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View Full Version : The Storyteller (3.5 Base Class, WIP, PEACH)



Tarvon000
2012-05-26, 09:26 PM
So this was my entry for Base Class Challenge XI. It only got 4th place but I think that with a little more work it could still make a good class, so I'm posting it here. In addition to PEACHing, I would really appreciate suggestions for more revisions and a class feature(s) to replace the insights, which I've pretty much given up on.


Storyteller

http://static.desktopnexus.com/thumbnails/358809-bigthumbnail.jpg

"Preach what you will, pompous cleric, but true power lies not in the gods you worship but in a handful of commoners sitting at a table."

A wizard can cast all the divination spells she wants, a druid can learn every secret of nature, and a monk can spend her whole life searching for enlightenment, but none of them will ever understand the true nature of the universe they live in. Only a true storyteller is able to comprehend that his entire world was spawned by the narrative powers of beings not unlike himself. But the story of his universe is incomplete, and he can help revise it . . . one character at a time.

Adventures: While other classes might make up some reason for why they choose to adventure, the storyteller knows that free will is an illusion and that he is really adventuring only because that's what the creators of his universe want him to do.

Characteristics: Storytellers know that the universe is a work in progress, and they help advance the story primarily by adding in "character development." At lower levels, a storyteller can only make minor, temporary changes to a character's personality or skills, but as he gains in levels he can permanently increase his allies' abilities, or take an enemy out of the plot altogether. He is knowledgeable enough about what makes a good story that even its creators respect his opinion, and so he can request more drastic changes from them if need be, or simply proofread what they've made so far and gain some more knowledge about his universe.

Alignment: Because they know that free will is an illusion, most storytellers tend to be lawful. However, their appreciation, and frequent application, of creativity leads many of them toward chaos, so storytellers of any alignment can be found. Storytellers have no particular propensity toward good or evil.

Religion: Storytellers know that the deities have no real power, and prefer to worship the beings that created them in the first place.

Background: The mindset required to be a storyteller is usually hereditary, and so most storytellers were taught by their parents. When the universe grows short on storytellers, its creators will often reveal themselves to a promising youth and teach him the secrets of storytelling, in the hope of creating a new line of storytellers.

Races: Any race can produce storytellers, but especially creative and open-minded races, paricularly humans and gnomes, tend to have the most of them.

Other Classes: Storytellers get along poorly with divine spellcasters, whose magical powers depend entirely upon their commitment to a belief system that the storyteller knows is false. Arcane spellcasters and psionic classes see no reason to dislike storytellers, and bards in particular often think similarly to them. Nonspellcasting classes often confuse storytellers with arcane spellcasters, but generally respect them and enjoy their company, if only because they can tell good stories.

Role: A storyteller's knowledge of the true nature of the universe and ability to call upon the knowledge of his creator makes him a good source of information. His ability to revise reality allows him to buff and debuff himself and others, and in times of need he can even force the introduction of plot twists to the story of his universe, which can result in nearly any effect.

Adaptation: This class should work fine in most campaigns which allow complete annihilation of the fourth wall, but in more serious games it could perhaps be refluffed as a reality-altering spellcaster, similar to a wizard or sorcerer but less predictable and more limited in scope.

GAME RULE INFORMATION
Storytellers have the following game statistics.
Abilities: Charisma determines how hard a storyteller's revisions are to resist, and Wisdom determines how hard his scribed stories are to resist. A storyteller's daily plot points are determined by Wisdom or Charisma, whichever is higher. Dexterity and Constitution are just as important to a storyteller as they are to any other fragile, unarmored class.
Alignment: Any.
Hit Die: d4
Starting Age: As bard.
Starting Gold: As sorcerer.
Class Skills
The storyteller's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Gather Information (Cha), Knowledge (all skills, taken individually) (Int), Listen (Wis), Perform (oratory) (Cha), Profession (scribe) (Wis), Search (Int), Sense Motive (Wis), Speak Language (n/a), Use Magic Device (Cha).

