Empedocles
2012-03-06, 11:00 PM
Now, my previous two classes, the zealot (http://www.giantitp.com/forums/showthread.php?t=235284) and the ebon knight (http://www.giantitp.com/forums/showthread.php?p=12848298#post12848298) were both largely warmup for this class, which I'm spending a lot of time with and fluffing up :smallamused: I hope to create a Tier 2 or 3 class that's completely playable and interesting. Needless to say, to achieve this goal I'd appreciate as much constructive criticism as possible. It should be pointed out that although the emerite is a fusion between a monk and a wizard, he's meant to be stronger then a monk. In my opinion, monks are terrible. In any case though, lets PEACH this baby!
The Eremite
http://conceptartworld.com/wp-content/uploads/2010/11/Adrian_Majkrzak_09a.jpg
Chaos is a lie. There is only the order of my mind. Weakness is a lie. There is only the destruction I am.
The eremite is not a peacekeeping, ascetic monk, nor is he a greedy rogue who battles dragons only so that he may plunder their homes. The eremite has only two goals, which ultimately define who they are: the destruction of chaos, and the destruction of weakness. By training the mind and body to unparalleled heights, the emerite strives to become a pinnacle of both battle and sorcery.
An important aspect of the eremite is that they never use weapons. Ever. Weapons make an eremite feel dependent on something else, thereby making them weaker. And weakness is unacceptable.
Adventures: An eremite adventures for several reasons. First and foremost, he seeks to test and prove himself, to prove that he is strong and too purge himself of weakness. Eremites are always yearning to learn magical lore, for they are resentful that sorcerers and wizards are stronger in the arcane arts. This often leads them to spare magic using enemies, and has proven the downfall of many strong emerites.
Characteristics: If an eremite respects a companion, that companion will likely view the emerite as a reliable peer who will fight beyond all odds. If, on the other hand, an emerite sees weakness in his peer, he will likely ignore his fellow until the adventurer can prove his worth somehow. You could say they're a little stuck up.
Alignment: Technically, eremite's can be good, but it's the snooty kind of good that everyone hates more then the lich king. The vast majority of eremites are neutral, caring for neither good nor evil but simply seeking power instead. A good number are evil as well, having strayed to close to darkness in their quest for strength. All eremites are neutral.
Religion: Eremites rarely worship gods, as gods have never proven to them their strength. Why worship a being who doesn't dwell among you?
Background: Almost all eremites learn their skills individually from a mentor. Some are aristocrats who's parents hear rumors of an eremite master, and others are orphans who are found by their future teacher. Therefore, eremites come from a variety of backgrounds.
Races: Eremites are rare as it is, but the most common race to become them are half-elves. Half-elves are often renegades in search of power, which fits the eremite doctrine perfectly. Elves, especially exiles, also are good candidates for eremites.
Game Rule Information
Eremites have the following game statistics.
Abilities: Strength is important for an eremite's abilities in combat, and their lack of armor means that dexterity is also important. Their spellcasting is based on wisdom, which makes it an important attribute, and a high constitution never hurts.
Alignment: Any lawful.
Hit Dice: d8.
Class Skills
Balance, Climb, Concentration, Decipher Script, Escape Artist, Jump, Knowledge (all skills taken individually), Spellcraft, Swim, and Tumble/
Skills Points at 1st Level: (2+Intelligence modifier)x4
Skill Points at Each Additional Level: 2+Intelligence modifier.
