Phosphate
2012-08-10, 12:09 PM
The Resonant
http://waranvil.com/wp-content/uploads/2008/12/deathknight.jpg
"The state of the world is yours to decide, the music of the spheres bows to your bidding, and the common note that keeps us all together depends on naught but your perspective." - Reardus, resonant
Resonants are adventurers that specialize in the control of waves and vibration to great effects. The source of this power of theirs is unknown, and it's particularly jarring in that's apparently nonmagical in nature (all resonant class features are extraordinary). Their proficiency with their powers makes them into great support characters for groups, hindering opponents while protecting allies from harm.
Alignment: any
Starting age: simple
Starting gold: as fighter
Hit Die: d12
Class Skills
The resonant’s class skills (and the key ability for each skill) are Balance (Dex), Concentration (Con), Craft (Int), Disable Device (Int), Hide (Dex), Intimidate (Cha), Knowledge (arcana) (Int), , Listen (Wis), Move Silently (Dex), Profession (Wis), Sense Motive (Wis), and Use Magic Device (Cha).
Skill Points at 1st Level: (4 + Int modifier) ×4.
Skill Points at Each Additional Level: 4 + Int modifier.
{table=head]Level|BAB|Fort|Ref|Will|Special
1st|+0|+2|+0|+2|Tuning, Sound Pillow, Rythmic Combat
2nd|+1|+3|+0|+3|Dampen (1d6/4)
3rd|+2|+3|+1|+3|Dome Trait
4th|+3|+4|+1|+4|Boost, Extended Reach
5th|+3|+4|+1|+4|Dampen (2d6/8)
6th|+4|+5|+2|+5|Unsync
7th|+5|+5|+2|+5|Dome Trait
8th|+6/+1|+6|+2|+6|Boost, Dampen (3d6/12)
9th|+6/+1|+6|+3|+6|Wave Porting
10th|+7/+2|+7|+3|+7|Damage Feed
11th|+8/+3|+7|+3|+7|Dome Trait, Dampen (4d6/16)
12th|+9/+4|+8|+4|+8|Boost, Sync
13th|+9/+4|+8|+4|+8|Shift Epicenter, Greater Dampen
14th|+10/+5|+9|+4|+9|Dampen (5d6/20)
15th|+11/+6/+1|+9|+5|+9|Dome Trait
16th|+12/+7/+2|+10|+5|+10|Boost
17th|+12/+7/+2|+10|+5|+10|Dampen (6d6/24)
18th|+13/+8/+3|+11|+6|+11|Vibe of Despair
19th|+14/+9/+4|+11|+6|+11|Dome Trait
20th|+15/+10/+5|+12|+6|+12|Boost, Dampen (7d6/28), Unmake
[/table]
Weapon and Armor Proficiency: A resonant is proficient with simple weapons, all types of armor, and all shields.
Tuning (Ex): The main feature of a resonant is his unique Tune. All resonants exhibit an unique Tune around them in an area regarded as a Dome. This Dome cannot be suppressed or shaped, and it is always an emanation centered on the resonant that moves with the resonant and has a radius of Charisma score (not mod) * 10 feet. With respect to his own Dome, a resonant is regarded as the Epicenter.
All creatures, aside from himself, are either attuned or unattuned to a given resonant. If a creature is attuned to a resonant, it is by default unattuned to all other resonants. A resonant is neither attuned nor unattuned to himself, and is thus unaffected by the traits of his own dome, cannot give boosts to himself, and does not take reduced damage from a dampened foe.
However, resonants can be attuned or unattuned as normal to each other.
The default state is unattuned. A character becomes attuned either if the resonant Syncs them (check the class feature below), the resonant touches them as a move action that triggers attacks of opportunity, or they make a ranged or melee armed attack against the resonant within the dome, beating his AC and dealing lethal damage. They stay attuned until they become attuned to a different resonant, they spend 2 consecutive full rounds outside of the dome, or the resonant dies or Unsyncs them (check the class feature below).
