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View Full Version : Base Class Contest XVIII - Crazy Hobos Everywhere



Temotei
2013-06-19, 03:09 PM
Crazy Hobos Everywhere

Welcome to base class challenge number eighteen! Let's have fun creating some breathtaking base classes! The rules are below, as always. Make an original D&D 3.5 base class and fight for the right to keep your kneecaps!



1. You will be creating an original base class based around a theme of madness; anything is possible, from insanity-driven knights to mad mages, so have fun with it! You may not post your entry anywhere else until after the contest is finished. If you have already posted a class under this theme, you may not enter it for this contest. You may use previous homebrew in your classes as long as no mention of the class or any part of the class was made in that homebrew. Aside from that, anything goes--psionics, martial maneuvers, spellcasting, whatever. Go crazy; new mechanics, new feats, new items, and everything else you can think of are fair game!


2. Submissions are due by 23:59 Central Standard Time (USA/Canada) on August 13th, and should be submitted in the format shown in the next post or at least in a way that's easy on the eyes. Feel free to play around with fonts, images, and the like; just make sure it's not hard to read.


3. There must be a name, complete class, and fluff for both combat and role playing purposes. Incomplete entries will be disqualified--no exceptions.


4. Everyone is allowed only one entry per contest.


5. Plagiarism is strictly forbidden. Violators will be towed disqualified and reported.


The chat thread is here (http://www.giantitp.com/forums/showthread.php?t=257591). Feel free to discuss each other's creations, give critique, or talk about what you're thinking of this contest, but entries (and nothing else) belong in this challenge thread.

BELLS FROGS BIG CHERRIES

PETER PAN MAGIC CHEESE!

Temotei
2013-06-19, 03:11 PM
Base Class Name

Put an optional image of your class here (following da rules (http://www.giantitp.com/forums/announcement.php?f=15&a=67))!

Put a quote by or about a member of your class here!

A general description of what your class is!

Adventures: Why your class might adventure.

Characteristics: What your class is capable of.

Alignment: What alignment or alignments your class may have and why.

Religion: What deities or ideals your class follows, if any, and why.

Background: How you become part of your class and why.

Races: What races most often have members of your class, as well as any races that cannot join, along with why.

Other Classes: How your class relates to other classes, positively or negatively, and why.

Role: What your class does in and for a party.

Adaptation: How a DM might change your class to fit into their campaign or unique world setting.

GAME RULE INFORMATION
CLASS NAME's have the following game statistics.
Abilities: A brief description of what ability scores are important to your class.
Alignment: What alignments are available to your class are listed here. "Any" is a possibility.
Hit Die: dx
Starting Age: What age your class starts at level one as normally ("As barbarian," "As bard," and "As cleric" are the standard options, though feel free to put down the numbers, as well.).
Starting Gold: What amount of currency your class starts at level one with normally ("As barbarian," "As cleric," "As druid," "As fighter," "As monk," and "As sorcerer" are the standard options, though feel free to put down the numbers, as well.).

Class Skills
The CLASS NAME's class skills (and the key ability for each skill) are...

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

CLASS NAME
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+x|
+x|
+x|
+x|Class Ability

2nd|
+x|
+x|
+x|
+x|Class Ability

3rd|
+x|
+x|
+x|
+x|Class Ability

4th|
+x|
+x|
+x|
+x|Class Ability

5th|
+x|
+x|
+x|
+x|Class Ability

6th|
+x|
+x|
+x|
+x|Class Ability

7th|
+x|
+x|
+x|
+x|Class Ability

8th|
+x|
+x|
+x|
+x|Class Ability

9th|
+x|
+x|
+x|
+x|Class Ability

10th|
+x|
+x|
+x|
+x|Class Ability

11th|
+x|
+x|
+x|
+x|Class Ability

12th|
+x|
+x|
+x|
+x|Class Ability

13th|
+x|
+x|
+x|
+x|Class Ability

14th|
+x|
+x|
+x|
+x|Class Ability

15th|
+x|
+x|
+x|
+x|Class Ability

16th|
+x|
+x|
+x|
+x|Class Ability

17th|
+x|
+x|
+x|
+x|Class Ability

18th|
+x|
+x|
+x|
+x|Class Ability

19th|
+x|
+x|
+x|
+x|Class Ability

20th|
+x|
+x|
+x|
+x|Class Ability[/table]

Class Features
All of the following are class features of the CLASS NAME.

Weapon and Armor Proficiencies: What weapons and armor your class is proficient in the use of!

All other class features go here (Use the format shown directly below if you don't know what to do.)!

CLASS FEATURE NAME (Ex, Su, Sp, Ps):




Base Class Name

Put an optional image of your class here!

Put a quote by or about a member of your class here!

A general description of what your class is!

Adventures: Why your class might adventure.

Characteristics: What your class is capable of.

Alignment: What alignment or alignments your class may have and why.

Religion: What deities or ideals your class follows, if any, and why.

Background: How you become part of your class and why.

Races: What races most often have members of your class, as well as any races that cannot join, along with why.

Other Classes: How your class relates to other classes, positively or negatively, and why.

Role: What your class does in and for a party.

Adaptation: How a DM might change your class to fit into their campaign or unique world setting.

GAME RULE INFORMATION
CLASS NAME's have the following game statistics.
Abilities: A brief description of what ability scores are important to your class.
Alignment: What alignments are available to your class are listed here. "Any" is a possibility.
Hit Die: dx
Starting Age: What age your class starts at level one as normally ("As barbarian," "As bard," and "As cleric" are the standard options, though feel free to put down the numbers, as well.).
Starting Gold: What amount of currency your class starts at level one with normally ("As barbarian," "As cleric," "As druid," "As fighter," "As monk," and "As sorcerer" are the standard options, though feel free to put down the numbers, as well.).

Class Skills
The CLASS NAME's class skills (and the key ability for each skill) are...

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

CLASS NAME
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+x|
+x|
+x|
+x|Class Ability

2nd|
+x|
+x|
+x|
+x|Class Ability

3rd|
+x|
+x|
+x|
+x|Class Ability

4th|
+x|
+x|
+x|
+x|Class Ability

5th|
+x|
+x|
+x|
+x|Class Ability

6th|
+x|
+x|
+x|
+x|Class Ability

7th|
+x|
+x|
+x|
+x|Class Ability

8th|
+x|
+x|
+x|
+x|Class Ability

9th|
+x|
+x|
+x|
+x|Class Ability

10th|
+x|
+x|
+x|
+x|Class Ability

11th|
+x|
+x|
+x|
+x|Class Ability

12th|
+x|
+x|
+x|
+x|Class Ability

13th|
+x|
+x|
+x|
+x|Class Ability

14th|
+x|
+x|
+x|
+x|Class Ability

15th|
+x|
+x|
+x|
+x|Class Ability

16th|
+x|
+x|
+x|
+x|Class Ability

17th|
+x|
+x|
+x|
+x|Class Ability

18th|
+x|
+x|
+x|
+x|Class Ability

19th|
+x|
+x|
+x|
+x|Class Ability

20th|
+x|
+x|
+x|
+x|Class Ability[/table]

Class Features
All of the following are class features of the CLASS NAME.

Weapon and Armor Proficiencies: What weapons and armor your class is proficient in the use of!

All other class features go here (Use the format shown directly below if you don't know what to do.)!

CLASS FEATURE NAME (Ex, Su, Sp, Ps):

inuyasha
2013-06-19, 03:14 PM
The Insanimagos

Put an optional image of your class here!

A pinch of salt, a puff of smoke, these voices will go away, their coming to take me, going to shake me, killing my friends away, the voices are still, the tongues are naught, will they ever come back to play?
~Unknown

Wizards and sorcerers are known as the main users of arcane energies, using their minds to memorize spells or to alter the environment around them. Some people though, use not their keen mind, but their insanity to alter magic in wild ways

Adventures: Insanimagi usually adventure for one of two reasons. One is that they give in to the voices in their head and this causes them to run around wildly, sometimes solo, sometimes not. Another reason would be that they try not to listen to the voices, and seek comfort from their friends to help hold back the voices.

Characteristics: Insanimagi are powerful spellcasters, but sometimes they lack control and tend to cast spells recklessly and they tend to not care about collateral damage

Alignment: Insanimagi are always chaotic but can be good, evil or neutral, with neutral or evil being the most common (good insanimagi are not unheard of though)

Religion: Insanimagi rarely worship a deity, but sometimes they can mistake the whispers and shouts in their head to be voices from a deity

Background: Anybody with mental ilness and a will to learn magic can become an Insanimagos, but sometimes it just happens spontaneously with brain damage, exposure to eldritch energies, or just at random

Races: Any race can be an Insanimagos, but elves, humans, and gnomes are the most common

Other Classes: Insanimagi treat other classes as either friends, or with extreme paranoia and suspicion.

Role: Insanimagi are arcane spellcasters who cast many powerful spells

Adaptation: How a DM might change your class to fit into their campaign or unique world setting.

GAME RULE INFORMATION
CLASS NAME's have the following game statistics.
Abilities: Intelligence is needed for spellcasting, charisma helps with certain abilities, and wisdom can be used to resist the voices in the insanimagi's head, constitution is always good for anyone.
Alignment: Always chaotic.
Hit Die: d6
Starting Age: As bard.
Starting Gold: As cleric.

Class Skills
The CLASS NAME's class skills (and the key ability for each skill) are...

Skill Points at First Level: (2 + Int modifier) x 4
Skill Points at Each Additional Level: x + Int modifier

Insanimagos
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|0|1|2|3|4|5|6|7|8|9

1st|
+0|
+0|
+0/2|
+0/2|The voices are talking, will you listen?|3|1|-|-|-|-|-|-|-|-|

2nd|
+1|
+0|
+0/3|
+0/3|Mental disorder|4|2|-|-|-|-|-|-|-|-|

3rd|
+1|
+1|
+1/3|
+1/3||4|2||-|-|-|-|-|-|-|

4th|
+2|
+1|
+1/4|
+1/4|Mental disorder, madness servant

5th|
+2|
+1|
+1/4|
+1/4|

6th|
+3|
+2|
+2/5|
+2/5|Mental disorder

7th|
+3|
+2|
+2/5|
+2/5|

8th|
+4|
+2|
+2/6|
+2/6|Mental disorder

9th|
+4|
+3|
+3/6|
+3/6|

10th|
+5|
+3|
+3/7|
+3/7|Mental disorder

11th|
+5|
+3|
+3/7|
+3/7|

12th|
+6/1|
+4|
+4/8|
+4/8|Mental disorder

13th|
+6/1|
+4|
+4/8|
+4/8|

14th|
+7/2|
+4|
+4/9|
+4/9|Mental disorder

15th|
+7/2|
+5|
+5/9|
+5/9|

16th|
+8/3|
+5|
+5/10|
+5/10|Mental disorder

17th|
+8/3|
+5|
+5/10|
+5/10|

18th|
+9/4|
+6|
+6/11|
+6/11|Mental disorder

19th|
+9/4|
+6|
+6/11|
+6/11|

20th|
+10/5|
+6|
+6/12|
+6/12|Mental disorder[/table]

Class Features
All of the following are class features of the CLASS NAME.

Weapon and Armor Proficiencies: Insanimagi are proficient with all simple weapons and no armor or shields

Necronomicon
Every insanimagos has a spellbook not unlike that of a wizard, it has exactly the same stats and capabilities, except that instead of being a book full of eldritch knowledge, it is a book written in blood, made of flesh, and bound with bones. They are often decorated with eyes, teeth, organs, or anything else.

The voices are talking, will you listen?
At 1st level, the insanimagos makes an important choice. To listen to their voices? Or to try to shut them out! If they choose to listen, they let them in, making them paranoid and twitching, and they use reflex as their good save, if they try to shut them out, they are a little slower because they need to concentrate to keep them out, and have developed mental resistance to the voices (they still here them, just not as much) and they use will as their good save.

Mental disorder (Ex):
As an insanimagos progresses, their mind degrades, gaining phobias, mental illnesses, and other such things. These are detrimental in some way, but each one has some sort of benefit as well, see this post (http://www.giantitp.com/forums/showpost.php?p=15464460&postcount=4) for a list of mental disorders. Unless otherwise stated, a mental disorder can only be taken once.

inuyasha
2013-06-19, 03:15 PM
-reserved for new spells/items/etc

Mental disorders/phobias/Obsessions/etc
Insanimagi gain mental disorders as they progress, there are benefits and drawbacks for each one
general mental disorders
Sleepwalking
Normally not considered a problem, but you are an exception. While you are sleeping, a hallucination appears, and tells you to get up and move. While you are sleeping and something dangerous is about to happen, such as an enemy is about to enter the room, or a trap will go off, or jet debris will fall from the sky, you immediately will try to get out of there at your regular speed -10ft.. During this time you're effectively an NPC under the control of the DM. The downside is that every night roll a D20 and add your wisdom modifier. On a roll of 10 or less you just start wandering aimlessly. This does not function while under the effects of a sleep spell, as the magic is too powerful.
Alchoholic
You require at least 2 mugs of alcohol every day, and you get drunk easily, with a -4 on any fortitude saves to avoid intoxication. When drunk however, you rage as per a barbarian, and you gain proficiency with improvised weapons. If denied your alchohol, you dont want to do anything and must be forcefully moved to do anything. This mental disorder can also be used with other substances as well if the DM allows it
Amnesia/forgetfulness
You memorise one less spell per level of spell you know each day, but you get a second will save a minute later if you fail a save on a mind influencing effect other than a sleep spell..
Hypomanic
Whenever you are doing an activity, you must succeed a will save (DC set by DM) to stop, you get a +4 on this save if your being yelled at or held back or something similar by nearby friends, trying to get you out of your little episode. If in combat, you might continue stabbing at a corpse, or yelling at it or cursing or....you get the idea. On the upside, your very very energetic and need to sleep for half as long (if your an elf you trance for half as long), you still need to regain spells at the regular speed though
Multiple personalities
When in a stressful situation (DMs discretion) you must make a will save (DC set by DM depending on how stressful) or else have your alignment flip on the good-evil axis, or if you're neutral roll 1d2 (1=evil 2=good) and stay that way for the next minute+1 round per point rolled below the DC. While your alignment is temporarily changed, role play that accordingly. On the upside, any time you must make a will save, the DM can roll a second will save, and if you do not like your result, you can take his. The DM will not tell you the result before you pick it though, so beware.


Insomnia
You are always fatigued, every day, from lack of sleep. Anything that would make you fatigued makes you exhausted, and anything that would make you exhausted instead makes you instantly fall unconcious on a failed save. On the upside, since your not sleeping you trance as an elf, regaining HP, and still remaining alert and able to sense danger.


Phobias
Pyrophobia
You never will willingly use a [fire] spell, but instead you gain energy substitution (as the feat) to add to such spells, choosing the specific type of energy to change it to when you gain this feat.
Special:This can be expanded to cryophobia, electrophobia, and acidophobia for different energy types



Extra mad
Your mind is deforming even more than it did before
Prerequisites: Insanimagos level 5+
Benefits: pick another mental disorder
Special: this may be taken multiple times. its effects stack.

Spells
Ins=insanimagos shortened
Whispering sleep
Enchantment (Compulsion) [mind affecting]
Level: Ins 8
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One living creature
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: yes
Whenever the target tries to sleep, they sleepwalk, and act as if they were awake and under the insanity spell. while awake they suffer no ill effects.
Greater restoration, limited wish, miracle, or wish can restore the creature to normal, but they can only be cured while sleepwalking.

temporary clarity
Enchantment (mind affecting)
Level: Ins 3
Components: V, S
Casting Time: 1 standard action
Range: personal
Target: you
Duration: 1 round/level
Saving Throw: none
Spell Resistance: no
For the duration of the spell, ignore one mental disorder you have. none of its drawbacks are experienced, neither are its advantages

Temporary clarity, greater
Enchantment
Level: Ins 6
As per temporary clarity except as above, and all mental disorders are ignored for the duration

BelGareth
2013-06-19, 03:23 PM
Insanity Monk

http://fc01.deviantart.net/fs28/f/2008/139/4/b/Crazy_Girl_by_Freideugoi.jpg
With authorization from Freideugoi (http://freideugoi.deviantart.com/) at Deviantart.com.

The blue squirrel has gone north my dear, advantage is lost to the defense! El Jor, Insanity Monk

For some, the depths of their minds are a personal matter, others a place where they would not tread, but fewer still, the deep recesses of your mind offer vast powers and abilities, of course to find these you must be insane.

Those people, those lunatics who would tread upon the wire thin line that is the demarcation of sanity, are known to most as insane. Society throws them to the winds, banding them together in hopes their communal excision will fester a new found sense of surety. Or they are healed, their minds path rewired to avoid the razor thin line, so they can act ‘normal’.

And then there are the Insanity Monks, those crazed adventurers who delve, cliff jump, or plunge head long into the abyss of the unknown, into the never ending spiral staircase of the mortal psyche. They are insane, they are mad, they are psychotic, and they are beautiful. And they talk to themselves....well only sometimes.