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Flurry of Blows
1st|
+1|
+0|
+0|
+2|
Flurry of Blows, Spellcasting, Unarmed Strike|
-1/-1
2nd|
+2|
+0|
+0|
+3|
Bonus Feat|
+0/+0
3rd|
+3|
+1|
+1|
+3|
Channel Spell|
+1/+1
4th|
+4|
+1|
+1|
+4||
+2/+2
5th|
+5|
+1|
+1|
+4|
AC Bonus +1|
+3/+3
6th|
+6|
+2|
+2|
+5||
+4/+4
7th|
+7|
+2|
+2|
+5|
Evasion|
+5/+5/+0
8th|
+8|
+2|
+2|
+6|
Ki Strike (magic)|
+6/+6/+1
9th|
+9|
+3|
+3|
+6||
+7/+7/+2
10th|
+10|
+3|
+3|
+7|
AC Bonus +2|
+8/+8/+3
11th|
+11|
+3|
+3|
+7|
Greater Flurry|
+9/+9/+9/+4
12th|
+12|
+4|
+4|
+8||
+10/+10/+10/+5
13th|
+13|
+4|
+4|
+8|
Improved Evasion|
+11/+11/+11/+6/+1
14th|
+14|
+4|
+4|
+9|
Ki Strike (lawful)|
+12/+12/+12/+7/+2
15th|
+15|
+5|
+5|
+9|
AC Bonus +3|+12+12+12/+7/+2
16th|
+16|
+5|
+5|
+10||
+13/+13/+13/+8/+3
17th|
+17|
+5|
+5|
+10|
Bonus Feat|
+14/+14/+14/+9/+4
18th|
+18|
+6|
+6|
+11||
+15/+15/+15/+10/+5
19th|
+19|
+6|
+6|
+11|
AC Bonus +4|
+16/+16/+16/+10/+5
20th|
+20|
+6|
+6|
+12|
Ki Strike (adamantine)|+17/+17/+17/+12/+6/+1|[/table]
Class Features
Flurry of Blows: This ability allows him to make additional melee attacks per day as a full round attack action, with the modifiers in the Flurry of Blows column instead of his Base Attack modifier. See the PHB page 41 for more details.
Unarmed Strike: At 1st level, the eremite gains Improved Unarmed strike as a bonus feat, and deals extra damage as per the table below.
{table=head]Level|Unarmed Strike Damage
1st-3rd|
1d6
4th-7th|
1d8
8th-11th|
1d10
12th-15th|
2d6
16th-19th|
2d8
20th|
2d10[/table]
Spellcasting: An eremite casts spells as a bard, but they're from his own spell list. Refer to page 27 of the PHB for spells per day, and page 28 for spells known. His key ability score for spellcasting is wisdom.
Bonus Feat: Any time an eremite gains a bonus feat it can be any of the following: a feat a monk would be eligible for at any point when he gains a bonus feat or Spell Penetration or a metamagic feats. Eremites cannot learn item creation feats (unless it's through a different class).
Channel Spell: At 3rd level, an eremite learns to channel his spells through his fists. As a swift action, he can burn a spell per day and select one of his spells known to be activated with a successful attack. Any spell within his fists that is discharged has its target/area switched to whatever would allow it to only occupy the space of the attacked creature. So for example, a fireball cast through channel spell would only implode in the creature's square, and a web cast through this would only bind the creature struck. It would not have an area effect. Channel spell can be used in conjunction with flurry of blows, but only one of the attacks can have a channeled spell (since you can only take 1 swift action per turn).
AC Bonus: While unarmored, an eremite gains a bonus to AC according to the above chart. It does not apply if he is caught flat-footed.
Evasion: If an eremite makes a reflex save that would allow her to take half damage (such as a fireball) and she succeeds on her save, she instead takes no damage. At 12th level, she only takes half damage even on a failed save.
Ki Strike: This ability lets the eremite's unarmed strikes bypass damage reduction of the type specified on the chart. See page 42 of the PHB for more details.
Spell List
0 Level Spells: daze, detect magic, light, mage hand, prestidigitation, virtue, avid splash, ray of frost, open/close, message, disrupt undead.
1st Level Spells: Protection from Chaos/Evil/Good (cannot use Protection from Law), shield, true strike, hypnotism, burning hands, color spray, silent image, jump, magic weapon, expeditious retreat.
2nd Level Spells: Protection from arrows, resist energy, web, darkness, scorching ray, blur, bull's strength, bear's endurance, cat's grace, eagle's splendor, owl's wisdom, fox's cunning, spider climb, flame blade, hold person.
3rd Level Spells: Contagion, dispel magic, fireball, magic vestment, stone shape, magic circle against chaos/evil/good (cannot use magic circle against law), arcane sight, flame arrow, fly, haste, greater magic weapon.