Sound Pillow (Ex): A resonant has DR X/special, where X is equal to his class level and the condition to overcome it is that you must be attuned to him to ignore the damage reduction.
Rythmic Combat (Ex): A resonant's body is a well balanced rythmic battle machine. Whenever he makes a successful melee attack, he gains a stacking +1 bonus to attack and damage. This bonus caps at class level - BaB (for instance, at level 1 the bonus is capped at +1, while at level 20 it is capped at +5). He loses this stacking bonus by missing once.
Dampen (Ex): A level 2 and higher resonant learns to instill harmful vibrations in his foes when he is striking them. Once per round, when he is making a melee armed attack against an unattuned foe, he may choose to have it be a dampening strike. This adds 1d6 sonic damage to the attack and for 1 round the target will deal 4 less damage with his next weapon attack. This is not treated as precision damage, and thus works on opponents immune to critical hits. The damage dealt and damage reduction of this feature increase by 1 dice, and 4 points, respectively each for every 3 class levels of the resonant. The damage cannot be reduced below 0.
Dome Trait (Ex): At level 3 and every 4 levels thereafter, a resonant may enhance his dome with a special trait. Traits affect all unattuned creatures within the dome, and immediately cease on them when they leave. The first time a creature enters the dome, it makes a single fortitude save. If it fails, all traits of the dome affect it normally. If it succeeds, all traits of the dome affect it partially for 24 hours. The DC is always 10+class level/2+cha mod.
While a resonant cannot suppress his dome, he can suppress and reactivate its traits as a full round action. He cannot pick and choose - they're either all up or all down.
Down below is a list containing all the traits a resonant can choose from:
Magical Interference
Taken multiple times: No
Complete: Increase the spell failure of all casters, including divine ones, by 15%.
Partial: Increase the spell failure of all casters, aside from divine ones, by 5%.
Taxing
Taken multiple times: No
Complete: All creatures are fatigued.
Partial: All creatures are fatigued for 2 rounds.
Tearing
Taken multiple times: Stacks Directly
Complete: Deals 1d6 untyped damage per round.
Partial: Deals 1 untyped damage per round.
Brittling
Taken multiple times: Stacks Directly
Complete: Reduces DR and hardness, if any, of all creatures by 5.
Partial: Reduces DR and hardness, if any, of all creatures by 2.
Eyejingling
Taken multiple times: Subsequent uses increase by 10%
Complete: Increase concealment of all attuned within dome to all unattuned by 20%, up to a maximum of 50%. Applies even if concealment was previously 0%.
Partial: Half
Dooming
Taken multiple times: Stacks directly, can only be taken twice
Complete: Imposes a -2 penalty to all saves.
Partial: No effect
Paranoic
Taken multiple times: No
Complete: Creatures cannot use team tactics if as much as a single member is unattuned, and cannot flank.
Partial: Creatures do not gain flanking bonuses.
Confining
Taken multiple times: No
Complete: Reduces magical healing, fast healing and regeneration by half (round up).
Partial: Reduces fast healing by half (round up).
Sluggish
Taken multiple times: No
Complete: Reduces base land speed by 10 feet, and fly speed by 15 feet.
Partial: Reduces base land speed and fly speed by 5 feet.
Lagging
Taken multiple times: No
Complete: Creatures cannot take immediate actions
Partial: Creatures taking an immediate action cannot take full round actions the next round.
Attention Breaking
Taken multiple times: No
Complete: Creatures cannot ready actions and the DC of all concentration checks increases by 4.
Partial: The DC of all concentration checks increases by 4.
Empowered
Taken multiple times: No
Effect: No actual effect, but increases the DC to resist dome traits by 4.
Boost (Ex): At level 4, and every 4 other levels, a resonant learns a boost that he may apply to any target attuned to himself within the dome. Every one boost can be placed on a single target, and as many targets can be affected by boosts as many boosts the resonant has learned. In order for a resonant to apply one boost to multiple targets, he must learn the same boost that many times. A single target cannot have multiple boosts applied to him. The resonant may apply all his boosts to appropriate, attuned targets within his dome as a standard action, swap a boost from a target to another as a swift action or remove a boost from a target as a free action. None of these triggers AoO.
