PotatoNinja
2012-03-19, 10:24 PM
Diclaimer: This class is based off the Dementist Casters in the MTG book Chainer's Torment. I do not own the rights to the ideas. This is a fan made and out of love. Hopefully true to the ideals replication of the feel and mechanics of a Dementist Caster into the D&D world of 3.5.
I am looking for:
People very familiar with summoning in 3.5 to provide feedback on mechanics.
People Familiar with the stories/books in which dementist casters are used to help provide flavor and feedback on the feel of the caster itself.
Dementist Casters devour the souls of fallen foes, using the memories to fuel their Spells. Madness warps their minds, and many walk the streets only half aware of the reality they stumble around in. The difference between madness and the real world is often only a breath away, and a dementist caster often doesn't come back from the madness alone. Through his immersion into Insanity, he is able to alter the creatures he summons into the very essence of a living Nightmare.
Few live long, most succumb to the insanity after only a few short years. This short lived life span means only a very select few Dementists have ever risen to the rank of legendary. This tendency towards short lives is not indicative of a chaotic life, merely one where the lines between reality and ones own subconscious mind is often blurry or nonexistent.
Prerequisites
Able to cast Second level Arcane spells
Feats Augmented Summoning
Alignment Any Evil or Neutral
Base Attack Bonus +1
Base Save Bonus Will +4
Knowledge Arcana 8
D4
The Dementists class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), and Spellcraft (Int).
Skill Points at Each Level
2 + Int modefier
{table=head]Level|Base Attack Bonus|Fortitude Save|Reflex Save|Will Save|Special|[center] Spells Per Day|Minor Remembrances Known|Intermediate Remembrances Known|Major Remembrances Known|
1st|+1|+0|+0|+2|Dementist Summoning, Minor Remembrance (1)| +1 Level of Existing Class|1|0|0|
2nd|+1|+0|+0|+3|Intermediate Remembrance (1)| +1 Level of Existing Class|1|1|0|
3rd|+2|+1|+1|+3|| +1 Level of Existing Class|2|1|0|
4th|+2|+1|+1|+4|| +1 Level of Existing Class|2|2|0|
5th|+3|+1|+1|+4|| +1 Level of Existing Class|3|2|0|
6th|+3|+2|+2|+5|| +1 Level of Existing Class|3|3|0|
7th|+4|+2|+2|+5|| +1 Level of Existing Class|3|3|0|
8th|+4|+2|+2|+6|Minor Remembrance (2)| +1 Level of Existing Class|4|3|0|
9th|+5|+3|+3|+6|| +1 Level of Existing Class|5|4|0|
10th|+5|+3|+3|+7|Major Remembrance (1)| +1 Level of Existing Class|6|4|0|
11th|+5|+3|+3|+7|| +1 Level of Existing Class|6|4|1|
12th|+6/1|+4|+4|+8|| +1 Level of Existing Class|7|5|1|
13th|+6/1|+4|+4|+8|Intermediate Remembrance (2)| +1 Level of Existing Class|7|5|2|
14th|+7/2|+4|+4|+9|| +1 Level of Existing Class|8|5|2|
15th|+7/2|+5|+5|+9|Minor Remembrance (3)| +1 Level of Existing Class|8|5|3|
[/table]
]Dementists Summoning: A Dementist summons creatures by envisioning the creature in their own minds and then calling them forth into reality. As a dementist progresses in levels, their minds begin to slip into insanity, and their mind begin to deceive them into remembering falsehoods. The false images quickly become real nightmares. Creatures Immune to ability drain or creatures under the effect of a spell mimicking such ability drain cannot use Remembrances.
Minor Remembrance: Starting at first level a Dementists mind has become warped and is no longer able to correctly recall the features of the creatures he is attempting to call forth. Any creature called forth by the Dementist may appear with grotesque and abhorrent features that could only be conceived in the mind of a lunatic. At 8th level, as the dementists mind slips even further into insanity, each creature summoned may have up to 2 different Minor Remembrances in affect at one time. At 15th Level, the dementist is capable of producing three Minor Remembrances simultaneously. Each Minor Remembrance drains one point of wisdom when a creature is summoned using it. The wisdom returns immediately upon the loss of the summon.
Elemental:The creature being called forth gains a type of elemental affinity (Sonic, Fire, Lightening, Acid, or Cold) that grants it an additional 1d6 die of damage of its chosen type on successful attacks. This affinity offers no immunities, benefits, or other gains other than the damage dice.
