceSC, Rhino's RushSC, Shield of Faith, Strategic ChargeSC, Stretch WeaponPHB2, Swift HasteSC, True Strike, Weapon ShiftSC, Whirling BladeSC, Whispering Wind, ZealSC.

2nd level
Animalistic PowerPHB2, Barkskin, Bear's Endurance, BladeweaveSC, Bull's Strength, Burning SwordSC, Cat's Grace, Cure Critical Wounds, Electric VengeancePHB2, Energized ShieldSC, Fireball, Flame Arrow, Hunter's EyePHB2, Improved Nightshield1, Lesser IronguardSC, Lion's ChargeSC, Infernal WoundSC, Knight's MoveSC, Living UndeathSC, Meteoric StrikePHB2, Protection from Arrows, Sonic WeaponSC, Summon WeaponCM, Strength of StoneSC, Swift FlySC.

3rd level
Air Walk, Arrow StormSC, Blade StormSC, Delay DeathSC, Diamond SteelSC, Dolorous BlowSC, DragonskinSC, Find the GapSC, Fire Shield, Girallon's BlessingSC, Greater Electric VengeancePHB2, Greater Nightshield2, Hide from DragonsSC, Mass ResurgenceSC, PanaceaSC, Reverse ArrowsSC, Sonic ShieldPHB2, Weapon of EnergySC, Weapon of the DeitySC.

4th level
Chasing PerfectionPHB2, Death Ward, Dimension JumperCM, Draconic MightSC, Fires of PuritySC, Freedom of Movement, Heal, Heart of EarthCM, Heart of StoneSC, IronguardSC, Lightning LeapCM, Overland Flight, Prismatic BowCM, Righteous Might, Sheltered VitalitySC, Stoneskin, Superior Nightshield3, ThunderlanceSC, VulnerabilitySC.

Footnotes

1 - As Nightshield, except duration 1 hour, the bonus to saves becomes untyped, and, in addition to immunity to magic missiles, you are immune to a single spell or spell-like ability up to 2nd level.

2 - As Nightshield, except duration 24 hours, +4 untyped bonus to saves, and, in addition to immunity to magic missiles, you are immune to one spell or spell-like ability per four levels each up to 3rd level.

3 - As Nightshield, except duration 24 hours, +6 untyped bonus to saves, and, in addition to immunity to magic missiles, you are immune to all spells and spell-like abilities up to 2nd level as well as one spell or spell-like ability per four levels each up to 4th level.


Warrior Mage (Ex): A 4th level Boros Legionnaire casts arcane spells from the Boros Legionnaire spell list, but he may wear any type of armor without incurring the normal chance of arcane spell failure. Furthermore, he may complete the somatic gestures of his spells even with his hands full as long as he wields a manufactured weapon in at least one of his hands, and finally he may treat any manufactured weapon as the focus component of his spells.

Officer's Mount (Ex); Upon reaching 5th level, a Boros Legionnaire gains the service of an unusually intelligent, strong, and loyal steed to serve him in his endeavors. This mount is usually a heavy warhorse (for a Medium character) or a warpony (for a Small character). The Officer's Mount is a typical example of its species except for the adjustments and abilities detailed below.


Creature Type - The mount's type changes from Animal to Magical Beast, increasing its HD to d10s and its base attack bonus to +1/HD.

Saving Throws The Officer's Mount uses its own save bonuses or the Boros Legionnaire's, whichever is higher.

Intelligence - The Officer's Mount has an Intelligence score of 7. At every fourth level after 5th, the mount's Intelligence increases by 1.

Hit Dice - The Officer's Mount gains 2 extra Hit Dice at 5th level, plus one extra HD at 6th through 10th levels, plus one extra HD at every even level after 10th.

Natural Armor - The Officer's Mount gains a +4 bonus to natural armor at 5th level, which increases by +1 at every odd level after 5th.

Str/Dex/Con - The Officer's Mount gets a +3 bonus to Strength, Dexterity, and Constitution at 5th level. At every fourth level after 5th, the mount's Strength, Dexterity, and Constitution scores increase by 1 each.

Bonus Tricks - At 5th level, the Officer's Mount learns two additional tricks, as taught by the Handle Animal skill, but without needing the Boros Legionnaire to spend any time or make the skill checks required to teach the tricks. At every third level after 5th, the mount learns another bonus trick.

Link (Ex) - A Boros Legionnaire can handle his mount as a free action, or push it as a move action, even if he doesn’t have any ranks in the Handle Animal skill. The Boros Legionnaire gains a +5 circumstance bonus on all Handle Animal and Ride checks made regarding the mount, +1 per two levels beyond 5th.

Share Spells (Ex) - At the Boros Legionnaire’s option, he may have any spell (but not any spell-like ability) he casts on himself also affect his mount. This works just like the ability of a Druid's Animal Companion.

Evasion (Ex) - The Officer's Mount benefits from the Evasion ability, as a Rogue.

Mettle (Ex) - The Officer's Mount benefits from the Mettle ability, as a Crusader.

Loyalty (Ex) - If the Officer's Mount is subject to a Charm or Compulsion effect that would cause it to harm the Boros Legionnaire or put the Boros Legionnaire into harm's way, then that effect automatically ends (before harm can be done).

Improved Speed (Ex) - Starting at 7th level, a Boros Legionnaire's Officer's Mount gains a +10ft bonus to its speed. This bonus increases by 10ft at 11th level and every four levels thereafter.

Multiattack - Starting at 9th level, a Boros Legionnaire's Officer's Mount gains the Multiattack feat as a bonus feat. If the mount already has that feat it gains the Improved Multiattack feat as a bonus feat even if it doesn't meet the prerequisites.

Command - Starting at 13th level, once per day per two Boros Legionnaire levels, the Officer's Mount can use this ability to command any normal animal of approximately the same kind as itself (for warhorses and warponies, this category includes donkeys, mules, and ponies), as long as the target creature has fewer Hit Dice than the mount. This ability functions like the Command spell. Each target may attempt a Will save (DC 10 + ½ paladin’s level + paladin’s Cha modifier) to negate the effect.

Improved Evasion & Improved Mettle (Ex) - Starting at 17th level, the Officer's Mount's Evasion and Mettle abilities improve to their Improved versions.

Quick Cast (Ex): Starting at 7th level, a Boros Legionnaire can cast a number of Boros Legionnaire spells per day, with casting times no longer than a full-round action, as swift actions. This does not increase the level of the spell slot require to cast the spell as the Quicken Spell feat does. The Boros Legionnaire may use this ability a number of times each day equal to 1 + his Intelligence modifier (minimum 1) and gains additional uses of this ability every four levels after 7th.

Radiance (Su): Starting at 8th level, at the Boros Legionnaire’s option, he may have any spell (but not any spell-like ability) that is cast on himself also affect all allies within 30ft or all enemies within 30ft. He may only use this ability 1/day, plus an additional time each day every four levels after 8th.

Lesser Angelic Visage (Sp): Starting at 9th level, while a Boros Legionnaire benefits from his Cadet's Wards he gains a +4 enhancement bonus to Charisma and Resistance 10 to cold, electricity, and fire.

Improved Angelic Visage (Sp): Starting at 13th level, while a Boros Legionnaire benefits from his Cadet's Wards he has Low-light Vision and Darkvision 60ft (or his existing Darkvision improves by 60ft), his Resistance to cold, electricity, and fire improves to 20, and he gains Damage Reduction 10/magic.

Greater Angelic Visage (Sp): Starting at 17th level, while a Boros Legionnaire benefits from his Cadet's Wards his enhancement bonus to Charisma grows to +6; his Darkvision pierces even magical darkness; his Resistance to cold, electricity, and fire improves to 30; and his Damage Reduction improves to 15/evil and magic.

Razia's Blessing (Ex): At 20th level, a Boros Legionnaire's type changes to Outsider (Native), though he may be resurrected normally. He gains a +4 perfection bonus to his Charisma score, a +2 perfection bonus to his Strength, Dexterity, and Constitution scores, is immune to disease and poison, gains Spell Resistance 35 and a pair of white, feathered wings that grant him a fly speed equal to twice his land speed at good maneuverability.

http://www.wizards.com/magic/images/mtgcom/arcana300/985_boros3.jpg

Ravnica: City of Guilds
The Azorius Arbiter, the Boros Legionnaire, the Dimir Secretkeeper, the Golgari Graveborne, the Gruul Wildspeaker, the Izzet Mathmagican, the Orzhov Ghostwayman, the Rakdos Hellraiser, the Selesnya Convoker, and the Simic Visionary.

Ziegander
2012-01-26, 05:12 PM
The Dimir Secretkeeper

http://www.wizards.com/magic/images/cardart/dimir_guildmage_ravnica_300.jpg

Alignment: Any Non-Lawful, Non-Good (or Primary-Secondary in your choice of Black or Blue (http://www.giantitp.com/forums/showthread.php?t=157001)).
Hit Die: 1d6



Level
BAB
Fort
Ref
Will
Special


1st
+0
+0
+2
+2
Aura of Deception, Dark Knowledge (Tactics), Trapfinding


2nd
+1
+0
+3
+3
Sneak Attack +1d6, Quick Disguise


3rd
+2
+1
+3
+3
Petty Thieving, Camouflage


4th
+3
+1
+4
+4
Steal Spells


5th
+3
+1
+4
+4
Guile, Sneak Attack +2d6


6th
+4
+2
+5
+5
Dark Knowledge (Puissance)


7th
+5
+2
+5
+5
Steal Thoughts


8th
+6/+1
+2
+6
+6
Sneak Attack +3d6


9th
+6/+1
+3
+6
+6
A Thousand Faces, Transmute


10th
+7/+2
+3
+7
+7
Dark Knowledge (Foe)


11th
+8/+3
+3
+7
+7
Sneak Attack +4d6


12th
+9/+4
+4
+8
+8
Steal Memories


13th
+9/+4
+4
+8
+8
Dark Knowledge (Skill)


14th
+10/+5
+4
+9
+9
Sneak Attack +5d6, Hide in Plain Sight


15th
+11/+6/+1
+5
+9
+9
Improved Guile


16th
+12/+7/+2
+5
+10
+10
Transmute Self


17th
+12/+7/+2
+5
+10
+10
Sneak Attack +6d6


18th
+13/+8/+3
+6
+11
+11
Steal Soul


19th
+14/+9/+4
+6
+11
+11
Dark Knowledge (Dread Secret)


20th
+15/+10/+5
+6
+12
+12
Lord of Secrets, Sneak Attack +7d6



Class Skills (8 + Int modifier): Appraise, Autohypnosis, Balance, Bluff, Climb, Concentration, Craft, Decipher Script, Diplomacy, Disable Device, Disguise, Escape Artist, Forgery, Gather Information, Hide, Jump, Knowledge (Any), Listen, Lucid DreamingMotP, Move Silently, Open Lock, Profession, Ride, Search, Sense Motive, Sleight of Hand, Speak Language, Spellcraft, Spot, Swim, Tumble, and Use Magic Device.

Weapon & Armor Proficiencies
A Dimir Secretkeeper is proficient with all simple and all light or one-handed martial weapons, with light armor, but not with shields.

Aura of Deception (Su): A Dimir Secretkeeper is shrouded in mystery making her, all items in her possession, and all ongoing spells affecting her, immune to and exempt from Divination effects, unless the caster succeeds on a caster level check against DC 11 + her class level. If the caster's check fails, the Dimir Secretkeeper can attempt a Bluff check as an immediate action, opposed by the caster's Sense Motive skill, to relay false information of the type that the Divination attempted to acquire. This works just like a normal use of the Bluff skill.

Dark Knowledge (Ex): A number of times per day equal to 3 + her Intelligence modifier, no more than once per encounter, a Dimir Secretkeeper may draw upon her cache of secrets to grant herself and her allies benefits against creatures they face. To benefit from Dark Knowledge an ally must be able to see, hear, and understand the Dimir Secretkeeper, but otherwise the ability has no maximum range beyond line of sight.

To use Dark Knowledge, a Dimir Secretkeeper must first succeed on a Knowledge check to identify a creature's special powers or vulnerabilities appropriate to the creature (see Knowledge Skill (http://www.d20srd.org/srd/skills/knowledge.htm)). If her check succeeds, she may spend a swift action to grant herself one of the benefits listed below. For every 5 points her check beats the DC by she may grant an additional benefit.


Tactics - A 1st level Dimir Secretkeeper may grant herself and her allies a +1 insight bonus to attack and damage rolls for the rest of the encounter. This bonus increases to +2 at 6th level, +3 at 10th, +4 at 13th, and +5 at 19th.



Puissance - A 6th level Dimir Secretkeeper may grant herself and her allies a +2 insight bonus to AC and saving throws for the rest of the encounter. This bonus increases to +3 at 10th level, +4 at 13th, and +5 at 19th.



Foe - A 10th level Dimir Secretkeeper and her allies pinpoint the location of any identified creatures within 30ft and deal those creatures 1d6 extra damage with their attacks. The radius of detection and extra damage increase to 45ft and 2d6 respectively at 13th level, and 60ft and 3d6 at 19th.



Skill - A 13th level Dimir Secretkeeper may grant herself and her allies a +10 insight bonus to all skill and ability checks that are opposed by any identified creatures. This bonus increases to +15 at 19th level.



Dread Secret - A 19th level Dimir Secretkeeper may grant herself and her allies the ability to make a single death attack against the identified creatures before the ends of their next respective turns. Making a death attack is a standard action, and if it hits, the identified creature must succeed at a Fort save (DC 10 + 1/2 Dimir Secretkeeper level + her Intelligence modifier) or be slain outright. Even if the creature's save succeeds it becomes Frightened for 1 minute. This effect cannot escalate a creature's Fear condition.


Trapfinding (Ex): As Rogue.

Sneak Attack (Ex): Starting at 2nd level; as Rogue.

Quick Disguise (Ex): Starting at 2nd level, a Dimir Secretkeeper can use the Disguise skill to create a disguise in 1/10th the normal time. She is also able to don and remove equipment, such as armor (http://www.d20srd.org/srd/equipment/armor.htm#gettingIntoAndOutOfArmor), in 1/5 the normal time (donning and removing a shield become free actions).

Petty Thieving (Ex): Starting at 3rd level, once per round, when a Dimir Secretkeeper successfully hits a foe with a sneak attack, she may make a Disarm attempt against that creature or a Sleight of Hand attempt to take something from that creature, as a free action without provoking attacks of opportunity. If she tries to Disarm her foe and fails, that foe doesn't get to attempt to Disarm her back.

