Cipher Stars
2012-06-02, 07:10 PM
http://i1091.photobucket.com/albums/i382/Cipherthe3vil/cooltext708749603.png............................. ..
...............................http://i1091.photobucket.com/albums/i382/Cipherthe3vil/cooltext708749994.png
The Cheater
http://i655.photobucket.com/albums/uu276/SharinganAngel16/Anime%20Girls/anime-neko-1.jpg
Hit Die
d12
Starting Gold
2d20x10
Skills at first level
(6+int) x4
Skills per level
6+int
Class Skills
Appraise, Balance, Bluff, Decipher Script, Disable Device, Disguise, Escape Artist, Forgery, Gather information, Listen, Move Silently, Open Lock, Perform, Search, Sense Motive, Sleight of Hand, Spot, Tumble, Use Rope.
{table=head]Level|BAB|Fort|Ref|Will|Special | Insp.
1st|+0|+0|+2|+0| Cheat 10%, Gambit, Fast Movement | 1
2nd|+1|+0|+3|+0| Evasion, Trap Sense +1 | 1
3rd|+2|+1|+3|+1| Optimize +1 | 2
4th|+3|+1|+4|+1| Uncanny Dodge, Trap Sense +2 | 2
5th|+3|+1|+4|+1| Special Ability, Cheat 20% | 3
6th|+4|+2|+5|+2| Optimize +2, Trap Sense +3 | 3
7th|+5|+2|+5|+2| | 3
8th|+6/+1|+2|+6|+2| Trap Sense +4 | 4
9th|+6/+1|+3|+6|+3| Optimize +3 | 4
10th|+7/+2|+3|+7|+3| Cheat 30%, Trap Sense +5 | 5
11th|+8/+3|+3|+7|+3| Special Ability | 5
12th|+9/+4|+4|+8|+4| Optimize +4, Trap Sense +6 | 6
13th|+9/+4|+4|+8|+4| Improved Evasion | 6
14th|+10/+5|+4|+9|+4| Trap Sense +7 | 6
15th|+11/+6/+1|+5|+9|+5| Optimize +5, Cheat 40% | 7
16th|+12/+7/+2|+5|+10|+5| Trap Sense +8| 7
17th|+12/+7/+2|+5|+10|+5| Special Ability | 8
18th|+13/+8/+3|+6|+11|+6| Trap Sense +9, Optimize +6 | 8
19th|+14/+9/+4|+6|+11|+6| | 9
20th|+15/+10/+5|+6|+12|+6| Cheat 50%, Trap Sense +10 | 9
[/table]
Class Features...
Weapons and Armor...
The Cheater is only proficient with light armor and simple weapons.
(Ex) Gambit...
Starting at first level the Cheater gains her charisma modifier as a bonus to her saves and +1 every other level towards her AC so long as she is wearing only Light Armor or less.
Once per day, she can make a particularly daring action and gain double her Gambit bonus for 1 round, +1 round every five levels. Examples would be leaping off a cliff to save someone who just fell over the edge, taking off all your clothes and defensive in mockery of your enemy, or challenging a powerful opponent to a solo duel.
(Ex) Fast Movement...
The Cheater must learn to be quick on her feet. She gains +10ft to her movement speed 5ft every 2 levels.
This fast movement is only +5ft if the cheater leaves the class before fifth level.
(Ex) Evasion...
The Cheater is sharp, and has great reaction time. She gains the Evasion ability. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the cheater is wearing light armor or no armor. Even a cheater does not get to retain the benefit of evasion when Helpless.
At level 13 this increases to Improved Evasion.
This ability works like evasion, except that while the cheater still takes no damage on a successful Reflex saving throw against attacks henceforth she takes only half damage even on a failed save. A helpless cheater still does not gain the benefit of either evasion.
(Ex) Trap Sense...
The Cheater's expert reaction speed gives her a Trap Sense that lets her respond to traps.
She gains the listed bonus on reflex saves against traps and as a dodge bonus against attacks from traps.
(Su) Inspiration...
You have a number of points per encounter you can use to add your Charisma modifier to a single action. Using an inspiration point is an immediate action. Options for inspiration are: Skill checks. Saves. Or an insight bonus to AC against a single attack. The bonus is the same each time, so using multiple Inspirations at once wont stack on top of something.
(Su) Cheat...