Skill Points at First Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier

Storyteller
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Plot Points/Day|Revisions Known|Revision Level Known

1st|
+0|
+0|
+0|
+2|Bardic Knowledge, Scribe Story|
2|
2|
1st

2nd|
+1|
+0|
+0|
+3|Plot Twist I|
6|
3|
1st

3rd|
+1|
+1|
+1|
+3|-|
11|
4|
2nd

4th|
+2|
+1|
+1|
+4|Plot Twist II|
17|
5|
2nd

5th|
+2|
+1|
+1|
+4|Insight|
25|
6|
3rd

6th|
+3|
+2|
+2|
+5|Plot Twist III|
35|
7|
3rd

7th|
+3|
+2|
+2|
+5|-|
46|
8|
4th

8th|
+4|
+2|
+2|
+6|Plot Twist IV|
58|
9|
4th

9th|
+4|
+3|
+3|
+6|Insight|
72|
10|
5th

10th|
+5|
+3|
+3|
+7|Plot Twist V|
88|
11|
5th

11th|
+5|
+3|
+3|
+7|-|
106|
12|
6th

12th|
+6/+1|
+4|
+4|
+8|Plot Twist VI|
126|
13|
6th

13th|
+6/+1|
+4|
+4|
+8|Insight|
147|
14|
7th

14th|
+7/+2|
+4|
+4|
+9|Plot Twist VII|
170|
15|
7th

15th|
+7/+2|
+5|
+5|
+9|-|
195|
16|
8th

16th|
+8/+3|
+5|
+5|
+10|Plot Twist VIII|
221|
17|
8th

17th|
+8/+3|
+5|
+5|
+10|Insight|
250|
18|
9th

18th|
+9/+4|
+6|
+6|
+11|Plot Twist IX|
280|
19|
9th


19th|
+9/+4|
+6|
+6|
+11|-|
311|
20|
10th

20th|
+10/+5|
+6|
+6|
+12|Plot Twist X|
343|
21|
10th[/table]

Class Features
All of the following are class features of the storyteller.

Weapon and Armor Proficiencies: Storytellers are proficient with all simple weapons, but not with any type of armor or shield.

Plot Points/Day: A storyteller's ability to introduce revisions, suggest plot twists, and recieve insights is limited by the number of plot points he has available. His base daily allotment of plot points is given on Table: The Storyteller. In addition, a storyteller recieves bonus plot points per day equal to 1/2 his storyteller level × his Wisdom modifier or his Charisma modifier, whichever is higher. A storyteller must get a good night's sleep each day to regain all his spent plot points.

Revisions Known (Sp): A storyteller's primary feature is his ability to revise the story of his universe by altering the characters within it. A storyteller begins play knowing two revisions of your choice. Each time he achieves a new level, he unlocks the knowledge of a new revision.

Choose the revisions known from the revision list. A storyteller can introduce any revision that has a plot point cost equal to or lower than his class level.

All revisions target a single creature within 30 feet of the storyteller, although augmenting a revision may allow it to affect additional creatures.

To introduce a revision, a storyteller must spend 1 standard action speaking and gesturing (as if he was casting a spell with both verbal and somatic components) and must make a Perform (oratory) check. He may not take 10 or take 20 on this check. Each target of the revision is affected by it only if the check equals or exceeds 10 + the target's Hit Dice + the target's Charisma bonus (if any). A willing target does not add its Charisma bonus to this number. Spell resistance applies to revisions, but they never allow a saving throw. Introducing a revision provokes attacks of opportunity, but it is possible to introduce defensively just as it is to cast defensively.

The number of times a storyteller can introduce revisions in a day is limited only by his daily plot points.

Upon reaching 3rd level, and at every odd-numbered storyteller level after that (5th, 7th, and so on), a storyteller can choose to learn a new revision in place of one he already knows. In effect, the storyteller “loses” the old revision in exchange for the new one. The new revision’s level must be the same as that of the revision being exchanged, and it must be at least one level lower than the highest-level revision the storyteller can cast. For instance, upon reaching 3rd level, a storyteller could trade in a single 1st-level revision (one revision level below the highest-level revision he can cast, which is 2nd) for a different 1st-level revision. At 5th level, he could trade in a single 1st-level or 2nd-level revision (since he now can cast 3rd-level revisions) for a different revision of the same level. A storyteller may swap only a single revision at any given level, and must choose whether or not to swap the revision at the same time that he gains new revisions known for the level.