Camouflage (Ex): Starting at 3rd level, when a Dimir Secretkeeper is in an Urban environment she may use the Hide skill as if continuously benefiting from cover or concealment.

Steal Spells (Su): Starting at 4th level, when a Dimir Secretkeeper successfully hits a foe with a sneak attack, that foe must succeed at a Will save (DC 10 + 1/2 Dimir Secretkeeper level + her Dexterity modifier) to avoid losing a number of spell slots and/or daily uses of spell-like abilities whose total combined levels do not exceed the number of extra damage dice the Dimir Secretkeeper's sneak attack dealt. This ability cannot be used to steal spell-like abilities that aren't measured in daily uses.

If a Dimir Secretkeeper hits a foe with multiple sneak attacks in the same action, that foe makes only a single saving throw, with a DC increased by 1 for each successful sneak attack, but if that save fails, then the Dimir Secretkeeper may steal a number of slots or SLAs whose total combined levels do not exceed the total combined number of extra damage dice dealt to that foe this turn from her sneak attacks.

If a creature loses spell slots or daily uses of spell-like abilities in this way, then the Dimir Secretkeeper gains them until her next extended rest (8 hours of sleep for most creatures). If a creature that lost spell slots in this way was a prepared caster, the Dimir Secretkeeper automatically knows what spells are prepared in her stolen spell slots. Likewise, she automatically knows the spell-like abilities she has stolen.

However, if a creature that lost spell slots in this way was a spontaneous caster, then when the Dimir Secretkeeper attempts to cast a spell from one of her stolen spell slots she casts a random spell of the appropriate spell level from the victim's list of spells known. She may attempt a Use Magic Device check, DC 15 + spell slot level, in order to cast a specific spell of the appropriate level from the victim's list of spells known.

It is recommended that the player of a Dimir Secretkeeper keep separate listings of spell slots stolen from prepared casters, spell slots stolen from spontaneous casters, and of daily uses per day of spell-like abilities.

Guile (Ex): A 5th level Dimir Secretkeeper is able to resist the effects of even unusual attacks with elegant ease. Whenever she succeeds on a Reflex or Will saving throw against an effect that has a reduced effect on a successful save, such as a with an entry of Reflex half or Will partial, she suffers no ill effects instead.

Steal Thoughts (Su): Starting at 7th level, when a Dimir Secretkeeper successfully hits a foe with a sneak attack, that foe must succeed at a Will save (DC 10 + 1/2 Dimir Secretkeeper level + her Dexterity modifier) to avoid becoming Staggered for 1 round and subject to a Detect Thoughts effect as the spell, automatically allowing the Dimir Secretkeeper to read its surface thoughts for the next hour. A creature whose saving throw succeeds is immune to Steal Thoughts until you gain a level.

If a Dimir Secretkeeper hits a foe with multiple sneak attacks in the same action, that foe makes only a single saving throw, with a DC increased by 1 for each successful sneak attack.

If a foe that casts spells or has daily uses of spell-like abilities fails its save against this effect, then it does not make a separate Will save to avoid losing spell slots and/or daily uses of spell-like abilities. Instead, if it fails its save against this effect, then it is considered to have also failed its save against the Dimir Secretkeeper's Steal Spells ability.

A Thousand Faces (Su): At 9th level, a Dimir Secretkeeper gains the ability to change her appearance at will, as if using the Disguise Self spell. This affects her body but not her possessions. It is not an illusory effect, but a minor physical alteration of her appearance, within the limits described for the spell.

Transmute (Su): Starting at 9th level, a number of times per day equal to 3 + her Intelligence modifier, a Dimir Secretkeeper may alter a spell slot or a daily use of a spell-like ability she has stolen, changing it to be any spell she likes of the same level or lower from the same class spell list. She may even do this with spell slots stolen from spontaneous casters. Using this ability is a free action.

Steal Memories (Su): Starting at 12th level, when a creature fails its save against the Dimir Secretkeeper's Steal Thoughts ability, at the Dimir Secretkeeper's option, it loses all memory of the past few minutes, up to 1 minute per class level and, instead of being Staggered for 1 round, that creature loses its next move or standard action (the Dimir Secretkeeper's choice).

Hide in Plain Sight (Ex): Starting at 14th level, when a Dimir Secretkeeper is in an Urban environment she may use the Hide skill even while being observed.

Improved Guile (Ex): Starting at 15th level, when a Dimir Secretkeeper fails its Reflex or Will save against an effect, she may attempt a new save against the same DC at the start of her next turn, and may substitute the higher of her Reflex or Will saves for a save of the type that the effect normally allows. She may only make a single new save in this way for each effect.

Transmute Self (Su): Starting at 16th level, by spending two daily uses of her Transmute ability, a Dimir Secretkeeper can polymorph herself into any creature whose HD doesn't exceed her class level from Tiny to Huge size as the Shapechange spell. She must be familiar with the form she wishes to take.

Steal Soul (Su): Starting at 18th level, when a creature fails its save against the Dimir Secretkeeper's Steal Thoughts ability, at the Dimir Secretkeeper's option, it gains two negative levels and, instead of being Staggered for 1 round, that creature becomes Dazed for 1 round (or, if immune, it loses its next move or standard action).

If a creature is slain by these negative levels, instead of rising as a Wight, the Dimir Secretkeeper stores that creature's soul within herself, preventing that creature from being resurrected by any means, including Wish or Miracle. For every soul stored in this way, the Dimir Secretkeeper gains 5 temporary hit points, which stack with other temporarily hit points she has, and a +1 bonus to ability checks, attack rolls, saving throws, skill checks, and effective class level (whenever her level is used in a die roll or calculation, increase it by one for each stored soul). If a Dimir Secretkeeper is slain, then all her stored souls are freed and may depart to the afterlife or be returned to their bodies by any normal means.

Lord of Secrets (Ex): At 20th level, a Dimir Secretkeeper is immune to all mind-affecting effects, calling effects, and death effects and is immune to and exempt from Divination effects (no caster level check allowed). Any attempt to use any of the above on the Dimir Secretkeeper automatically fails and if any creature is responsible for the effect it must succeed at a Will save (DC 20 + Dimir Secretkeeper's Intelligence modifier) or suffer permanent Insanity.

http://www.wizards.com/mtg/images/daily/sf/sf81_glimpse.jpg

Ravnica: City of Guilds
The Azorius Arbiter, the Boros Legionnaire, the Dimir Secretkeeper, the Golgari Graveborne, the Gruul Wildspeaker, the Izzet Mathmagican, the Orzhov Ghostwayman, the Rakdos Hellraiser, the Selesnya Convoker, and the Simic Visionary.

Ziegander
2012-01-26, 05:13 PM
The Golgari Graveborne

http://tnori.zhmp.net/uploads/Monsters/TaintedTreefolk.jpg

Class has been scrapped.

http://comicbookjunkie.files.wordpress.com/2011/06/the_swamp_thing_by_saturnoarg-d3jeg6l.jpg?w=500&h=244


Ravnica: City of Guilds
The Azorius Arbiter, the Boros Legionnaire, the Dimir Secretkeeper, the Golgari Graveborne, the Gruul Wildspeaker, the Izzet Mathmagican, the Orzhov Ghostwayman, the Rakdos Hellraiser, the Selesnya Convoker, and the Simic Visionary.

Ziegander
2012-01-26, 05:15 PM
Gruul Wildspeaker



http://www.wizards.com/mtg/images/daily/sf/sf95_borbor.jpg

Alignment: Any Chaotic
Hit Die: 1d8



Level
BAB
Fort
Ref
Will
Special

Minor Auras

Major Auras
1st
2nd
3rd
4th


1st
+0
+2
+0
+0
Bloodthirst (+1d6, +0 to hit), Minor Aura

1

0






2nd
+1
+3
+0
+0
Major Aura +1, Uncanny Dodge

1

1






3rd
+2
+3
+1
+1
Bloodthirst (+1d6, +1 to hit)

2

1






4th
+3
+4
+1
+1
Channel Spell

2

1
2





5th
+3
+4
+1
+1
Bloodthirst (+2d6, +1 to hit)

2

1
2





6th
+4
+5
+2
+2
Improved Uncanny Dodge

3

2
3





7th
+5
+5
+2
+2
Bloodthirst (+2d6, +2 to hit)

3

2
3





8th
+6/+1
+6
+2
+2
Wreak Havoc 1/day

3

2
4
2




9th
+6/+1
+6
+3
+3
Bloodthirst (+3d6, +2 to hit)

4

2
4
2




10th
+7/+2
+7
+3
+3
Major Aura +2

4

2
4
3




11th
+8/+3
+7
+3
+3
Bloodthirst (+3d6, +3 to hit)

4

3
4
3
2



12th
+9/+4
+8
+4
+4
Wreak Havoc 2/day

5

3
5
4
3



13th
+9/+4
+8
+4
+4
Bloodthirst (+4d6, +3 to hit)

5

3
5
4
4



14th
+10/+5
+9
+4
+4
Improved Channel Spell

5

3
5
4
4
2


15th
+11/+6/+1
+9
+5
+5
Bloodthirst (+4d6, +4 to hit)

6

3
5
5
4
3


16th
+12/+7/+2
+10
+5
+5
Wreak Havoc 3/day

6

4
6
5
4
4


17th
+12/+7/+2
+10
+5
+5
Bloodthirst (+5d6, +4 to hit)

6

4
6
5
5
4


18th
+13/+8/+3
+11
+6
+6
Major Aura +3

7

4
6
6
5
5


19th
+14/+9/+4
+11
+6
+6
Bloodthirst (+5d6, +5 to hit)

7

4
6
6
6
5


20th
+15/+10/+5
+12
+6
+6
Havoc Master, Wreak Havoc 4/day

7

4
6
6
6
6



Class Skills (2 + Int modifier): Balance, Climb, Concentration, Craft, Escape Artist, Handle Animal, Intimidate, Jump, Knowledge (Dungeoneering), Knowledge (Nature), Listen, Ride, Spot, Survival, and Swim.

Weapon & Armor Proficiencies
A Gruul Wildspeaker is proficient with all simple and martial weapons, with light armor, but not with shields.

Bloodthirst (Ex): A Gruul Wildspeaker deals additional damage and gains a bonus to attack rolls against any creature or object that has already been dealt damage this round. At 1st level this ability adds 1d6 damage to the Gruul Wildspeaker's attacks, but does not grant a bonus to attack rolls. At 3rd level, he gains a +1 bonus to attack rolls against creatures and objects that have been dealt damage this turn.

For every four levels after 1st this ability adds 1d6 additional damage to the Gruul Wildspeaker's attacks. For every four levels after 3rd this ability grants a further +1 bonus to his attack rolls.

Auras
A Gruul Wildspeaker projects minor and major auras in the same way that a Marshal does (see the Miniatures Handbook). At 1st level he can project a single minor aura, and at 2nd level he learns to project a single major aura with a +1 bonus. The bonus of his major aura improves by +1 every eight levels after 2nd.

Uncanny Dodge (Ex): 2nd level; as Barbarian.

Spells
At 4th level, a Gruul Wildspeaker learns to cast divine spells drawn from the Gruul Wildspeaker spell list, gaining a caster level equal to his class level - 3, and learns one 1st level Gruul Wildspeaker spell. He casts his spells spontaneously in the same way a Sorcerer does.

In order to cast a Gruul Wildspeaker spell, a Gruul Wildspeaker must have an Wisdom modifier equal to 10 + spell level. The saving throw DC of a Gruul Wildspeaker spell he casts is equal to 10 + 1/2 class level + Charisma modifier. A Gruul Wildspeaker may receive bonus spell slots per day if he has a high Wisdom modifier.

Spells Known



Level
1st
2nd
3rd
4th


1st






2nd






3rd






4th
1





5th
2





6th
2
1




7th
3
2




8th
3
2




9th
4
3
1



10th
4
3
2



11th
4
4
2



12th
4
4
3
1


13th
4
4
3
2


14th
4
4
4
2


15th
4
4
4
3


16th
4
4
4
3


17th
4
4
4
4


18th
4
4
4
4


19th
4
4
4
4


20th
4
4
4
4




Gruul Wildspeaker Spell List

1st Level
Align FangSC, Animal Messenger, Animate FireSC, Aspect of the WolfSC, Beastland FerocitySC, Barkskin, Charm Animal, DarkvisionSC, Delay Poison, Endure Elements, Entangle, Faerie Fire, Flaming Sphere, Fog Cloud, Greater Magic Fang, Hold Animal, Jump, Lightning Bolt, Longstrider, Nature's FavorSC, Resist Energy, Shatter, Shillelagh, Snake's SwiftnessSC, Speak with Animals, Summon Nature's Ally II, TremorSC

2nd Level
Bear's Endurance, Bite of the WerewolfSC, Bull's Strength, Call Lightning, Cat's Grace, Charge of the TriceratopsSC, Chill/Heat Metal, CrumbleSC, Daylight, Fireball, Flame Blade, Gust of Wind, Jagged ToothSC, Mass Align FangSC, Mass Snake's SwiftnessSC, Protection from Energy, Neutralize Poison, Remove Disease, Sleet Storm, Spider Climb, Summon Nature's Ally IV, Water Breathing, Wood Shape

3rd Level
Air Walk, Antiplant Shell, Bite of the WereboarSC, Command Plants, Cone of Cold, Dominate Animal, Flame Strike, Ice AxeSC, Plant Growth, Shout, Solid Fog, Speak with Plants, Stone Shape, Sudden StalagmiteSC, Summon Nature's Ally VI, Sunbeam, Thunder FieldPHB2, Transmute Mud and Rock, Wall of Fire, Wall of Thorns, Wind Wall

4th Level
Animal Growth, Aspect of the Earth HunterSC, Awaken, Bite of the WerebearSC, Call Lightning Storm, Commune with Nature, Control Water, Control Winds, Freedom of Movement, Giant Vermin, Greater Shout, Repel Vermin, Rusting Grasp, Sunburst, Stoneskin, Summon Nature's Ally VIII, Vortex of TeethSC


Channel Spell (Ex): At 4th level, a number of times per day equal to 3 + his Wisdom modifier, a Gruul Wildspeaker can channel a spell he knows into a melee weapon. Doing so requires a move action and uses up a spell slot just as if you had cast the spell. The channeled spell affects the next target he successfully hits with that weapon without the need of any attack rolls that would normally be required by the spell, though saving throws and spell resistance still apply. The effect is centered on the target if the spell normally affects an area. On a successful hit, the spell is discharged from the weapon, unless the spell allows for multiple melee touches or creates multiple rays (see below), which can then hold another spell. The Gruul Wildspeaker can channel his spells into only one weapon at a time. A spell channeled into his weapon is lost if not used before the Gruul Wildspeaker rests to recover his spell slots.