Once per encounter, you can activate a Cheat. Against one opponent or for simply 1 +Cha = rounds chosen on use, you subtract the amount listed on the table from damage you take and instead give it back to the attacker. For this to take effect, you need to overcome the target's will. The DC is 10 + half your level (Minimum 1) + Cha + 5.
(Ex) Optimize...
You gain a free floating number as listed on the table that you can assign to any Ability Score, one save, one skill, or your AC. Assigning your Optimization takes one full round action. This bonus is untyped.
Assigning to Int does not give you more skill points, But when applied to a skill Optimize's effect is double. Instead of +6 to a skill it would be +12.
(Su) Special Ability...
At indicated levels the cheater gains a special ability.
Lets Play Nice...
As a standard action you create a field 50ftx50ft centered on you. Anyone who makes an attack within the field gets the damage they dealt done back to them in full. In addition, they must make a will save DC 10+1/2 cheater levels+cha or be raised one step in disposition towards the cheater. If they get hit a second time, they lose all will to fight and lose consciousness due to happiness overload. Usable once per day for every 5 levels the cheater possesses; 1 at fifth, 2 at tenth, 3 at 15th, and 4 times per day at 20th. The field lasts until the end of the encounter or you are rendered helpless.
Chance Happenstance....
As a standard action you create a field 50ftx50ft centered on one target within range. Any attack made within the field has a 50% chance to critical hit, or critical fail. On a 1-10 on there die roll, they suffer a critical fail or simply attack themselves instead. If they roll a 11-20, they deal a critical hit at x2 damage unless they rolled a natural 20 and their weapon has a higher critical multiplier. Usable once per day for every 5 levels the cheater possesses; 1 at fifth, 2 at tenth, 3 at 15th, and 4 times per day at 20th. The field lasts until the end of the encounter or the target is rendered helpless.
Toggle God Mode...
For a number of rounds equal to your charisma modifier, you double your Cheat ability's percentage but only in relation to how much damage you take, not how much is sent back to the target, and triple either its duration or number of targets, depending on which version you choose. So if using a targeted version instead of a duration mode, you instead target three enemies. TGM cannot increase the percentage to more then 90% against creatures with more HD then you have class levels. Every 5HD it has over your level, the maximum percentage goes down by 10% to a minimum of +5% over its normal percentage.
Advance Attribute...
For a number of rounds equal to your charisma modifier you can double one ability score. Usable once per day +1 every ten levels. Cannot be selected if you are less then level ten. For one use at level eleven, and two uses per day at level twenty. Using this is a movement equivalent action. Optimize does not count towards the score when doubling, but provides its normal bonus.
Lag Spike...
You can make a ranged touch attack. If you succeed, you cause the character to move slowly as if stuttering in time. On a failed fortitude save (DC 10 +1/2 level +Charisma) Its speed is reduced by 15ft and it has a 25% chance to do nothing for one round. Lasts for a number of rounds equal to your charisma modifier. Multiple hits stack. Minimum speed is 5ft no matter how many times you hit. Maximum percentage is 75%. You can use this ability 1+Cha times per day.
Info Leak...
At the start of any encounter, or once an hour, you can cause information to leak off of a target, revealing its secrets.
Make a sense motive check to interpret the information. It gets to make a bluff check to avoid revealing its secrets but that does not mean it is consciously aware of the leak. You get a +5 to this check. If you succeed, you learn one thing about the target. The target does not have to be living.
Rabbit's Foot Charm...
With a flash of style, the cheater creates a 25ftx25ft area of good luck. Within the area, everyone gains +2 luck bonus to AC, reflex saves, and skill checks. Everyone within the area can score a critical hit on a 15-20 unless they could score on less.
Lasts for five rounds, used as a standard action.
Black Cat's Jinx...
With a flash of style, the cheater creates a 25ftx25ft area of bad luck. Within the area, everyone gains -2 luck penalty to AC, reflex saves, and skill checks. Everyone within the area scores a critical fail on a 1-5 unless they were unlucky enough to score on more.
Lasts for five rounds, used as a standard action.
Flip the Tables...
Once per day for every five levels the Cheater possesses for a total of five at level twenty, she can flip the results of any roll. A 1 becomes a 20, a 5 becomes a 15, a 3,1,6 on a 3d6 roll becomes a 3,6,1, and so on. She can use this as an immediate action after the dice are rolled but before the outcome is established (ie; the damage already dealt in case of damage dice, or generally just before your turn is over or an enemy who attacked you's turn has continued).
Wait! I think I've found something...