A storyteller simply knows his revisions; they are ingrained in his mind. He does not need to prepare them (in the way that some spellcasters prepare their spells).

A storyteller can spend only a total number of plot points on a revision less than or equal to his class level.

Maximum Revision Level Known: A storyteller begins play with the ability to learn 1st-level revisions. As he attains higher levels, a storyteller may gain the ability to master more complex revisions.

Metagaming (Su): Every storyteller knows that free will is an illusion, and one of the creators of their universe is still controlling them. With practice, a storyteller can look into his controller's mind and find bits of information that he would not otherwise know. He may make a special metagaming check with a bonus equal to his storyteller level + his Intelligence modifier to see whether he can find some relevant information about something the player or DM controlling him knows about. A storyteller may not take 10 or take 20 on this check; the availability of his controller's knowledge is essentially random. The Difficulty Class of the check is the same as the Difficulty Class of a Knowledge check about the same subject.

Scribe Story: Storytellers are skilled in writing stories as well as telling them. A storyteller can scribe stories that produce the effects of a revision or a plot twist when read. This works just like scribing a scroll, except that scribed stories cost 20% less in both gp and XP to make than scrolls and are worth 20% less on the open market, are neither divine nor arcane, and can only be used by storytellers or characters who succeed on a Use Magic Device check to introduce the revision or plot twist from it. When a storyteller scribes a story, he must make a Profession (scribe) check. The result of this check replaces the Perform (oratory) check required to introduce a revision or plot twist without a scribed story. He may not take 10 or take 20 on this check.

Plot Twist (Sp): All good storytellers know that characters alone do not make for an interesting story . . . there also needs to be a plot. And in a story that takes up an entire universe, there need to be a lot of twists to that plot to keep it interesting.

At 2nd level, a storyteller can spend 2 plot points to request the creators of said universe to include a specific plot twist. The storyteller simply sends them a message of ten words or less about what should happen in the story of his world, such as "the high priest should die of mysterious causes" or "that tunnel should lead into a room filled with treasure," and makes a Perform (oratory) check against DC 17. He may not take 10 or take 20 on this check.

On a success, his request is granted in such a way that the effect's power level is in line with a 1st-level spell. For example, the high priest might contract a strange incurable disease and take 1 point of Constitution damage each day until he dies, or the tunnel might lead into a very small room containing 1000 copper pieces per storyteller level.

On a failure, his request is also granted, but in a literal but undesirable way, or only in a partial way. For example, the high priest might "die" by turning into a lich, or the tunnel might lead into a room containing a cursed item.

Even successful requests may not always end up being granted. For example, the high priest might simply be able to endure the damage until he gets killed in some other way, or the tunnel might collapse due to an earthquake and the treasure buried forever.

Requesting a plot twist takes 1 standard action and provokes an attack of opportunity.

At 4th level, and at every even-numbered storyteller level after that (6th, 8th, and so on), a storyteller can spend 2 additional plot points whenever he requests a plot twist. Every 2 additional plot points spent this way increase the plot twist's power level to be in line with a spell of one level higher but also increase the DC of the Perform (oratory) check required to request it successfully by 2.

Insights: At 5th level, and every four storyteller levels thereafter (9th, 13th, and 17th), a storyteller develops further understanding of the true nature of his universe, giving him one insight of your choice from among the following options.

An insight can be activated or dismissed as a swift action. Each insight a storyteller activates uses up 1 plot point. A storyteller's insights also cause him to lose additional plot points over time while they remain active, as noted in the insight's description.

Insight List
Detect Challenge Rating (Su): You know that the creators of your universe have a way of measuring the difficulty of each challenge you face. While this insight is active, you detect the Challenge Ratings of encounters in a 60 ft. cone emanating from you. The amount of information revealed depends on how long you study a particular area or encounter. You must concentrate to use this insight.