If the Gruul Wildspeaker channels a spell into his weapon that allows multiple melee touches or that creates multiple rays, on a successful hit with that weapon, he may choose to discharge the spell as normal, or he may have his weapon "hold the charge" following all of the normal rules for holding the charge (found here (http://www.d20srd.org/srd/combat/actionsInCombat.htm#standardCastaSpell) within the Touch Spells in Combat entry) and using up one of the touches or rays with each successful hit.

Improved Uncanny Dodge (Ex): 6th level; as Barbarian.

Wreak Havoc (Ex): Starting at 4th level, once per day as a free action, no more than once per round, a Gruul Wildspeaker can order his allies to "Wreak Havoc!" This grants himself and all allies within 60ft that can see and hear him an immediate move action which must be taken before the end of his turn (in addition to any other movement they take during the round), and granting affected allies the benefits of his Bloodthirst ability for 1 round.

The Gruul Wildspeaker gains an additional use of this ability per day every four levels after 8th.

Improved Channel Spell (Ex): At 14th level, a Gruul Wildspeaker's Channel Spell ability requires only a swift action and can affect any targets that he hits during a full-attack action. This cannot subject the same target to the channeled spell more than once in a round unless the channeled spell is one that allows for multiple melee touch attacks or that creates multiple rays.

Havoc Master (Ex): A 20th level Gruul Wildspeaker gains an additional standard action during any round in which he uses his Wreak Havoc ability.


http://aventures.roldaice.free.fr/Images/WreakHavocReynolds.jpg

Ravnica: City of Guilds
The Azorius Arbiter, the Boros Legionnaire, the Dimir Secretkeeper, the Golgari Graveborne, the Gruul Wildspeaker, the Izzet Mathmagican, the Orzhov Ghostwayman, the Rakdos Hellraiser, the Selesnya Convoker, and the Simic Visionary.

Ziegander
2012-01-26, 05:16 PM
The Izzet Mathmagician

http://www.wizards.com/magic/images/guildquiz/guildpage/GuildImage_Izzet_03.jpg

Alignment: Any
Hit Die: 1d6



Level
BAB
Fort
Ref
Will
Special
0lvl
1st
2nd
3rd
4th
5th
6th
7th
8th
9th


1st
+0
+2
+2
+0
Magical Aptitude, Weird Science
4
1










2nd
+1
+3
+3
+0
Alchemical Tolerance, Pack Rat
4
2










3rd
+1
+3
+3
+1
Spatial Geometry +1
4
2










4th
+2
+4
+4
+1

4
3
1









5th
+2
+4
+4
+1
Replicate 1/day
4
3
2









6th
+3
+5
+5
+2

4
3
2
1








7th
+3
+5
+5
+2
Spatial Geometry +2
4
4
3
2








8th
+4
+6
+6
+2

4
4
3
2
1







9th
+4
+6
+6
+3
Replicate 2/day
4
4
3
3
2







10th
+5
+7
+7
+3

4
4
4
3
2
1






11th
+5
+7
+7
+3
Spatial Geometry +3
4
4
4
3
3
2






12th
+6/+1
+8
+8
+4

4
4
4
4
3
2
1





13th
+6/+1
+8
+8
+4
Replicate 3/day
4
4
4
4
3
3
2





14th
+7/+2
+9
+9
+4

4
4
4
4
4
3
2
1




15th
+7/+2
+9
+9
+5
Spatial Geometry +4
4
4
4
4
4
3
3
2




16th
+8/+3
+10
+10
+5

4
4
4
4
4
4
3
2
1



17th
+8/+3
+10
+10
+5
Replicate 4/day
4
4
4
4
4
4
3
3
2



18th
+9/+4
+11
+11
+6

4
4
4
4
4
4
4
3
3
1


19th
+9/+4
+11
+11
+6
Spatial Geometry +5
4
4
4
4
4
4
4
4
3
2


20th
+10/+5
+12
+12
+6
Invoke the Firemind
4
4
4
4
4
4
4
4
4
4



Class Skills (2 + Int modifier): Appraise, Concentration, Craft, Decipher Script, Disable Device, Knowledge (Arcana), Knowledge (Engineering), Knowledge (Local), Knowledge (The Planes), Open Lock, Search, Spellcraft, and Use Magic Device.

Weapon & Armor Proficiencies
An Izzet Mathmagician is proficient with all simple weapons and with light armor, but not with shields.

Magical Aptitude (Ex): An Izzet Mathmagician has a competence bonus to Spellcraft and Use Magic Device checks equal to +1 per class level.

Weird Science (Ex): An Izzet Mathmagician is not a spellcaster in the true sense of the word, although for all intents and purposes he has an arcane caster level equal to his class level and his infusions are treated as, and operate almost exactly like, arcane spells. But rather than cast spells, an Izzet Mathmagician extracts Formulas and invents Devices from Infusions.

An Izzet Mathmagician can extract a Formula from or invent a Device for any Infusion he knows, expending an Infusion slot of the appropriate level when he does. If he invents a Device he may even combine multiple Infusion slots into a single Device with a variety of effects (see Devices below). An Izzet Mathmagician regains any expended Infusion slots used to extract Formulas after 8 hours, but Infusion slots expended to invent Devices are stored within those Devices and are not regained until the Device is scrapped.

An Izzet Mathmagician begins play with the knowledge of every 0-level Infusion on their list, and of a number of 1st level Infusions equal to 2 + his Intelligence modifier. He records his known Infusions in spellbooks, just like a Wizard and can add new Infusions to his spellbooks in the same ways a Wizard can add new spells to his. At every level after 1st, an Izzet Mathmagician learns two new Infusions.

The saving throw DC of any Formula extracted, or Device invented, by the Izzet Mathmagician is 10 + 1/2 his class level + his Intelligence modifier. In order to extract a Formula or invent a Device he must have an Intelligence score equal to at least 10 + Infusion level. He may receive bonus Infusion slots if he has a high enough Intelligence modifier.

Formulas

Formulas aren't as useful to the Izzet Mathmagician as his Devices are, they only have a single use and he can't combine multiple Infusions into a single Formula, but their simplicity gives them a utility that his Devices can't match, plus they're low maintenance and quick to extract. A Formula is potion-like vial of weird science infused with magic power. After an Izzet Mathmagician has extracted a Formula any creature can use it, but the Formula is unstable and becomes inert after 8 hours, losing any magic potency and effects it once had.

Formulas may be consumed as a standard action in the same way potions can, or they may be used as thrown weapons with a ranged touch attack similar to the way alchemical splash weapons can. In order to extract a Formula, the Izzet Mathmagician must have an empty glass vial. An Izzet Mathmagician can extract any number of Formula in a single hour up to his total number of Infusion slots and during that time he may perform other actions (such as inventing Devices, see below).


A creature that consumes a Formula becomes the target of the Infusion used to extract it. If the Infusion would normally effect an area, that area is centered on the subject. If the Infusion would normally create an effect, that effect is centered on the subject, or in the case of a ray or similar attack, that effect targets the subject. If the creature that consumed the Formula is not a legal target of the Infusion or if the Infusion cannot effect creatures, then nothing happens.



If a creature throws a Formula, then any other creature or object struck by the Formula becomes the target of the Infusion used to extract it. If the Infusion would normally effect an area, that area is centered on the struck creature or object. If the Infusion would normally create an effect, that effect is centered on the struck creature or object, or in the case of a ray or similar attack, that effect targets the struck creature or object. If the creature or object struck by the Formula is not a legal target of the Infusion or if the Infusion cannot it, then nothing happens. If a thrown Formula misses its target, then roll randomly to determine which square it lands it, then that square itself becomes the target, or center of area or effect, as outlined above.



Devices

Devices are an Izzet Mathmagician's bread and butter, offering him a wide variety of effects, a number of uses, and the ability to combine Infusions for greater action economy. The design and size of any two Devices can and almost certainly will vary wildly, with diodes, tubes of fluorescent fluids, and haphazard wiring employed haphazardly and with much relish. Inventing Devices is more time consuming and labor intensive than extracting Formula, but Devices can serve an Izzet Mathmagician indefinitely with enough maintenance.

The time required to invent a single Device is 1 hour per combined Infusion slot level used in the inventing (30 minutes for 0-level Infusions). For example, a Device combining two 0-level Infusions, a 2nd level Infusion, and a 5th level Infusion, would require 8 hours to invent. It takes 1/4 this time to scrap a Device.

It costs an Izzet Mathmagician an amount of GP to invent a Device equal to 50 × Infusion slot level² for every Infusion slot used to invent the Device (25 GP for 0-level Infusions). For example, a Device combining one 4th level Infusion and three 7th level Infusions would cost 8150 GP (800 + 2450 + 2450 + 2450). Half this cost is refunded to the Izzet Mathmagician when he scraps a Device.

Activating a Device is usually a standard action, but can vary depending on the design of the Device and the Infusions used to invent it. A given Device can be activated safely a number of times per day before breaking down (see below) equal to 1 + the Izzet Mathmagician's Intelligence modifier - the highest Infusion slot level used to invent it. If a Device that hasn't broken down is left to "cool down" for 8 hours, then all of its safe activations per day are refreshed.


A Device invented using only a single Infusion has an activation time that is the same as the Infusion's casting time. A Device that combines multiple Infusions can be designed to be Modular or Simultaneous.



A Modular Device has many different attachments and settings that allow each Infusion used to invent the Device to be activated separately, using the same activation time as the Infusion's casting time.



A Simultaneous Device is powerful indeed, but prone to breaking down, and uses the longest activation time among Infusions used to invent it to activate every Infusion at the same time. A Simultaneous Device can only be activated safely a number of times per day before breaking down equal to 1 + Intelligence modifier - the highest Infusion slot level used to invent it - 1 per Infusion used to invent it beyond the first.

When a Simultaneous Device is activated, the creature that activates it may choose one Range, one Target or Area, one Duration, and one Saving Throw from among the Infusions being activated. If the creature does, all of the Infusions operate at the chosen Range and affect the chosen Target or Area, last for the chosen Duration, and are resisted with the single chosen Saving Throw. A failed saving throw subjects the Target or Area to the full effects of all of the activated Infusions.


Only an Izzet Mathmagician can reliably activate a Device, any other creature must succeed at a Use Magic Device check (DC 15 + 2/Infusion level for Single-Infusion Devices, DC 20 + 3/Infusion level of the highest Infusion slot for Modular Devices, and DC 25 + 4/Infusion level of the highest Infusion slot for Simultaneous Devices). This check cannot be retried and on a roll of 1 the Device breaks down.

When a Device breaks down, only the Izzet Mathmagician that invented it can get it working again. He may attempt UMD checks as outlined above to eek additional activations out of the Device, adding +2 to the DC for each prior success. After 8 hours, he can attempt a single UMD check at the above DCs, adding +2 for each activation eeked out of it after breaking down. If this check succeeds then the device is repaired and it's safe activations per day are refreshed. If an Izzet Mathmagician fails to repair a broken down Device, he may set it aside and retry after gaining a new level or scrap it, regaining any Infusion slots used to invent it, and start from scratch.


Izzet Mathmagician Infusion List

0-Level
Acid Splash, Arcane Mark, Detect Magic, Detect Poison, Electrical JoltSC, Ghost Sound, Guidance, Know Direction, Launch ItemSC, Light, Mage Hand, Ray of Frost, Read Magic, Resistance, Touch of Fatigue

1st Level
Grease, Obscuring Mist, Detect Secret Doors, Detect Undead, Identify, Sleep, Burning Hands, Magic Missile, Shocking Grasp, Disguise Self, Silent Image, Expeditious Retreat, Feather Fall, Jump, Produce Flame, IrongutsSC, Benign TranspositionSC, Blades of FireSC, Lesser Orb (Cold, Electricity, Fire, and Sound)SC, Golem StrikeSC, Instant LocksmithSC, Instant SearchSC, Targeting RaySC, Fist of StoneSC, Greater Mage HandSC, Raging Flame/Slow BurnSC, Jet of SteamCM, True CastingCM

2nd Level
Find Traps, Fog Cloud, Detect Thoughts, See Invisibility, Chill/Heat Metal, Continual Flame, Gust of Wind, Scorching Ray, Blur, Invisibility, Minor Image, Eagle's Splendor, Fox's Cunning, Levitate, Owl's Wisdom, Whispering Wind, Silence, Sound Burst, Distracting RaySC, Baleful TranspositionSC, Chain of EyesSC, Discern ShapechangerSC, Entice GiftSC, Mindless RageSC, Burning SwordSC, FireburstSC, Delusions of GrandeurSC, Sonic WeaponSC, WraithstrikeSC, Dimension HopPHB2, Seeking RayPHB2, Lesser CelerityPHB2, Increase VirulencePHB2, Incendiary SlimeCM, Boiling BloodCM

3rd Level
Dispel Magic, Nondetection, Sleet Storm, Arcane Sight, Clairaudience/Clairvoyence, Deep Slumber, Hold Person, Fireball, Lightning Bolt, Displacement, Major Image, Neutralize Poison, Poison, Fly, Gaseous Form, Haste, Water Breathing, Analyze PortalSC, UnluckSC, Miser's EnvySC, Ray of DizzinessSC, Capricious ZephyrSC, Chain MissileSC, Scintillating SphereSC, Mind PoisonSC, Weapon of EnergySC, RegroupPHB2, Spellcaster's BaneCM

4th Level
Dimensional Anchor, Dimension Door, Instant Summons, Solid Fog, Arcane Eye, Detect Scrying, Scrying, Fire Shield, Ice Storm, Hallucinatory Terrain, Greater Invisibility, Ray DeflectionSC, Orb of (Cold, Electricity, Fire, Force, and Sound)SC, Translocation TrickSC, Know VulnerabilitiesSC, Force MissilesSC, Arc of LightningSC, Spell EnhancerSC, Channeled PyroburstPHB2, Stifle SpellPHB2, CelerityPHB2, Touch of YearsCM, Least DragonshapeDM