These are the people who have jumped, skipped and hurdled over the line that should not be crossed, and came out the other side with a sense of direction, the ability to stand to their own accord, to speak what they want to say!

Adventures: Insanity moks adventure for any kind of reason, most adventure because it provides entertainment and their whimsy takes flight at a moments notice. Others find it in their nature to take in all the madness of the world, trying to protect everyone from it. On the flip side, others see it as their duty to spread the madness they posses with everyone they meet.

Characteristics: The insanity monk is a competent debuffer, capable of delivering potent maneuvers or spells to the enemy, as well as able to bring a good amount of attacks if needed.

Alignment: Most insanity monks are chaotic, it goes without saying that the fractured mind of an insanity monk has difficulties grasping to straight lines, as they are want to wander. Although, lawful insanity monks do exist, they are very rare, most are neutral chaotic, with an even distribution of good and evil.

Religion: Diinkarazan the god of Derro, Tymora, Tyche, Beshaba, and Vergadain are the most commonly worshiped, but many insanity monks see no reason for worship at all and remain non-worshipers.

Background: Those who suffer insanity, or mental anguish in any shape and form and then embrace it, those are the insanity monks, crazed lunatics pushing the line of what their psyches can take.

Races: Any race can become an insanity monk, derros are naturally inclined towards the class, as well as dwarves surprisingly, humans, elves, gnomes and halflings all have their fare share.

Other Classes: Lawfully inclined classes typically disdain the company of insanity monks, specifically Paladins and Monks, who see them as a abhorrent defacing of monk values. More chaotic classes, like the bard, and barbarian get along with the ever changing insanity monk, finding their actions and strange way of life interesting and amusing.

Role: The insanity monk can act as a secondary melee fighter, providing ample debuffs allowing the front line fighters to excel.

Adaptation: This class is perfect for a scary BBEG or lieutenant, the abilities they face will inevitably change when they face them again, making encounters more interesting and hard to foresee.

GAME RULE INFORMATION
Insanity Monk's have the following game statistics.
Abilities: Charisma is the most important ability, as it determines how strong your spells are and other class abilities, Dex and Con help your survivability.
Alignment: Any
Hit Die: d8
Starting Age: Any
Starting Gold: 5d4 x 10

Class Skills
The insanity monk’s class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (arcana) (Int), Knowledge (religion) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex).

Skill Points at First Level: (6 + Int modifier) x 4
Skill Points at Each Additional Level: 6 + Int modifier

TABLE: INSANITY MONK
{table=head]Level|BAB|Fort|Ref|Will|Special|Man. Known|Man. Ready|Stances known|-0-|1st|2nd|3rd|4th|5th|6th

1st|+0|
+2|
+2|
+2|Flurry of Strikes(+1d2), Touch of Madness, On the Brink|
3|
3|
1|
2|
-|
-|
-|
-|
-|
-

2nd|+1|
+3|
+3|
+3|AC bonus|
4|
3|
1|
3|
0|
-|
-|
-|
-|
-

3rd|+2|
+3|
+3|
+3|Mettle|
5|
3|
1|
3|
1|
-|
-|
-|
-|
-

4th|+3|
+4|
+4|
+4|Flurry of Strikes(+1d3)|
5|
4|
2|
3|
2|
0|
-|
-|
-|
-

5th|+3|
+4|
+4|
+4|Bend reality(1)|
6|
4|
2|
3|
3|
1|
-|
-|
-|
-

6th|+4|
+5|
+5|
+5|Whispering Madness(1/day)|
6|
4|
2|
3|
3|
2|
-|
-|
-|
-

7th|+5|
+5|
+5|
+5|Crazy eyes(bluff)|
7|
4|
2|
3|
3|
2|
0|
-|
-|
-

8th|+6/+1|
+6|
+6|
+6|Flurry of Strikes(+1d4)|
7|
4|
2|
3|
3|
3|
1|
-|
-|
-

9th|+6/+1|
+6|
+6|
+6|Greater Flurry|
8|
4|
2|
3|
3|
3|
2|
-|
-|
-

10th|+7/+2|
+7|
+7|
+7|Bend reality(2)|
8|
5|
3|
3|
3|
3|
2|
0|
-|
-

11th|+8/+3|
+7|
+7|
+7|Slippery Mind|
9|
5|
3|
3|
3|
3|
3|
1|
-|
-

12th|+9/+4|
+8|
+8|
+8|Flurry of Strikes(+1d6), Whispering Madness(2/day)|
9|
5|
3|
3|
3|
3|
3|
2|
-|
-

13th|+9/+4|
+8|
+8|
+8|Greater Touch of Madness|
10|
5|
3|
3|
3|
3|
3|
2|
0|
-

14th|+10/+5|
+9|
+9|
+9|Crazy eyes(feint)|
10|
5|
3|
4|
3|
3|
3|
3|
1|
-

15th|+11/+6/+1|
+9|
+9|
+9|Bend reality(3)|
11|
6|
3|
4|
4|
3|
3|
3|
2|
-

16th|+12/+7/+2|
+10|
+10|
+10|Flurry of Strikes(+1d8)|
11|
6|
4|
4|
4|
4|
3|
3|
2|
0

17th|+12/+7/+2|
+10|
+10|
+10|Strike of the fractured mind|
12|
6|
4|
4|
4|
4|
4|
3|
3|
1

18th|+13/+8/+3|
+11|
+11|
+11|Whispering Madness(3/day)|
12|
6|
4|
4|
4|
4|
4|
4|
3|
2

19th|+14/+9/+4|
+11|
+11|
+11|Unhinged mind|
13|
6|
4|
4|
4|
4|
4|
4|
4|
3

20th|+15/+10/+5|
+12|
+12|
+12|Insanity Sensei, Bend reality(4)|
13|
7|
4|
4|
4|
4|
4|
4|
4|
4

[/table]

Class Features All of the following are class features of the Insanity Monk.

Weapon and Armor Proficiencies: Insanity monks are proficient with all simple weapons. Insanity Monks are not proficient with any armor or shields

Spells
An insanity monk casts arcane spells, which are drawn from the insanity monk spell list. When you gain access to a new level of spells, you automatically know all the spells for that level on the insanity monk's spell list. You can cast any spell you know without preparing it ahead of time. Essentially, your spell list is the same as your spells known list.

To cast a spell, an insanity monk must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an insanity monk’s spell is 10 + the spell level + the insanity monk’s Charisma modifier.

Like other spellcasters, an insanity monk can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The insanity monk. In addition, he receives bonus spells per day if he has a high Charisma score. When Table: The insanity monk indicates that the insanity monk gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Charisma score for that spell level.

Disciplines known: The inspiration for your martial disciplines comes to you with the flutter of whimsy and winds of fate, you have no control over what will happen and laugh in delight from the sheer insanity of it all!

At the beginning of each day the insanity monk can meditate for 10 minutes, roll to determine which discipline you have access to:

{table=head]Roll %|Discipline
01-20|Argent Moon (http://www.giantitp.com/forums/showthread.php?p=10125146)
21-40|Fates Hand (http://www.giantitp.com/forums/showthread.php?p=10125146)
41-60|Impassable Passions (http://www.giantitp.com/forums/showthread.php?t=235473)
61-80|Rending Scream (http://www.giantitp.com/forums/showpost.php?p=7780226&postcount=377)
81-100|Shadow Hand
[/table]

Once rolled, you relearn all your maneuvers and stances in the newly available discipline, losing access to the old discipline. At 1st level you roll once, at 5th you roll twice for two disciplines, at 10th you roll 3 times, and at 15th you roll 4 times. Once you reach 20th level you no longer need to roll and have permanent access to all, however, you are still able to relearn your maneuvers at the beginning of the day. If he rolls something twice reroll.

Maneuvers:You begin your career with knowledge of three martial maneuvers. Once you know a maneuver, you must ready it before you can use it (see Maneuvers Readied, below). A maneuver usable by an insanity monk is considered an extraordinary ability unless otherwise noted in its description. Your maneuvers are not affected by spell resistance, and you do not provoke attacks of opportunity when you initiate one. You learn additional maneuvers at higher levels, as shown on Table:Insanity Monk. You must meet a maneuver’s prerequisite to learn it.

Maneuvers Readied: You can ready all three of the maneuvers you know at 1st level, but as you advance in level and learn more maneuvers, you must choose which maneuvers to ready. You ready your maneuvers by exercising for 5 minutes. The maneuvers you choose remain readied until you decide to exercise again and change them. You need not sleep or rest for any long period of time to ready your maneuvers; any time you spend 5 minutes in practice, you can change your readied maneuvers. You begin an encounter with all your readied maneuvers unexpended, regardless of how many times you might have already used them since you chose them. When you initiate a maneuver, you expend it for the current encounter, so each of your readied maneuvers can be used once per encounter (until you recover them, as described below). You can recover all expended maneuvers with a single swift action, which must be immediately followed in the same round with a melee attack or using a standard action to do nothing else in the round (such as executing a quick, harmless flourish with your weapon). You cannot initiate a maneuver or change your stance while you are recovering your expended maneuvers, but you can remain in a stance in which you began your turn.

Stances Known: You begin play with knowledge of one 1st level stance from any discipline open to insanity monks. At 4th, 10th, and 16th level, you can choose additional stances. Unlike maneuvers, stances are not expended, and you do not have to ready them. All the stances you know are available to you at all times, and you can change the stance you are currently using as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description. Unlike with maneuvers, you cannot learn a new stance at higher levels in place of one you already know.

Improved Unarmed Strike (Ex): At 1st level, an insanity monk gains Improved Unarmed Strike as a bonus feat.

Usually an insanity monk’s unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling.

An insanity monk’s unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.

Flurry of strikes (Ex): As a full attack option, the insanity monk may choose to sacrifice precision for extra attacks. When doing so the insanity monk gains +1d2 attack(s) per round (rolled each round), but all attacks suffer a -2 penalty.

At 4th level this is increased to +1d3 attacks per round, at 8th +1d4 attacks, at 12th +1d6 attacks per round, and +1d8 at 16th level.

Greater Flurry: The penalty to hit is reduced at 9th level to -1 and to +0 at 17th level.

On the brink (Ex) The insanity monk is on the constant brink of madness, always teetering over the abyss with anything able to give him the last nudge to topple. If the insanity monk ever rolls a one for any reason with a d20, he immediately succumbs to an confusion (http://www.d20srd.org/srd/spells/confusion.htm) effect which is rolled immediately, the confusion lasts for a number of rounds equal to the insanity monks charisma modifier. There is nothing the insanity monk can do about this, or to prevent this, short of deific intervention, not even a wish or miracle can cure the insanity monk of their insanity.

Touch of Madness (Ex): A number of times per day equal to your insanity monk level, you may channel a spell via an unarmed strike attack as a standard action. The attack deals normal damage and subjects the target to the spell. The spell does not need to be a touch spell, if it targets an area or has multiple targets, it only affects the target of your unarmed strike. The spell resolves as normal, and the target must attempt any saves per the spell as normal, this does not provoke an attack of opportunity. A missed attack does not waste the attempt.

If you threaten a critical hit while using touch of madness, the spell uses your unarmed strike threat range and if it confirms the critical threat, it gains a +2 bonus to DC.

Greater Touch of Madness: At 13th level the insanity monk can deliver any spell you know as part of a full attack action, and the spell affects each target you hit in melee combat that round. Doing so discharges the spell at the end of the round, in the case of a touch spell that would otherwise last longer than 1 round.

Additionally, the insanity monk can expend uses of his touch of madness ability to fuel the Chaos Devotion (http://dndtools.eu/feats/complete-champion--57/chaos-devotion--323/) feat as if they were turn undead attempts.

AC Bonus (Ex): Starting at 2nd level, you can add your Wisdom modifier as a bonus to Armor Class, so long as you wear no armor, are unencumbered, and do not use a shield. This bonus to AC applies even against touch attacks or when you are flat-footed. However, you lose this bonus when you are immobilized or helpless.

Mettle (Ex): At 3rd level and higher, an insanity monk can resist magical and unusual attacks with great willpower or fortitude. If he makes a successful Will or Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), he instead completely negates the effect. An unconscious or sleeping insanity monk does not gain the benefit of mettle.

Bend reality (Su): At 5th level the insanity monks unarmed strikes gain the ability to bypass forms of damage reduction. At the beginning of each day, when the insanity monk meditates to gain access to his disciplines, he can also meditate to determine the types of DR he is able to bypass for that day. This takes no additional time, roll on the following chart:

{table=head]Roll %|Damage Reduction
01-10|Magic
11-20|Cold Iron
21-30|Adamantium
31-40|Silver
41-50|Slashing
51-60|Piercing
61-70|Lawful
71-80|Good
81-90|Evil
91-100|Chaotic
[/table]

At 5th level the insanity monk rolls once, at 10th level he rolls 2 times, at 15th he rolls 3 times and at 20th level he rolls 4 times. If he rolls something twice reroll.

Whispering Voices (Su): Sometimes the voices speak too loudly to hear anything, most times they are annoying, but on some rare occasions, they offer sage advice, whether or not the insanity monk believes them is another matter altogether though...

At 6th level 1/day, the insanity monk can make a knowledge check as a standard action even if he doesn't have ranks in the knowledge, this check is made with a bonus equal to the insanity monks charisma modifier.

The insanity monk can use this ability an additional time per day at 12th and 18th level (for a max of 3/day)

Crazy eyes (Ex): At 7th level, the insanity monk becomes extremely hard to fake out in combat, or even just mundane lying and bluffing, his eyes portraying something else as to what he is truly thinking.

The insanity monk gains a bonus to sense motive vs bluff attempts (including feints) equal to his charisma.

At 14th level, the insanity monk counts his BAB as equal to his level when opposing feint attempts against him.

Slippery Mind (Ex): At 11th level the insanity monks mind is so confusing and riddled with a torrent of different thoughts and tracks it becomes very hard to compel them. If an insanity monk with slippery mind is affected by an enchantment spell or effect and fails her saving throw, she can attempt it again 1 round later at the same DC. She gets only this one extra chance to succeed on her saving throw.

Strike of the fractured mind (Su): The insanity monk eventually learns to channel a significantly more powerful touch of madness, this is something else however. More like an actual portion of his mind, a schism of his psyche being sent forth and blasted into his opponent.

At 17th level 1/encounter, the insanity monk may deliver a spell as per his touch of madness ability with a readied strike from one of his disciplines. If the spell or strike maneuver has a DC it uses the same DC as the spell cast or its own, whichever is better.

Unhinged mind (Su): At 19th level, the insanity monks mind has been fractured for so long and is in constant turmoil, it is almost impossible to effect him otherwise. The insanity monk gains a permanent Mind blank effect as the spell.

Insanity Sensei (Su): The insanity monk has reached a level of such strange thinking, and alien logic, that insanity has taken root in every aspect of his being. His mind has changed forever. At 20th level, the insanity monk gains the Aberration type and DR 10/chaotic.

Insanity Monk spell list
0 - Daze, Dancing Lights, Flare, Ghost Sound, Touch of Fatigue, Prestidigitation, Lullaby, Amanuesis, Ghostharp

1st - Cause Fear, Doom, Sanctuary, Bane, Command, Color Spray, Sleep, Hypnotism, Backbiter, Spirit Worm, Serene Visage, Shock and Awe, Inhibit, Incite, Distract Assailant, Distract, Insightful Feint

2nd - Touch of Idiocy, Daze Monster, Hideous laughter, Blindness/Deafness, Scare, Darkness, Curse of Impending Blades, Shadow Spray, Phantom Foe, Phantasmal Assailants, Delusions of Grandeur, Bladeweave, Mindless Rage, Entice Gift, Cloud of Bewilderment

3rd - Deep Slumber, Hold Person, Rage, Suggestion, Bestow Curse, Lesser Geas/Quest, Slow, Mind Poison, Mass Curse of Impending Blades, Cone of Dimness, Unluck, Mesmerizing Glare

4th - Confusion, Crushing Despair, Phantasmal Killer, Fear, Rainbow Pattern, Sensory Deprivation, Wrack, Hypothermia, Phantom Battle, Shadow Well

5th - Feeblemind, Hold Monster, Mind Fog, Nightmare, greater command, Waves of Fatigue, Spiritwall, Illusory Feast

6th - Mass Suggestion, Geas/Quest, Repulsion, Symbol of Fear, Opalescent Glare, Imperious Glare, Fleshshiver, Aura of Terror

sirpercival
2013-06-19, 03:29 PM
Panphobic

Image! (http://fc01.deviantart.net/fs17/f/2007/213/d/2/Paranoia_by_Bvk.png)

It's amazing where the paranoid mind can take you...

A Panphobic goes through life knowing that everything in the world is a valid source of terror. It's hard on the nerves, to be sure, but constant paranoia is helpful in that it teaches you to be on your toes. Unless you're frightened of being on your toes... then you're kinda screwed.