1st Round: Presence or absence of encounters.

2nd Round: Number of encounters and the highest Challenge Rating among encounters present. If the highest Challenge Rating is 15 or higher (and at least 8 points higher than your own Challenge Rating), you are stunned for 1 round and the spell ends. This spell does not let you determine the location of the encounters if you can’t see the encounters whose Challenge Ratings you are detecting.

3rd Round: The Challenge Rating and location of each encounter. If an encounter is outside your line of sight, then you discern its direction but not its exact location.

Each round, you can turn to detect Challenge Ratings in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

You lose 1 plot point every hour this insight is active. If you have no plot points remaining, this insight is automatically dismissed.

Know Fate (Su): You know that your universe is created and controlled, not just by the power of Narrative, but also through the forces of Chance. While this insight is active, you know the result of all die rolls you make, even if they would normally be made in secret.

You lose 1 plot point every hour this insight is active. If you have no plot points remaining, this insight is automatically dismissed.

REVISION LIST

1st—feat retraining, luck adjustment, skill retraining.

2nd—ability adjustment, fate adjustment.

3rd—emotion adjustment, sanity adjustment, valor adjustment.

4th—health adjustment, memory adjustment, race adjustment.

5th—hatred adjustment, loyalty adjustment, species adjustment.

6th—alignment adjustment, life adjustment.

7th—quest adjustment, shape adjustment.

8th—greater memory adjustment.

9th—

10th—existence adjustment, fealty adjustment, greater species adjustment.

ABILITY ADJUSTMENT
Transmutation
Level: Storyteller 2
Duration: 1 min./level
Plot Points: 3

The target creature gains a +2 bonus to one ability score and takes a -2 penalty to another ability score.

Augment
You can augment this revision in one or both of the following ways.

For every 2 additional plot points you spend, the revision affects an additional creature within range. All affected creatures receive the same bonus and penalty.

For every 2 additional plot points you spend, the revision gives an additional +2 bonus to the ability score given the bonus and an additional -2 penalty to the ability score given the penalty.

ALIGNMENT ADJUSTMENT
Enchantment (Compulsion) [Mind-Affecting]
Level: Storyteller 6
Duration: Instantaneous
Plot Points: 11

The target creature’s alignment changes to an alignment of your choice. This overrides any previous magical alignment changes. The change in alignment is mental as well as moral, and the creature changed by the spell thoroughly enjoys its new outlook. Only a wish or miracle spell or another alignment adjustment revision can restore former alignment, and the affected creature does not make any attempt to return to the former alignment (in fact, it views the prospect with horror and avoids it in any way possible.) If a creature of a class with an alignment requirement is affected, an atonement spell is needed as well if the change is to be obliterated.

Augment
For every 6 additional plot points you spend, the revision affects an additional creature within range. All affected creatures change to the same alignment.

EMOTION ADJUSTMENT
Enchantment (Compulsion) [Mind-Affecting]
Level: Storyteller 3
Duration: 1 min./level
Plot Points: 5

The target creature either gains a +2 morale bonus or takes a -2 morale penalty to attack rolls, saving throws, ability checks, skill checks, and weapon damage rolls. This ends any previous morale or otherwise emotion-related bonuses or penalties the target creature had.

Augment
You can augment this revision in one or both of the following ways.

For every 3 additional plot points you spend, the revision affects an additional creature within range. All affected creatures receive the same bonus or penalty.

For every 3 additional plot points you spend, the morale bonus or penalty granted by the revision increases by 2.

EXISTENCE ADJUSTMENT
Transmutation
Level: Storyteller 10
Duration: Instantaneous
Plot Points: 19

The target creature ceases to exist. It cannot be brought back except by divine intervention or by another existence adjustment revision cast at the spot where it was when it ceased to exist. There is a 50% chance that the target creature is only banished to an extradimensional space rather than being destroyed, allowing the creature to also be brought back by a wish or miracle spell cast at the spot where it was when it ceased to exist.