Extra Head: The creature being called forth has a second head. This head is only capable of making attacks if the creatures original head was also capable of making attacks. The extra head also grants a +10 circumstance Bonus to all spot checks as well as allowing for an additional use of Breath Weapons.
Two Extra Arms: The Creature being called forth has two additional arms. The limbs the creature gains are the same type of the base creature and do not grant it any additional attacks unless it is already capable of using it’s limbs for attacks.
Compound Eyes:Grotesque insectiod compound eyes replace the normal eyes of the creature, Grating it a +10 circumstance bonus to Spot Checks
Grasshopper Legs:Long chitonous legs replace the hind legs of the creature, offering it a +30 Racial bonus to Jump Checks. If the creature already has a Racial jump modifier, use whichever is larger.
Genetic Alteration (Strength): The creature being summoned is superior in strength compared to other members of its race. The dementist may add 2 Strength to the creature’s ability score. The bonus stacks with all other bonuses.
Genetic Alteration (Dexterity): The creature being summoned is superior in Dexterity compared to other members of its race. The dementist may add 2 Dexterity to the creature’s ability score. The bonus stacks with all other bonuses.
Genetic Alteration (Constitution): The creature being summoned is superior in Constitution compared to other members of its race. The dementist may add 2 Constitution to the creature’s ability score. The bonus stacks with all other bonuses.
Genetic Alteration (Intelligence): The creature being summoned is superior in Intelligence compared to other members of its race. The dementist may add 2 Intelligence to the creature’s ability score. The bonus stacks with all other bonuses.
Genetic Alteration (Wisdom): The creature being summoned is superior in Wisdom compared to other members of its race. The dementist may add 2 Wisdom to the creature’s ability score. The bonus stacks with all other bonuses.
Genetic Alteration (Charisma): The creature being summoned is superior in Charisma compared to other members of its race. The dementist may add 2 Charisma to the creature’s ability score. The bonus stacks with all other bonuses.
Sticky Hide: The skin of the summoned creature is covered in a sticky glistening substance that grants it a continual spider climb effect using it’s base speed or 20 feet, whichever is slower.
Poison: If the creature possess a natural attack and no natural pre-exhisting poison, it then gains a poison that deals 1d6 an intial 1d6 dex damage and no secondary damage. The save DC for the poison is 18. If the creature already has a Poison, increase the save DC by 2.
Damage Resistance: The creature become impervious to mundane forms of damage and gains DR 5/Magic
Fast Healing: The creature’s wounds stitch themselves up within seconds, granting it a Fast Healing rate of 3 per round.
Natural Armor: The creature is covered in extra patches of scales, chitin, armour plating, or exceptionally tough hide. This bonus grants it 4 natural armor
Intermediate Remembrances: As the Dementist begins to lose grip on reality, the hellish regions of their own minds creep ever closer to the surface, their ability to express themselves furthers in the twisted incarnations brought forth. Intermediate Remembrances drain 2 points per remembrance used of wisdom when a creature is summoned using them. The wisdom returns immediately upon the loss of the summon.
Four Extra Arms: The Creature being called forth has four additional limbs. The limbs the creature gains are the same type of the base creature and do not grant it any additional attacks unless it is already capable of using its limbs for attacks.
Breath Weapon: The creature is capable of producing a random breath weapon based on size, modeled after a dragon.
Line Cone
Tiny 30 ft. 15 ft.
Small 40 ft. 20 ft.
Medium 60 ft. 30 ft.
Large 80 ft. 40 ft.
Huge 100 ft. 50 ft.
Gargantuan 120 ft. 60 ft.
Colossal 140 ft. 70 ft.
Reflex for half DC is 10 + half hd + con mod
2/day 6d6 /type
Poison +: If the creature possess a natural attack and no natural pre-exhisting poison, it then gains a poison that deals an initial 1d6 con damage and 1d6 con secondary damage one minute later. The save DC for the poison is 22. If the creature already has a Poison, increase the save DC by 4. This increase stacks with previous bonuses provided by Remembrances
Size Increase: The mind of the dementist can now create creatures who exceed their normal proportions. This Remembrance allows the dementist to increase the size category of one summoned creature per casting by one stage. This size increase stacks only with a size increase granted by a higher level Remembrance.