Once per day per five levels, for five times at level twenty, the cheater can choose to take ten on a skill check if she would normally be able to. After the dice is rolled.
...............................http://i1091.photobucket.com/albums/i382/Cipherthe3vil/cooltext708749994.png
The Cheater
http://i655.photobucket.com/albums/uu276/SharinganAngel16/Anime%20Girls/anime-neko-1.jpg
Hit Die
d12
Starting Gold
2d20x10
Skills at first level
(6+int) x4
Skills per level
6+int
Class Skills
Appraise, Balance, Bluff, Decipher Script, Disable Device, Disguise, Escape Artist, Forgery, Gather information, Listen, Move Silently, Open Lock, Perform, Search, Sense Motive, Sleight of Hand, Spot, Tumble, Use Rope.
{table=head]Level|BAB|Fort|Ref|Will|Special | Insp.
1st|+0|+0|+2|+0| Cheat 10%, Gambit, Fast Movement | 1
2nd|+1|+0|+3|+0| Evasion, Trap Sense +1 | 1
3rd|+2|+1|+3|+1| Optimize +1 | 2
4th|+3|+1|+4|+1| Uncanny Dodge, Trap Sense +2 | 2
5th|+3|+1|+4|+1| Special Ability, Cheat 20% | 3
6th|+4|+2|+5|+2| Optimize +2, Trap Sense +3 | 3
7th|+5|+2|+5|+2| | 3
8th|+6/+1|+2|+6|+2| Trap Sense +4 | 4
9th|+6/+1|+3|+6|+3| Optimize +3 | 4
10th|+7/+2|+3|+7|+3| Cheat 30%, Trap Sense +5 | 5
11th|+8/+3|+3|+7|+3| Special Ability | 5
12th|+9/+4|+4|+8|+4| Optimize +4, Trap Sense +6 | 6
13th|+9/+4|+4|+8|+4| Improved Evasion | 6
14th|+10/+5|+4|+9|+4| Trap Sense +7 | 6
15th|+11/+6/+1|+5|+9|+5| Optimize +5, Cheat 40% | 7
16th|+12/+7/+2|+5|+10|+5| Trap Sense +8| 7
17th|+12/+7/+2|+5|+10|+5| Special Ability | 8
18th|+13/+8/+3|+6|+11|+6| Trap Sense +9, Optimize +6 | 8
19th|+14/+9/+4|+6|+11|+6| | 9
20th|+15/+10/+5|+6|+12|+6| Cheat 50%, Trap Sense +10 | 9
[/table]
Class Features...
Weapons and Armor...
The Cheater is only proficient with light armor and simple weapons.
(Ex) Gambit...
Starting at first level the Cheater gains her charisma modifier as a bonus to her saves and +1 every other level towards her AC so long as she is wearing only Light Armor or less.
Once per day, she can make a particularly daring action and gain double her Gambit bonus for 1 round, +1 round every five levels. Examples would be leaping off a cliff to save someone who just fell over the edge, taking off all your clothes and defensive in mockery of your enemy, or challenging a powerful opponent to a solo duel.
(Ex) Fast Movement...
The Cheater must learn to be quick on her feet. She gains +10ft to her movement speed 5ft every 2 levels.
This fast movement is only +5ft if the cheater leaves the class before fifth level.
(Ex) Evasion...
The Cheater is sharp, and has great reaction time. She gains the Evasion ability. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the cheater is wearing light armor or no armor. Even a cheater does not get to retain the benefit of evasion when Helpless.
At level 13 this increases to Improved Evasion.
This ability works like evasion, except that while the cheater still takes no damage on a successful Reflex saving throw against attacks henceforth she takes only half damage even on a failed save. A helpless cheater still does not gain the benefit of either evasion.
(Ex) Trap Sense...
The Cheater's expert reaction speed gives her a Trap Sense that lets her respond to traps.
She gains the listed bonus on reflex saves against traps and as a dodge bonus against attacks from traps.
(Su) Inspiration...
You have a number of points per encounter you can use to add your Charisma modifier to a single action. Using an inspiration point is an immediate action. Options for inspiration are: Skill checks. Saves. Or an insight bonus to AC against a single attack. The bonus is the same each time, so using multiple Inspirations at once wont stack on top of something.
(Su) Cheat...
Once per encounter, you can activate a Cheat. Against one opponent or for simply 1 +Cha = rounds chosen on use, you subtract the amount listed on the table from damage you take and instead give it back to the attacker. For this to take effect, you need to overcome the target's will. The DC is 10 + half your level (Minimum 1) + Cha + 5.