4th Level Spells: Stoneskin, evard's black tentacles, minor creation, shout, stone shape, polymorph, freedom of movement, spike stones.
5th Level Spells: Major creation, teleport, hold monster, cone of cold, fabricate, telekinesis, permanency, shadow evocation.
6th Level Spells: Repulsion, true seeing, chain lightning, shadow walk, eyebite, control water, move earth, tenser's transformation.
The Eremite
http://conceptartworld.com/wp-content/uploads/2010/11/Adrian_Majkrzak_09a.jpg
Chaos is a lie. There is only the order of my mind. Weakness is a lie. There is only the destruction I am.
The eremite is not a peacekeeping, ascetic monk, nor is he a greedy rogue who battles dragons only so that he may plunder their homes. The eremite has only two goals, which ultimately define who they are: the destruction of chaos, and the destruction of weakness. By training the mind and body to unparalleled heights, the emerite strives to become a pinnacle of both battle and sorcery.
An important aspect of the eremite is that they never use weapons. Ever. Weapons make an eremite feel dependent on something else, thereby making them weaker. And weakness is unacceptable.
Adventures: An eremite adventures for several reasons. First and foremost, he seeks to test and prove himself, to prove that he is strong and too purge himself of weakness. Eremites are always yearning to learn magical lore, for they are resentful that sorcerers and wizards are stronger in the arcane arts. This often leads them to spare magic using enemies, and has proven the downfall of many strong emerites.
Characteristics: If an eremite respects a companion, that companion will likely view the emerite as a reliable peer who will fight beyond all odds. If, on the other hand, an emerite sees weakness in his peer, he will likely ignore his fellow until the adventurer can prove his worth somehow. You could say they're a little stuck up.
Alignment: Technically, eremite's can be good, but it's the snooty kind of good that everyone hates more then the lich king. The vast majority of eremites are neutral, caring for neither good nor evil but simply seeking power instead. A good number are evil as well, having strayed to close to darkness in their quest for strength. All eremites are neutral.
Religion: Eremites rarely worship gods, as gods have never proven to them their strength. Why worship a being who doesn't dwell among you?
Background: Almost all eremites learn their skills individually from a mentor. Some are aristocrats who's parents hear rumors of an eremite master, and others are orphans who are found by their future teacher. Therefore, eremites come from a variety of backgrounds.
Races: Eremites are rare as it is, but the most common race to become them are half-elves. Half-elves are often renegades in search of power, which fits the eremite doctrine perfectly. Elves, especially exiles, also are good candidates for eremites.
Game Rule Information
Eremites have the following game statistics.
Abilities: Strength is important for an eremite's abilities in combat, and their lack of armor means that dexterity is also important. Their spellcasting is based on wisdom, which makes it an important attribute, and a high constitution never hurts.
Alignment: Any lawful.
Hit Dice: d8.
Class Skills
Balance, Climb, Concentration, Decipher Script, Escape Artist, Jump, Knowledge (all skills taken individually), Spellcraft, Swim, and Tumble/
Skills Points at 1st Level: (2+Intelligence modifier)x4
Skill Points at Each Additional Level: 2+Intelligence modifier.