5th level
Dismissal, Teleport, Prying Eyes, Telepathic Bond, Hold Monster, Symbol of Sleep, Cone of Cold, Sending, Seeming, Waves of Fatigue, Overland Flight, Spell Resistance, Symbol of Spell LossSC, Ball LightningSC, Cacophonic BurstSC, Cyclonic BlastSC, Prismatic RaySC, Mass FlySC, Field of ResistancePHB2, Incite RiotPHB2, Swift EtherealnessPHB2, Channeled Sonic BlastCM, Lightning LeapCM

6th level
Greater Dispel Magic, Repulsion, True Seeing, Chain Lightning, Mislead, Programmed Image, Veil, Control Water, Mass Eagle's Splendor, Mass Fox's Cunning, Mass Owl's Wisdom, Ruby Ray of ReversalSC, Probe ThoughtsSC, Freezing FogSC, Storm of Fire and IceCM, Endless SlumberCM, Lingering FlamesCM

7th level
Banishment, Sequester, Spell Turning, Greater Teleport, Teleport Object, Greater Arcane Sight, Greater Scrying, Mass Hold Person, Symbol of Stunning, Delayed Blast Fireball, Prismatic Spray, Mass Invisibility, Waves of Exhaustion, Control Weather, Ethereal Jaunt, Stun RaySC, Hiss of SleepSC, Radiant AssaultSC, Wrack EarthPHB2, Lesser DragonshapeDM

8th level
Dimensional Lock, Incendiary Cloud, Maze, Moment of Prescience, Greater Prying Eyes, Power Word Stun, Polar Ray, Screen, Clone, Temporal Stasis, Word of Recall, Field of Icy RazorsSC, Superior InvisibilitySC, StormrageSC, Greater CelerityPHB2, Deadly LaharCM, Mysterious RedirectionCM

9th level
Refuge, Teleportation Circle, Foresight, Mass Hold Monster, Meteor Swarm, Astral Projection, Etherealness, Time Stop, AbsorptionSC, Eye of PowerSC, Transmute Rock to LavaSC, DetonatePHB2, Towering ThunderheadCM, Prismatic DelugeCM


Alchemical Tolerance (Ex): Starting at 2nd level, an Izzet Mathmagician has sampled and played with enough unsavory substances to provide him with a +5 alchemical bonus to saving throws against alchemical items and poisons. He also never risks poisoning himself when applying poison.

Pack Rat (Ex): At 2nd level, an Izzet Mathmagician can retrieve an item stored on his person as a move action without provoking opportunity.

Spatial Geometry (Ex): Starting at 3rd level, an Izzet Mathmagician's understanding of space, time, and trigonometry grants him a +1 bonus to attack rolls with thrown weapons and with Ray effects. This bonus increases by 1 every four levels hereafter.

Replicate (Sp): A 5th level Izzet Mathmagician has encountered several strange and fascinating magics in his adventures and has developed a way to harness their power for his own use. He is now in possession of a special invention that he may use as an immediate action any time a creature within 30ft casts a spell or uses a spell-like ability that he has successfully identified with the Spellcraft skill. If he does, then the invention absorbs ambient magical energies released by the spell or spell-like ability and records all relevant data from the casting.

Later, he may activate the invention as a standard action, releasing the magical energies and replicating the effects of the spell or spell-like ability using his own caster level. The saving throw DC of a spell or spell-like ability replicated in this way is 10 + 1/2 Izzet Mathmagician level + his Intelligence modifier. He may not use his invention to replicate the effects of a spell or spell-like ability of a level higher than his highest available Infusion, nor may he use it to replicate any supernatural ability.

At 5th level, he may only absorb the magical energy from one spell at a time and replicate a spell or spell-like ability's effects once per day before the invention needs to cool down (8 hours). If the absorbed energy isn't released within 24 hours it fades from the invention harmlessly and the recorded information regarding it is lost. As he gains levels his scientific expertise improves so that he may calibrate his invention to accept additional magical energy and replications at the rate of one extra use per day every four levels after 5th.

Invoke the Firemind (Su): At 20th level, once per day as a swift action, an Izzet Mathmagician can undergo a mystifying transformation, similar to the Lesser Dragonshape spell except that he takes the form of a Huge young adult red dragon rather than a Large young red dragon, he gains 120 temporary hit points rather than 60, and his breath weapon deals half electricity half fire damage.


http://www.toptiertactics.com/wp-content/uploads/2011/09/niv-mizzet-the-firemind-duels-of-the-planeswalkers-2012.png

Ravnica: City of Guilds
The Azorius Arbiter, the Boros Legionnaire, the Dimir Secretkeeper, the Golgari Graveborne, the Gruul Wildspeaker, the Izzet Mathmagican, the Orzhov Ghostwayman, the Rakdos Hellraiser, the Selesnya Convoker, and the Simic Visionary.

Ziegander
2012-01-26, 05:17 PM
The Orzhov Ghostwayman

http://img.aegen.nl/PLC/Shade%20of%20Trokair.jpg

Alignment: Any Neutral
Hit Die: 1d8



Level
BAB
Fort
Ref
Will
Special

Soulmelds

Essentia

Chakra Binds


1st
+0
+0
+2
+2
Sudden Strike +1d6, Versatile Meldshaper

1

0

0


2nd
+1
+0
+3
+3
Ghost Step (Invisibility)

1

1

0


3rd
+2
+1
+3
+3
Skirmish (+1d6, +1AC)

1

2

0


4th
+3
+1
+4
+4
Haunt (Minor)

2

3

0


5th
+3
+1
+4
+4
Sudden Strike +2d6

2

3

0


6th
+4
+2
+5
+5
Chakra Binds (Crown, Feet, Hands)

2

4

1


7th
+5
+2
+5
+5
Skirmish (+2d6, +2AC)

2

5

1


8th
+6/+1
+2
+6
+6
Ghost Step (Gaseous Form)

3

6

1


9th
+6/+1
+3
+6
+6
Sudden Strike +3d6

3

6

1


10th
+7/+2
+3
+7
+7
Chakra Binds (Arms, Brow, Shoulders)

3

7

1


11th
+8/+3
+3
+7
+7
Skirmish (+3d6, +3AC)

3

8

2


12th
+9/+4
+4
+8
+8
Haunt (Lesser)

4

9

2


13th
+9/+4
+4
+8
+8
Sudden Strike +4d6

4

9

2


14th
+10/+5
+4
+9
+9
Ghost Step (Etherealness)

4

10

2


15th
+11/+6/+1
+5
+9
+9
Skirmish (+4d6, +4AC)

4

11

2


16th
+12/+7/+2
+5
+10
+10
Chakra Binds (Throat, Waist)

5

12

3


17th
+12/+7/+2
+5
+10
+10
Sudden Strike +5d6

5

12

3


18th
+13/+8/+3
+6
+11
+11
Chakra Bind (Heart)

5

13

3


19th
+14/+9/+4
+6
+11
+11
Skirmish (+5d6, +5AC)

5

14

3


20th
+15/+10/+5
+6
+12
+12
Haunt (Greater), Open Ghostgate

6

15

3



Class Skills (4 + Int modifier): Appraise, Autohypnosis, Balance, Bluff, Climb, Concentration, Craft, Diplomacy, Disguise, Escape Artist, Hide, Jump, Knowledge (Local), Knowledge (History), Knowledge (Religion), Move Silently, Sense Motive, Sleight of Hand, Swim, and Tumble.

Weapon & Armor Proficiencies
An Orzhov Ghostwayman is proficient with all simple weapons and all light or one-handed martial weapons; with light armor, and with shields (but not Tower Shields).

Meldshaping
An Orzhov Ghostwayman shapes soulmelds, investing them with essentia, and binding them to chakras, as an Incarnate (see Magic of Incarnum), except that the saving throw DC to resist his soulmelds is 10 + 1/2 class level + Charisma modifier.

Orzhov Ghostwayman Soulmelds

CROWN
Diadem of Purelight, Necrocarnum Circlet, Soulspark Familiar, Soulspeaker Circlet

FEET
Acrobat Boots, Airstep Sandals, Cerulean Sandals, Impulse Boots

HANDS
Bloodwar Gauntlets, Gloves of the Poisoned Soul, Necrocarnum Weapon, Sighting Gloves

ARMS
Armguards of Disruption, Bloodwar Gauntlets, Lifebond Vestments, Necrocarnum Touch

BROW
Planar Chasuble, Silvertongue Mask, Soulspark Familiar

SHOULDERS
Pauldrons of Health, Therapeutic Mantle, Wind Cloak

THROAT
Apparition Ribbon, Necrocarnum Mantle, Planar Ward, Silvertongue Mask, Soulspark Familiar, Soulspeaker Circlet

WAIST
Necrocarnum Shroud, Necrocarnum Vestments, Strongheart Vest, Vitality Belt

HEART
Lifebond Vestments, Necrocarnum Vestments, Spellward Shirt, Strongheart Vest

SOUL
Incarnate Avatar*

*Orzhov Ghostwaymen do not unlock the Soul Chakra in their class levels, but they can still shape an Incarnate Avatar. At 18th level or higher, he can take the Open Greater Chakra feat to unlock the Soul Chakra if he chooses.


Sudden Strike (Ex): As NinjaCAdv.

Versatile Meldshaper (Ex): An Orzhov Ghostwayman can shape soulmelds with any alignment descriptor regardless of his own alignment.

Ghost Step (Sp): Starting at 2nd level, a number of times per day equal to 3 + Constitution modifier, an Orzhov Ghostwayman may turn invisible as a swift action for 1 round as the Greater Invisibility spell. As he gains levels he may use this ability for different effects.

Starting at 8th level, he may spend a daily use of Ghost Step as an immediate action to assume a Gaseous Form for 1 round as the spell.

Starting at 14th level, he may spend a daily use of Ghost Step as a swift action to turn ethereal for 1 round as the Ethereal Jaunt spell.

Skirmish (Ex): 3rd level; as ScoutCAdv for the most part, except that the progression is altered as given in the table above.

Haunt (Su): Starting at 4th level, when an Orzhov Ghostwayman becomes dead or dying, he may expend a daily use of his Ghost Step ability to project an incorporeal Undead spirit form that may move around with a fly speed equal to half his normal land speed (perfect maneuverability), speak to creatures, and utilize a Mage Hand effect as the spell at-will. This form has a number of hit points equal to 1 + Cha mod/class level and is automatically destroyed if the Orzhov Ghostwayman is returned to 0 or more hit points.

This ability improves at 12th level, bestowing a -2 penalty to the saving throws of creatures he shares a space with, granting him an incorporeal touch attack that deals 1d6 + Charisma modifier force damage (plus any Sudden Strike or Skirmish damage), and improving his Mage Hand effect to a Greater Mage HandSC effect.

This ability improves once again at 20th level, adding 1d6 Strength damage (Fort negates, DC 10 + 1/2 his class level + Charisma modifier) to his incorporeal touch attack, and improving his Greater Mage HandSC effect to a Telekinesis effect.

Chakra Binds
6th level; as Incarnate (see Versatile Meldshaper and Orzhov Ghostwayman Soulmelds above).

Open Ghostgate (Sp): At 20th level, an Orzhov Ghostwayman may spend two daily uses of his Ghost Step ability to cast a special variation of the Gate spell that opens to the Well of Souls (http://en.wikipedia.org/wiki/Ghostwalk). This Gate may be used in one of three ways:


1) To travel to the Well of Souls using the Planar Travel function of the Gate spell. Any number of creatures may pass through the Gate, but once the Orzhov Ghostwayman passes through the Gate automatically closes behind him.



2) To assume incorporeal Undead spirit form, as outlined in the Orzhov Ghostwayman's Haunt ability. To do so, a living creature moves through the Gate, emerging in the space on the other side in incorporeal Undead spirit form. Any number of creatures may pass through the Gate in this way, but the Orzhov Ghostwayman must concentrate to keep the Gate open, to a maximum number of rounds equal to 1 round per level. Any creature that elects to do this falls to -1 hit points and is dying but can control the spirit form until it's destroyed.



3) To call incorporeal Undead through the Gate using a special variation of the Calling function of the Gate spell. This does not cost XP to do.


http://img.aegen.nl/GP/Ghost%20Council%20of%20Orzhova.jpg

Ravnica: City of Guilds
The Azorius Arbiter, the Boros Legionnaire, the Dimir Secretkeeper, the Golgari Graveborne, the Gruul Wildspeaker, the Izzet Mathmagican, the Orzhov Ghostwayman, the Rakdos Hellraiser, the Selesnya Convoker, and the Simic Visionary.

Ziegander
2012-01-26, 05:19 PM
The Rakdos Hellraiser

http://www.wizards.com/mtg/images/daily/ftl/ftl38_thraximundarSplash.jpg

Alignment: Chaotic Evil
Hit Die: 1d12



Level
BAB
Fort
Ref
Will
Special

Essences

Invocations


1st
+1
+2
+0
+0
Aura of Evil, Hellfire Strike (3) 1d6, Rage 1/day

--

--


2nd
+2
+3
+0
+0
Least Invocations

1

--


3rd
+3
+3
+1
+1
Hellfire Strike (3) 2d6

1

--


4th
+4
+4
+1
+1
Hellbent

1

1


5th
+5
+4
+1
+1
Hellfire Strike (6) 3d6, Rage 2/day

2

1


6th
+6/+1
+5
+2
+2
Burning Rage 1d10

2

1


7th
+7/+2
+5
+2
+2
Hellfire Strike (6) 4d6

2

1


8th
+8/+3
+6
+2
+2
Lesser Invocations

3

2


9th
+9/+4
+6
+3
+3
Hellfire Strike (9) 5d6, Rage 3/day

3

2


10th
+10/+5
+7
+3
+3
Frenzied Rage

3

2


11th
+11/+6/+1
+7
+3
+3
Hellfire Strike (9) 6d6

4

2


12th
+12/+7/+2
+8
+4
+4
Burning Rage 2d10

4

2


13th
+13/+8/+3
+8
+4
+4
Hellfire Strike (12) 7d6, Rage 4/day

4

2


14th
+14/+9/+4
+9
+4
+4
Greater Invocations

5

3


15th
+15/+10/+5
+9
+5
+5
Hellfire Strike (12) 8d6

5

3


16th
+16/+11/+6/+1
+10
+5
+5
Greater Frenzy

5

3


17th
+17/+12/+7/+2
+10
+5
+5
Hellfire Strike (15) 9d6, Rage 5/day

6

3


18th
+18/+13/+8/+3
+11
+6
+6
Burning Rage 3d10

6

3


19th
+19/+14/+9/+4
+11
+6
+6
Hellfire Strike (15) 10d6

6

3


20th
+20/+15/+10/+5
+12
+6
+6
Deathless Frenzy, Dark Invocations

7

4



Class Skills (2 + Int modifier): Bluff, Climb, Hide, Intimidate, Jump, Knowledge (The Planes), Move Silently, Swim, and Tumble.