Damage Reduction: The creature become impervious to mundane forms of damage and gains DR 10/Magic
Fast Healing +: Almost before they appear, the creature’s wounds heal themselves up before a drop of blood can scarely be spilled. This Remembrance grants a creature a Fast Healing rate of 6 per round.
Natural Armor: The creature is covered in large swathes of scales, chitin, armour plating, or exceptionally tough hide. This Remembrance grants it 8 natural armor.
Major Remembrances: The last step before a fragile mind is completely broken, the Major Remembrance, is a darkness that few souls can claim to escape from unharmed. Each Major Remembrance drains 3 points of wisdom when a creature is summoned using one. The wisdom returns immediately upon the loss of the summon.
Spell Resistance: The Dementist seems to recall magic not affecting the creatures he summons forth. Spells harmless fizzle in midair when targeting the creature. This innate resistance to magic is equal to the monsters HD + 12.
Poison ++: If the creature possess a natural attack and no natural pre-exhisting poison, it then gains a poison that deals an initial 1d6 con damage and 1d6 con secondary damage one minute later. The save DC for the poison is 26. If the creature already has a Poison, increase the save DC by 6. This increase stacks with previous bonuses provided by Remembrances
Size Increase: The mind of the dementist can again envision larger creatures who exceed their normal proportions. This Remembrance allows the dementist to increase the size category of one summoned creature per casting by one stage. This size increase stacks only with a size increase granted by a lower level Remembrance.
Damage Reduction++: The creature become impervious to many form of attack, baring only the most assured strikes from harming it. This Remembrances grants it DR 15/-
Fast Healing ++: The creatures healing abilities make a troll blush as the wound seal themselves up at an eccelerated rate. Tale tells of weapons becoming stuck in a creatures hide before it could be pulled back out. This Remembrance grants a creature a Fast Healing rate of 9 per round.
Natural armour: The creature is completely covered in scales, chitin, armour plating, or exceptionally tough hide. This Remembrance grants it 10 natural armor.
I know the list of Remembrances is somewhat lacking right now, but i am open to any and all additions, changes, tweaks, and modifications to the system, please, please, please, input freely and openly on ideas you think would be cool, or provide feedback on ways to balance or fix the mechanics.
I am also looking to add more flavor and minor abilities to their barren list of class features. I know they're casters and in no way really require even MORE stuff to make them nice, but i don't like the bare list of progression there.
I am looking for:
People very familiar with summoning in 3.5 to provide feedback on mechanics.
People Familiar with the stories/books in which dementist casters are used to help provide flavor and feedback on the feel of the caster itself.
Dementist Casters devour the souls of fallen foes, using the memories to fuel their Spells. Madness warps their minds, and many walk the streets only half aware of the reality they stumble around in. The difference between madness and the real world is often only a breath away, and a dementist caster often doesn't come back from the madness alone. Through his immersion into Insanity, he is able to alter the creatures he summons into the very essence of a living Nightmare.
Few live long, most succumb to the insanity after only a few short years. This short lived life span means only a very select few Dementists have ever risen to the rank of legendary. This tendency towards short lives is not indicative of a chaotic life, merely one where the lines between reality and ones own subconscious mind is often blurry or nonexistent.
Prerequisites
Able to cast Second level Arcane spells
Feats Augmented Summoning
Alignment Any Evil or Neutral
Base Attack Bonus +1
Base Save Bonus Will +4
Knowledge Arcana 8
D4
The Dementists class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), and Spellcraft (Int).