(Ex) Optimize...
You gain a free floating number as listed on the table that you can assign to any Ability Score, one save, one skill, or your AC. Assigning your Optimization takes one full round action. This bonus is untyped.
Assigning to Int does not give you more skill points, But when applied to a skill Optimize's effect is double. Instead of +6 to a skill it would be +12.
(Su) Special Ability...
At indicated levels the cheater gains a special ability.
Lets Play Nice...
As a standard action you create a field 50ftx50ft centered on you. Anyone who makes an attack within the field gets the damage they dealt done back to them in full. In addition, they must make a will save DC 10+1/2 cheater levels+cha or be raised one step in disposition towards the cheater. If they get hit a second time, they lose all will to fight and lose consciousness due to happiness overload. Usable once per day for every 5 levels the cheater possesses; 1 at fifth, 2 at tenth, 3 at 15th, and 4 times per day at 20th. The field lasts until the end of the encounter or you are rendered helpless.
Chance Happenstance....
As a standard action you create a field 50ftx50ft centered on one target within range. Any attack made within the field has a 50% chance to critical hit, or critical fail. On a 1-10 on there die roll, they suffer a critical fail or simply attack themselves instead. If they roll a 11-20, they deal a critical hit at x2 damage unless they rolled a natural 20 and their weapon has a higher critical multiplier. Usable once per day for every 5 levels the cheater possesses; 1 at fifth, 2 at tenth, 3 at 15th, and 4 times per day at 20th. The field lasts until the end of the encounter or the target is rendered helpless.
Toggle God Mode...
For a number of rounds equal to your charisma modifier, you double your Cheat ability's percentage but only in relation to how much damage you take, not how much is sent back to the target, and triple either its duration or number of targets, depending on which version you choose. So if using a targeted version instead of a duration mode, you instead target three enemies. TGM cannot increase the percentage to more then 90% against creatures with more HD then you have class levels. Every 5HD it has over your level, the maximum percentage goes down by 10% to a minimum of +5% over its normal percentage.
Advance Attribute...
For a number of rounds equal to your charisma modifier you can double one ability score. Usable once per day +1 every ten levels. Cannot be selected if you are less then level ten. For one use at level eleven, and two uses per day at level twenty. Using this is a movement equivalent action. Optimize does not count towards the score when doubling, but provides its normal bonus.
Lag Spike...
You can make a ranged touch attack. If you succeed, you cause the character to move slowly as if stuttering in time. On a failed fortitude save (DC 10 +1/2 level +Charisma) Its speed is reduced by 15ft and it has a 25% chance to do nothing for one round. Lasts for a number of rounds equal to your charisma modifier. Multiple hits stack. Minimum speed is 5ft no matter how many times you hit. Maximum percentage is 75%. You can use this ability 1+Cha times per day.
Info Leak...
At the start of any encounter, or once an hour, you can cause information to leak off of a target, revealing its secrets.
Make a sense motive check to interpret the information. It gets to make a bluff check to avoid revealing its secrets but that does not mean it is consciously aware of the leak. You get a +5 to this check. If you succeed, you learn one thing about the target. The target does not have to be living.
Rabbit's Foot Charm...
With a flash of style, the cheater creates a 25ftx25ft area of good luck. Within the area, everyone gains +2 luck bonus to AC, reflex saves, and skill checks. Everyone within the area can score a critical hit on a 15-20 unless they could score on less.
Lasts for five rounds, used as a standard action.
Black Cat's Jinx...
With a flash of style, the cheater creates a 25ftx25ft area of bad luck. Within the area, everyone gains -2 luck penalty to AC, reflex saves, and skill checks. Everyone within the area scores a critical fail on a 1-5 unless they were unlucky enough to score on more.
Lasts for five rounds, used as a standard action.
Flip the Tables...
Once per day for every five levels the Cheater possesses for a total of five at level twenty, she can flip the results of any roll. A 1 becomes a 20, a 5 becomes a 15, a 3,1,6 on a 3d6 roll becomes a 3,6,1, and so on. She can use this as an immediate action after the dice are rolled but before the outcome is established (ie; the damage already dealt in case of damage dice, or generally just before your turn is over or an enemy who attacked you's turn has continued).
Wait! I think I've found something...
Once per day per five levels, for five times at level twenty, the cheater can choose to take ten on a skill check if she would normally be able to. After the dice is rolled.