Adventures: A Panphobic adventures to get away from the things at home that were terrifying her. Sadly, she finds even more to be afraid of out in the world.

Characteristics: A Panphobic is something of an enigma, in that she has a wide variety of abilities to choose from, which can be useful in various situations, depending on which phobias she acquires. However, all Panphobics tend to be furtive, sneaky characters.

Alignment: Panphobics are never lawful -- they don't trust any ideologies but their own skin.

Religion: A Panphobic is just as likely to be frightened of religion and religious figures as anything else. However, a few offer up their souls in the hope that faith in a higher power might give them comfort in the cold, dark night. (Spoiler alert: it doesn't work.)

Background: The only thing that Panphobics have in common with each other is a preponderance of traumatic events, childhood horror stories, and mental instability which leads to the intense fear reactions they experience from a variety of stimuli.

Races: A Panphobic can come from nearly any race, though those races who feel little emotion (such as warforged) are very rare.

Other Classes: When you're a Panphobic, it's pretty much guaranteed that you're terrified of every other class. Almost any character has some ability or tendency which scares the living daylights out of you. However, since you have the same reaction to everything, you get along with members of other classes about as well as can be expected, and you don't play favorites with your paranoia.

Role: A Panphobic is generally a skillful and stealthy character, though depending on the phobias chosen she might fit in as a primary source of ranged or melee damage, as a support character, or as a utility knife fit for any and every situation.

Adaptation: In one campaign, a Panphobic might be a spiritcaller, acquiring multiple companion entities whom she feeds with her emotions and who grant her abilities in return. In another, she might be an oracle who enters a prophetic trance to unlock her powers.

GAME RULE INFORMATION
Panphobics have the following game statistics.
Abilities: Charisma is important for save DCs; Dexterity is important for defense and stealth; Constitution is important for staying alive; Intelligence is important for all those pesky skills; Wisdom is important for perception and Will saves; and Strength is important if you ever master the Fight or Flight response.
Alignment: Any non-lawful.
Hit Die: d8.
Starting Age: As rogue.
Starting Gold: As rogue.

Class Skills
The Panphobic's class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Hide (Dex), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), and Use Magic Device (Cha).

Skill Points at First Level: (6 + Int modifier) x 4
Skill Points at Each Additional Level: 6 + Int modifier

Panphobic
{table=head]Level|BAB|Fort|Ref|Will|Special|Phobias
1 | +0 | +2 | +2 | +2 | Mild panic, paranoia, simple fright| 3
2 | +1 | +3 | +3 | +3 | Sneak attack +1d6| 4
3 | +2 | +3 | +3 | +3 | Phobos animae| 4
4 | +3 | +4 | +4 | +4 | Run and hide| 5
5 | +3 | +4 | +4 | +4 | Panic, sneak attack +2d6| 5
6 | +4 | +5 | +5 | +5 | Contagious paranoia| 6
7 | +5 | +5 | +5 | +5 | Compound fright| 6
8 | +6/+1 | +6 | +6 | +6 | Continuous anxiety, sneak attack +3d6| 7
9 | +6/+1 | +6 | +6 | +6 | Disappearance| 7
10| +7/+2 | +7 | +7 | +7 | Strong panic| 8
11| +8/+3 | +7 | +7 | +7 | Fear calls to fear, sneak attack +4d6| 8
12| +9/4 | +8 | +8 | +8 | Improved run and hide| 9
13| +9/+4 | +8 | +8 | +8 | Complex fright| 9
14| +10/+5 | +9 | +9 | +9 | Improved continuous anxiety, sneak attack +5d6| 10
15| +11/+6/+1 | +9 | +9 | +9 | Extreme panic| 10
16| +12/+7/+2 | +10| +10| +10| Improved phobos animae| 11
17| +12/+7/+2 | +10| +10| +10| Sneak attack +6d6| 11
18| +13/+8/+3 | +11| +11| +11| Improved disappearance| 12
19| +14/+9/+4 | +11| +11| +11| Crippling fright| 12
20| +15/+10/+5 | +12| +12| +12| Greater continuous anxiety, sneak attack +7d6, ultimate panic| 13
[/table]

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

Weapon and Armor Proficiencies: Panphobics are proficient with all simple weapons, with all types of armor (light, medium, and heavy), and with shields (except tower shields).

Mild panic (Ex): Each individual phobia that a Panphobic has gives her particular abilities as she attempts to overcome and draw strength from the many, many things that frighten her.

At first level, a Panphobic acquires three phobias from her class list; she acquires an additional phobia at 2nd level, and every even level thereafter (as shown on the table above). Each of phobia the Panphobic acquires has two abilities: a base ability (tier 0) which grants some benefit at all times, and a higher-tier ability which must be activated by spending Dread.

A Panphobic begins each encounter with all of her phobias at the tier 0, and with 0 Dread. However, if the subject of one of her phobias is present (e.g., a spider for a Panphobic with Arachnophobia), that phobia begins at tier 1, but she suffers a -4 penalty to all saves vs fear effects for the encounter.

As a free action on her turn, but no more often than once per round, the Panphobic may choose to become shaken for one round to accrue 1 point of Dread. She gains no benefit from other creatures' abilities or effects which cause her to be shaken, only her own will, as she exposes her mind to the the things which frighten her the most.

Then, as a swift action, the Panphobic may spend any amount of Dread she has accrued to increase the tier of one or more phobias that she knows. At 1st level, she may not increase any phobia beyond tier 1. Once increased, the tier of each phobia remains so for the duration of the encounter, unless otherwise specified in the phobia description.

At the end of the encounter, all phobias reduce back to tier 0, and any Dread remaining evaporates.

Paranoia (Ex): A Panphobic feeds off of fear; it's her bread and butter. A Panphobic cannot ever become immune to fear effects, and receives no benefit from morale bonuses to saves vs fear (such as from a Paladin's Aura of Courage).

Simple fright (Ex): Such a student of fear is a Panphobic that she understands quite easily how to inflict such upon others. Whenever she confirms a critical hit against an opponent in combat, the Panphobic may spend 1 Dread as a free action to force that opponent to make a Will save (DC 10 + 1/2 class level + Charisma modifier) or become shaken for 1 minute. This is a mind-affecting fear effect.

Sneak attack (Ex): This ability, as the rogue ability, is gained at 2nd level, with increases gained at the levels indicated in the table. Panphobics prefer to strike from the shadows... it's safer that way.

Phobos animae (Ex): Sometimes fear can take on a life of its own, crawling down the narrow synapses to strike at the primal terror that a Panphobic has made her own. Beginning at 3rd level, whenever the Panphobic successfully saves against a (Su) or (Ex) fear effect created by another creature, she accrues 1 Dread.

Run and Hide (Ex): Being able to escape from one's enemies, real or imagined, is an essential skill to learn. Whenever a Panphobic of 4th level or higher moves at least twice her speed in a single round, she automatically makes a Hide check as a free action (even if she is observed, though she still requires cover or concealment as normal), with no penalty for the movement to Hide or Move Silently. If she had moved due to the Frightened or Panicked condition, once she makes the Hide check, she is no longer required to keep moving until or unless the enemy which inflicted the condition succeeds on the Spot check to observe her.

Panic (Ex): Starting at 5th level, a Panphobic becomes more efficient at using her own fear against her enemies. She may spend 2 Dread to increase a phobia from tier 1 to tier 2 (the abilities a phobia grants are cumulative as its tier increases). Whenever she uses her Mild Panic ability to become shaken, she accrues 2 Dread instead of 1; alternatively, she may choose to become frightened for 1 round instead of shaken, in which case she accrues 3 Dread instead of 2 (in this case, the source of her fear is the encounter itself, for fleeing purposes).

Contagious paranoia (Ex): Upon reaching 6th level, a Panphobic's constant state of distress can rub off on her enemies. Any enemy with 30 feet of her loses any immunity to fear that it had (though not immunity to mind-affecting effects, if any) for as long as it remains in the area, instead receiving a +5 bonus to saves vs fear effects.

Compound fright (Ex): By 7th level, the raw, acrid fear that runs through a Panphobic's veins can spur her to heights she never knew were possible. As a standard action at any time, she may spend 2 Dread so that she may take 20 on the next skill check that she makes in the encounter, even if circumstances (or the skill description itself) would prevent it. Taking 20 in this manner takes no extra time -- instead, she simply functions as if she rolled a 20 on the attempt.

Continuous anxiety (Ex): A Panphobic's standard level of fear is much higher than other people's, and (like everything else) such heightened emotion grants her abilities beyond that of the unsuspecting public. At 8th level, the Panphobic may spend 8 hours meditating on a particular thing which frightens her, and suffers the penalties of being shaken for the duration of this time. At the end, she picks a single phobia from among those she has acquired; this phobia is tier 1 at all times. (If some effect changes the tier of that phobia for any reason, it returns to the appropriate tier automatically at the end of the encounter.) She may choose a different phobia whenever she spends 8 hours in meditation.

Disappearance (Su): A Panphobic hones her stealth almost by accident -- hiding from the horrible things which terrify you is often the best, or only, idea. At 9th level, her hiding ability reaches a new level of subtlety and strength. Whenever a creature fails a Spot check against the Panphobic's Hide check, that creature must make a Will save (DC 10 + 1/2 class level + Charisma modifier) or forget that the Panphobic is there.

Strong panic (Ex): Beginning at 10th level, a Panphobic is even more efficient at transforming her fear into power. She may spend 3 Dread to increase a phobia from tier 2 to tier 3. Whenever she uses her Panic ability to become shaken, she accrues 3 Dread instead of 2; if she becomes frightened, she accrues 5 Dread instead of 3; and in addition she may choose to become panicked for 1 round instead of shaken or frightened, in which case she accrues 8 Dread (again, the source of her fear is the encounter itself, for fleeing purposes).

Fear calls to fear (Ex): A Panphobic knows how to play upon the fears of others. At 11th level, in addition to the other situations in which sneak attack would be triggered, she can sneak attack creatures who are shaken, frightened, panicked, or cowering (even if they couldn't normally be sneak attacked).

Improved run and hide (Su): Starting at 12th level, a Panphobic's Run and Hide ability triggers whenever she moves at least her speed (instead of twice her speed) in a round. In addition, she needs no cover or concealment to make a Hide check when using this ability.

Complex fright (Ex): When a Panphobic reaches 13th level, she revels in fear, worships it like a goddess in the night. As an immediate action, the Panphobic may spend 3 points of Dread that she has accrued to roll twice on a saving throw and take the better result.

Improved continuous anxiety (Ex): At 14th level, the phobia chosen by a Panphobic for her Continuous Anxiety class feature is tier 2 at all times (instead of 1).

Extreme panic (Ex): By the time the Panphobic reaches 15th level, her skill at drawing upon her own fear is reaching its peak. She may spend 5 Dread to increase a phobia from tier 3 to tier 4. Whenever she uses her Panic ability to become shaken, she accrues 4 Dread instead of 3; if she becomes frightened, she accrues 7 Dread instead of 5; when she becomes panicked, she accrues 12 Dread instead of 8; and in addition, she may choose to become cowering for 1 round instead of shaken, frightened, or panicked, in which case she accrues 19 Dread.

Improved phobos animae (Ex): Beginning at 16th level, the fear that other creatures bring to battle have very little effect on a Panphobic -- her own neuroses and psychoses are far more compelling. Whenever the Panphobic successfully saves against a (Su) or (Ex) fear effect created by another creature, she gains 2d6 Dread; in addition, even on a failed save, she suffers no worse than shaken.

Improved disappearance (Ex): When the Panphobic achieves 18th level, she is very good at being unobtrusive. She is considered to be Hiding at all times, even when observed or when she does not have cover or concealment. The Panphobic may activate or deactivate this effect as a free action.

Crippling fright (Su): Upon reaching 19th level, a Panphobic has learned to transfer some of the soul-wrenching terror that she feels every waking moment to her enemies. With a melee touch attack as a standard action, she may transfer any amount of Dread up to her Charisma modifier to an enemy. That enemy suffers a -1 to all attack and damage rolls, skill checks, ability checks, and AC for each point of Dread they have, and a -1 to all saves for every 2 points of Dread. The subject automatically removes 1 point of Dread as a free action each round on their turn.

Greater continuous anxiety (Ex): At 20th level, the phobia chosen by a Panphobic for her Continuous Anxiety class feature is tier 3 at all times (instead of 1 or 2).

Ultimate panic (Ex): A Panphobic of 20th level, her skill at drawing upon her own fear is reaching its peak. She may spend 8 Dread to increase a phobia from tier 4 to tier 5. Whenever she uses her Panic ability to become shaken, she accrues 5 Dread instead of 4; if she becomes frightened, she accrues 9 Dread instead of 7; when she becomes panicked, she accrues 16 Dread instead of 12; and when she cowers for 1 round, she accrues 25 Dread.

Feats
Extra Phobia
You have discovered another thing that gives you nightmares.
Prerequisites: Panic class feature
Benefit: You acquire an additional phobia.
Special: You may select this feat multiple times. Its effects stack.

Midnight Terrors [Incarnum]
You can create a feedback loop with the soul energy of incarnum, causing your fear and dread to multiply.
Prerequisites: Con 13, Mild Panic
Benefit: Once per day, you can invest essentia in this feat. Whenever you use your Mild Panic (or similar) ability to voluntarily become shaken, frightened, panicked, or cowering, increase the amount of Dread you gain by the amount of essentia invested in this feat. Once the amount of essentia invested is chosen, it cannot be altered and remains invested for 24 hours. You gain 1 point of essentia.

Panicked Recovery
The sheer icy terror running through your veins spurs on your martial advance with a jolt of adrenaline.
Prerequisites: One martial maneuver, Mild Panic
Benefit: As a swift action, you can recover an expended maneuver by spending an amount of Dread equal to the level of the maneuver. This ability does not allow you to initiate the same maneuver twice in the same round.

sirpercival
2013-06-19, 03:30 PM
Phobias

Acrophobia (Fear of Heights)
{table=head]Tier|Effect
0|Gain a +4 insight bonus on Balance checks, and Balance is a Panphobic class skill for you
1|Benefit from a continuous feather fall effect
2|Gain a fly speed of 30 feet (good maneuverability) + 20 feet per additional tier
[/table]

Aerophobia (Fear of Breathing)
{table=head]Tier|Effect
0|You no longer need to breathe
1|Gain a +2 insight bonus to Fortitude saves, +1 per additional tier
4|Benefit from a continuous plant body effect
[/table]

Agoraphobia (Fear of Crowds)
{table=head]Tier|Effect
0|Gain a +4 insight bonus on Intimidate checks
1|You cannot be flanked
2|Reduce this phobia to tier 0 to gain the benefit of the gaseous form spell, as cast by a wizard of your class level
3|You gain lifesense (as blindsense, but only sensing living creatures) at a range of 60 feet + 30 feet per additional tier
4|You emanate an aura which repels enemies, as per the antipathy spell but not limited to a particular kind or alignment of creature; the DC to resist the compulsion is 10 + 1/2 class level + Cha mod
[/table]

Arachnophobia (Fear of Spiders)
{table=head]Tier|Effect
0|Gain a +4 insight bonus on Craft checks
1|Gain tremorsense 30 feet + 10 feet per additional tier
2|Use spider climb at will as a spell-like ability
[/table]

Ambulaphobia (Fear of Walking)
{table=head]Tier|Effect
0|Gain a +4 insight bonus on Move Silently checks
1|Gain the benefit of the Run feat
2|Gain a burrow speed of 20 feet + 20 feet per additional tier
5|Reduce the tier of this phobia to 0 use teleport as a spell-like ability
[/table]

Arithmophobia (Fear of Numbers)
{table=head]Tier|Effect
0|Gain a +4 insight bonus on Gather Information checks, and Gather Information is a Panphobic class skill for you
1|Your attacks ignore 5 points of damage reduction + 3 per additional tier
2|Use mirror image at will as a spell-like ability
[/table]

Astraphobia (Fear of Thunder and Lightning)
{table=head]Tier|Effect
0|Gain a +4 insight bonus on Survival checks
1|Gain electricity and sonic resistance 5, +3 per additional tier
3|Use control weather at will as a spell-like ability
[/table]

Ballistophobia (Fear of Missile Weapons)
{table=head]Tier|Effect
0|Gain a +3 dodge bonus to AC vs ranged attacks
1|You can make 1 extra attack of opportunity each round, +1 per additional tier
2|Gain the benefit of the Deflect Arrows feat, even if you don't meet the prerequisites
[/table]

Barophobia (Fear of Gravity)
{table=head]Tier|Effect
0|Gain a +4 insight bonus on Jump checks
1|Your carrying capacity is calculated as if you were one size category larger +1 category per additional tier
2|Use levitate at will as a spell-like ability
4|Reduce the tier of this phobia to 0 to produce a reverse gravity effect as a spell-like ability
[/table]

Bibliophobia (Fear of Books)
{table=head]Tier|Effect
0|You are illiterate; however, you gain a +3 insight bonus to all Knowledge checks
1|Gain the Bardic Knowledge ability of a bard of your Panphobic level
2|You gain Spell Resistance 15 + 5 per additional tier
[/table]