Boosts cease if the target becomes unattuned or the resonant dies.
Here is a list of boosts:
CL Boost: Increases CL for all purposes by 1.
ML Boost: Increases manifester level for all purposes by 1.
IL Boost: Increases initiator level for all purposes except learning new manouvers by 1.
Soushape Boost: Increases meldshaping level for all purposes by 1.
SR: Gain SR 10+character level.
PR: Gain PR 10+character level.
Ferocious: +2 morale bonus to damage and attack
Handyman: +2 competence bonus to all skill checks
Fit: +2 untyped bonus to a physical ability score, chosen when boost is learned
Mindful: +2 untyped bonus to a mental ability score, chosen when boost is learned
Surviving: +2 to a save, chosen when boost is learned
Recovering: Provides Fast Healing 1 if at half hit points or less.
Resistant: energy resistance 10 to an energy chosen when boost is learned
Fast: +5 feet to land speed
Shredding: Deals 5 sonic damage to all foes that attack the target in melee and beat his AC, inflicting lethal damage.
Combative: +2 bonus to grapple, overrun, trip, and bull rush checks
Extended Reach (Ex): A level 4 resonant increases his reach by 5 feet for every 4 class levels he has.
Unsync (Ex): A level 6 or higher resonant may, as a full round action, choose any number of attuned targets within his dome. They must all make a will save against a DC of 12+class level/2+cha mod. All that fail become unattuned.
Wave Porting (Ex): A level 9 or higher resonant may teleport a willing target within his dome to any square within his reach as an immediate action. Teleportation doesn't occur through the astral plane, and thus dimensional locking does not inhibit it. If Wave Porting is used on a target while he is being attacked, the target must make a ref save against a DC equal to 10+1/2 the character level of the attacker + his dex mod. If he succeeds, he is teleported before the attack hits. If he fails, he is teleported afterwards.
Damage Feed (Ex): A level 10 or higher resonant can absorb some of the damage received by attuned targets within his reach, basically losing hit points equal to the amount the protected would have lost. For piercing damage, he can absorb up to 5 points. For slashing, up to 10. For bludgeoning, up to either 10 or half, whichever is higher. The decision to absorb must be made immediately after damage is rolled, and is a non-action.
Sync (Ex): A level 12 or higher resonant need not touch a creature to make it become attuned, it may make any creature within the dome attuned at range instead. This still requires a move action, but does not trigger AoO.
Shift Epicenter (Ex): A level 13 or higher resonant may, as a standard action, select any attuned willing target with no resonant levels within his dome. That target is now the epicenter, the dome size is based on his cha score, the dome moves with him, and he may exhibit dome traits and give boosts as a resonant of your level, except he cannot choose the traits and boosts, he uses the ones chosen by you. He gains no other features, except for Wave Porting. The resonant loses his dome, traits and boosts, but becomes attuned to the new epicenter, cannot be unsynced, and retains his Dampen and Sound Pillow Traits. The resonant can become the epicenter again by spending a full round action - the previous epicenter loses all features. Also, the temporary epicenter can hold this position for a maximum of 5 minutes a day.
Greater Dampen (Ex): If a level 13 or higher resonant performs a dampened attack against a creature and beats its AC by 4 or more, the creature is deafened for 1d4 rounds. If he beats its AC by 6 or more, the creature is also nauseated for 1d4 rounds.
Vibe of Despair (Ex): A level 18 or higher resonant is treated as having a Frighful Presence by all unattuned. The triggering action is a dampened attack, and the duration is 5d6 rounds.