Weapon & Armor Proficiencies
A Rakdos Hellraiser is proficient with all simple and martial melee weapons, with light and medium armor, but is not proficient with shields.

Aura of Evil (Su): A Rakdos Hellraiser radiates an evil aura as an Evil Cleric of his class level.

Hellfire Strike (Su): Whenever a Rakdos Hellraiser attacks he may empower his blow with baleful flames fueled by his own life force. By sacrificing 3 hit points he deals 1d6 additional hellfire damage, half fire, half unholy power, with each successful melee attack for 1 round. The additional damage increases by 1d6 at each odd level beyond 1st, but the cost in hit points increases by 3 every four levels beyond 1st. A Rakdos Hellraiser may not sacrifice fewer hit points to deal less hellfire damage.

Rage (Ex): As Barbarian.

Invocations
A Rakdos Hellraiser learns invocations from the Warlock's list of invocations, starting at 2nd level. At 2nd level he may only learn Eldritch Essences, which he may apply to his Hellfire Strikes as though they were Eldritch Blasts, but at 4th level he learns his first normal invocation. At 2nd level he may only learn invocations from the Least Invocations list, but as he gains levels he may learn more powerful invocations as shown in the table above. The saving throw DC of an invocation cast by a Rakdos Hellraiser is 10 + 1/2 his class level + his Charisma modifier.

Hellbent (Su): Starting at 4th level, a number of times per day equal to 3 + Charisma modifier, when a Rakdos Hellraiser flies into a Rage he may share his Rage with allies within 30ft, or force enemies within 30ft to Rage mindlessly and attack only himself. Allies may choose whether to Rage or not, while enemies must succeed on a Will save (DC 10 + 1/2 Rakdos Hellraiser level + Charisma modifier) to avoid being compelled to attack or target only the Rakdos Hellraiser for the duration of the Rakdos Hellraiser's Rage, though they also receive the standard benefits and drawbacks of Rage during that time.

Burning Rage (Su): Starting at 6th level, when a Rakdos Hellraiser flies into a Rage he may choose to make it a Burning Rage. If he does, his body is wreathed in fire (but not hellfire), dealing 1d10 fire damage to himself each round, but adding 1d10 fire damage to all melee attacks he makes and dealing 1d10 fire damage to any creature that is grappling him or that hits him with a melee attack. The fire damage dealt by this effect increases by 1d10 every six levels hereafter.

If a Rakdos Hellraiser flies into a Burning Rage and activates his Hellbent ability, then any allies that choose to Rage with him or any enemies that are compelled to Rage receive the benefits and drawbacks of Burning Rage.

Frenzied Rage (Ex): Starting at 10th level, when a Rakdos Hellraiser flies into a Rage he may choose to make it a Frenzied Rage. If he does he gains an additional +4 bonus to his Strength and Constitution scores (total +8), a further -2 penalty to AC (total -4), and a further +2 bonus to Will saves (total +4). Unfortunately, during a Frenzied Rage, the Rakdos Hellraiser must attack the nearest creature every round and cannot voluntarily end his Rage without first succeeding on a Will save (DC 10 + 1/2 his level + Charisma modifier). He does not receive the bonuses to his Will save from raging when attempting to end his Rage.

If a Rakdos Hellraiser flies into a Frenzied Rage and activates his Hellbent ability, then any allies that choose to Rage with him receive the benefits and drawbacks of Frenzied Rage. Enemies that are compelled to Rage receive the benefits and drawbacks of Frenzied Rage, but abide the normal rules established by Hellbent for the duration.

Greater Frenzy (Ex): Starting at 16th level, when a Rakdos Hellraiser flies into a Frenzied Rage he gains an additional +4 bonus to Strength and Constitution scores (total +12), a further -2 penalty to AC (total -6), and a further +2 bonus to Will save (total +6).

Deathless Frenzy (Ex): Starting at 20th level, a Rakdos Hellraiser is immune to death effects while in a Frenzied Rage and for the duration of his Frenzied Rage is not treated as disabled, dying, or unconscious, and may act normally regardless of his hit point total. Even if reduced below -10 hit points, he will continue to fight unhindered until his Frenzied Rage ends at which point the impact of his wounds applies in full.

http://www.wizards.com/mtg/images/daily/sf/sf30_malfegor.jpg

Ravnica: City of Guilds
The Azorius Arbiter, the Boros Legionnaire, the Dimir Secretkeeper, the Golgari Graveborne, the Gruul Wildspeaker, the Izzet Mathmagican, the Orzhov Ghostwayman, the Rakdos Hellraiser, the Selesnya Convoker, and the Simic Visionary.

Ziegander
2012-01-26, 05:21 PM
The Selesnya Convoker

http://img.aegen.nl/CFX/Cylian%20Sunsinger.jpg
Alignment: Lawful Good
Hit Die: 1d8



Level
BAB
Fort
Ref
Will
Special
0lvl
1st
2nd
3rd
4th
5th
6th
7th
8th
9th


1st
+0
+2
+0
+2
Conclave Congregation, Lifelink, Wild Empathy
5
3










2nd
+1
+3
+0
+3
Conclave Senses
6
4










3rd
+2
+3
+1
+3
Convoke (Defense)
6
5










4th
+3
+4
+1
+4

6
6
3









5th
+3
+4
+1
+4
Telempathic Reach
6
6
4









6th
+4
+5
+2
+5

6
6
5
3








7th
+5
+5
+2
+5
Convoke (Vigor)
6
6
6
4








8th
+6/+1
+6
+2
+6

6
6
6
5
3







9th
+6/+1
+6
+3
+6
Telempathic Congress
6
6
6
6
4







10th
+7/+2
+7
+3
+7

6
6
6
6
5
3






11th
+8/+3
+7
+3
+7
Convoke (Restore)
6
6
6
6
6
4






12th
+9/+4
+8
+4
+8

6
6
6
6
6
5
3





13th
+9/+4
+8
+4
+8
Telempathic Transfer
6
6
6
6
6
6
4





14th
+10/+5
+9
+4
+9

6
6
6
6
6
6
5
3




15th
+11/+6/+1
+9
+5
+9
Convoke (Strength)
6
6
6
6
6
6
6
4




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

6
6
6
6
6
6
6
5
3



17th
+12/+7/+2
+10
+5
+10
Telempathic Salvation
6
6
6
6
6
6
6
6
4



18th
+13/+8/+3
+11
+6
+11

6
6
6
6
6
6
6
6
5
3


19th
+14/+9/+4
+11
+6
+11
Convoke (Solidarity)
6
6
6
6
6
6
6
6
6
4


20th
+15/+10/+5
+12
+6
+12
Clarion Chorus of the Conclave
6
6
6
6
6
6
6
6
6
6



Class Skills (4 + Int modifier): Climb, Concentration, Craft, Diplomacy, Handle Animal, Heal, Jump, Knowledge (Nature), Knowledge (Religion), Listen, Perform, Ride, Sense Motive, Speak Language, Spot, Survival, and Swim.

Weapon & Armor Proficiencies
A Selesnya Convoker is proficient with all simple weapons, the longbow, longsword, rapier, sap, short sword, shortbow, and whip. She is also proficient with light armor and with shields (but not Tower Shields).

Spells
A Selesnya Convoker casts divine spells drawn from the Selesnya Convoker spell list. She has a caster level equal to her class level, she knows all 0-level spells on her spell list and two 1st level spells. As she gains levels she learns new spells at the same rate as a Sorcerer of her level except that she also automatically learns the Summon Nature's Ally spell of each level available to her. A Selesnya Convoker casts her spells spontaneously the same way a Sorcerer would.

The saving throw DC of any spell cast by a Selesnya Convoker is 10 + 1/2 her level + her Wisdom modifier. In order to cast a Selesnya Convoker spell she must have a Wisdom score of at least 10 + spell level. A Selesnya Convoker may receive bonus spell slots per day for a high Wisdom modifier.

Selesnya Convoker Spell List

0-Level
Create Water, Cure Minor Wounds, DawnSC, Detect Poison, Disrupt Undead, Guidance, Know Direction, Light, Mending, NaturewatchSC, Purify Food and Drink, Virtue

1st Level
Animal Messenger, Aspect of the WolfSC, Bless, Bless Water, Charm Animal, Charm Person, Comprehend Languages, Cure Light Wounds, Detect Animals or Plants, Detect Chaos/Evil, Detect Undead, Discern ShapechangerSC, Enlarge Person, Entangle, Grave StrikeSC, Guiding LightSC, Longstrider, Protection from Chaos/Evil, Nature's FavorSC, Remove Fear, Sanctuary, Searing Light, Shield of Faith, Speak with Animals, StabilizeSC, Vine StrikeSC

2nd Level
Aid, Align Fang/Weapon, Alter Self, Aura Against FlameSC, Barkskin, Bear's Endurance, Bull's Strength, Calm Emotions, Consecrate, CountermoonSC, Cure Moderate Wounds, Delay Poison, EarthbindSC, Gentle Repose, GraceSC, Hold Animal, Hunter's EyePHB2, Lesser Restoration, Light of MercuriaSC, Lively StepSC, Make Whole, Protection from Negative EnergySC, Remove Paralysis, Status, Tree Shape, Wood Shape

3rd Level
Axiomatic/Holy StormSC, Create Food and Water, Cure Serious Wounds, Daylight, Diminish Plants, Dominate Animal, Fell the Greatest FoeSC, Haste, Lay of the LandSC, Light of VenyaSC, Mass AidSC, Mass Align Fang/WeaponSC, Magic Circle Against Chaos/Evil, Plant Growth, Prayer, Remove Blindness/Deafness, Remove Curse, Remove Disease, Spark of LifeSC, Speak with Plants, Stone Shape, Undead Bane WeaponSC, Wild RunnerSC

4th Level
Antiplant Shell, Bite of the WerewolfSC, Command Plants, Control Water, Cure Critical Wounds, Death Ward, Giant Vermin, Harmonic ChorusSC, Imbue with Spell Ability, Lesser Holy TransformationSC, Lesser Planar Ally, Lucent LanceSC, Neutralize Poison, PanaceaSC, RecitationSC, Repel Vermin, Restoration, Sheltered VitalitySC, Sirine's GraceSC, Tongues, Wall of LightSC

5th Level
Animal Growth, Atonement, Awaken, Bite of the WereboarSC, Break Enchantment, Brilliant BladeSC, Commune with Nature, Dance of the UnicornSC, Dispel Chaos/Evil, Hallow, Mass Cure Serious Wounds, Mass SanctuarySC, Raise Dead, Regenerate, RevivifySC, Rushing WatersSC, Sunbeam, Tree Stride, Wall of Stone

6th Level
Animate Objects, Aura of VitalitySC, Bite of the WeretigerSC, Find the Path, Heroes' Feast, Ironwood, Liveoak, Mass Bear's Endurance, Mass Bull's Strength, Mass Cure Critical Wounds, Move Earth, Planar Ally, Radiant AssaultSC, Ray of Light, Repel Wood, Stone Tell, Transport via Plants, Undeath to Death

7th Level
Animate Plants, Bite of the WerebearSC, Brilliant AuraSC, Creeping Doom, Dictum, Greater Restoration, Heal, Holy StarSC, Holy TransformationSC, Holy Word, Phantom WolfSC, Resurrection, Sunburst, Transmute Metal to Wood, WaterspoutSC

8th Level
Animal Shapes, Antimagic Field, Control Plants, Fierce Pride of the BeastlandsSC, Fortunate FateSC, Greater Planar Ally, Holy Aura, Mass AwakenSC, Mass Death WardSC, Mass RestorationSC, Phantom BearSC, Prismatic Wall, Repel Metal or Stone, Shield of Law

9th Level
Foresight, Heavenly HostSC, Mass Heal, Miracle, Nature's AvatarSC, Prismatic Sphere, Shapechange, True Resurrection


Conclave Congregation (Su): Any creature friendly to a Selesnya Convoker may elect to join in her Conclave Congregation as a standard action. Once a creature has become a member, it cannot easily quit the ranks, requiring a Will save (DC 10 + 1/2 Selesnya Convoker level + her Charisma modifier), made as a standard action, to end the membership. If this save fails it cannot be retried until 24 hours have passed.

Any creature called or summoned by the Selesnya Convoker is automatically considered to be a member and will not voluntarily end its membership (although it automatically ends when the calling or summoning effect ends). Creatures charmed or controlled by a Selesnya Convoker will join her Conclave Congregation if she wishes them to.

A Remove Curse or a Break Enchantment spell or effect can end a creature's membership in a Conclave Congregation and can be cast on an unwilling target, if applicable.

Lifelink (Su): Whenever any creature that is a member of the Selesnya Convoker's Conclave Congregation is dealt hit point or ability damage, any other member within 30ft may sacrifice hit points or ability points in order to prevent a like amount of damage to that creature. A Selesnya Convoker decides when and if her called or summoned creatures sacrifice hit points or ability points in this way.

In exchange for this great boon, a member of the Conclave Congregation must succeed on a Will saving throw (DC 10 + 1/2 Selesnya Convokeer level + her Charisma modifier) if he or she wishes to move more than 30ft from any other member of the Conclave Congregation. If the save fails, the member must choose to move within 30ft of another.

If a member of the Conclave Congregation spends 1 hour or longer beyond sight or hearing of another member, he or she must make another Will saving throw at the above DC. If this save fails, the member suffers 1d4 nonlethal damage and must attempt to make their way back toward the Conclave Congregation or the Selesnya Convoker as soon and as swiftly as they are able, until they have made it within sight or hearing of another member. If this save succeeds, the member suffers 1d4 nonlethal damage but may carry on away from the Conclave Congregation until another hour has passed at which point the member must make this saving throw again.