Chionophobia (Fear of Snow)
{table=head]Tier|Effect
0|Benefit from a constant endure elements effect
1|Gain cold resistance 5 + 5 per additional tier
2|Gain a melee touch attack (as a standard action) which deals 1d3 Dexterity damage and 1d3 Intelligence damage
[/table]

Claustrophobia (Fear of Enclosed Spaces)
{table=head]Tier|Effect
0|Gain a +4 insight bonus to Escape Artist checks, and Escape Artist is a Panphobic class skill for you
1|Gain darkvision 30 feet + 10 feet per additional tier
4|Benefit from freedom of movement
5|Reduce the tier of this phobia to 0 as a full-round action to produce a freedom effect as a spell-like ability
[/table]

Cleithrophobia (Fear of Imprisonment)
{table=head]Tier|Effect
0|Gain a +4 insight bonus to Open Locks checks, and Open Locks is a Panphobic class skill for you
1|Reduce this phobia to tier 0 as a full-round action to produce a grease effect as a spell-like ability
2|You gain a +4 insight bonus to avoid being grappled, +4 per additional tier
3|Reduce this phobia to tier 0 as a full-round action to produce a passwall effect as a spell-like ability
5|Reduce this phobia to tier 0 as a full-round action to produce an astral projection effect as a spell-like ability (targeting yourself only)
[/table]

Coulrophobia (Fear of Clowns and Jesters)
{table=head]Tier|Effect
0|Gain a +4 insight bonus to Sense Motive checks, and Sense Motive is a Panphobic class skill for you
1|Gain a +2 insight bonus on saves to defeat illusions, +1 per additional tier
2|Become immune to charm and compulsion effects
4|Reduce the tier of this phobia to 0 to gain the benefit of true seeing for 1d6 rounds +1d6 rounds per additional tier
[/table]

Cynophobia (Fear of Dogs)
{table=head]Tier|Effect
0|Gain a +4 bonus to Concentration checks, and Concentration is a Panphobic class skill for you
1|Gain the scent special ability
2|Gain the benefit of the Improved Trip feat, even if you don't meet the prerequisites; the bonus to the trip attempt granted by the feat increases by +2 per additional tier
[/table]

Daemonophobia (Fear of Demons)
{table=head]Tier|Effect
0|Gain a +4 bonus to Knowledge (The Planes) checks
1|Benefit from a continuous protection from evil effect
2|Your attacks are good-aligned, and deal +2d6 damage to evil outsiders, +2d6 per additional tier
[/table]

Eleutherophobia (Fear of Freedom)
{table=head]Tier|Effect
0|Gain a +4 insight bonus on grapple checks
1|As long as you are wearing Medium or heavier armor, reduce the armor check penalty and increase the max Dex bonus of the armor by +1 each, +1 per additional tier
2|You suffer no penalties from carrying a medium or heavy load, though the weight of such a load is still determined by your Strength score as normal
[/table]

Emitophobia (Fear of Vomiting)
{table=head]Tier|Effect
0|You do not need to eat or drink
1|Gain a +2 insight bonus to saves vs poison +2 per additional tier
2|You gain the benefit of one potion you drank within the past 24 hours + 2 hours per additional tier; once a potion has been used for this ability, it cannot be used again until you drink another one of the same kind
[/table]

Hypnophobia (Fear of Sleep)
{table=head]Tier|Effect
0|Gain a +4 insight bonus to Autohypnosis checks, and Autohypnosis is a Panphobic class skill for you
1|You are immune to magic sleep effects
2|You heal an amount of nonlethal damage each round equal to your Charisma modifier, +2 per additional tier
[/table]

Icthyophobia (Fear of Fish)
{table=head]Tier|Effect
0|Gain a +4 insight bonus to Swim checks
1|Your attacks ignore 3 points of natural armor bonus, +2 points per additional tier
2|You can reduce this phobia to tier 0 as a swift action to cause your next successful attack against a creature with the [Water] subtype this round to be an automatic critical hit
[/table]

Mechanophobia (Fear of Machines)
{table=head]Tier|Effect
0|Gain a +4 insight bonus to Disable Device checks, and Disable Device is a Panphobic class skill for you
1|You can critical hit and deal precision damage to constructs who would normally be immune
2|You gain the benefit of the Improved Sunder feat, and deal +2d6 damage on sunder attempts, +2d6 per additional tier
4|Continuously gain the benefit of the ironguard spell
[/table]

Mnemophobia (Fear of Memories)
{table=head]Tier|Effect
0|Gain a +2 insight bonus to Will saves
1|Gain a +2 insight bonus to attacks against any creature you have never attacked before, +2 per additional tier
4|As a full-round action, reduce the tier of this phobia to 0 to produce a modify memory effect as a spell-like ability
[/table]

Monophobia (Fear of Being Alone)
{table=head]Tier|Effect
0|Gain a +4 insight bonus to Diplomacy checks
1|Whenever you flank an opponent with an ally, your flanking bonus to attacks increases to +4, +2 per additional tier
2|As a full-round action, you can reduce the tier of this phobia to 0 to produce a summon monster I effect as a spell-like ability; for each additional tier, increase the level of the summon monster by 2 (i.e., for tier 4 you produce summon monster V)
[/table]

Mysophobia (Fear of Disease)
{table=head]Tier|Effect
0|Gain a +4 insight bonus to Heal checks, and Heal is a Panphobic class skill for you
1|You are immune to disease
2|As a standard action, you can heal 1d4 points of damage +1d4 per additional tier with a successful touch
[/table]

Necrophobia (Fear of Dead Things)
{table=head]Tier|Effect
0|Mindless undead treat you as an undead creature
1|Reduce this phobia to tier 0 to turn undead as a cleric of your class level
2|You gain a +2 insight bonus to saves vs negative energy, energy drain, and death effects, +2 per additional tier
3|You are immune to ability damage
[/table]

Ophidiophobia (Fear of Snakes)
{table=head]Tier|Effect
0|Gain a +4 insight bonus to Perform checks, and Perform is a Panphobic class skill for you
1|Gain a primary bite natural attack which does 1d4 + 1.5 Strength +1d4 per additional tier (for a Medium creature; the extra d4's increase base damage)
2|Your bite attack delivers an injury poison (DC 10 + 1/2 class level + Con mod, 1d6 Con/1d6 Con)
[/table]

Ophthalmophobia (Fear of Being Watched)
{table=head]Tier|Effect
0|Gain a +4 insight bonus to Hide checks
1|You can reduce the tier of this phobia to 0 as an immediate action to become invisible for 1 round
2|You are continually under the effect of a detect scrying spell, as a caster of your class level
4|You are immune to divination spells and effects
[/table]

Optophobia (Fear of Opening Your Eyes)
{table=head]Tier|Effect
0|Gain a +4 insight bonus to Listen checks
1|Gain blindense to a range of 20 feet + 20 feet per additional tier
2|You are immune to gaze attacks
4|Gain blindsight to a range of 30 feet
[/table]

Plutophobia (Fear of Wealth)
{table=head]Tier|Effect
0|Gain a +4 insight bonus to Appraise checks, and Appraise is a Panphobic class skill for you
1|You are automatically aware of the most valuable magic item you do not already own within 120' + 20' per additional tier. You can pinpoint its location (as the blindsense ability), and you may make a DC 15 Appraise check as a free action to determine its abilities as the identify spell
3|Continuously benefit from the rusting grasp spell
[/table]

Pteromerhanophobia (Fear of Flying)
{table=head]Tier|Effect
0|Gain a +4 insight bonus to resist being bull rushed
1|Gain a +2 insight bonus to ranged attack rolls, +2 per additional tier
2|As a full-round action, reduce this phobia to tier 0 to force a flying opponent to make a Fortitude save (DC 10 + 1/2 class level + Cha mod) or land at its earliest opportunity, losing the ability to fly until the end of the encounter.
[/table]

Rhabdophobia (Fear of Magic)
{table=head]Tier|Effect
0|Gain a +4 insight bonus to Spellcraft checks, and Spellcraft is a Panphobic class skill for you
1|Gain a +2 insight bonus to saves vs spells and spell-like abilities, +2 per additional tier
5|You may reduce this phobia to tier 0 to produce an antimagic field effect as a spell-like ability, with a caster level equal to your class level
[/table]

Sequipedaliophobia (Fear of Long Words)
{table=head]Tier|Effect
0|Gain a +4 insight bonus to Truespeak checks, and Truespeak is a Panphobic class skill for you
1|You are immune to language-dependent effects
2|As an immediate action whenever a creature within 30 feet casts a spell with a verbal component, you may reduce the tier of this phobia to 0 and make a Truespeak check, with a +2 bonus per additional tier, to attempt to disrupt the spell; the caster must roll 1d20 + caster level + level of spell against a DC equal to your Truespeak check result, or the spell fails
[/table]

Theophobia (Fear of Gods)
{table=head]Tier|Effect
0|Gain a +4 insight bonus to Knowledge (Religion) checks
1|Gain Favored Enemy (divine spellcasters) as per the Ranger class feature; bonuses increase by +2 for each additional tier
2|Gain Spell Resistance 10 + 5 per additional tier vs divine spells
[/table]

Trypanophobia (Fear of Needles)
{table=head]Tier|Effect
0|Gain a +4 insight bonus to Tumble checks
1|Gain damage reduction 10/bludgeoning or slashing, +5 per additional tier
2|Gain a 25% chance of negating critical hits and precision damage, +10% per additional tier
[/table]

Trypophobia (Fear of Small Holes)
{table=head]Tier|Effect
0|Gain a +4 insight bonus to Search checks
1|Gain a melee touch attack (as a standard action) which deals 1d6 acid damage +2d6 per additional tier (extra d6's increase base damage)
3|Gain fast healing 1, +2 per additional tier
[/table]

Xenophobia (Fear of Strangers)
{table=head]Tier|Effect
0|Gain a +4 insight bonus to Bluff checks
1|All allies within 30 feet of you gain a +2 morale bonus to attack and damage rolls, saves, AC, skill checks, and ability checks, while all enemies within 30 feet suffer an equal penalty to the same; the bonus and penalty each increase by 1 per additional tier
3|Reduce this phobia to tier 0 as a full-round action to produce a dismissal effect (DC 10 + 1/2 class level + Cha mod) as a spell-like ability
5|You produce an aura bearing the effect of the forbiddance spell (DC 10 + 1/2 class level + Cha mod) with a radius of 60 feet
[/table]

malonkey1
2013-06-19, 05:55 PM
Remover of Disturbances



Fear not, my child. Your illness shall not be without end

Clerics and Druids are all fine and good for healing bodies and protecting nature, but sometimes, the mind is what needs healing, and nature can't always protect itself. The Remover of Disturbances is somebody who has devoted their life not only to healing innocents in both mind and body, but also to destroying those who endanger the sanity of innocent people, such as mages and aberrations.

Adventures: Often, a Remover will seek lore or power to combat an ancient evil, but many also roam the Earth, aiding those who need it.

Characteristics: Removers have potent healing powers, but are not without offensive capabilities. Their innate link to the hearts and souls of the world around them grant them a profound form of divine magic that, in practice, is similar to that of a Warlock.

Alignment: As individuals that oppose both evil and madness, a Remover of Disturbances can be neither Chaotic nor Evil.

Religion: Many follow deities of healing or protection, and are sometimes part of their churches. Most of them, however, prefer to leave their faith unbound to any one entity, as they know that even gods can die or be corrupted.

Background: Some believe that Removers gain their power from divine providence, or from a lineage of Archons, but it's uncertain exactly where this power comes from. It may simply be the universe's natural response to inter-dimensional intrusion.

Races: Humans and their ilk are the most common Removers, probably because they are the most common and adaptable race. Neanderthals and other such savage races often regard these people as "spirit warriors" annd turn to them when needing mystical guidance.

Other Classes: They get on best with Druids, finding in common a hatred of Aberrations and Undead. They may come into friction with Clerics or Paladins, being that most ignore the "authority" of gods. They are often suspicious of arcanists, especially Warlocks, but if they see past the appearances of them to their good hearts, they will savagely protect anyone of any class.

Role: The Remover of Disturbances operates best as a support class, but if an Aberration or Undead comes into the picture, they can deal some serious damage. They possess numerous anti-caster tricks as well.

Adaptation: By changing the enemies they are focused against, you could entirely change their flavor. For example, you could change their abilities to be effective against Elementals, and change their alignment restrictions, and you could have a Balancer of Elements. Change it to Constructs and Undead and give them some more nature-centric abilities, and you have a Warden of Nature. Change it to Plants and Animals, and focus their abilities to counter those of druid or rangers, and you have a Captain of Industry. The possibilities are endless.

GAME RULE INFORMATION
Removers of Disturbances have the following game statistics.
Abilities: Charisma is an important ability, seeing as it determines the save DCs of your Invocations. Behind that, you'll want Dexterity and/or Constitution in order to have some survival ability. Being able to research your foes is important, so you may want a little Intelligence.
Alignment: Non-Evil, Non-Chaotic.
Hit Die: d6
Starting Age: As Bard
Starting Gold: As Sorcerer

Class Skills
The Remover's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Decipher Script (Int), Diplomacy (Cha), Gather Information (Cha), Heal (Wis), Intimidate (Cha), Knowledge[Arcana, Dungeoneering, History, Nature, Religion, Planes] (Int), Listen (Wis), Profession (Wis), Search (Wis), Spellcraft (Int), Spot (Wis), and Use Magic Device (Cha)

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

REMOVER OF DISTURBANCES
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|
Invocations Known|Energy Sparks

1st|
+0|
+2|
+0|
+2|Energy Sparks, Hell Hunter +1, Least Invocations|
1|1

2nd|
+1|
+3|
+0|
+3|Detect monstrosity, Scintillating Sword 1d6|
2|1

3rd|
+2|
+3|
+1|
+3|Expel Madness|
3|2

4th|
+3|
+4|
+1|
+4|Favored Enemy (Aberration or Undead)|
4|2

5th|
+3|
+4|
+1|
+4|Smite the Maddening 1/day, Turn the Wicked|
4|3

6th|
+4|
+5|
+2|
+5|Scintillating Sword 2d6, Lesser Invocations|
5|3

7th|
+5|
+5|
+2|
+5||
6|4

8th|
+6/+1|
+6|
+2|
+6|Favored Enemy (Any)|
7|4

9th|
+6/+1|
+6|
+3|
+6|Expel Lies|
8|5

10th|
+7/+2|
+7|
+3|
+7|Scintillating Sword 3d6, Smite the Maddening 2/day, Destroy the Wicked|
8|5

11th|
+8/+3|
+7|
+3|
+7|Greater Invocations|
9|6

12th|
+9/+4|
+8|
+4|
+8|Favored Enemy (Aberration or Undead)|
10|6

13th|
+9/+4|
+8|
+4|
+8||
11|7

14th|
+10/+5|
+9|
+4|
+9|Spellwrath, Scintillating Sword 4d6|
12|7

15th|
+11/+6/+1|
+9|
+5|
+9|Expel Ailments, Smite the Madness 3/day|
12|8

16th|
+12/+7/+2|
+10|
+5|
+10|Favored Enemy (Any), Hell Hunter +4, Bright Invocations|
13|8

17th|
+12/+7/+2|
+10|
+5|
+10|Class Ability|
14|9

18th|
+13/+8/+3|
+11|
+6|
+11|Scintillating Sword 5d6|
15|9

19th|
+14/+9/+4|
+11|
+6|
+11||
16|10

20th|
+15/+10/+5|
+12|
+6|
+12|Favored Enemy (Any), Expel Death, Smite the Maddening 4/day|
16|10[/table]

Class Features
All of the following are class features of the Remover of Disturbances.

Weapon and Armor Proficiencies: Removers of Disturbance are proficient with all simple weapons and light armor. Additionally, they may choose a number of martial weapons up to their Charisma Bonus (if any). They are treated as proficient in these weapons only against aberrations and undead. They may select feats that require proficiency in one or more of these weapons, but they only apply while wielding them against aberrations or the undead. (in games with the Weapon Groups variant, they instead receive proficiency in a single weapon group under the given circumstances.)

Invocations (Sp): Removers of disturbance use a form of intuitive magic called an Invocation. These are considered spell-like abilities, except for the following: Any effect that specifically prevents divine spells from working (such as an Elder Evil's anathematic abilities) prevent these invocations from working as well. Unlike a Warlock's Invocations, these Invocations are not subject to armor-related spell failure. The equivalent of Dark Invocations for this class are referred to as Bright invocations. The save DC for these invocations is 10 + effective spell level + the Remover's Cha bonus.