Unmake (Ex): A level 20 resonant can resonate the very fibers of a creature to nothingness. As a standard action, select an ATTUNED target within your dome. It must make a Fort save against a DC of 10+class level/2+cha mod. If it fails, it dies. If it succeeds, it takes 2 points of ability damage to all ability scores and this feature cannot be used on it for 1 minute.
http://waranvil.com/wp-content/uploads/2008/12/deathknight.jpg
"The state of the world is yours to decide, the music of the spheres bows to your bidding, and the common note that keeps us all together depends on naught but your perspective." - Reardus, resonant
Resonants are adventurers that specialize in the control of waves and vibration to great effects. The source of this power of theirs is unknown, and it's particularly jarring in that's apparently nonmagical in nature (all resonant class features are extraordinary). Their proficiency with their powers makes them into great support characters for groups, hindering opponents while protecting allies from harm.
Alignment: any
Starting age: simple
Starting gold: as fighter
Hit Die: d12
Class Skills
The resonant’s class skills (and the key ability for each skill) are Balance (Dex), Concentration (Con), Craft (Int), Disable Device (Int), Hide (Dex), Intimidate (Cha), Knowledge (arcana) (Int), , Listen (Wis), Move Silently (Dex), Profession (Wis), Sense Motive (Wis), and Use Magic Device (Cha).
Skill Points at 1st Level: (4 + Int modifier) ×4.
Skill Points at Each Additional Level: 4 + Int modifier.
{table=head]Level|BAB|Fort|Ref|Will|Special
1st|+0|+2|+0|+2|Tuning, Sound Pillow, Rythmic Combat
2nd|+1|+3|+0|+3|Dampen (1d6/4)
3rd|+2|+3|+1|+3|Dome Trait
4th|+3|+4|+1|+4|Boost, Extended Reach
5th|+3|+4|+1|+4|Dampen (2d6/8)
6th|+4|+5|+2|+5|Unsync
7th|+5|+5|+2|+5|Dome Trait
8th|+6/+1|+6|+2|+6|Boost, Dampen (3d6/12)
9th|+6/+1|+6|+3|+6|Wave Porting
10th|+7/+2|+7|+3|+7|Damage Feed
11th|+8/+3|+7|+3|+7|Dome Trait, Dampen (4d6/16)
12th|+9/+4|+8|+4|+8|Boost, Sync
13th|+9/+4|+8|+4|+8|Shift Epicenter, Greater Dampen
14th|+10/+5|+9|+4|+9|Dampen (5d6/20)
15th|+11/+6/+1|+9|+5|+9|Dome Trait
16th|+12/+7/+2|+10|+5|+10|Boost
17th|+12/+7/+2|+10|+5|+10|Dampen (6d6/24)
18th|+13/+8/+3|+11|+6|+11|Vibe of Despair
19th|+14/+9/+4|+11|+6|+11|Dome Trait
20th|+15/+10/+5|+12|+6|+12|Boost, Dampen (7d6/28), Unmake
[/table]
Weapon and Armor Proficiency: A resonant is proficient with simple weapons, all types of armor, and all shields.
Tuning (Ex): The main feature of a resonant is his unique Tune. All resonants exhibit an unique Tune around them in an area regarded as a Dome. This Dome cannot be suppressed or shaped, and it is always an emanation centered on the resonant that moves with the resonant and has a radius of Charisma score (not mod) * 10 feet. With respect to his own Dome, a resonant is regarded as the Epicenter.
All creatures, aside from himself, are either attuned or unattuned to a given resonant. If a creature is attuned to a resonant, it is by default unattuned to all other resonants. A resonant is neither attuned nor unattuned to himself, and is thus unaffected by the traits of his own dome, cannot give boosts to himself, and does not take reduced damage from a dampened foe.
However, resonants can be attuned or unattuned as normal to each other.
The default state is unattuned. A character becomes attuned either if the resonant Syncs them (check the class feature below), the resonant touches them as a move action that triggers attacks of opportunity, or they make a ranged or melee armed attack against the resonant within the dome, beating his AC and dealing lethal damage. They stay attuned until they become attuned to a different resonant, they spend 2 consecutive full rounds outside of the dome, or the resonant dies or Unsyncs them (check the class feature below).