Skill Points at Each Level
2 + Int modefier
{table=head]Level|Base Attack Bonus|Fortitude Save|Reflex Save|Will Save|Special|[center] Spells Per Day|Minor Remembrances Known|Intermediate Remembrances Known|Major Remembrances Known|
1st|+1|+0|+0|+2|Dementist Summoning, Minor Remembrance (1)| +1 Level of Existing Class|1|0|0|
2nd|+1|+0|+0|+3|Intermediate Remembrance (1)| +1 Level of Existing Class|1|1|0|
3rd|+2|+1|+1|+3|| +1 Level of Existing Class|2|1|0|
4th|+2|+1|+1|+4|| +1 Level of Existing Class|2|2|0|
5th|+3|+1|+1|+4|| +1 Level of Existing Class|3|2|0|
6th|+3|+2|+2|+5|| +1 Level of Existing Class|3|3|0|
7th|+4|+2|+2|+5|| +1 Level of Existing Class|3|3|0|
8th|+4|+2|+2|+6|Minor Remembrance (2)| +1 Level of Existing Class|4|3|0|
9th|+5|+3|+3|+6|| +1 Level of Existing Class|5|4|0|
10th|+5|+3|+3|+7|Major Remembrance (1)| +1 Level of Existing Class|6|4|0|
11th|+5|+3|+3|+7|| +1 Level of Existing Class|6|4|1|
12th|+6/1|+4|+4|+8|| +1 Level of Existing Class|7|5|1|
13th|+6/1|+4|+4|+8|Intermediate Remembrance (2)| +1 Level of Existing Class|7|5|2|
14th|+7/2|+4|+4|+9|| +1 Level of Existing Class|8|5|2|
15th|+7/2|+5|+5|+9|Minor Remembrance (3)| +1 Level of Existing Class|8|5|3|
[/table]
]Dementists Summoning: A Dementist summons creatures by envisioning the creature in their own minds and then calling them forth into reality. As a dementist progresses in levels, their minds begin to slip into insanity, and their mind begin to deceive them into remembering falsehoods. The false images quickly become real nightmares. Creatures Immune to ability drain or creatures under the effect of a spell mimicking such ability drain cannot use Remembrances.
Minor Remembrance: Starting at first level a Dementists mind has become warped and is no longer able to correctly recall the features of the creatures he is attempting to call forth. Any creature called forth by the Dementist may appear with grotesque and abhorrent features that could only be conceived in the mind of a lunatic. At 8th level, as the dementists mind slips even further into insanity, each creature summoned may have up to 2 different Minor Remembrances in affect at one time. At 15th Level, the dementist is capable of producing three Minor Remembrances simultaneously. Each Minor Remembrance drains one point of wisdom when a creature is summoned using it. The wisdom returns immediately upon the loss of the summon.
Elemental:The creature being called forth gains a type of elemental affinity (Sonic, Fire, Lightening, Acid, or Cold) that grants it an additional 1d6 die of damage of its chosen type on successful attacks. This affinity offers no immunities, benefits, or other gains other than the damage dice.
Extra Head: The creature being called forth has a second head. This head is only capable of making attacks if the creatures original head was also capable of making attacks. The extra head also grants a +10 circumstance Bonus to all spot checks as well as allowing for an additional use of Breath Weapons.
Two Extra Arms: The Creature being called forth has two additional arms. The limbs the creature gains are the same type of the base creature and do not grant it any additional attacks unless it is already capable of using it’s limbs for attacks.
Compound Eyes:Grotesque insectiod compound eyes replace the normal eyes of the creature, Grating it a +10 circumstance bonus to Spot Checks
Grasshopper Legs:Long chitonous legs replace the hind legs of the creature, offering it a +30 Racial bonus to Jump Checks. If the creature already has a Racial jump modifier, use whichever is larger.
Genetic Alteration (Strength): The creature being summoned is superior in strength compared to other members of its race. The dementist may add 2 Strength to the creature’s ability score. The bonus stacks with all other bonuses.
Genetic Alteration (Dexterity): The creature being summoned is superior in Dexterity compared to other members of its race. The dementist may add 2 Dexterity to the creature’s ability score. The bonus stacks with all other bonuses.
Genetic Alteration (Constitution): The creature being summoned is superior in Constitution compared to other members of its race. The dementist may add 2 Constitution to the creature’s ability score. The bonus stacks with all other bonuses.
Genetic Alteration (Intelligence): The creature being summoned is superior in Intelligence compared to other members of its race. The dementist may add 2 Intelligence to the creature’s ability score. The bonus stacks with all other bonuses.
Genetic Alteration (Wisdom): The creature being summoned is superior in Wisdom compared to other members of its race. The dementist may add 2 Wisdom to the creature’s ability score. The bonus stacks with all other bonuses.
Genetic Alteration (Charisma): The creature being summoned is superior in Charisma compared to other members of its race. The dementist may add 2 Charisma to the creature’s ability score. The bonus stacks with all other bonuses.
Sticky Hide: The skin of the summoned creature is covered in a sticky glistening substance that grants it a continual spider climb effect using it’s base speed or 20 feet, whichever is slower.
Poison: If the creature possess a natural attack and no natural pre-exhisting poison, it then gains a poison that deals 1d6 an intial 1d6 dex damage and no secondary damage. The save DC for the poison is 18. If the creature already has a Poison, increase the save DC by 2.