Exotic Arcana: Due to the Remover's peculiar form of magic, they qualify for feats and prestige classes in an unusual way. When determining prerequisites for any feat, skill trick, class, or other thing, note the following:

A Remover of Disturbances can qualify for anything requiring a given caster level (divine or unspecified). Your effective caster level for these prerequisites is your Remover of Disturbances caster level.
A Remover of Disturbance may not use Invocations to qualify for having the ability to cast spells of a given level, but if one of her invocations replicates a specifically required spell, she meets any requirements for ability to cast that specific spell.
She may not use levels in this class to satisfy caster level requirements in a prestige class which requires giving up spell slots as part of its class features.
This class qualifies for the taking of Infernal Adept. If you take Infernal Adept, you can use it to gain invocations from Dragonfire Adept or Warlock Invocation lists, and DFAs and Warlocks may also choose Remover Invocations with it.


Energy Sparks (Sp): The most basic power of a Remover is the ability to create a few sparks of white-hot energy. As a standard action, she may use this Invocation (which does not count against her Invocations Known) to create a number of sparks (which behave similarly to Magic Missile, except that they are not blocked by things designed to block force effects). Each spark deals 1d4 damage, plus 1/2 her Charisma bonus, to most creatures. Against Undead and Aberrations, each one instead deals 1d8 damage + her full Charisma modifier.

Hell Hunter (Ex): As a result of your hatred for the unnatural beings you fight, you have gained an uncanny capacity to find them. You receive a bonus equal to 1/2 your class level on Survival checks for tracking, Gather Information Checks, and Search Checks to find the locations of Aberrations and Undead creatures.

Detect Monstrosity(Su): You can detect the presence of aberrant beings and magic. seeing their influence as a sickly green haze, hanging in the air. This is an at-will ability that allows you to detect Aberrations and Undead, as if by a detect alignment spell, as well as detect necromancy (and necromancy alone, including cross-school necromancy spells) as if by detect magic.

Scintillating Sword (Su): A number of times per day equal to your Charisma Bonus (minimum 1), you can touch a weapon (including a natural weapon or unarmed fighter's hand/frond/etc.) and imbue the a scintillating energy. This energy cause any undead or aberrations hit with the weapon to take 1d6 extra damage, in addition to extra damage from weapon qualities such as holy. at levels 6, 10, 14, and 18, the extra damage increase by 1 die.

Expel Madness (Su): You can remove outside influence from the minds of others, and heal their broken psyches. Once per day, you may make a caster level check to dispel a mind-affecting magical effect on a touched creature, as if by dispel magic. While doing so, you also restore 1d6 sanity per three caster levels to the target. This ability can not be used to remove sanity not caused as a result of a mind-affecting ability, but can be used to remove extraordinary mind-affecting effects, using 1/2 the HD of the effect's originator as its effective caster level.

Favored Enemy (Ex): Your hate for these beasts makes you the perfect counter to them, but sometimes, you must hunt other creatures, most often evil dragons or outsiders. As the Ranger Class feature, except that at levels 4 and 12, you must choose either Aberrations or Undead (you may choose any other type at levels 8, 16 and 20).

Smite the Maddening (Su): You can not only heal their victims and hunt them down. When you find aberrant monsters, you can bring your full fury to bear upon them. Once per day, while making an attack or using your Energy Sparks against an Aberration, Undead, or Favored Enemy, you may add your Charisma bonus to the attack roll (if applicable), and your class level to the damage dealt on hit. In the case of your Energy Sparks, this applies only once, and the damage can be distibuted among targets independently of the individual missiles, creating smaller "min-sparks" of energy. At levels 10, 15, and 20, you gain an additional use of this ability. This ability is eligible for feats such as Extra Smiting or Sapphire Smite, and the DM may allow this to be used in place of Smite Evil for prerequisites.

Turn the Wicked (Su): The blasphemous creatures you fight cannot bear your countenance, turning and fleeing from you as their victims fled them. You gain the ability to Turn as a Cleric of your level. This turning functions normally against undead, but can also be used on Aberrations. Aberrations turned this way are treated as having Turn Resistance equal to their Hit dice. You may use this ability a number of times per day equal to 3 + your Charisma bonus (if any).

Expel Lies (Su): You fight not only aberrations of body, but also aberrations of truth, casting out the magical falsehoods these dark creatures weave. Once per day, you mat make a caster level check to dispel an illusion within 60 feet of you, is if by dispel magic. While doing so, you may make a caster level check to cure half the sanity damage the illusion may have caused to each target, with a DC equal to 10 + the level of the Spell + the caster's modifier (Cha for Sorcerers, Wis for Clerics, etc.).

Destroy the Wicked (Ex): You have, through long study, learned the bizarre weak points of these things, and have learned to exploit them in combat. You can make critical hits and sneak attacks against undead and aberrations that would be otherwise immune. Other creatures immune to sneak attack (e.g. constructs) are still immune to you, other abilities notwithstanding.

Spellwrath (Su): Your spite for these monstrosities allows you to focus your hate into your magic. You may apply your Favored enemy bonus (if applicable) to damage, spell save DCs, and caster level checks with spells and spell-like abilities, and abilities granted by this class you use against your favored enemies.

Unending Hatred (Su): You cannot be killed directly by Aberrations or undead. If you would be brought to 0 hit points or less, or 0 constitution, by the abilities of an Undead or Aberration, you ignore the effects, such as being staggered, or if your hit points are low enough, dying, until the end of the encounter. If you are healed enough to prevent you from dying before this time, you suffer no ill effects. Additionally, you are immune to any mind-affecting abilities of Undead or Aberrations. You receive Spell Resistance 15, but this Spell Resistance is treated as 25 against Aberrations and Undead. You can suspend this spell resistance as a free action, and reinstate it as a free action.

Invocations

Least
{table=head]Invocation|Effective Level|Description
Backdrop Meld|2|Meld with inanimate objects in the background up to 1 min/level.
Baleful Utterance|2|As the Warlock Invocation
Blinking Step|2|24-hour duration, you may make 10-foot steps on a successful tumble check (DC 25)
Cure Light Wounds|1|As the spell
Devil's sight|2|As the Warlock Invocation
Dispel Senses|2|Remove one sensory ability (scent, blindsight, darkvision, etc.) from target for 1d4 rounds
Ectoplasmic Patch|2|Either replicate the ground-only effect of grease, or reduce the ground speed of those caught inside to 5 feet/round. Reflex negates.
Energy Conversion|2|As protection from energy, except lasts 24 hours, and you may change the type of energy once per encounter as a move action.
Flash of Light|2|object glows like torch for 24 hours, can be used once per encounter to blind creatures able to see it within 40 feet for 1d4 rounds.Save changes the blinding to dazzling.
Interrogate nature|1|As speak with animals, except you receive a +3 bonus on all social skill checks against them.
Liebreaker|2|As Zone of truth, except those inside may attempt to lie (Bluff Check DC is double normal). Those who do so take 1d10 damage.
Miasmic Cloud|2|As Fog Cloud, except those caught within must make a Fortitude save or be sickened.
Remove Disease|2|As the spell.
Repel Aberrant Creatures|2|As Consecrate, but also effects Aberrations.
See the Unseen|2|As the Warlock Invocation
SpiderWalk|2|As the Warlock Invocation[/table]

Backdrop Meld
Effective level 2
This invocation allows you to meld your form, and the form of any gear you are carrying, into that of an onbject at least one size category larger than you, for up to 1 minute per caster level. This is an excellent invocation for hiding.

Blinking Step
Effective Level 2
For 24 hours after you cast this invocation, whenever you make a 5-foot step, you may make a Tumble check (DC 25) to make a 10-foot step instead takinging no additional penalties, and still not provoking attacks of opportunity. For all purposes except distance moved, you have taken a 5-foot step.

Dispel Senses
Effective Level 2
A target within 60 feet of you must make a Will save or lose one sensory ability (not including basic ones such as sight or hreaing, but including ones such as blindsense, darkvision or scent) for 1d4 rounds.

Ectoplasmic Patch
Effective Level 2
You may replicate the "patch" use of grease, or may create a field of the same size and shape as the effect area of the grease that reduces those that fail a Reflex save to 5 feet.

Energy Conversion
Effective Level 2
As protection from energy, except that it lasts for 24 hours after casting. You may make a move action (and touch the target) to change the type of energy it protects from, but only once per encounter.

Flash of Light
Effective Level 2
Causes the touched object as per light for 24 hours. Additionally, once per encounter, you may take a standard action to blind any sighted creatures within 40 feet of the object for 1d4 rounds. If a target makes a Fortitude save, they are dazzled instead.

Liebreaker
Effective Level 2
As zone of truth, except that those caught in it may still attempt to lie (the DC for a Bluff check to do so is doubled). Those that do attempt to lie take 1d10 points of damage.

Miasmic Cloud
Effective Level 2
As fog cloud, except that those caught in it must make a Fortitude save or be sickened for 1d6 rounds after they leave the cloud (or the cloud dissipates).

Repel Aberrant Creatures
Effective Level 2
As consecrate, except that you do not need an altar to be devoted to a specific deity, and its effects apply to Aberrations as well as Undead.

Lesser
{table=head]Invocation|Effective Level|Description
Animation|4|Temporarily animate and command object
Crumble|3|Replicate object disintegration effect of disintegrate
Cure Critical Wounds|4|As the spell
Fell Flight|5|As the warlock Invocation
Forbiddance|5|As the spell
Planar Call|5|As Lesser Planar Ally, except with more restrictions and no XP cost
Righteous Terror|5|As Phantasmal Killer, except with rider effects
Temporal Shock|5|Force Initiative order to be shuffed starting next round
Unstoppable Might|5|+3 to +1d4 ability scores, immunity to dazing, stunning
Voracious Dispelling|5|As the warlock Invocation
Walk Unseen|5|As the warlock Invocation[/table]

Animate
Effective level 4
You can animate an object of a size up to two categories smaller than yourself which will follow orders. Due to the relative stupidity of this creature, it must be given simple, single sentence commands, such as "attack," "follow," "guard," "distract enemies," and so forth. This animation persists for 24 hours, or until it is destroyed or you dismiss the effect.

Crumble
Effective level 3
You can replicated the effects of a disintegrate spell, but this invocation only disintegrates inanimate objects or damages constructs, undead, and other unliving creatures.

Planar Call
Effective level 5
You may call an interplanar creature as per lesser planar ally, except that in place of paying an experience point cost, you must perform an agreed-upon task (which you will be placed under a geas to do so).

Righteous Terror
Effective Level 5
You can afflict a target with a terrifying visage. This is a mind-affecting effect, but is still effective against undead with an intelligence score, and surpasses their condition immunities. If the target fails its Will save, it suffers an effect based on its type:
{table=head]Type|Effect
Aberration, Undead|Dazed for 1d3 rounds, frightened for 1d3 rounds afterward
Dragon, Outsider|Shaken for 1d6 rounds, dazzled 1d6 rounds afterwards
Other|Shaken for 1d4 rounds.[/table]

Temporal Shock
Effective level 5
Upon casting this spell, all creatures in the encounter who have rolled initiative must, before any creatures can take action at the start of the next round, reroll their Initiative, changing initiative order to match these new rolls. This could be a great advantage, or a great hindrance!

Unstoppable Might
Effective Level 5
The target of this Invocation receives a +2 bonus to 1d3 ability scores, determined by the caster. This effect lasts for 24 hours or until dispelled.

Great
{table=head]Invocation|Effective Level|Description
Aberrant Destruction|6|Destroy 1d4 HD/level of undead and aberrations
Cure Moderate Wounds, Mass|6|As the Spell
Curse Return|6|As break enchantment, but with a small chance to turn the effect on its origin.
Devour Magic|6|As the Warlock Invocation
Light of Truth|5|Cone of light penetrates illusions
Wall of Perilous Fire|5|As the Warlock Invocation[/table]

Aberrant Destruction:
Effective Level 6
As undeath to death, except it is also effective against Aberrations, and you do not need the material component.

Curse Return:
Effective level 6
You can replicate the effects of a break enchantment spell on the target. Additionally, there is a 5% chance (+5% per point of Charisma bonus you possess) for the effect that was broken by this invocation to be applied to the effect's originator (e.g. the caster of the spell). This originator is entitled to a save as normal, and if they are normally immune to the effect, they are unaffected and unaware that they would have been affected. The DC for this save is the greater of its original save, or the save for a 6th-level Invocation as cast by you.

Light of Truth:
Effective Level 5
You create a light from your face that shines as brightly as a decent lantern, in a 60-foot cone. Anything in that cone appears as it would if all observers had true seeing active. Additionally, this effect counters and dispels any effects normally countered and dispelled by light effects of level 5 or lower.

Bright

{table=head]Invocation|Effective Level|Description
Heal|6|As the spell
Dark Foresight|9|As the Warlock Invocation
Magic Absorption|8|As antimagic field, but you or a selected ally regain ad6 hit points per round per magical creature caught inside
Word of Changing|5|As the Warlock Invocation[/table]

Magic Absorption:
Effective Level 8
You create an antimagic field as per the spell. Upon casting you may designate yourself or an ally within 30 feet of you. That ally heals 1d6 hit points for each creature with supernatural, spell-like, or psi-like abilities, powers, spells, or ongoing magical effects (excluding those from items) that are suppressed by the antimagic field, with each die of healing meted out at the beginning of each such creature's turn. If they are unable to act, such as in a surprise round, the target gains these hit points when that creatures would have acted (at the end of the round, for surprised creatures, for example). This Invocation's effect is not suppressed by its own antimagic field

Kazyan
2013-06-19, 06:18 PM
Clown

Don't stop laughing don't stop laughing never stop laughing hahahahahahHA

Things that don't laugh must be destroyed. Make everything laugh. Forever. Do it for the pie of fun the pies of fun the pies of fun fun FUN!

Clowns are entertainers that have gone insane and developed wild habits in their performances, thinking of particular, oddly consistent things as the epitome of fun. It could be said that clowns intend good upon others, but it's more accurate to say that they believe in fun and laughter above literally everything else, including survival, so they're not exactly congruent with traditional morality.

Clowns are tireless in their pursuit of fun, and can employ their tools in violent ways against those who cannot or will not laugh. Thus, they find their uses in adventuring parties or in any situation where a little violence can solve a problem, though they seem to think that the problem is that things aren't hilarious enough right now.

Adventures: These people aren't fun. I'll follow them around and make them fun, whether they like it or not! They can find new and hilarious things for me, as a thank you for making them laugh and laugh and laugh.

Characteristics: Clowns bring their own weapons, armor, and tools to combat, not necessarily relying on conventional arms and armor. It's more fun that way. Their signature ability to to cook pies and throw them at enemies, for a variety of increasingly-potent effects delivered by the pie filling. It seems bizarre, but that's just how they like it.

Alignment: Clowns are chaotic to the core. their single-minded devotion to fun means that they usually no not so much straddle the line between good and evil, but tie it into a bow and wear it with their costume. A clown can be good, evil, or neutral, but this is usually more dependent on whether outside circumstances give them the opportunity to be truly mad than of any moral qualities of their own.

Religion: Olidammara is the nigh-exclusive deity of clownhood, though the occasional clown may be nonreligious, finding religious ceremonies to be entirely boring. More than one clown has been kicked out of a church after performing extreme redecoration.

Background: Clowns become clowns by hedonistically fixating on fun and then being entirely nuts. It's quite simple.

Races: Light-hearted races produce the most clowns, such as gnomes and halflings. The more serious races, like elves and dwarves, are much less prone to a clown's specific breed of insanity. Humans, half-elves, and half-orcs have their own populations of touched-in-the-head people, but less so than the small races.

Other Classes: Clowns get along well with classes that don't take themselves too seriously--usually the charisma-based ones. Bards are their favorite, and they get along with sorcerers, but they find wizards too stuffy. Any class that spends an hour preparing something may find themselves interrupted by a clown. Yes, this means clowns interrupt other clowns. They seldom mind.

Role: Clowns are melee and thrown-weapons specialist, best suited as front-line fighters.

Adaptation: The concept of a clown is a specific one. It's very easy to emphasize the horrific aspect of this class, rather than the insanity. Alternatively, a more serious campaign may ask for extensive refluffing.

GAME RULE INFORMATION
Clowns have the following game statistics.
Abilities: Strength and Dexterity are paramount for a good clown's melee and thrown skills, and Charisma improves the save DCs of their abilities.
Alignment: Any chaotic.
Hit Die: d10
Starting Age: As bard
Starting Gold: 5d4 * 10

Class Skills
The Clown's class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Craft (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Handle Animal (Cha), Jump (Str), Knowledge (local) (Int), Perform (all, selected individually) (Cha), Profession (Wis), Sleight of Hand (Dex), Spot (Wis), and Use Rope (Dex).