Sound Pillow (Ex): A resonant has DR X/special, where X is equal to his class level and the condition to overcome it is that you must be attuned to him to ignore the damage reduction.
Rythmic Combat (Ex): A resonant's body is a well balanced rythmic battle machine. Whenever he makes a successful melee attack, he gains a stacking +1 bonus to attack and damage. This bonus caps at class level - BaB (for instance, at level 1 the bonus is capped at +1, while at level 20 it is capped at +5). He loses this stacking bonus by missing once.
Dampen (Ex): A level 2 and higher resonant learns to instill harmful vibrations in his foes when he is striking them. Once per round, when he is making a melee armed attack against an unattuned foe, he may choose to have it be a dampening strike. This adds 1d6 sonic damage to the attack and for 1 round the target will deal 4 less damage with his next weapon attack. This is not treated as precision damage, and thus works on opponents immune to critical hits. The damage dealt and damage reduction of this feature increase by 1 dice, and 4 points, respectively each for every 3 class levels of the resonant. The damage cannot be reduced below 0.
Dome Trait (Ex): At level 3 and every 4 levels thereafter, a resonant may enhance his dome with a special trait. Traits affect all unattuned creatures within the dome, and immediately cease on them when they leave. The first time a creature enters the dome, it makes a single fortitude save. If it fails, all traits of the dome affect it normally. If it succeeds, all traits of the dome affect it partially for 24 hours. The DC is always 10+class level/2+cha mod.
While a resonant cannot suppress his dome, he can suppress and reactivate its traits as a full round action. He cannot pick and choose - they're either all up or all down.
Down below is a list containing all the traits a resonant can choose from:
Magical Interference
Taken multiple times: No
Complete: Increase the spell failure of all casters, including divine ones, by 15%.
Partial: Increase the spell failure of all casters, aside from divine ones, by 5%.
Taxing
Taken multiple times: No
Complete: All creatures are fatigued.
Partial: All creatures are fatigued for 2 rounds.
Tearing
Taken multiple times: Stacks Directly
Complete: Deals 1d6 untyped damage per round.
Partial: Deals 1 untyped damage per round.
Brittling
Taken multiple times: Stacks Directly
Complete: Reduces DR and hardness, if any, of all creatures by 5.
Partial: Reduces DR and hardness, if any, of all creatures by 2.
Eyejingling
Taken multiple times: Subsequent uses increase by 10%
Complete: Increase concealment of all attuned within dome to all unattuned by 20%, up to a maximum of 50%. Applies even if concealment was previously 0%.
Partial: Half
Dooming
Taken multiple times: Stacks directly, can only be taken twice
Complete: Imposes a -2 penalty to all saves.
Partial: No effect
Paranoic
Taken multiple times: No
Complete: Creatures cannot use team tactics if as much as a single member is unattuned, and cannot flank.
Partial: Creatures do not gain flanking bonuses.
Confining
Taken multiple times: No
Complete: Reduces magical healing, fast healing and regeneration by half (round up).
Partial: Reduces fast healing by half (round up).
Sluggish
Taken multiple times: No
Complete: Reduces base land speed by 10 feet, and fly speed by 15 feet.
Partial: Reduces base land speed and fly speed by 5 feet.
Lagging
Taken multiple times: No
Complete: Creatures cannot take immediate actions
Partial: Creatures taking an immediate action cannot take full round actions the next round.
Attention Breaking
Taken multiple times: No
Complete: Creatures cannot ready actions and the DC of all concentration checks increases by 4.
Partial: The DC of all concentration checks increases by 4.
Empowered
Taken multiple times: No
Effect: No actual effect, but increases the DC to resist dome traits by 4.
Boost (Ex): At level 4, and every 4 other levels, a resonant learns a boost that he may apply to any target attuned to himself within the dome. Every one boost can be placed on a single target, and as many targets can be affected by boosts as many boosts the resonant has learned. In order for a resonant to apply one boost to multiple targets, he must learn the same boost that many times. A single target cannot have multiple boosts applied to him. The resonant may apply all his boosts to appropriate, attuned targets within his dome as a standard action, swap a boost from a target to another as a swift action or remove a boost from a target as a free action. None of these triggers AoO.