FATE ADJUSTMENT
Evocation
Level: Storyteller 2
Duration: 1 round/level or until discharged
Plot Points: 3

You may reroll one roll that the target creature makes during the duration of the revision immediately after the DM declares whether the roll results in success or failure. The target creature must take the result of the reroll, even if it’s worse than the original roll.

Augment
You can augment this revision in one or both of the following ways.

For every 2 additional plot points you spend, the revision affects an additional creature within range. The duration of the revision is divided evenly among the affected creatures.

For every 2 additional plot points you spend, the revision allows you to reroll one additional roll made by each creature affected by it.

FEALTY ADJUSTMENT
Enchantment (Compulsion) [Mind-Affecting]
Level: Storyteller 10
Duration: One day/level
Plot Points: 19

The target creature immediately becomes unquestioningly obedient to you or another creature within range of this revision that you select. You establish a telepathic link between the subject and the creature it obeys, as though that creature had cast dominate monster on it. You may instead choose to have the creature become unquestioningly obedient to itself, which ends any previous dominate spells or fealty adjustment revisions cast on it.

FEAT RETRAINING
Transmutation
Level: Storyteller 1
Duration: 1 min./level
Plot Points: 1

Any one feat the target creature has is replaced by another feat of your choice that it meets the prerequisites for. This revision can’t replace a feat that is a prerequisite for another feat the target creature has.

Augment
If you spend 5 additional plot points, the revision is instantaneous.

HATRED ADJUSTMENT
Enchantment (Compulsion) [Mind-Affecting]
Level: Storyteller 5
Duration: 1 round/level
Plot Points: 9

The target creature immediately begins to regard as its most hated foe you or another creature within range of this revision that you select (treat its attitude toward that creature as hostile). The target creature must attack its foe each round, or close with its foe if attack is not possible. If the target creature does not know where its foe is, it must attempt to find its foe. This ends any previous enchantment (charm) spells and effects and hatred adjustment revisions cast on the target creature.

The target creature employs all methods at its disposal to attack its foe, choosing its deadliest spells and most advantageous combat tactics.

If the target creature knows that its foe has died, fallen unconscious, or otherwise stopped being a potential threat, the revision immediately ends.

Augment
For every 5 additional plot points you spend, the revision affects an additional creature within range. All affected creatures regard the same creature as their most hated foe.

HEALTH ADJUSTMENT
Necromancy
Level: Storyteller 4
Duration: Permanent
Plot Points: 7

The target creature becomes blinded, deafened, exhausted, fatigued, nauseated, or sickened (your choice). If the target creature already has that condition, the revision immediately ends that condition.

Augment
You can augment this revision in one or both of the following ways.

For every 4 additional plot points you spend, the revision affects an additional creature within range. All affected creatures receive the same condition or have the same condition end.

For every 4 additional plot points you spend, each creature affected by the revision receives an additional one of the above conditions or has an additional one of those conditions end. All affected creatures receive the same condition or have the same condition end.

LIFE ADJUSTMENT
Necromancy
Level: Storyteller 6
Duration: Instantaneous
Plot Points: 11

The target creature dies. Only living creatures are affected by this revision.

Unlike other revisions, this revision can target a dead body within range instead of a creature. When it does, that creature is brought back to life as though by a raise dead spell.

Augment
For every 6 additional plot points you spend, the revision affects an additional creature or dead body within range. The same revision cannot affect both a creature and a dead body.

LOYALTY ADJUSTMENT
Enchantment (Charm) [Mind-Affecting]
Level: Storyteller 5
Duration: One day/level
Plot Points: 9

The target creature immediately begins to regard as its trusted friend and ally you or another creature within range of this revision that you select, as though that creature had cast charm monster on it. This ends any previous enchantment (charm) spells and effects cast on the target creature.

Augment
For every 5 additional plot points you spend, the revision affects an additional creature within range. All affected creatures regard the same creature as their trusted friend and ally.