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

CLOWN
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+0|
+2|
+0|
+0|Box of Fun, Cook Pies, Shoes

2nd|
+1|
+3|
+0|
+0|Suit +2

3rd|
+2|
+3|
+1|
+1|Hilarious Blow

4th|
+3|
+4|
+1|
+1|Teeth (1d4)

5th|
+3|
+4|
+1|
+1|Suit +4

6th|
+4|
+5|
+2|
+2|Grip of Joy

7th|
+5|
+5|
+2|
+2|Teeth (1, 1d6)

8th|
+6/+1|
+6|
+2|
+2|Suit +6

9th|
+6/+1|
+6|
+3|
+3|Hilarious Reach

10th|
+7/+2|
+7|
+3|
+3|Teeth (2, 1d8)

11th|
+8/+3|
+7|
+3|
+3|Suit +8

12th|
+9/+4|
+8|
+4|
+4|Tears of a Clown

13th|
+9/+4|
+8|
+4|
+4|Teeth (3, 2d6)

14th|
+10/+5|
+9|
+4|
+4|Suit +10

15th|
+11/+6/+1|
+9|
+5|
+5|Hilarious Explosion

16th|
+12/+7/+2|
+10|
+5|
+5|Teeth (4, 2d8)

17th|
+12/+7/+2|
+10|
+5|
+5|Suit +12

18th|
+13/+8/+3|
+11|
+6|
+6|Elastic Weapons

19th|
+14/+9/+4|
+11|
+6|
+6|Teeth (5, 4d6)

20th|
+15/+10/+5|
+12|
+6|
+6|Suit +14, Escatic Apotheosis[/table]

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

Weapon and Armor Proficiencies: Clowns are proficient with simple weapons and improvised weapons. They are proficient with light armor, their Suit, and shields (but not tower sheilds).

Box of Fun (Su): All Clowns start the game with a Box of Fun. A Clown's Box of Fun is a brightly-colored cube, 1 foot on a side, that appears empty to most creatures. Clowns that look in the box describe the contents only as "fun". Most clowns refuse to put anything "unfun" in their Box of Fun.

Clowns use their box to cook pies for the day and to store some of their equipment, including their Hilarious Blow, Tears of a Clown, Teeth, and Suit. The Box of Fun functions as an extradimensional storage space for those items only.

Cook Pies (Su): A Clown can cook pies, which it uses as thrown weapons. To cook pies, a clown must place an amount of food sufficient to sustain a creatue of their size for a day inside their Box of Fun. If they place more than one day's worth of food on the box, they cook a number of pies equal to the number of days. The quality of the food does not matter; a clown can make a pie out of anything edible, though the pies themselves are usually unsafe to eat. After placing the "ingredients" in the box, the clown closes the lid, does nothing but laugh for one hour, and then opens the lid and can pull out the now-completed pies. Wasn't that just hilarious?

Pies may contain different fillings. A Clown decides a pie's filling when they make it, chosen from the list below. A Clown can only make a pie with a filling level equal to or less than their class level. The effect of a filling only activates if the target is hit.

Clowns can make a number of pies per day equal to their class level. Pies are perishable, so they become unsuitable for consumption after 24 hours and change their filling to Junk.

In addition to their use as thrown weapons, a clown can bury their face in a pie as a standard action to heal themselves of various unfun status conditions. In doing so, they become blinded until they take a move action to scrape the pie away. The fillings do not harm the clown, but instead heal status conditions according to their level. The effects are supernatural, and the caster level of the duplicated spells is equal to the clown's level. If the clown is healed by negative energy, the spells are negative energy instead of positive.

{table=head]Filling level|Spell Duplicated
1st|cure light wounds
3rd|cure moderate wounds
5th|cure serious wounds
8th|lesser restoration
11th|regenerate
14th|restoration
17th|heal
20th|greater restoration or heal (clown's choice)[/table]

Unless otherwise stated, pies are thrown bludgeoning weapons that deal 1d3 nonlethal damage, have a range increment of 20', and have a critical range of x2. A pie that scores a critical hit on a creature--even those creatures that are immune to the extra damage--blinds that creature until it takes a move action to remove the pie from its face.

Pie Fillings
None - Junk - Clowns can make pies with a "Junk" filling, which does not expend a use of Cook Pies. Junk has no extra effect.
1st - Slippery Sugar Surprise - After hitting, the pie leaks a slippery liquid into the target's square. If the target does not have 5 ranks in Balance, they are rendered flat-footed for 1 round.
1st - Sticky - After hitting, the pie remains stuck to the target, entangling it for 1 round.
3rd - Powerberry - When using this filling the clown may take a penalty to the attack roll, up to a maximum of their base attack bonus. If they do, they gain a +2 bonus to the pie's damage roll for every point by which they reduced their attack roll.
3rd - Light and Fluffy - A light and fluffy pie has a range increment of 200'.
5th - Anchor Chunk Crunch - After hitting, the target must make a reflex save with a DC equal to 10 + 1/2 clown's class level + Cha or fall prone from the weight of the impact.
5th - Exfoliariffic - After hitting, the target's natural armor bonus is reduced by 1, to a minimum of 0. This effect stacks with itself. Note tha an exfoiliated creature may become less useful for a clown's Suit.
8th - Ectoplasm Swirl - An ectoplasm swirl pie can be thrown through walls, but not armor or creatures. Ectoplasm Swirl ignores the effects of cover, even total cover, though the clown still has to deal with concealment and pinpointing the target.
8th - Taste Bud Deleter - After hitting, the target must make a Fortitude save with a DC equal to 10 + 1/2 clown's class level + Cha or lose one randomly determined special sense, such as darkvision, low-light vision, scent, and blindsight.
11th - So Good It's Sinful - Damage dealt by the attack becomes vileBoVD damage.
11th - Your Pie is Now Spiders - After hitting, the target must make a Reflex save with a DC equal to 10 + 1/2 clown's class level + Cha or become fightened for 1 round, followed by being shaken for 1 round.
14th - Smitealicious - The clown adds their Charisma bonus to the attack roll to hit with the pie, and it deals additional damage equal to the clown's class level. This bypassess all forms of damage reduction, hardness, regeneration, or energy immunity (in the case of use with Tears of a Clown).
14th - Chocolate and Grave Dirt - After hitting, the target must make a Fortitude save with a DC equal to 10 + 1/2 clown's class level + Cha or take two negative levels.
17th - Disintegration Smoothie - After hitting, the target must make a Fortitude save with a DC equal to 10 + 1/2 clown's class level + Cha. If it suceeds, the attack does its normal damage. If it fails, the damage increases to 1d6 per clown class level. If this filling is used in conjunction with Hilarious Blow/Explosion or Tears of the Clown, the melee or acid damage increases to 1d6 per clown class level.
17th - Uneverythingizer - After hitting, the target is affected as if by a targeted antimagic ray spell with a DC equal to 10 + 1/2 clown's class level + Cha.
20th - The Fixer - After hitting, the target must make a Will save with a DC equal to 10 + 1/2 clown's class level + Cha. If they fail, they become helpful to the clown, and must make a second Will save. If they fail, their alignment permanently changes to Chaotic, and they must make a third Will save. If they fail, they gain the [Chaos] subtype. The second effect can be undone with a limited wish or greater restoration, and the latter with a wish or miracle. These effects are mind-affecting.
20th - Distilled Fun - After hitting, target must make a Will save with a DC equal to 10 + 1/2 clown's class level + Cha or become permanently insane, as the spell.

Shoes (Ex): A Clown always wears large, obnoxious, squeaky shoes to scare aware the spirits of unfun at the edge of life and death hahahaha LAUGH OR THEY'LL GET YOU. Clowns take a penalty to Move Silently checks equal to twice their class level, and their move speed is always reduced as if they were carrying a medium load.

Suit (Ex): Clowns like to remove pieces of the unfun things they kill and stitch them together into a happy tapestry to wear. With help of bright paints and makeup, they refashion their outfit of skin and carapce into a funny suit. It's funny because it's funny because it's funny becuase I made it. I...made it. Do you want to be a part of it? Do you want to be a part of my happy hilarious thing?

At 2nd level, a Clown gains a "suit". Their suit takes up their armor body slot, and provides an armor bonus equal to +0, though this can be increased as described below. At 2nd level, the maximum for this bonus is +2, and increases by +2 at every three class levels above 2nd. A Clown's suit does not fit anyone except for the Clown that made it, and is quite bulky--it weighs 10 pounds for every +1 armor it grants, and is treated as medium armor with no maximum dexterity bonus. A Clown's suit is treated as a masterwork item, and can be enchanted as armor, but is worth nothing on the open market because of its grisly and silly construction.

Clown suits do not automatically upgrade. To upgrade their suit, a Clown must spend an hour with the corpse of a creature with a natural armor bonus equal to or greater than the desired armor total of their suit. They laugh and laugh as they cut and stitch the corpse's skin onto the suit and repaint it.

This upgrading process can be undertaken at any time, but a suit's natural armor bonus cannot exceed the maximum for the clown's class level.

Hilarious Blow (Su): The Clown will hit you until the part that makes you not laugh is gone forever. At 3rd level, a Clown discovers a bright red, oversized glove in their Box of Fun. This glove is functionally a gauntlet that only the clown can use properly, and has a base damage of 1d10 for a medium creature.

If the Clown has not cooked their maximum number of pies for the day, they can take a full-round action and spend a use of Cook Pies to attack once with their Hilarious Blow. If this attack hits, the target is affected as if by a filling, with a filling level equal to or less than the Clown's class level - 2.

Teeth (Ex): Teeth. Teeth teeth teeth teethteethteethteethteeth want some?

At 4th level, a clown learns to attach fallen creatures' sharper teeth to their own, as a macabre set of dentures. To do so, a Clown must spend 1 hour with the corpse of a creature with a bite attack, during which time they remove the creature's mouth and attach the teeth. The Clown gains a bite attack that deals an amount of base damage equal to the fallen creature's base bite damage. This process can be repeated to upgrade the Clown's teeth in steps.

At 7th level, the Clown can also fashion teeth into small construct-like devices. As with upgrading their bite or gaining it for the first time, the Clown must spend 1 hour with the corpse of a creature with a bite attack, during which time they remove the creature's mouth and fashion the teeth. The "chatterers" are Diminutive clockwork machines with an AC of 14, which chatter their teeth and mindlessly move towards the nearest enemy (as percived by the Clown) whenever they are placed on the ground. Placing a chatterer on the ground is a move-equivalent action. Chatterers have a move speed of 5', do not provoke attacks of opportunity from moving into or out of an opponent's square, and can make a bite attack as a standard action. Their bite attacks deal base damage equal that of the bite used to create them, to a maximum given on the table. Chatterers have 3 HP per Clown class level and a to-hit equal to the Clown's class level + 4. Otherwise, treat a chatterer as an object.

Clowns can have one chatterer at level 7 and one additional chatterer per three class levels.

Grip of Joy (Su): Let's shake hands. Slower. Slower, please. Alllllllmost. Stop. Hahaha it hurts. Let's do it again. Hahaha ow. Hahaha ow. Hahahahahaha ow.

At 6th level, a Clown can grasp a creature and deliver a hilarious shock. The clown must be grappling a creature. By making grapple check as a standard action that does not provike attacks of opportunity, if the clown suceeds, they grasp the opposing creature's hand (or analogue) and deliver the shock, which deals 1d6 electricity damage per two class levels to the target and half of that amount to the Clown.

Hilarious Reach (Ex): Of course I should put it on a spring. I should put everything on a spring. At 9th level, a Clown finds an upgrade to their Hilarious Blow in their Box of Fun--by spring-loading the glove, they can punch creatures with it from range. The Clown's reach with their Hilarious Blow increases by 5', and the force of the spring increases the base damage as if the Clown and their Hilarious Blow were one size category larger.

Tears of the Clown (Ex): There are things that aren't laughing, and if I drown the world in the angry tears that I cry because they're not laughing...they'll die. Isn't that a fun thought? That they'll finally die?

At 12th level, a Clown can spend ten minutes each day crying into a setzer bottle that they find in their Box of Fun. The tears last for the rest of the day. The Clown can spray from the selzer bottle, usually pinned to their suit and disguised, as a standard action. This creates a spray of acid. The spray is a line of fog, 5' long per two class levels. The spray deals 1d6 acid damage per two Clown levels to all creatures in the fog. A Reflex save halves this damage, DC 10 + 1/2 clown class level + Cha.

As part of the action to spray, the Clown may spend a use of Cook Pies to affect all creatures who failed their Reflex save as if by a filling, with a filling level equal to or less than the Clown's class level - 6.

A clown can only cry into their bottle once per day.

Hilarious Explosion (Su): You must be mistaken. It's obviously confetti. If it wasn't confetti, it wouldn't be fun, but it's fun, so it's confetti.

At 15th level, when a Clown hits with their Hilarious Blow as a standard action and spends a use of Cook Pies, it explodes! The small explosion covers the nearby creatures in sticky makeup and pie fillings, although it is often tainted with glitter (for good clowns), bits of metal (for neutral clowns), or blood (for evil clowns). All creatures within 5' of the target must make a Reflex save, 10 + 1/2 Clown class level + Cha, or be affected as if by a filling, with a filling level equal to or less than the Clown's class level - 9. The primary target gets no reflex save, and is instead affected as if by another filling (possibly the same one), with a filling level equal to or less than the Clown's class level - 2. This replaces the ability in the second paragraph of Hilarious Blow.

Elastic Weapons (Su): You can make a balloon version of anything. Weapons, people, your still-beating heart. Balloons don't hurt, and balloons are everything, so nothing hurts. Hold still and I'll show you.

At 18th level, a Clown's suit deflects and distorts blows as if the weapons were made out of rubber. The Clown gains DR/lawful equal to his Suit's armor bonus.

In addition, the clown can also craft balloon versions of items, if they have the proper Craft skill. Balloon items are mechanically identical to regular items.

Ecstatic Apotheosis (Su): At 20th level, the Clown becomes the embodiment of fun. Their type changes to Outsider (Native, Chaotic), and their uses of Cook Pies becomes unlimited. They are constantly surrounded by faint, otherworldly laughter, which is never quieted, even within the radius of a silence effect.

ben-zayb
2013-06-21, 04:46 AM
Psychotherapist

Ideal Image (http://fc06.deviantart.net/fs71/f/2012/250/3/5/the_dollmaker_by_lunar_graphite-d5dumsq.jpg)

"Oh he's fine. Just questioning his grip on reality. You should be doing the same any time now"
-Dr. Jonathan Crane

Psychotherapists are people who have intimate knowledge of the psyche; how the mind works the way they do, what drives the mind to work that way, and how someone's behaviors, conditions, and thinking processes can be altered.

Adventures: Psychotherapists are usually employed in mental health wards. However, some Psychotherapists adventure as part of large expeditions to help voyagers overcome mental difficulties inherent in such ventures. Other Psychotherapists wander alone or in groups upon request of other cities with rising rates of mentally-challenged citizens, either to personally cure or to found a new psychotherapy school.

Characteristics: Psychotherapists usually use their innate psionic abilities to either aid people of mental maladies or use it for profit. Psychotherapists usually start out as very perceptive, and have microscopic eye for details as required by their path. However, continued exposure to insanity and deeper pursuit of understanding the mind diminishes Psychotherapists' perception and insight over time.

Alignment: Psychotherapists come from all walks of life, each with their own motivations and goals. Many Psychotherapists tend to be lawful, since some psychotherapy schools inherently requires oaths, together with a certain degree of professionalism and detachment needed from one's own biases and emotions. Those who are Chaotic sometimes break or bend their oaths to either help anyone in need or harm someone. A good Psychotherapist usually uses her abilities to selflessly aid others, while an evil Psychotherapist uses her abilities, either to harm or heal, for profit and power.

Religion: While religion was never a requirement for being a Psychotherapist, some pursue this path in the name of their deities. Some good Psychotherapists worship deities of Healing, some evil Psychotherapists worship deities of Death, while a few more Psychotherapists worship deities of Knowledge.

Background: Psychotherapists arise from advanced civilizations that cater to the needs of the mentally challenged citizens. Normally, they take the mantle of rehabilitating and healing this citizens inside mental asylums. While normally, appropriate authorities impose strict pacts or oaths to ensure psychotherapy will only be used for altruistic ends, this isn't always the case for every place that offers this study.

Races: Psychotherapy is a very specialized study that requires time and patience to master, much less learn. As such, naturally inquisitive and curious races such as Humans and Gnomes follow this path. On the contrary, less civilized races such as tribal Orcs usually don't have access and the intellectual capacity to pursue such study.

Other Classes: Paladins within close alignment to you thoroughly admire your dedication, but balks at the perceived narrowness and pettiness of your pursuit. Warlocks, more so than sorcerers, disdains your all-too mechanical and methodical approach despite your already-natural power. Psions consider you as a long-lost handicapped relative—Telepaths in particular try to be more understanding of what you are trying to accomplish. Bards and enchanters either enjoy conversations with you about the human psyche, or are far too disturbed due to your particularly specialization in insanity. Good clerics either are very appreciative of your intent to cure people as best as you can, or are slightly paranoid and suspicious of your methods and motives. Barbarians, rangers, and druids are far too alienated with what you are doing, and rarely give it a thought as long as you're not directly harming them.