If a member of the Conclave Congregation spends 24 hours or longer beyond sight or hearing of another member, he or she must make a Fortitude saving throw at the above DC once every 24 hours or suffer one negative level which lasts until the member has made it back within sight or hearing of another member. Though a creature is never slain or raised as a Wight as a result of gaining temporary negative levels in this way, these negative levels can stack up to the number of HD the member has. The saving throw penalty of negative levels gained this way does not apply to the Will saving throw made to end membership in a Conclave Congregation.

Wild Empathy (Ex): A Selesnya Convoker can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. She rolls 1d20 and adds her class level + 3 + her Charisma modifier to determine the wild empathy check result.

The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the Selesnya Convoker and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.

A Selesnya Convoker can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, or to influence a vermin, but she takes a -4 penalty on her check. Influencing the attitude of a magical beast with a higher Intelligence score must be done using Diplomacy.

Conclave Senses (Su): As a standard action, a 2nd level Selesnya Convoker can share the senses of any other member of her Conclave Congregation, hearing, seeing, smelling, tasting, and touching everything that creature does. This includes special extraordinary senses such as Scent, Blindsense, and Tremorsense, but not supernatural or spell-like sensory abilities such as Lifesense. She may end this ability as a free action, even when it's not her turn.

Convoke (Su): At 3rd level, a Selesnya Convoker begins to weave her Conclave Congregation into a well-ordered engine of harmony. Depending on her class level, members gain extra benefits and bonuses when they are within 30ft of one another.


At 3rd level, each member of the Conclave Congregation, including the Selesnya Convoker herself, gains a +1 deflection bonus to AC and a +1 resistance bonus to saving throws for each other conscious member within 30ft. A creature receives a maximum bonus from this ability equal to the Selesnya Convoker's Wisdom modifier but no more than +1 for each of its HD.



At 7th level, each member of the Conclave Congregation, including the Selesnya Convoker herself, gains a 5ft enhancement bonus to land speed and 5 temporary hit points which stack with all other temp hp for each other conscious member within 30ft. A creature receives a maximum bonus from this ability equal to 5ft and 5 temp hp per point of the Selesnya Convoker's Wisdom bonus but no more than +5ft and 5 temp hp for each of its HD.



At 11th level, each member of the Conclave Congregation, including the Selesnya Convoker herself, gains an amount of Fast Healing equal to the number of other conscious members within 30ft, up to the Selesnya Convoker's Wisdom bonus and no higher than that member's total HD.



At 15th level, each member of the Conclave Congregation, including the Selesnya Convoker herself, gains a +2 enhancement bonus to Strength for each other conscious member within 30ft, up to +2 per point of the Selesnya Convoker's Wisdom bonus and no higher than +2 for each of that creature's HD.



Finally, starting at 19th level, as long as there is one member of the Conclave Congregation within 30ft with more than half its total hit points remaining, each other member within 30ft cannot be reduced to fewer than -1 hit points.


Telempathic Reach (Su): Starting at 5th level, a Selesnya Convoker may target a member of her Conclave Congregation within 30ft with any range Personal or Touch spell regardless of her actual position or the spell's actual target.

Telempathic Congress (Su): Starting at 9th level each member of a Selesnya Convoker's Conclave Congregation may communicate with one another telepathically at any range.

Telempathic Transfer (Su): Starting at 13th level, as a standard action, a Selesnya Convoker may make a saving throw against any condition or effect affecting one or more members of her Conclave Congregation at its original save DC. If her save succeeds, then that condition or effect is removed from or ended for each affected member. If her save fails, then she succumbs to the condition or effect for the remaining duration.

Telempathic Salvation (Su): Starting at 17th level, a Selesnya Convoker does not fail saving throws on a roll of 1 as long as a member of her Conclave Congregation is within 30ft.

Furthermore, when the Selesnya Convoker and at least one other member of her Conclave Congregation is subject to the same spell or effect, if that spell or effect allows a saving throw and the Selesnya Convoker succeeds on her save, then all other affected members automatically succeed on their saves.

Clarion Chorus of the Conclave (Su): Starting at 20th level, creatures must succeed on a Will save (DC 10 + 1/2 Selesnya Convoker level + Wisdom modifier) in order to attack the Selesnya Convoker or include her as a target or within the area of a spell or effect. Increase the save DC by 1 for every member of the Selesnya Convoker's Conclave Congregation that is within 30ft of her (to a maximum DC of 10 + 1½ Selesnya Convoker level + Wisdom modifier). Each time a creature fails this save its attitude toward the Selesnya Convoker improves by one step. If a creature's attitude is improved to Friendly in this way it must make a new Will save (DC 10 + 1/2 Selesnya Convoker level + Charisma modifier). If this save fails, then the creature becomes a member of the Selesnya Convoker's Conclave Congregation and cannot attempt to end its membership until at least 1 week has passed.


http://www.wizards.com/magic/images/mtgcom/arcana300/GWStyle_Overwhelm.jpg

Ravnica: City of Guilds
The Azorius Arbiter, the Boros Legionnaire, the Dimir Secretkeeper, the Golgari Graveborne, the Gruul Wildspeaker, the Izzet Mathmagican, the Orzhov Ghostwayman, the Rakdos Hellraiser, the Selesnya Convoker, and the Simic Visionary.

Ziegander
2012-01-26, 05:23 PM
Reserved #10 (The Simic Visionary).

Nothing to see here.

Ravnica: City of Guilds
The Azorius Arbiter, the Boros Legionnaire, the Dimir Secretkeeper, the Golgari Graveborne, the Gruul Wildspeaker, the Izzet Mathmagican, the Orzhov Ghostwayman, the Rakdos Hellraiser, the Selesnya Convoker, and the Simic Visionary.

nolispe
2012-01-26, 11:49 PM
....maximum number of Statutes the Azorius Logistician may have constructed is equal to his Wisdom modifier - 10.

Um... Really? Is that a typo?

Awesome concept here, by the way, and the classes look really good on the whole. Only other thigns that springs to mind is that the Logistican doesn't really have anything to do with logistics - perhaps Azorius Arbiter or Azorius Lawmaker would be a better fit?

Also, you're doing them in the wrong order. The correct order is:
Simic -> Izzet -> Dimir -> Golgari -> Boros -> Selsenya -> Azorius -> Orzhov -> Rakdos -> Gruul. This is the scientifically established correct priority order for the guilds, and has nothing whatsoever to do with my personal preferences - in fact, you doing it the categorically wrong way is nothing less than a mortal sin and an insult to every thinking, logical person in the world. :smalltongue:

Ziegander
2012-01-26, 11:57 PM
Um... Really? Is that a typo?

...

Yes. It is. Thanks for the catch!


Awesome concept here, by the way, and the classes look really good on the whole.

I'm doing my best. Azorius and Dimir were both challenges, and I still need to work out proper mechanics for what Lord of Secrets does, but they were fun to design. I would definitely appreciate some more feedback on either of those classes. Azorius is one I'm particularly proud of, and Dimir I'm worried is too effective.

Golgari Graveborne is going to be an interesting one, and I'm having trouble coming up with a unique subsystem to give it. Which is not to say that I want to give all of the classes its own unique subsystem, but I don't want to give them all vancian casting either. I'm planning on making the Graveborne a super-resilient tank-type class with recycling and rebirth themes, but I think I want this one to have an interesting subsystem.

Each base class is going to have some representation of the house's unique keyword (Dredge for Golgari).

nolispe
2012-01-27, 12:03 AM
Perhaps Golgari should be rapidly acquiring regeneration/fast healing, first when you're under 0 HP and as the class goes on opening up to constantly... You could draw some inspiration from the 4th ed Revenant, perhaps?


Also...

Skill - A 13th level Dimir Secretkeeper may grant herself and her allies a +10 insight bonus to all skill and ability checks made against the identified creatures. This bonus increases to +15 at 19th level.
This and the "Steal memories" ability strike me as rather worrying.
Skill will not usually come up, except in social situations, in which case this is absurdly powerful. Generally just not a very good idea.

Steal memories, however, will reguarly end a fight in one successful attack, since without a standard action, they can't attack or cast spells, which functionally leaves any opponent a non-threat under a continuous rain of attacks so long as at least one hits a round.

Tingel
2012-01-27, 12:27 AM
No useful feedback so far, but I am really liking this.


Actually, one comment: You are linking your color alignments to Lord Gareth's post. Based on his system however, Boros should be White-Red, not Red-White, considering how the ideology of the Boros Legion is presented in the Ravnica block. This also would fit your "non-chaotic" restriction better, as "primary red, secondary white" tends towards chaotic, "primary white, secondary red" towards lawful.


EDIT: re: Transmute Self, Dimir
Polymorph effects don't really seem to fit the Dimir flavor particularly well. It tastes more like Simic to me. Dimir is far more about deception and subterfuge than transformation, so I would remove the polymorph and add an illusion ability instead.

nolispe
2012-01-27, 12:33 AM
Personally, I just advocate removing the alignment restrictions entirely.
White/Red doesn't actually exactly fit into the alignment grid, so I just suggest dropping it. But whatever, really.

Ziegander
2012-01-27, 12:39 AM
Steal memories, however, will reguarly end a fight in one successful attack, since without a standard action, they can't attack or cast spells, which functionally leaves any opponent a non-threat under a continuous rain of attacks so long as at least one hits a round.

Only if the enemy fails its Will save every time. But, still, I think I'll add a clause to Steal Thoughts that if a creature succeeds on its save, then it's immune to the effect until you gain a level.

CeresianMemento
2012-01-27, 07:49 AM
This looks really good. I enjoyed the Ravnica block, and using the guilds as a means of formatting unique classes sounds like a great idea. I'll be awaiting your submissions for Simic, Izzet and Golgari. Looking forward to seeing them used in-game.

gkathellar
2012-01-27, 08:15 AM
I'll second removing normal alignment restrictions: only the Color Wheel really makes a lot of sense for those purposes. I'd also put forward that the Color Wheel alignment restrictions should probably be loosened. Just demand one of the two colors as the character's Primary, and leave it at that.

Ravnica was really the last block I played (and Invasion was the first ... fancy that), so I'll be keeping an eye on this. Let's see ... I ran Gruul, Simic, Orzhov and Dimir, so I'll be especially interested in seeing those.

Ziegander
2012-01-27, 08:36 AM
I'll second removing normal alignment restrictions: only the Color Wheel really makes a lot of sense for those purposes. I'd also put forward that the Color Wheel alignment restrictions should probably be loosened. Just demand one of the two colors as the character's Primary, and leave it at that.

Well, some people aren't going to want to use the Color Wheel, awesome as it may be, so I need to provide something for those people. But you make a good case for loosening alignment restrictions. I'll work on it.


Ravnica was really the last block I played (and Invasion was the first ... fancy that), so I'll be keeping an eye on this. Let's see ... I ran Gruul, Simic, Orzhov and Dimir, so I'll be especially interested in seeing those.

It's time to design the Graveborne! As I work, let me know what you think of the Dimir Secretkeeper, if you would be so kind.

Ziegander
2012-01-27, 12:21 PM
The first draft of the Golgari Graveborn is up. I'm not sure how I feel about it. It doesn't have a unique subsystem like I originally wanted, and it feels a bit too simple for me. On the other hand it definitely has that implacable, force of nature feel to it that captures the Golgari well. Let me know what you think!

Callos_DeTerran
2012-01-27, 01:25 PM
Looks like excellent work so far! I still need to go over it in depth, but you definitely have a solid foundation. I'd over something more substantial advice-wise but...I never really played the Ravinca block beyond the first set. So....yeah.

I will point you towards...this (http://www.giantitp.com/forums/showthread.php?t=189767) home-brew for new-style planeswalkers. From what I've heard, many new-style planeswalkers were both present and/or live in Ravinca so it may be something to see about including.

EDIT: Also, on the Dimir Secretkeeper, the normal standard for saves against abilities like that is if the victim makes the save then they are immune to the ability for 24 hours, not until the creatre/character goes up a HD/level. That might help keep the Steal Thought ability more relevant against re-occurring foes rather then it becoming superfluous against enemies with high saves.

Ziegander
2012-01-27, 04:38 PM
Looks like excellent work so far! I still need to go over it in depth, but you definitely have a solid foundation.

Thank you!


I will point you towards...this (http://www.giantitp.com/forums/showthread.php?t=189767) home-brew for new-style planeswalkers. From what I've heard, many new-style planeswalkers were both present and/or live in Ravinca so it may be something to see about including.

Whoa... the ever-daunting to design, Planeswalker class... eep!


EDIT: Also, on the Dimir Secretkeeper, the normal standard for saves against abilities like that is if the victim makes the save then they are immune to the ability for 24 hours, not until the creatre/character goes up a HD/level. That might help keep the Steal Thought ability more relevant against re-occurring foes rather then it becoming superfluous against enemies with high saves.

I know that's the standard but reasoning for changing from the 24 hour standard is that, to me, until you level up makes more sense. With the former, I don't know why I'm not powerful enough to effect it now but I might be tomorrow. With the latter, I have literally become a more powerful character, thus it makes sense that I might now be able to crush the foes that once vexed me.

Speaking of things that vex me... Gruul Bloodbreakers...

Anyone have a better class name for that guild, better than Bloodbreaker? Yes, they do love to break things, but to me this guild seems like the "back to basics," primal, angry nature guild. Bloodbreaker captures the angry part fine, but I see them as more than mere Barbarians. I'm considering designing the class rather like a warrior-shaman.

CeresianMemento
2012-01-27, 05:44 PM
Speaking of things that vex me... Gruul Bloodbreakers...

Anyone have a better class name for that guild, better than Bloodbreaker? Yes, they do love to break things, but to me this guild seems like the "back to basics," primal, angry nature guild. Bloodbreaker captures the angry part fine, but I see them as more than mere Barbarians. I'm considering designing the class rather like a warrior-shaman.

Shatter-Claws? Rabble-Rousers? (After the card), Brute-Shamans, Blood-Rouser, Wildmage, Ragecaller...

Tell me if this is helping.

Callos_DeTerran
2012-01-27, 06:02 PM
I know that's the standard but reasoning for changing from the 24 hour standard is that, to me, until you level up makes more sense. With the former, I don't know why I'm not powerful enough to effect it now but I might be tomorrow. With the latter, I have literally become a more powerful character, thus it makes sense that I might now be able to crush the foes that once vexed me.

Well I believe the reasoning is less 'you become more powerful tomorrow so the ability can work on a 'day to day' basis' but rather that managing to resist the ability imparts a temporary immunity that fades over the course of a day. And I mean that as an in-game reasoning, not meta-reasoning behind the standard.