LUCK ADJUSTMENT
Evocation
Level: Storyteller 1
Duration: 1 round/level or until discharged
Plot Points: 1

You may reroll one roll that the target creature makes during the duration of the revision before the DM declares whether the roll results in success or failure. The target creature must take the result of the reroll, even if it’s worse than the original roll.

Augment
You can augment this revision in one or both of the following ways.

For every additional plot point you spend, the revision affects an additional creature within range. The duration of the revision is divided evenly among the affected creatures.

For every additional plot point you spend, the revision allows you to reroll one additional roll made by each creature affected by it.

MEMORY ADJUSTMENT
Enchantment (Compulsion) [Mind-Affecting]
Level: Storyteller 4
Duration: Permanent
Plot Points: 7

You can modify as many as 5 minutes of the target creature’s memories, as though you had cast modify memory on it.

Augment
For every 4 additional plot points you spend, you can modify up to 5 additional minutes of the target creature’s memories.

MEMORY ADJUSTMENT, GREATER
Enchantment (Compulsion) [Mind-Affecting]
Level: Storyteller 8
Duration: Permanent
Plot Points: 15

You can modify any or all of the target creature’s memories, as though you had cast modify memory on it, except that you do not need to spend any time to modify its memories. Only a heal, limited wish, wish, or miracle spell or another greater memory adjustment revision can restore its original memories.

QUEST ADJUSTMENT
Enchantment (Compulsion) [Language-Dependent, Mind-Affecting]
Level: Storyteller 7
Duration: One day/level or until discharged
Plot Points: 13

You or another creature within range of this revision that you select may place a magical command on the target creature to carry out some service or to refrain from some action or course of activity, as decided by the creature placing the command, as though that creature had cast geas/quest on it. Whether or not any magical command is actually placed on the target creature, this revision ends any previous geas/quest or lesser geas spells or quest adjustment revisions cast on it.

RACE ADJUSTMENT
Transmutation
Level: Storyteller 4
Duration: One day/level
Plot Points: 7

The target creature’s race changes to another race of your choice with the same combined racial Hit Dice and level adjustment as its former race.

Augment
If you spend 4 additional plot points, the revision is instantaneous.

SANITY ADJUSTMENT
Enchantment (Compulsion) [Mind-Affecting]
Level: Storyteller 3
Duration: 1 round/level
Plot Points: 5

The target creature becomes confused, making it unable to independently determine what it will do. See the confusion spell to determine the exact effect on the subject. If the target creature is already confused, the revision immediately ends its confusion.

Augment
You can augment this revision in one or two of the following ways.

For every 3 additional plot points you spend, the revision affects an additional creature within range. The same revision cannot affect both a creature that is already confused and one that is not.

For every additional plot point you spend, each creature affected by the revision that is already confused subtracts 10 from the d% roll to see what it does in each round as long as it remains confused the next time it becomes confused.

For every additional plot point you spend, each creature affected by the revision that is not already confused adds 10 to the d% roll to see what it does in each round as long as it remains confused.

SHAPE ADJUSTMENT
Transmutation
Level: Storyteller 7
Duration: See text
Plot Points: 13

The target creature changes into another creature or object, as though polymorph had been cast on it, even if it was not a willing target. Creatures of any type can be affected by this revision. In addition, unlike other revisions, this revision can target a creature within range that has been magically changed into an object. This revision ends any previous polymorphing spells or effects cast on the target creature or object. The duration of the revision depends on how radical a change is made from the target’s original state to its enchanted state. The duration is determined by using the following guidelines.

{table=head]Changed Subject Is: | Increase to Duration Factor
Same kingdom (animal, vegetable, mineral) | +5
Same class (mammals, fungi, metals, etc.) | +2
Same size | +2
Related (twig is to tree, wolf fur is to wolf, etc.) | +2[/table]

{table=head]Duration Factor | Duration | Example
0 | 20 minutes | Pebble to human
2 | 1 hour | Marionette to human
4 | 3 hours | Sheep to wool coat
5 | 12 hours | Lizard to manticore
7 | 1 week | Shrew to manticore
9+ | Permanent | Horse to manticore[/table]

Damage taken by the new form can result in the injury or death of the polymorphed creature. In general, damage occurs when the new form is changed through physical force.