Role: While the Chirurgery list allows it to take on a variety of roles, Psychotherapists, in the rare occassion that they adventure with a party, more often than not are specialized in debuffing and damaging enemies from afar. Their pseudo-healing and restoration abilities are more handily available off-combat, but not as good as those of Druids and Clerics. Due to their intensive studying, many Psychotherapists are also walking repositories of lore and knowledge—some of which allegedly are forbidden for mere mortal minds to learn.

Adaptation: Possible adaptations would be to remove all psionic references, replacing it with divine sources from either deities of death/affliction or life/healing, arcane sources from conjuration-necromancy synthesists, shadowmagic sources from the Plane of Shadow, or otherworldly sources such as from the Far Realm.

GAME RULE INFORMATION
Psychotherapist's have the following game statistics.
Abilities: Intelligence is important for the Psychotherapist class abilities, most especially for the DC of her Chirurgeries. Strength, or Dexterity may be needed at lower levels to improve the accuracy of Lobotomy.
Alignment: Any
Hit Die: d6
Starting Age: As Psion
Starting Gold: As Psion (3d4 x 10 gp)

Class Skills
The Psychotherapist's class skills (and the key ability for each skill) are Autohypnosis (Wis), Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Forgery (Int), Heal (Wis), Intimidate (Cha), Knowledge (all skills, taken individually) (Int), Listen (Wis), Profession (Wis), Psicraft (Int), Search (Int), Sense Motive (Wis), Spot (Wis), Use Psionic Device (Cha), and Use Rope (Dex)

Skill Points at First Level: (2 + Int modifier) x 4
Skill Points at Each Additional Level: 2 + Int modifier

Psychotherapist
{TABLE=head]Level|BAB|Fort|Ref|Will|Special|Chirurgeries |
Max Instability Points

1st|+0|+0|+0|+2|Lobotomy +1d6, Instability Points, Chirurgeries (least)|
1|
1

2nd|+1|+0|+0|+3|Chasing Madness (Find)|
2|
3

3rd|+2|+1|+1|+3|Psychogenesis, Lobotomy +2d6|
3|
4

4th|+3|+1|+1|+4|Affective Forecasting (Uncanny Dodge), Delirious Premonitions|
3|
6

5th|+3|+1|+1|+4|Lobotomy +3d6|
4|
7

6th|+4|+2|+2|+5|Chirurgeries (up to lesser)|
5|
9

7th|+5|+2|+2|+5|Lobotomy +4d6|
6|
10

8th|+6/+1|+2|+2|+6|Chasing Madness (Whisper), Tanglemind|
7|
12

9th|+6/+1|+3|+3|+6|Lobotomy +5d6, Second Opinion|
7|
13

10th|+7/+2|+3|+3|+7|Psychobabble Trap|
8|
15

11th|+8/+3|+3|+3|+7|Chirurgeries (up to greater), Lobotomy +6d6|
9|
16

12th|+9/+4|+4|+4|+8|Affective forecasting (Improved Uncanny Dodge), Empowering Corruption|
10|
18

13th|+9/+4|+4|+4|+8|Lobotomy +7d6, The Doctor is Watching|
11|
19

14th|+10/+5|+4|+4|+9|Chasing Madness (Influence)|
11|
21

15th|+11/+6/+1|+5|+5|+9|Lobotomy +8d6, Schism|
12|
22

16th|+12/+7/+2|+5|+5|+10|Chirurgeries (up to maniacal)|
13|
24

17th|+12/+7/+2|+5|+5|+10|Lobotomy +9d6|
14|
25

18th|+13/+8/+3|+6|+6|+11|Improved Tanglemind|
15|
27

19th|+14/+9/+4|+6|+6|+11|Lobotomy +10d6|
15|
28

20th|+15/+10/+5|+6|+6|+12|Chasing Madness (Channel), Metempsychosis|
16|
30

[/TABLE]

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

Weapon and Armor Proficiencies: Psychotherapists are proficient with all simple weapons. They are proficient with light armor, but not with shields.

Lobotomy (Su): The first ability a Psychotherapist learns is Lobotomy. It involves application of psionic energy to delve into the infinite pathways of the mind, usually with the intent to invoke Chirurgeries. Due to the fragile nature of the procedure, resisted application of Lobotomy damages its target.

The character must make a touch attack (if unarmed) or a melee attack (if using a weapon) to use this ability and it can be added to any touch or melee attack the character makes as part of that action, including all attacks on a full attack action. Willing targets are automatically touched without attack rolls. Lobotomy may not be combined with any other special ability (such as martial maneuvers) unless specifically mentioned (such as in Psycho-Shape and Psycho-Essence Chirurgeries).

Lobotomy inflicts 1d6 points of damage at 1st level to unwilling targets, and it increases by 1d6 points of damage every odd level (to a maximum of +10d6 at 19th level). When used as a touch attack or as a ranged touch attack (through use of certain Psycho-Shapesion Chirurgeries), Lobotomy scores a critical threat on a natural 20 and inflicts x2 damage on a confirmed critical. When channelled through a weapon, weapon damage is dealt to unwilling targets and multiplied as normal, but Lobotomy damage is never multiplied.

A Lobotomy has a save DC (if it allows a save) equal to 10 + effective power level + the Psychotherapist’s Intelligence modifier. An unmodified Lobotomy has a power level of 1, while a Lobotomy modified with one or two Chirurgeries (one Psycho-Essence, one Psycho-Shape, or both) have an effective power level equal to the sum of all Chirurgeries's own effective power levels (maximum of 9th level). Lobotomy is a mind-affecting supernatural ability and is not subject to spell resistance.

Regardless of willingness, the prodding of one's mind will cause an entropic altering of the psyche. A willing target of lobotomy only ever gains one Instability Level1, see bottom of post regardless of a Lobotomy's effective power level, while an unwilling target of Lobotomy gains Instability Level(s) equal to the applied Lobotomy's effective power level.

Instability Points: Unlike other psionic classes that uses power points to manifest powers and augment their class abilities, Psychotherapists uses a different, warped form of psionic energy. A Psychotherapist's wellspring of power, called Instability Points, are harnessed from the excess psionic energy released by unstable1 minds.

At the start of her round, she may transfer to herself Instability Points (amounting up to a maximum indicated by the Table above) from among a number of unstable targets (possibly including herself) equal to her Intelligence modifier. Note that this doesn't affect the Instability Level of her targets in any way; she merely leeches off the energy that their instability provides. Instability points, while easily produce by certain individuals on a regular basis, are fleeting energy sources that easily dissipate after one round. The amount of Instability points that each unstable target(s) produce are enumerated at the table below1, see bottom of post.

Instability points are used to augment Chirurgeries. Like power points, instability point consumption are limited by the Psychotherapist's manifester level. Effects that utilize power points (such as feats, class features, or powers) can never substitute instability points, and vice versa. Additionally, a Psychotherapist does not gain a daily bonus of power points or instability points for having a high Intelligence score.

Chirurgeries (Ps): A Psychotherapist does not manifest powers as other psychics do. Instead, she possesses a repertoire of attacks, defenses, and abilities known as Chirurgeries that require her to harness the raw energy naturally released by unstable minds. A Psychotherapist can invoke any Chirurgery she knows at will, with the following qualifications:

A Psychotherapist’s Chirurgeries are psi-like abilities; using a Chirurgery is therefore a standard action that provokes attacks of opportunity. A Chirurgery can be disrupted, just as a power can be ruined during manifesting, so a Psychotherapist is entitled to a Concentration check to successfully use a Chirurgery if she is hit by an attack while invoking Chirurgeries. A Psychotherapist’s Chirurgeries are subject to power resistance unless a Chirurgery’s description says otherwise. A Psychotherapist’s manifester level with all her Chirurgeries is equal to her class level.

The save DC for a Chirurgery (if it allows a save) is 10 + effective power level + the Psychotherapist’s Intelligence modifier. Since psi-like abilities are not actually powers, a Psychotherapist cannot benefit from metapsionic feats. She can, however, benefit from the Ability Focus feat, as well as from feats that emulate metapsionic effects for psi-like abilities, such as Quicken Psi-Like Ability and Empower Psi-Like Ability.

The four grades of Chirurgeries, in the order of their relative power, are least, lesser, greater, and maniacal. A Psychotherapist begins play with knowledge of one Chirurgery, which must be of the lowest grade (least), As a Psychotherapist gains levels, she learns new Chirurgeries, as summarized on the table above.

At any level when a Psychotherapist learns a new Chirurgery, she can also replace a Chirurgery she already knows with one of the same or lower grade. At 6th level, a Psychotherapist can replace a least Chirurgery she knows with a different least Chirurgery (in addition to learning a new Chirurgery, which could be least or lesser). At 11th level, a Psychotherapist can replace a least or lesser Chirurgery with another Chirurgery of the same or lower grade (in addition to learning a new Chirurgery, which could be least, lesser, or greater). At 16th level, Psychotherapist can replace a least, lesser, or greater Chirurgery with another Chirurgery of the same or lower grade (in addition to learning a new Chirurgery, which could be least, lesser, greater, or maniacal).

Augmentations: Like many psionic powers, Chirurgeries have augmentation options to further improve their effect. For the purpose of maximum instability point expenditure limit, treat a Chirurgery, or a Lobotomy modified with one or two Chirurgeries, as already having spent power points equal to twice its effective power level minus one ( (2xEPL) - 1). Likewise, a Lobotomy modified by one or two Chirurgeries is also treated as having spent power points equal to twice its total effective power level minus one ( (2xEPL) - 1). As an example:
A level 15 Psychotherapist (ML15) have an instability point expenditure limit of 15.

With the lesser-grade Erode Logic Chirurgery (4th Level) being treated as having already spent 7 instability points, she can now only spend 8 more instability points to augment it.

With both the least-grade Far Realm's Reach (2nd Level) and the lesser-grade Erode Logic (4th Level), the effective power level becomes 6th (13-point cost), leaving her with a 2-point maximum expenditure that can be used to augment the range of Far Real'ms Reach twice.

Chasing Madness (Su): Psychotherapists have deep connections to mental afflictions to the point where they can sense and feel whenever any unstable individual is around. A Psychotherapist's senses develops stronger abilities as she progresses further along this path.

Find: Beginning at 2nd level, the Psychotherapist can sense unstable creatures within range. This functions like a continuous Touchsight power, except that it only can detect and pinpoint unstable creatures, and the range is close (25ft.+ 5ft. per manifester level).
Whisper: Beginning at 8th level, the Psychotherapist can sense and identify any present mind-affecting effects on a detected or pinpointed creature with a successful Psicraft check. Additionally, she gains the ability to communicate telepathically to any detected or pinpointed creature.
Influence: Beginning at 14th level, the Psychotherapist can treat creatures currently detected or pinpointed by Chasing Madness range as though they were within touch range of the Psychotherapist when using Lobotomy. However, a touch attack must still succeed and the target/s must still be within that Psychotherapist's line of effect in order to apply Lobotomy and Chirurgeries.
Channel: Beginning at 20th level, the Psychotherapist can treat a detected or pinpointed creature within range as though it is the point of origin of Lobotomy and Chirurgeries that don't require an attack roll for the purposes of line of effect and line of sight.

Psychogenesis (Ex): A Psychotherapist's continued pursuit of her craft is not without consequence. The very taint of madness slowly creeps its way and integrates itself to a Psychotherapist's own mind, making her intentions more difficult to read.
Beginning at 3rd level, the Psychotherapist adds a +2 insight bonus to her choice of either Bluff or Diplomacy, and her Wisdom score is reduced by 1 point to a minimum score of 1. Once the choice has been made, it cannot be changed. The bonus increases by 2, and the Wisdom score is further reduced by 1 to a minimum score of 1, at 6th, 9th, 12th, 15th, and 18th level.

Affective forecasting (Su): A Psychotherapist's becomes adept at predicting aggressive actions, simply by observing subtle details on behavior, preference, or past actions.
Beginning at 4th level, the Psychotherapist gains Uncanny Dodge, as the Rogue ability. If she already has that ability from another source, she gains Improved Uncanny Dodge Instead. At 12th level, she gains the Improved Uncanny Dodge, if she still doesn't have that ability. Treat her Rogue levels as being equal to her Psychotherapist levels. This ability doesn't work on attacks made before the Psychotherapist's first round in an encounter.

Delirious Premonitions (Su): A Psychotherapist's improving mastery, together with special herbs and chemicals that she consumes, grants her episodic visions of the immediate future.
Beginning at 4th level, the Psychotherapist gains an Insight bonus to AC equal to half of the current unused Instability Points,

Tanglemind (Ex): Through intensive study, a Psychotherapist can incrementally reconstruct her mental pathways to better guard her mind—adding horrific traps, nonterminating loops, pseudodimensional labyrinths.
Beginning at 8th level, the Psychotherapist adds her Intelligence modifier as an Insight bonus to Will Saves. Additionally, if she makes a successful Will save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half), she instead completely negates the effect.

Second Opinion (Ex): The Psychotherapist develops reflexive diagnostic abilities, offering limited aid to her allies in confirming the presence or absence of mental afflictions.
Beginning at 9th level, when an ally within 25-ft. of the Psychotherapist is affected by a mind-affecting spell or effect and fails her saving throw, the Psychotherapist may spend an immeditate action to have her ally attempt the saving throw again 1 round later at the same DC. This works like the Rogue's Slippery Mind special ability, except that it only works on allies without instability levels.

This is a mind-affecting effect that can be used for a total number of times per day equal to one-half of her Psychotherapist level plus her Intelligence modifier (if any).

Psychobabble Trap(Su): Anyone who carelessly attempts to delve into the mind of a Psychotherapist is bombarded with information far beyond its simplistic mind to comprehend and process. The endless flow of seemingly gibberish telepathic speech pushes the victim over the edge of sanity.
Beginning at 10th level, when the Psychotherapist successfully saves from a mind-affecting spell or effect, she may spend an immediate action to have its source gain Instability Level equal to its effective spell level. Instability Level can still never go above 10. This ability can't be used against creatures with equal or higher Psychotherapist levels than her.

This is a mind-affecting effect that can be used for a total number of times per day equal to one-half of her Psychotherapist level plus her Intelligence modifier (if any).

Empowering Corruption (Su): As a Psychotherapist descends further down the slippery path away from her sanity, her own growing derangement nurtures her ability to corrupt other sound minds.
Beginning at 12th level, all her Psychotherapist class features can affect creatures that have immunity to mind-affecting effects, albeit with a -10 penalty to the abilities' save DCs. This penalty is reduced by an amount equal to the Psychotherapist's own Instability Level. In addition, the DC for each Power Resistance checks to affect a target of a Chirurgery or Lobotomy is reduced by an amount equal to that particular target's Instability Level.

The Doctor is Watching (Su): The eye of a Psychotherapist reflects the object of its already unstable enemies' deepest guilts and regrets, driving them further into the brink of insanity
Beginning at 13th level, the Psychotherapist gains a Gaze Attack that bestows a penalty to damage rolls equal to the affected creature's Instability Level. A successful Will Save against a DC of 10 + half the manifester level + the Psychotherapist's Intelligence modifier halves the penalty. At 17th level, all of the Psychotherapist's allies have a 100% chance (instead of 50%) to not need to make a saving throw against the gaze attack each round.

This is a mind-affecting effect that can be used actively for a total number of times per day equal to one-half of her Psychotherapist level plus her Intelligence modifier (if any).

Schism (Ex): The enigma of a Psychotherapist's psyche is further warped by the developing crazed alternate identity that takes complete dominion of her body in situations when she cannot do so of her own volition.
Beginning at 15th level, the Psychotherapist's actions are not affected by any Fear, Charm, and Compulsion effects. Any penalties (but not loss of Dexterity bonus to AC) or damages caused by such effects inflict still affects her, however. Furthermore, Divination spells and effects have a 10% chance per her Instability level (to a maximum of 100% at Instability Level 10) to get purely random information from her, which may be either misleading or true.

Greater Tanglemind (Ex): The influence of madness is now rooted to the deepest confines of even the Psychotherapist's subconscious, granting her access to the hidden mental trapdoors and escape hatches that are useful in cases of emergency to escape from the clutches of intruders.
Beginning at 18th level, the Psychotherapist receives only half damage or partial effects from spells or abilities that normally grant partial effect on a successful Will save, even if she fails the saving throw. Furthermore, she can now use her Psychobabble Trap even on a failed save.

Metempsychosis (Ex): At the pinnacle of a Psychotherapist's research, lies her complete rebirth, enlightenment, and transcendence. She finally sheds her mortal coil for a more spiritual and ethereal form.
At 20th level, the Psychotherapist gains the Abberation type and the Incorporeal Subtype. Psychogenesis now grants her Insight bonus to both Bluff and Diplomacy checks, and she regains all Wisdom score that she lost from that ability. She no longer gains the penalty from instability, and is always considered to have Instability Level 10.

Finally, her Lobotomy and Chirurgeries are now treated as though they were one level higher for the purposes of bestowing Instability Level, but only on unwilling targets (e.g. Lobotomy or Chirurgeries with total Effective Power Level of 1 now grants Instability Level 2, while Effective Power Level of 9 now grants Instability Level 10). The effective level increase is added after all modifications to Lobotomy is added, such that those modified with both Psycho-Essence and Psycho-Shape chirurgeries still only gets an effective level increase once.