Damage Resistance: The creature become impervious to mundane forms of damage and gains DR 5/Magic
Fast Healing: The creature’s wounds stitch themselves up within seconds, granting it a Fast Healing rate of 3 per round.
Natural Armor: The creature is covered in extra patches of scales, chitin, armour plating, or exceptionally tough hide. This bonus grants it 4 natural armor
Intermediate Remembrances: As the Dementist begins to lose grip on reality, the hellish regions of their own minds creep ever closer to the surface, their ability to express themselves furthers in the twisted incarnations brought forth. Intermediate Remembrances drain 2 points per remembrance used of wisdom when a creature is summoned using them. The wisdom returns immediately upon the loss of the summon.
Four Extra Arms: The Creature being called forth has four additional limbs. The limbs the creature gains are the same type of the base creature and do not grant it any additional attacks unless it is already capable of using its limbs for attacks.
Breath Weapon: The creature is capable of producing a random breath weapon based on size, modeled after a dragon.
Line Cone
Tiny 30 ft. 15 ft.
Small 40 ft. 20 ft.
Medium 60 ft. 30 ft.
Large 80 ft. 40 ft.
Huge 100 ft. 50 ft.
Gargantuan 120 ft. 60 ft.
Colossal 140 ft. 70 ft.
Reflex for half DC is 10 + half hd + con mod
2/day 6d6 /type
Poison +: If the creature possess a natural attack and no natural pre-exhisting poison, it then gains a poison that deals an initial 1d6 con damage and 1d6 con secondary damage one minute later. The save DC for the poison is 22. If the creature already has a Poison, increase the save DC by 4. This increase stacks with previous bonuses provided by Remembrances
Size Increase: The mind of the dementist can now create creatures who exceed their normal proportions. This Remembrance allows the dementist to increase the size category of one summoned creature per casting by one stage. This size increase stacks only with a size increase granted by a higher level Remembrance.
Damage Reduction: The creature become impervious to mundane forms of damage and gains DR 10/Magic
Fast Healing +: Almost before they appear, the creature’s wounds heal themselves up before a drop of blood can scarely be spilled. This Remembrance grants a creature a Fast Healing rate of 6 per round.
Natural Armor: The creature is covered in large swathes of scales, chitin, armour plating, or exceptionally tough hide. This Remembrance grants it 8 natural armor.
Major Remembrances: The last step before a fragile mind is completely broken, the Major Remembrance, is a darkness that few souls can claim to escape from unharmed. Each Major Remembrance drains 3 points of wisdom when a creature is summoned using one. The wisdom returns immediately upon the loss of the summon.
Spell Resistance: The Dementist seems to recall magic not affecting the creatures he summons forth. Spells harmless fizzle in midair when targeting the creature. This innate resistance to magic is equal to the monsters HD + 12.
Poison ++: If the creature possess a natural attack and no natural pre-exhisting poison, it then gains a poison that deals an initial 1d6 con damage and 1d6 con secondary damage one minute later. The save DC for the poison is 26. If the creature already has a Poison, increase the save DC by 6. This increase stacks with previous bonuses provided by Remembrances
Size Increase: The mind of the dementist can again envision larger creatures who exceed their normal proportions. This Remembrance allows the dementist to increase the size category of one summoned creature per casting by one stage. This size increase stacks only with a size increase granted by a lower level Remembrance.
Damage Reduction++: The creature become impervious to many form of attack, baring only the most assured strikes from harming it. This Remembrances grants it DR 15/-
Fast Healing ++: The creatures healing abilities make a troll blush as the wound seal themselves up at an eccelerated rate. Tale tells of weapons becoming stuck in a creatures hide before it could be pulled back out. This Remembrance grants a creature a Fast Healing rate of 9 per round.
Natural armour: The creature is completely covered in scales, chitin, armour plating, or exceptionally tough hide. This Remembrance grants it 10 natural armor.
I know the list of Remembrances is somewhat lacking right now, but i am open to any and all additions, changes, tweaks, and modifications to the system, please, please, please, input freely and openly on ideas you think would be cool, or provide feedback on ways to balance or fix the mechanics.
I am also looking to add more flavor and minor abilities to their barren list of class features. I know they're casters and in no way really require even MORE stuff to make them nice, but i don't like the bare list of progression there.