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Flurry of Blows
1st|
+1|
+0|
+0|
+2|
Flurry of Blows, Spellcasting, Unarmed Strike|
-1/-1
2nd|
+2|
+0|
+0|
+3|
Bonus Feat|
+0/+0
3rd|
+3|
+1|
+1|
+3|
Channel Spell|
+1/+1
4th|
+4|
+1|
+1|
+4||
+2/+2
5th|
+5|
+1|
+1|
+4|
AC Bonus +1|
+3/+3
6th|
+6|
+2|
+2|
+5||
+4/+4
7th|
+7|
+2|
+2|
+5|
Evasion|
+5/+5/+0
8th|
+8|
+2|
+2|
+6|
Ki Strike (magic)|
+6/+6/+1
9th|
+9|
+3|
+3|
+6||
+7/+7/+2
10th|
+10|
+3|
+3|
+7|
AC Bonus +2|
+8/+8/+3
11th|
+11|
+3|
+3|
+7|
Greater Flurry|
+9/+9/+9/+4
12th|
+12|
+4|
+4|
+8||
+10/+10/+10/+5
13th|
+13|
+4|
+4|
+8|
Improved Evasion|
+11/+11/+11/+6/+1
14th|
+14|
+4|
+4|
+9|
Ki Strike (lawful)|
+12/+12/+12/+7/+2
15th|
+15|
+5|
+5|
+9|
AC Bonus +3|+12+12+12/+7/+2
16th|
+16|
+5|
+5|
+10||
+13/+13/+13/+8/+3
17th|
+17|
+5|
+5|
+10|
Bonus Feat|
+14/+14/+14/+9/+4
18th|
+18|
+6|
+6|
+11||
+15/+15/+15/+10/+5
19th|
+19|
+6|
+6|
+11|
AC Bonus +4|
+16/+16/+16/+10/+5
20th|
+20|
+6|
+6|
+12|
Ki Strike (adamantine)|+17/+17/+17/+12/+6/+1|[/table]
Class Features
Flurry of Blows: This ability allows him to make additional melee attacks per day as a full round attack action, with the modifiers in the Flurry of Blows column instead of his Base Attack modifier. See the PHB page 41 for more details.
Unarmed Strike: At 1st level, the eremite gains Improved Unarmed strike as a bonus feat, and deals extra damage as per the table below.
{table=head]Level|Unarmed Strike Damage
1st-3rd|
1d6
4th-7th|
1d8
8th-11th|
1d10
12th-15th|
2d6
16th-19th|
2d8
20th|
2d10[/table]
Spellcasting: An eremite casts spells as a bard, but they're from his own spell list. Refer to page 27 of the PHB for spells per day, and page 28 for spells known. His key ability score for spellcasting is wisdom.
Bonus Feat: Any time an eremite gains a bonus feat it can be any of the following: a feat a monk would be eligible for at any point when he gains a bonus feat or Spell Penetration or a metamagic feats. Eremites cannot learn item creation feats (unless it's through a different class).
Channel Spell: At 3rd level, an eremite learns to channel his spells through his fists. As a swift action, he can burn a spell per day and select one of his spells known to be activated with a successful attack. Any spell within his fists that is discharged has its target/area switched to whatever would allow it to only occupy the space of the attacked creature. So for example, a fireball cast through channel spell would only implode in the creature's square, and a web cast through this would only bind the creature struck. It would not have an area effect. Channel spell can be used in conjunction with flurry of blows, but only one of the attacks can have a channeled spell (since you can only take 1 swift action per turn).
AC Bonus: While unarmored, an eremite gains a bonus to AC according to the above chart. It does not apply if he is caught flat-footed.
Evasion: If an eremite makes a reflex save that would allow her to take half damage (such as a fireball) and she succeeds on her save, she instead takes no damage. At 12th level, she only takes half damage even on a failed save.
Ki Strike: This ability lets the eremite's unarmed strikes bypass damage reduction of the type specified on the chart. See page 42 of the PHB for more details.
Spell List
0 Level Spells: daze, detect magic, light, mage hand, prestidigitation, virtue, avid splash, ray of frost, open/close, message, disrupt undead.
1st Level Spells: Protection from Chaos/Evil/Good (cannot use Protection from Law), shield, true strike, hypnotism, burning hands, color spray, silent image, jump, magic weapon, expeditious retreat.
2nd Level Spells: Protection from arrows, resist energy, web, darkness, scorching ray, blur, bull's strength, bear's endurance, cat's grace, eagle's splendor, owl's wisdom, fox's cunning, spider climb, flame blade, hold person.
3rd Level Spells: Contagion, dispel magic, fireball, magic vestment, stone shape, magic circle against chaos/evil/good (cannot use magic circle against law), arcane sight, flame arrow, fly, haste, greater magic weapon.
4th Level Spells: Stoneskin, evard's black tentacles, minor creation, shout, stone shape, polymorph, freedom of movement, spike stones.
5th Level Spells: Major creation, teleport, hold monster, cone of cold, fabricate, telekinesis, permanency, shadow evocation.
6th Level Spells: Repulsion, true seeing, chain lightning, shadow walk, eyebite, control water, move earth, tenser's transformation.