Ziegander
2012-01-27, 06:05 PM
Shatter-Claws? Rabble-Rousers? (After the card), Brute-Shamans, Blood-Rouser, Wildmage, Ragecaller...

Tell me if this is helping.

It's helping. None of those names quite works for me, but they are at least getting wheels turning in my brain parts.

Also, Rakdos Hellraiser is up, because I had the idea for it and wanted to finish it. Blood for the blood god! Hellfire for the Hellfire throne!

gkathellar
2012-01-27, 06:17 PM
Heart-Eaters? Bone-Crushers? Blood-Drinkers?

Roof-Crackers? Icon Smashers?

Huh. That last one, maybe: Gruul Iconoclast. I know it's less visceral, but it's to-the-point for a guild that cares about nothing more than power.

Zombimode
2012-01-27, 07:36 PM
Life From the Loam (Ex): Starting at 9th level, a Golgari Graveborne draws life from her surroundings, leeching 1 hit point per round from any Plant creatures within 30ft and from each living creature in the area that is below 0 hit points. These hit points are granted as temporary hit points that last for 1 hour and stack with all other temp hp. A Golgari Graveborne can stop or resume this effect as a swift action.

If you apply a MTG reading of this ability, you would get 2 temp hp for each Plant creature below 0 hp :smallcool:
On a second thought this is false, since it is worded in one trigger. My mistake.

Good work so far. I will be watching this with great interest :smallsmile:

Ziegander
2012-01-27, 08:45 PM
Heart-Eaters? Bone-Crushers? Blood-Drinkers?

Roof-Crackers? Icon Smashers?

Huh. That last one, maybe: Gruul Iconoclast. I know it's less visceral, but it's to-the-point for a guild that cares about nothing more than power.

Well, the way I see the Gruul is that they definitely care about power, but it's more than that. They believe in the superiority of primal might over urban sophistication and seek to destroy artifice and civilization so that the strength of nature can again reign supreme.


If you apply a MTG reading of this ability, you would get 2 temp hp for each Plant creature below 0 hp :smallcool:
On a second thought this is false, since it is worded in one trigger. My mistake.

Good work so far. I will be watching this with great interest :smallsmile:

Actually... I have worded it so it can trigger on dying Plant creatures. For some reason I thought Plants were destroyed when reduced to 0 hit points like Undead are. I'll fix it, no big deal.

Orzhov Ghostwayman is UP! And, wow, I love it. In my opinion, one of the cooler classes I've ever written.

gkathellar
2012-01-27, 09:58 PM
Well, the way I see the Gruul is that they definitely care about power, but it's more than that. They believe in the superiority of primal might over urban sophistication and seek to destroy artifice and civilization so that the strength of nature can again reign supreme.

Well, that why I said Iconoclast — a smasher of icons. But going by that philosophy, maybe something with the word Wild in it, exploiting the dual connotations of the word as adjective and noun? Wild-Will? Wild-Fury? Wild-Soul? Or pure, to denote a kind of atavist superiority? Pure-Will? Pure-Fury?

What about Gruul Atavist?

TravelLog
2012-01-27, 10:20 PM
Gruul Blood-Shaman, Gruul Warchief, Gruul Primalist, Gruul Primal-Adept, Gruul Spirit-Rager, Gruul Eviscerator...

Ziegander
2012-01-27, 11:30 PM
I decided to go with Gruul Wildspeaker, it's a primal leader that combines bloodthirsty attacks with marshal auras and druid spells.

EDIT: Now Azorius (needs a better name too), Boros, Dimir, Golgari, Gruul, Izzet, Orzhov, and Rakdos are up! Take a look and offer some criticism ladies and gentlemen! The Golgari and the Izzet aren't quite finished and especially could use some critics' love.

EDIT: Only Selesnya and Simic left to go!

EDIT: Only Simic left to go! Whoo-hoo!

Big Fau
2012-01-30, 11:37 AM
I decided to go with Gruul Wildspeaker, it's a primal leader that combines bloodthirsty attacks with marshal auras and druid spells.

Don't suppose he had something to do with that, did he? (http://magiccards.info/cmd/en/157.html)

boomwolf
2012-01-30, 12:58 PM
Also, you're doing them in the wrong order. The correct order is:
Simic -> Izzet -> Dimir -> Golgari -> Boros -> Selsenya -> Azorius -> Orzhov -> Rakdos -> Gruul. This is the scientifically established correct priority order for the guilds, and has nothing whatsoever to do with my personal preferences - in fact, you doing it the categorically wrong way is nothing less than a mortal sin and an insult to every thinking, logical person in the world. :smalltongue:

Blasphemy! the great church of the Orzhov is the greatest of all guilds!

And speaking of the Orzhov, while their class IS pretty nice, I think you missed the flavor of the Orzhov there...

While they DO have an "life, death, and the spiritual world" flavor, they are NOT skirmishers, they do not zoom across the city to take down their opponent swifts, they are the slow-and-steady guys, slowly devouring the enemy's resources while bolstering their own. I think you need to make a crowd-control class for them, not a roamer...

Ziegander
2012-01-30, 02:16 PM
Don't suppose he had something to do with that, did he? (http://magiccards.info/cmd/en/157.html)

Actually, I didn't think of him at all. It was an odd road getting to the final design of the Gruul Wildspeaker, but I'm happy with the results.


And speaking of the Orzhov, while their class IS pretty nice, I think you missed the flavor of the Orzhov there...

While they DO have an "life, death, and the spiritual world" flavor, they are NOT skirmishers, they do not zoom across the city to take down their opponent swifts, they are the slow-and-steady guys, slowly devouring the enemy's resources while bolstering their own. I think you need to make a crowd-control class for them, not a roamer...

I'm not so sure I missed the flavor. Orzhov is a crime syndicate, pretty thoroughly. They have fake priests and money-changers, sure, and they do use politics to their advantage whenever possible, but they are a mafia organization through and through. While the organization itself has a more slow-and-steady ultimate goal, the syndicate has tons of thieves and assassins on its payroll.

Bhu
2012-01-30, 05:53 PM
Possible thought for abilities for the Gravestone class at level 17 or the capstone:

Maybe give them the rest of the immunities for the plat and undead types?

jiriku
2012-01-30, 10:28 PM
General Overview:

The classes are all very compellingly designed and flavorful. I was immediately interested in playing several of them, such as the Legionnaire, Secretkeeper, and Graveborne. Even the ones that don't appeal to me personally would be very enticing to other players I know who prefer different archetypes. Well done.

The power range is pretty broad. The Graveborne and Hellraiser, for example, are basic Tier 4 classes, while the Mathmagician and Convoker are strong Tier 2 representatives. I personally would balance my classes a little more tightly together if I was going to build a whole new universe of classes as you're doing here.

The classes do a great job of exploiting existing material and power systems. I'd expect no less from you, given your earlier work, but it's nice to see homebrew that demonstrates mastery, comfort, and affection with/for the rules.

The classes are VERY feature-heavy, to the point of being intimidating to novice and casual gamers. The biggest offenders are the Tier-3-type classes that blend the signature features of 3 or more source classes. While the resultant classes are well-balanced, I'm concerned that you're setting the bar quite high with the minimum level of savvy and time required to play the classes.

The complexity of the classes could also make life hard the DM. Any DM who uses your material must coach/mentor 4+ players on playing classes that none of them are familiar with, while also managing groups of NPCs with levels in these same classes. That's a very demanding job for the DM, in addition to the task of creating and running adventures.

Specific Looks:

Azorius Arbiter
The exact effect of arbitration (command) is nebulous. I'm not certain how I'm supposed to adjudicate requirements to "obey the law" as a DM.
Does Delay violence offer a save? If so, how is it calculated?

Boros Legionnaire
The decision to use the paladin/ranger spell table, rather than a more generous table like bard or duskblade, leaves the Legionnaire hurting for spell slots and save DCs. The extra Charisma doesn't really help.
I'd suggest changing the perfection bonuses gained at 20th level to inherent bonuses, to minimize the potential for stacking of permanent bonuses.

Dimir Secretkeeper
This one is considerably weaker than most of the others, and almost completely ineffective against mindless undead. I'd recommend replacing sneak attack with a source of bonus damage that isn't so easily negated.
This needs, IMO, a full sneak attack progression and some form of buffed skill usage at higher levels - perhaps a scaling competence bonus to the athletic skills or a pool of spin points or free rerolls.
Transmute Self is a can of worms. But I suppose you knew that.

Golgari Graveborne
Channel Life and Death scales very poorly with level. I'd recommend scaling the damage dice more quickly.
Putrefy is a little rocky in execution. Ignoring a type-based immunity feels like a foul ball; if you want a debuff that affects undead, I'd prefer you just use a debuff that affects undead. This hits you again with the advancements to the ability, most of which are irrelevant to undead. Auto-dispelling all magical effects with a touch attack is a highly breakable ability that begs for team-based exploits. Auto-animating the slain is also very breakable (technically, the graveborne can maintain an animated creature such as, say, an efreet, indefinitely by repeatedly killing it and reanimating it), and is poorly supported mechanically (what are the stats of the animated creature?).
Accelerated Healing, Life from the Loam, and Regenerative Healing are throwaway features, too minor to have significant impact on the game. They should be either improved or discarded.
Overall, this class is too linear, with too many of its features devotes to simple incremental improvements to its ability to inflict and resist damage. It needs more versatile options. I'd suggest one or more of the following:


Woodland stride or flawless stride
Camouflage
4 or 6 skill points per level with the addition of Balance, Hide, Knowledge (geography), Move Silently and Swim, the subtraction of Handle Animal.
Extension of the husk to include enchantable claws.
A bogun or homunculus pet(s).
Access to a limited selection of druid spells involving plant manipulation and acceleration of decay.
Access to a limited selection of sorcerer/wizard spells involving emulating or influencing the undead.

Dracon.AO
2012-01-31, 10:57 AM
I love the ravinica block, but isn't this Boris legionnaire a slighty overpowered duskblade?

Ziegander
2012-01-31, 02:43 PM
General Overview:The classes are all very compellingly designed and flavorful. I was immediately interested in playing several of them, such as the Legionnaire, Secretkeeper, and Graveborne. Even the ones that don't appeal to me personally would be very enticing to other players I know who prefer different archetypes. Well done.

Well, if nothing else I still know how to make a class look pretty. :smallwink:


The power range is pretty broad. The Graveborne and Hellraiser, for example, are basic Tier 4 classes, while the Mathmagician and Convoker are strong Tier 2 representatives. I personally would balance my classes a little more tightly together if I was going to build a whole new universe of classes as you're doing here.

Yeah, I think for the first drafts I was more concerned with capturing the flavor of the various guilds and distilling that into D&D mechanics, so it doesn't surprise me that some of the classes are stronger than others. I think I want to keep things at around a low Tier 3 level, but that's hard to do while not only maintaining the flavor of the guilds and also making sure PCs have the proper tools to survive playing D&D.


The classes are VERY feature-heavy, to the point of being intimidating to novice and casual gamers. The biggest offenders are the Tier-3-type classes that blend the signature features of 3 or more source classes. While the resultant classes are well-balanced, I'm concerned that you're setting the bar quite high with the minimum level of savvy and time required to play the classes.

It's true, I tend to throw together multiple sub-systems at once with a devil-may-care attitude. I still try to keep the classes themselves simple, if you're familiar with the subsystems anyway, but I see what you mean.


Azorius Arbiter
The exact effect of arbitration (command) is nebulous. I'm not certain how I'm supposed to adjudicate requirements to "obey the law" as a DM.
Does Delay violence offer a save? If so, how is it calculated?

Arbitration (Command) works just like the Command spell and says so in the text. Maybe if I link to the Command spell it will become clearer. Delay Violence is the same way, working just like the Sanctuary spell. I'll make sure to add into the text that they both allow a Will save to negate.


Boros Legionnaire
The decision to use the paladin/ranger spell table, rather than a more generous table like bard or duskblade, leaves the Legionnaire hurting for spell slots and save DCs. The extra Charisma doesn't really help.
I'd suggest changing the perfection bonuses gained at 20th level to inherent bonuses, to minimize the potential for stacking of permanent bonuses.

I wasn't sure whether or not I wanted to go to 5th level spells or not, as I felt that they already had enough spells per day to be honest. If I did go to 5th level spells I'd need to reconfigure his spell list, switching some spells around in level, etc, etc, but it's still a possibility. Do note that the save DCs are not based on spell level, but rather are all 10 + 1/2 Legionnaire level + Cha modifier.


Dimir Secretkeeper
This one is considerably weaker than most of the others, and almost completely ineffective against mindless undead. I'd recommend replacing sneak attack with a source of bonus damage that isn't so easily negated.
This needs, IMO, a full sneak attack progression and some form of buffed skill usage at higher levels - perhaps a scaling competence bonus to the athletic skills or a pool of spin points or free rerolls.
Transmute Self is a can of worms. But I suppose you knew that.

I am very surprised you think this is the weakest class. I was concerned that this was one of the more powerful ones. It's just as ineffective against mindless Undead as a Rogue is, actually probably less so, and yet it has LOTS of other options against other foes. Rogue is usually posterized as one of the better balanced classes in the game, and so while I knew I wanted this class to finish slightly stronger than a Rogue I didn't want to go much higher than that.


Golgari Graveborne

Now, we come to the one that I'm the least satisfied with.


[LIST] Channel Life and Death scales very poorly with level. I'd recommend scaling the damage dice more quickly.

And yet, as a self-heal mechanic it's pretty incredible. I wanted a way to channel death through his melee attacks, but I figured a feat could be used for that.


Putrefy is a little rocky in execution. Ignoring a type-based immunity feels like a foul ball; if you want a debuff that affects undead, I'd prefer you just use a debuff that affects undead.

It was supposed to be following the Golgari flavor that it debuffs Undead with debuffs that don't normally affect Undead. Specifically, by injecting Undead with the power of life and debuffing them with effects that work normally on living creatures. Sort of a stretch, but that's my explanation.


Auto-dispelling all magical effects with a touch attack is a highly breakable ability that begs for team-based exploits.

In what ways?


A) Auto-animating the slain is also very breakable (technically, the graveborne can maintain an animated creature such as, say, an efreet, indefinitely by repeatedly killing it and reanimating it), and B) is poorly supported mechanically (what are the stats of the animated creature?).