Boosts cease if the target becomes unattuned or the resonant dies.
Here is a list of boosts:
CL Boost: Increases CL for all purposes by 1.
ML Boost: Increases manifester level for all purposes by 1.
IL Boost: Increases initiator level for all purposes except learning new manouvers by 1.
Soushape Boost: Increases meldshaping level for all purposes by 1.
SR: Gain SR 10+character level.
PR: Gain PR 10+character level.
Ferocious: +2 morale bonus to damage and attack
Handyman: +2 competence bonus to all skill checks
Fit: +2 untyped bonus to a physical ability score, chosen when boost is learned
Mindful: +2 untyped bonus to a mental ability score, chosen when boost is learned
Surviving: +2 to a save, chosen when boost is learned
Recovering: Provides Fast Healing 1 if at half hit points or less.
Resistant: energy resistance 10 to an energy chosen when boost is learned
Fast: +5 feet to land speed
Shredding: Deals 5 sonic damage to all foes that attack the target in melee and beat his AC, inflicting lethal damage.
Combative: +2 bonus to grapple, overrun, trip, and bull rush checks
Extended Reach (Ex): A level 4 resonant increases his reach by 5 feet for every 4 class levels he has.
Unsync (Ex): A level 6 or higher resonant may, as a full round action, choose any number of attuned targets within his dome. They must all make a will save against a DC of 12+class level/2+cha mod. All that fail become unattuned.
Wave Porting (Ex): A level 9 or higher resonant may teleport a willing target within his dome to any square within his reach as an immediate action. Teleportation doesn't occur through the astral plane, and thus dimensional locking does not inhibit it. If Wave Porting is used on a target while he is being attacked, the target must make a ref save against a DC equal to 10+1/2 the character level of the attacker + his dex mod. If he succeeds, he is teleported before the attack hits. If he fails, he is teleported afterwards.
Damage Feed (Ex): A level 10 or higher resonant can absorb some of the damage received by attuned targets within his reach, basically losing hit points equal to the amount the protected would have lost. For piercing damage, he can absorb up to 5 points. For slashing, up to 10. For bludgeoning, up to either 10 or half, whichever is higher. The decision to absorb must be made immediately after damage is rolled, and is a non-action.
Sync (Ex): A level 12 or higher resonant need not touch a creature to make it become attuned, it may make any creature within the dome attuned at range instead. This still requires a move action, but does not trigger AoO.
Shift Epicenter (Ex): A level 13 or higher resonant may, as a standard action, select any attuned willing target with no resonant levels within his dome. That target is now the epicenter, the dome size is based on his cha score, the dome moves with him, and he may exhibit dome traits and give boosts as a resonant of your level, except he cannot choose the traits and boosts, he uses the ones chosen by you. He gains no other features, except for Wave Porting. The resonant loses his dome, traits and boosts, but becomes attuned to the new epicenter, cannot be unsynced, and retains his Dampen and Sound Pillow Traits. The resonant can become the epicenter again by spending a full round action - the previous epicenter loses all features. Also, the temporary epicenter can hold this position for a maximum of 5 minutes a day.
Greater Dampen (Ex): If a level 13 or higher resonant performs a dampened attack against a creature and beats its AC by 4 or more, the creature is deafened for 1d4 rounds. If he beats its AC by 6 or more, the creature is also nauseated for 1d4 rounds.
Vibe of Despair (Ex): A level 18 or higher resonant is treated as having a Frighful Presence by all unattuned. The triggering action is a dampened attack, and the duration is 5d6 rounds.
Unmake (Ex): A level 20 resonant can resonate the very fibers of a creature to nothingness. As a standard action, select an ATTUNED target within your dome. It must make a Fort save against a DC of 10+class level/2+cha mod. If it fails, it dies. If it succeeds, it takes 2 points of ability damage to all ability scores and this feature cannot be used on it for 1 minute.