The new form cannot be an object worth more than 50 gp per storyteller level or filling more than 100 cubic feet of space per storyteller level.

SKILL RETRAINING
Transmutation
Level: Storyteller 1
Duration: 1 min./level
Plot Points: 1

The target creature gains a number of skill ranks equal to (3 + its Hit Dice) × 2 in any two skills of your choice in which it has no ranks and loses a number of skill ranks equal to (3 + its Hit Dice) × 2 in any number of skills of your choice in which it has at least 1 rank. Each skill rank in a cross-class skill is treated as 2 skill ranks in this manner.

Augment
If you spend 5 additional plot points, the revision is instantaneous.

SPECIES ADJUSTMENT
Transmutation
Level: Storyteller 5
Duration: 1 min./level
Plot Points: 9

The target creature changes into another aberration, animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, ooze, plant, or vermin of your choice, as though polymorph had been cast on it, even if it was not a willing target. Only creatures of the above types are affected by this revision. This revision ends any previous polymorphing spells or effects cast on the target creature.

Augment
For every 5 additional plot points you spend, the revision affects an additional creature within range. All affected creatures change into the same creature.

SPECIES ADJUSTMENT, GREATER
Transmutation
Level: Storyteller 10
Duration: 10 min./level
Plot Points: 19

The target creature changes into any single nonunique creature of your choice, as though it had changed into that creature using shapechange. This revision ends any previous polymorphing spells or effects cast on the target creature.

You can change the target creature’s form again as a standard action.

VALOR ADJUSTMENT
Necromancy [Fear, Mind-Affecting]
Level: Storyteller 3
Duration: 1 round/level
Plot Points: 5

The target creature becomes your choice of not fearful, shaken, or frightened. This ends any previous fear effects affecting the target creature.

Augment
You can augment this revision in one or both of the following ways.

For every 2 additional plot points you spend, the revision affects an additional creature within range. All affected creatures receive the same fear effect or lack of a fear effect.

If you spend 2 additional plot points, the revision causes each creature affected by it to become panicked instead of receiving any other fear effect or lack of a fear effect.

Amechra
2012-05-26, 10:39 PM
Welcome to the stage I've been saving.
Now. tell me the best story that was ever told!
Tell it to me with no regard for your lives!

Show me your greatest tragedy!

I am officially going to consider Drosselmyer a character who has levels in this class. It looks pretty good so far, though Plot Twist is scarily ill-defined.

I know, the nature of the power, but eh.

Jukebox Hero
2012-05-26, 11:11 PM
Hi, I'm just here to ask a question, what exactly is PEACH? (and WIP)?

nonsi
2012-05-27, 04:42 AM
Hi, I'm just here to ask a question, what exactly is PEACH? (and WIP)?

"Please Evaluate And Criticize Honestly" (and "Work In Progress")

Craft (Cheese)
2012-05-27, 07:10 AM
Okay, I don't really have any particular criticisms or comments on this class. I just wanted to say, this is the first homebrew class concept I've ever seen which I actually want to play. It's just brilliant! I seriously need to take this baby for a test drive.

Tarvon000
2012-05-27, 03:59 PM
I am officially going to consider Drosselmyer a character who has levels in this class. It looks pretty good so far, though Plot Twist is scarily ill-defined.

I know, the nature of the power, but eh.

How would you suggest defining it?

By the way, who is Drosselmyer? I tried looking him up and got a bunch of information about a racehorse with that name.


Okay, I don't really have any particular criticisms or comments on this class. I just wanted to say, this is the first homebrew class concept I've ever seen which I actually want to play. It's just brilliant! I seriously need to take this baby for a test drive.

Thanks!:smallbiggrin: Please tell me how it goes!

Amechra
2012-05-27, 04:41 PM
He's the villain of an anime called Princess Tutu; I pretty much can't say any more, because that would be major spoilers for the end.

Suffice to say that he is god. And he really likes tragedies.