A) Good point. I'll have to edit for that.

B) The stats of the animated creature are exactly the same as the stats it had in life.


Accelerated Healing, Life from the Loam, and Regenerative Healing are throwaway features, too minor to have significant impact on the game. They should be either improved or discarded.

Okay, I see what you mean. At first I disagreed, but I ran some numbers and took a second look at them, and, yeah, there are more flavor-features than anything else. Which I think is okay for Life from the Loam (which originally was slated for 5th level but I'm not sure, it's a potentially very powerful effect and I don't know if 5th level is right for it), but if I put in too many flavor-features the Graveborne needs a special sub-system to call its own.


Overall, this class is too linear, with too many of its features devotes to simple incremental improvements to its ability to inflict and resist damage. It needs more versatile options. I'd suggest one or more of the following:

Trust me, I agree with you. I was concerned that the class was too linear immediately after I designed. Too simple. Before I began working on it I wanted it to have a unique sub-system, like Azorius uses Incarnum, Izzet uses Weird Science, and Rakdos uses Invocations. But, once I had the other classes mapped out there didn't seem to be anything left to give to poor Golgari, so I was sure what to do.


[LIST=1]
Woodland stride or flawless stride
Camouflage
4 or 6 skill points per level with the addition of Balance, Hide, Knowledge (geography), Move Silently and Swim, the subtraction of Handle Animal.

Unfortunately, aside from, perhaps, Hide and Move Silently, none of this seems to fit the Golgari, in my opinion. I'm not an expert authority on Ravnica, though, so maybe some other posters will have something to say.


Extension of the husk to include enchantable claws.

I could see this.


A bogun or homunculus pet(s).

This might also be interesting, but I'm not sure how to implement it or if it really fits the Golgari.


Access to a limited selection of druid spells involving plant manipulation and acceleration of decay.
Access to a limited selection of sorcerer/wizard spells involving emulating or influencing the undead.

Again, I'd like to avoid simply making this a spellcaster, but access to plant manipulation/acceleration/decay as well as controlling undead would be marvelous (more than Turn Plants/Undead).

Finally, thank you for giving me a thorough critique, my friend. If you ever need a critique of a class or classes, you let me know!

Ziegander
2012-01-31, 02:50 PM
I love the ravinica block, but isn't this Boris legionnaire a slighty overpowered duskblade?

I don't think so. Why do you say that?

EDIT: If you just mean that it's slightly more powerful than a Duskblade, then, eh, that's really a toss up. A Duskblade is almost guaranteed to deal a LOT more damage than the Boros Legionnaire, but the legionnaire can do more things for the party than simply deal damage.

TravelLog
2012-01-31, 05:04 PM
You might try a twist on shadow casting for the Golgari.

Perhaps?

jiriku
2012-01-31, 08:04 PM
It's true, I tend to throw together multiple sub-systems at once with a devil-may-care attitude. I still try to keep the classes themselves simple, if you're familiar with the subsystems anyway, but I see what you mean.

I actually rather like what you've done. Some of it is quite innovative. The wildspeaker, for example, blends rage, a skirmish-variant, marshall auras, minor ranger/druidic spellcasting, and spell-channeling on a martial platform in a way that really isn't possible with the existing rules, and the result is an intriguing leader/battler/wilderness combo that looks very fun to play.


Do note that the save DCs are not based on spell level, but rather are all 10 + 1/2 Legionnaire level + Cha modifier.

Nice. I hadn't noticed that, but now that I see it I think it's a good move.


I am very surprised you think this is the weakest class. I was concerned that this was one of the more powerful ones. It's just as ineffective against mindless Undead as a Rogue is, actually probably less so, and yet it has LOTS of other options against other foes. Rogue is usually posterized as one of the better balanced classes in the game, and so while I knew I wanted this class to finish slightly stronger than a Rogue I didn't want to go much higher than that.

Its chief weaknesses are two: (1) it loses a tremendous degree of effectiveness against straightforward, unsubtle opponents who are mindless and/or immune to precision damage, and (2) its high-level abilities are mostly situational and modest in scope.



It was supposed to be following the Golgari flavor that it debuffs Undead with debuffs that don't normally affect Undead. Specifically, by injecting Undead with the power of life and debuffing them with effects that work normally on living creatures. Sort of a stretch, but that's my explanation.

What if it Channel Life and Death had a decaying form that dealt negative energy damage and blinded as the body decayed, and a growth form that invoked positive energy and and entangled as the body erupted with vinelike growths?


B) The stats of the animated creature are exactly the same as the stats it had in life.

Con score? Biological attack modes like poison? Organic processes like fast healing and regeneration? Those things can work for a plant/undead hybrid, but not being familiar with the background material, I didn't assume them.

Ziegander
2012-02-03, 11:31 AM
What if it Channel Life and Death had a decaying form that dealt negative energy damage and blinded as the body decayed, and a growth form that invoked positive energy and and entangled as the body erupted with vinelike growths?

These are good ideas.


Con score? Biological attack modes like poison? Organic processes like fast healing and regeneration? Those things can work for a plant/undead hybrid, but not being familiar with the background material, I didn't assume them.

Aside from having a Con score, yes, it keeps all of that sort of stuff. Fast Healing and Regeneration aren't necessarily organic processes. There are published Undead with Fast Healing/Regeneration.

I'm scrapping the Simic draft I've got so far, because it's just not at all what I wanted. I have to go back to the drawing board on it completely. Anyone have any ideas to share for what they'd like to see the Simic class do?

I may even go back to the drawing board with the Golgari class too. I'm just not happy with what I've got. I think the only thing I want to keep is the Biomantic Husk. Ideas for it would be good too.

Nero24200
2012-02-03, 12:35 PM
*Favourited*

This thread is relevent to my interests.

Person_Man
2012-02-03, 04:45 PM
RE: General

Do you have a general design concept and/or Tier that you're aiming for? I could offer up a bunch of critiques, but it's not very helpful for me to say "this is too strong" or "this is too weak" or "this doesn't make much sense" unless I know what you're going for?


RE: Azorius Arbiter

Duel attribute requirements is generally a poor design choice. It's generally considered a bad thing that the Incarnate is Wis/Con based (and not just Con, like the Totemist), and I think it's even worse that the Arbiter is Wis/Cha based.
I think it's a poor idea to rename things as Statutes, Æther, and Æther Binds in the crunch of the class. Incarnum is already one of the most confusing rule sets out there, and this class just muddles it further. For example, how does a Totemist 2/Azorius Arbiter 2 work? How do Incarnum spells (which specifically target essentia or create chakra binds) effect the Azorius Arbiter? Can he benefit from the Extra Essentia feat? I suggest you write up some fluff sections, and include the renaming conventions there.
Skill based Save DC's are very difficult to balance, because Skills are so easy to buff. So I would drop that bit of crunch.
His soulmeld and chakra bind selection is fairly limited, and you cut out many of the Incarnate's strongest options. And many of his class abilities seem to have no interaction with his Meldshaping abilities. So you may wish to make some of his class abilities into custom soulmelds and chakra binds which only he has access to.
I do not understand how Demand Compliance functions. Perhaps you could reword it to be less confusing.
The lack of a Expanded Essentia Capacity is a big nerf for a Meldshaping class.


RE: The Orzhov Ghostwayman

Again, MAD issues.
I'm confused by the design choice of having Skirmish + Sudden Strike + soulmelds. What is your intended play style for this class (ie, what do you intend for him to do each round, and how?)
Again, the lack of a Expanded Essentia Capacity is a big nerf for a Meldshaping class.

Jodah
2012-02-17, 12:39 AM
Firstly, I want to thank you for working on this. It looks like you have put a lot of time and energy into this. Me and another group of guys were working on making a Ravnica campaign a few years back, but were met with disappointing results. You have gone quite the other way with stupendous results.

Secondly, I already want to play a mathmagician, a legionnaire, a wildspeaker, a hellraiser, and a ghostwayman. (And I just realized, I listed all the red guilds...) I usually bookmark homebrew stuff as a resource that I want to pull a little from. This time I am doing so because I want to adopt this full-scale.

Thirdly, and I am hoping the answer is yes, are you planning on making races, magic items, or anything else related to this? Ravnica has so much to offer on these fronts, I would love to see what you can do with it.

Oh, and one tiny critique: what reasoning put lifelink as a 1st level ability for the Convoker? At that level it doesn't do a lot of good (not enough hitpoints to go around for any character). I would think more mid level on it, maybe 5-8. But that is just my thoughts.

Zarthrax
2012-02-17, 01:45 AM
Seeing as how I've become a bit of a Golgari fan due to running a black/green elf Commander deck and discovering the awesomeness therein, I'd like to suggest abilities to fill the blank spots on the Golgari Graveborne.


17- Necromantic Infusion- Any undead creature you reanimate via your Dredge ability keeps all of its previous abilities, as well as falling under your permanent control. The undead's hit dice are removed from your control pool. It is permanently affected with a Dominate Monster effect. If dispelled, it automatically renews the next round. You may only have a number of undead affected by this ability equal to 1 + your Constitution modfier. Any creatures in excess of this are freewilled as normal, but friendly towards you.


20- Web of Life and Death- While the Simic have the edge on adapting new and exciting abilities, the Golgari can recycle like noone's business. What others view as a thing to avoid, a Graveborne covets as a thing to acquire. Every 'undead' affected by Necromantic Infusion shares its Extraordinary and Supernatural abilities with you. You are treated as also having all of said abilities. Any spell like ability that creature possesses can be used at either the creature's use per day or 3/day, whichever is less.

For Example, if you Dredge a lich and apply Necromantic Infusion to it, you gain its fear aura, paralysis touch, and extra immunities. You do not gain access to its spells.

Just to Browse
2012-02-17, 02:51 AM
You've done it again, Ziegander. I don't think I have yet to see a single class of yours that isn't absolutely fascinating.

Tingel
2012-02-17, 07:39 AM
Destabilize - With a DC 15 Heal check made as a standard action you can cause a stable creature below 0 hit points to begin Dying again.
How can this possibly require a skill check from anyone? Destabilizing a below-0 target should be a no-brainer, not requiring any special technique, finesse or knowledge. A monkey could do it. An ill-meaning monkey, that is.

boomwolf
2012-02-17, 12:28 PM
Forget why it requires a skill check, would we anyone BOTHER with using this ability even if it didn't? just stab the damn guy...

Tulya
2012-02-17, 01:16 PM
Haha, that's actually funny. I didn't even notice that, or where it came from. Looking at the 'edited on' dates, I assume it was on the Rakdos Hellraiser.

As I recall, Rakdos guild members love suffering. Instead of having an ability just to make them resume dying (because stabbing is good for that, as the above poster noted), why not one to drink in the suffering? Maybe something like Agony Bond (http://magiccards.info/query?q=agony+bond&v=card&s=cname). Unstoppable HP loss to you and touched target equal to any amount up to your class level. Kill an opponent that way, replenish a rage use or something.

Edit: Also, if you don't mind, what card is the Izzet picture from? Seems familiar, but I can't place it.

Tingel
2012-02-17, 01:50 PM
Haha, that's actually funny. I didn't even notice that, or where it came from. Looking at the 'edited on' dates, I assume it was on the Rakdos Hellraiser.
It is part of the [Under Construction] Simic Visionary, under the new uses for the Heal skill.

Some alternative ideas for Simic science (as alternative uses for the Heal skill):


Biopreservation
The Simic can preserve organic tissue, for example a heart or a severed hand, protecting it from natural putrefaction. This requires a jar of vinegar, a few drops of amphibian blood and a successful DC 15 Heal check.

Biostasis
The Simic's mastery over occult surgery can keep an organism alive that should normally die due its current situation, for example a dog whose heart has been removed or a party member who has been ripped in half by a rampaging Gruul monstrosity. The Simic cannot leave the patient or it dies. Biostasis requires a successful DC 15 Heal check per hour, and cannot keep anything alive for longer than [Simic Visionary levels] hours.
If the patient ends up being restored to normal life (for example through powerful divine magic), there is a 5% chance per hour in Biostasis that it will retain a permanent psychological impairment.

Extremity Recombination
With a successful DC 20 Heal check the Simic is able to recombine severed extremities with their original bodies, for example fingers, hands, or even whole legs, arms, tails, wings etc. The amputation may not have happened more than an hour ago, unless the appendage has been biopreserved (see above). If the extremity does not originally belong to the body (if for example the Simic is attaching a chicken wing to a human patient), the DC is increasing to 30.
Alien extremities attached this way have no functionality the recipient did not possess before - a dwarf with wings cannot fly for example.

Abortion
The Simic is killing unborn life. This requires a mixture of toad poison, vinegar and a few drops of the Simic's blood which the pregnant creature is offered (or forced) to drink. The abortion is automatically successful, but if the Simic fails a DC 15 Heal check the patient will remain permanently barren.

Brain Transplant
The Simic transplants a brain from one living creature with a developed brain into another, for example one human's brain into the head of another, or an elven brain into a cow's body. Only one brain will be transplanted, along with memories, int and wis scores, personality etc., and the other patient dies. If the Simic fails a DC 30 Heal check, both patients die.

Reanimation
The Simic sticks his hand as far down a patient's throat as he manages and tries (through a DC 15 Heal check) to restart the patient's heart beat and breathing, also healing small injuries of heart and lungs in the process.





Edit: Also, if you don't mind, what card is the Izzet picture from? Seems familiar, but I can't place it.
That is no card. It is the Izzet planeswalker Ral Zarek.

Tulya
2012-02-17, 02:39 PM
Thanks. That would explain why it's simultaneously familiar as magic-related, and I can't place it as any card.

I really like the Legionnaire. Feels about tier 3, with the right amount of tricks and power for the average adventuring party. Also, despite lacking the absolute power of tier 1 classes... it feels inherently heroic. Superhero heroic. Like you could pair a Legionnaire with the woman on the Boros Guildmage card and have a crimefighting duo.

Ziegander
2012-02-17, 03:51 PM
Oh, alright, alright, I guess I'll have to get back to this soon. Since there is so much new interest, I'll get right on to revising the existing material and designing Races of Ravnica, some feats, hell, I might even make prestige classes (okay, I hate doing that, so don't hold your breath, but, still, I've done it before and by god I just might do it again).

TravelLog
2012-02-17, 05:28 PM
By the Nine Hells, do the PrCs! They would be amazing.

TravelLog
2012-02-27, 12:22 AM
Hey Ziegander, any progress?