1{TABLE=head]{colsp=2}
1Unstable, Instability Level, and Instability Points

{TABLE=head]InstabilityLevel|Instability[br]Points|Penalty
0|0|0
1|1|-1
2|1|-1
3|1|-1
4|3|-2
5|3|-2
6|3|-2
7|7|-4
8|7|-4
9|7|-4
10|15|-8[/TABLE]|[B]New Condition: unstable: any creature with at least one Instability level.[B]New Term: Instability Level[br]An affected creature takes a penalty to Will saves, and to all Int/Wis/Cha skill checks and ability checks, based on the table to the left. Affected creatures releases varying amounts of anomalous psionic energy at the start of its turn that then dissipates harmlessly after one round.[br][br]Instability Level do not stack upon multiple applications, but an effect that causes higher Instability Level replaces the lower Instability Level. Instability Level remain indefinitely, although the affected creature may attempt a Will save (equal to the effect's save DC, or what its save DC is supposed to be if it does not offer a save) every round at the start of her turn. On a success, instability level goes one level lower. Instability Level can neither go above 10, nor below 0.[br][br]A creature with Instability Level for a number of months equal to her Wisdom x Hit Die becomes permanently insane (as the insanity spell).[/TABLE]

ben-zayb
2013-06-21, 05:02 AM
Psychotherapist Chirurgeries
Psychotherapists choose the Chirurgeries they learn as they gain levels, much like psions choose which power to learn. However, a Psychotherapist’s psionic repertoire is even more limited than that of a psion, and her Chirurgeries are psi-like abilities, not powers.

In addition to its grade (Least, Lesser, Greater, or Maniacal), every Chirurgery has an effective power level, which is used in the calculation of save DCs, augmentations, and for other purposes. A Least Chirurgery has a level equivalent of a 1st to 2nd level power; a Lesser 3rd or 4th, Greater 5th or 6th, and Maniacal are equivalent to up to 9th level. The level equivalent for each Chirurgery is given in its description below. Some Chirurgeries are so potent that the Psychotherapist must wait before drawing upon that particular magic again, with a cooldown period indicated in the description.

A Psychotherapist can dismiss any of her ongoing Chirurgery as a free action.

Chirurgeries and Lobotomy: Lobotomy is not a Chirurgery, but some Chirurgeries provide a Psychotherapist with the ability to modify this. Additionally, Lobotomy is not a psi-like ability, unlike a Chirurgery, so by using a Chirurgery to augment Lobotomy's killing capacity, the Chirurgery changes the ability into a psi-like ability (necessitating power resistance checks or Manifester level checks when applicable). By adding Psycho-Essence, Psycho-Shape, or both Chirurgeries to the Psychotherapist’s Lobotomy ability, the Lobotomy's effective power level becomes the sum of the effective power levels of all Chirurgeries used. The Lobotomy's resulting effective power level affects the new save DC and instability point limits for augmentation.

Evasion, Mettle, and the like: Psycho-Essence Chirurgery modification is considered a separate source from the same Lobotomy modified by a Psycho-Shape Chirurgery for purposes of resolving Evasion, Improved Evasion, Mettle, Improved Mettle, and similar effects.

Augmentations: Chirurgeries have augmentation options to increase their effectiveness. A(X) denotes an Augmentation that can be used once by paying X amount of Instability Points. A(X+) denotes an Augmentation that can be used multiple times by paying sets of X amount of Instability Points.

Psycho-Essence Chirurgeries: these are Chirurgeries that represent the various techniques and methods for treating the Psychotherapist's target(s). Psycho-Essence Chirurgeries modify the psionic composition of the Psychotherapist's Lobotomy ability and offer augmentation options to increase their potency. Psycho-Essence Chirurgeries can be added to a use of Lobotomy as a free action, and only one Psycho-Essence Chirurgery can be applied per round. Any use of a Psycho-Essence Chirurgery affects all uses of Lobotomy until the Psychotherapist's next turn. Many Psycho-Essence Chirurgeries have side effects that have saving throws, the DC of which are computed based on the resulting Lobotomy's effective power level.
Least(1st) Electroconvulsion [Electricity]
The target is subjected to shock therapy, causing half of Lobotomy damage to become electricity damage and dispelling any compulsion or charm effect (as though with the Dispel PsionicsSRD power) of 1st level or lower
A(4): all damage dealt is electricity damage
A(3+): increase electricity damage by 1d6
A(2+): increase the maximum spell level of dispellable compulsion or charm effect by 1
A(1+): increase the maximum ML bonus of the dispel effect by 2 (to a maximum of +20 bonus)

(1st) Mindshriek [Sonic,Mind-Affecting]
The target is haunted with echoing shrieks, causing half of Lobotomy damage to become sonic damage and deafens for 1 round with a failed Will save
A(4): all damage dealt is sonic damage
A(1+): increase duration by 1 round
A(3+): increase sonic damage by 1d6, and increase the deafen effect's save DC by 2

(2nd) Hallucinations (Figment)[Mind-Affecting]
You cause imaginary objects and creatures to materialize in the vision of your enemies, distracting them and possibly blocking their line of sight on a failed Will save. This spell duplicates the effects of a Silent ImageSRD spell, except that the duration lasts for 1round/level.
A(4): this spell now duplicates the effects of a Minor ImageSRD spell, except for the duration
A(8): this spell now duplicates the effects of a Major ImageSRD spell, except for the duration

(2nd) Hypochondria (Compulsion)[Mind-Affecting]
On a failed Will save, the target feels as though she is sickened for 1rd/ML
A(2): every square where a sickened or a nauseated target moves out of becomes slippery (as though affected with the GreaseSRD spell) for 1 round
A(4): on a successful save, the target still feels sickened; increase save DC by 2
A(6): on a failed Will save, the target feels as though she is nauseated instead; increase save DC by 3

(2nd) Paranoia (Compulsion)[Mind-Affecting]
You manipulate your target's mindset into thinking that everyone is on a conspiracy against her. For 1min./ML, the target becomes exceptionally perceptive and gains a +2 circumstance bonus to Spot and Listen checks, but also gets more biased and judgmental and suffers a -4 penalty to Sense Motive, Concentration, and Diplomacy checks; a successful Will save halves both the bonus and the penalty. Invoking a new Paranoia replaces the previous one
A(4+): increase the penalties by 4
A(4+): increase the bonuses by 2

(2nd) Placebo (Compulsion)[Mind-Affecting]
The target becomes more lax and gets the impression that she's healthier than usual, effectively gaining 1d10 temporary HP but imposing a -2 penalty to initiative checks (or initiative count if it's already rolled) for 1rd/ML
A(2): duration becomes 1min/ML
A(4+): increase the temporary HP by 1d10, and the penalty by 2
A(3+): increase the penalty by 2
Lesser(3rd) Rehabilitate [Mind-Affecting]
You cure your target's insanity and other mental maladies. Unlike other chirurgeries, Rehabilitate doesn't grant Instability Level. Instead, Rehabilitate lowers the Instability Level of its target by 1.
A(2+): increase lowering of the Instability Level by 1
A(4): instead of lowering Instability Level, it restores one point of ability damage
A(8): instead of lowering Instability Level, it restores one point of ability drain

(3rd) Strait-Jacket [Mind-Affecting]
Cloth-like psionic energy weaves around your target, enveloping and hugging her tighter until she becomes fully restrained. This duplicates the Earthen GraspCAr spell, except that the cloth has AC 15 + Psychotherapist's Instability Level. Invoking a new Strait-Jacket replaces the previous one.
A(4+): treat the cloth-like Strait-Jacket as though it was one size category larger for the purposes of grappling bonuses

(4th) Erode Logic [Mind-Affecting]
You break apart the foundations of your target's rationality, dealing 1d4 Intelligence damage on a failed Will save. On a successful save, reduce the Intelligence damage by half.
A(4+): Increase intelligence damage by 1d4, and the DC by 2
A(6+): Intelligence damage is instead intelligence drain

(4th) Psychotic Agitation (Compulsion)[Mind-Affecting]
You unleash the primal instinct in your target, increasing their physical might but weakening their defenses; for 1round/level, the target gets a +2 morale bonus to Strength, a -2 penalty to AC, and the effect is otherwise identical with a barbarian’s rage except that the target isn’t fatigued at the end of the rage; a successful save negates all effects. Invoking a new Psychotic Agitation replaces the previous one
A(4+): increase Strength bonus by 2
A(4+): increase AC penalty by 2, and the save DC by 2Greater(5th) Feeding Frenzy (Compulsion)[Mind-Affecting]
You unleash the pent-up savagery in your target, and an uncontrollable appetite overcomes the target. For 1round/ML, your target gains a bite attack dealing 1d8 damage and must succeed on a Will save each round at the start of her turn. On a failed a Will save, the target indiscriminately attacks any creature adjacent to her (or herself, if nobody is adjacent to her) with her bite attack for that particular round. Invoking a new Feeding Frenzy replaces the previous one.
A(4): every failed Will save for Feeding Frenzy gives the target a -1 cumulative penalty to Will saves while Feeding Frenzy lasts
A(4+): Increase the damage die of the Bite attack, as though it had an increase in size category

(6th) Mind Decay (Compulsion)[Mind-Affecting]
You spearhead a direct attack to your target's mental faculties. This duplicates the FeeblemindSRD spell, except that you choose which of Intelligence or Charisma gets reduced to 1 and that it only lasts for 1round/ML
A4: for the duration of Mind Decay, the target can't attempt his Will saves every round to lower Instability Level
A4: increase the duration to 1 min./ML.Maniacal(8th) Sanity's Collapse (Compulsion)[Mind-Affecting]
You finally break your target's last bastion of logic. This duplicates the InsanitySRD spell, except that it can affect any creature with an Intelligence score and that the target gets a penalty to save equal to half her own Instability Level. Invoking a new Sanity's Collapse replaces the previous one
A(2): the target instead gets a penalty to save equal to her own Instability Level

(9th) Identity Crisis (Compulsion)[Evil,Mind-Affecting]
You implant an idea inside your target's subconscious that he is in fact, you. This insidious chirurgery that effectively kills its target duplicates the Mind SeedSRD power, except that the XP cost for each affected target is 5,000 XP. Cooldown: 1hr/HD of last Identity Crisis target

(9th) Loser's Paradise (Compulsion)[Mind-Affecting]
You warp the consciousness of your target, introducing her to an imaginary world where her fantasies are all fulfilled. This duplicates the MicrocosmSRD power, except that the HP limit is equal to your Instability Levels times your Manifester Level.Psycho-Shape Chirurgeries: these are Chirurgeries that represent the various techniques and methods for transmitting the Lobotomy ability to the Psychotherapist's target(s). Psycho-Shape Chirurgeries effectively change the range (close, medium, or long, as defined in the SRD), the delivery method (attack roll, saves, or automatic), and the number of targets affected by a Lobotomy. The Chirurgeries below state their effects, action required to use them (standard unless mentioned otherwise), as well as their level. Many Psycho-Shape Chirurgeries have side effects that have saving throws, the DC of which are computed based on the resulting Lobotomy's effective power level.
Least(1st) Psybolt [Mind-Affecting]
The Lobotomy turns into a 30-ft. ranged touch attack, usable as a standard action, that can also be used iteratively on a full-attack as a full-round action
A(3+): +20-ft. to range

(2nd) Far Realm's Reach [Mind-Affecting]
The Lobotomy turns into a long-ranged touch attack, usable as a full-round action
A(1+): increase its total range by 50% of its normal range
A(7+): add another attack and a cumulative -5 penalty to all Far Realm's Reach subsequent attack rolls for that round

(2nd) Phrenic Explosion [Mind-Affecting]
The Lobotomy turns into a close-ranged 5-ft. radius burst that allows a Reflex save for half damage
A(2+): increase range by one category (close-medium-long), to a maximum range of long
A(2+): +5-ft.to radiusLesser(3rd) Psybeam [Mind-Affecting]
The Lobotomy turns into a 30-ft. line originating from you that allows a Reflex save for half damage
A(5+): +30-ft. to length

(3rd) Psywave [Mind-Affecting]
The Lobotomy turns into a 15-ft. radius cone originating from you that allows a Reflex save for half damage
A(5+): +15-ft. to radius

(4th) Mental Ward [Mind-Affecting]
The Lobotomy turns into a close-ranged effect that targets one creature; the next time that the target is damaged by a melee attack, the attacker is affected by Lobotomy damage (no attack roll, no save) and Psycho-Essence Chirurgery (if the Lobotomy was modified with such along Mental Ward). Invoking a new Mental Ward replaces the previous one
A(2+): affects an additional different target that cannot be more than 60-ft. away from any other target
A(2+): increase range by one category (close-medium-long), to a maximum range of longGreater(5th) Loon Snag [Mind-Affecting]
The Lobotomy turns into 4 close-ranged 5-ft. cube location-trigger traps that allows a Reflex save for half damage, usable as a full-round action. The traps deals Lobotomy damage (no attack roll, no save) and Psycho-Essence Chirurgery (if the Lobotomy was modified with such along Loon Snag). Invoking a new Loon Snag replaces the previous one
A(1+): +1 5-ft. cube traps
A(4+): becomes proximity-trigger (5-ft.)
A(2+): increase range by one category (close-medium-long), to a maximum range of long

(6th) Psychic Outbreak [Mind-Affecting]
The Lobotomy turns into up to one/ML close-ranged touch attack orbs that each only deals 1d6 damage instead of the normal Lobotomy damage, usable as a full-round action. Any target cannot be affected by more than one orb.
A(2+): increase range by one category (close-medium-long), to a maximum range of longManiacal(8th) Traumatize [Mind-Affecting]
The Lobotomy turns into a number of 5-ft. ranged-touch attacks equal to the Instability Level of one target creature that only deals half lobotomy damage as a full-round action. Cooldown: 5 rounds
A(1+): +5-ft. to range

(9th) Pandemia [Mind-Affecting]
The Lobotomy turns into a close-ranged 20-ft. radius, 40-ft. height spread that allows a Reflex save for half damage, usable as a full-round action. Cooldown: 5 rounds
A(1+): +5-ft to radius
A(1+): +10-ft to height
A(2+): increase range by one category (close-medium-long), to a maximum range of long
Pseudoexistent Chirurgeries: these are Chirurgeries that represent the more utilitarian abilities of the Psychotherapist, allowing her to call upon her and other people's deepest nightmares, fears, hopes, and dreams. Unless stated otherwise, all of the following Chirurgeries require a standard action to use. Manifester level for these Chirurgeries is equal to the character’s Psychotherapist level. Saving throw DC’s are 10 + the Chirurgery’s level + the character’s Intelligence modifier.
Least(1st) Erratic Movements [Mind-Affecting]
Immersion to the very tip of lunacy granted you unorthodox motor skills that are rarely found in sane individuals, giving you a +6 insight bonus to either Climb, Jump, Swim, or Tumble checks for 24 hours. Cooldown: 24 hours
A(2): effects that would normally dispel this chirurgery suppress it for 2d4 rounds instead
A(2+): choose another skill from within the options for which the bonus will apply
A(2+): increase the insight bonus by 1

(1st) Far Realm's Knowledge [Mind-Affecting]
Forbidden knowledge grants you a +6 insight bonus to Psicraft, or to one Knowledge skill of your choice for 24 hours. Cooldown: 24 hours
A(2): effects that would normally dispel this chirurgery suppress it for 2d4 rounds instead
A(2+): choose another Knowledge skill for which the bonus will apply
A(2+): increase the insight bonus by 1

(1st) Method in the Madness [Mind-Affecting]
Many doubt your strange and perturbing approach, but the voices in your head echo the wisdom of the ages, granting you +6 insight bonus to one Craft, Perform, or Profession skill of your choice for 24 hours. Cooldown: 24 hours
A(2): effects that would normally dispel this chirurgery suppress it for 2d4 rounds instead
A(2+): choose another skill among Craft, Perform, or Profession skills (regardless of your previous choice/s) for which the bonus will apply
A(2+): increase the insight bonus by 1

(2nd) Imaginary Companions (Summoning)[Evil]
You brought into a superficial existence the figments of your imagination to combat your foes. This duplicates the effects of a Summon Monster ISRD spell, except only animals with the fiendish template can be summoned. Invoking a new Imaginary Companions replaces the previous one. Cooldown: 1min./total HD summoned.
A(2+): you instead duplicate a Summon Monster spell of 1 level higher
A(2): you may instead summon any Evil creature (as indicated in the Summon Monster tables), but the Cooldown increases to 10min./total HD summoned
Lesser(3rd) Blank Stares [Mind-Affecting]
Despite what people say about your strange behavior of gazing blankly, you scoff at their ignorance and apparent cluelessness to the realities of life. This duplicates the effects of See InvisibilitySRD spell
A(4): this chirurgery instead duplicates the effects of True SeeingSRD spell, but the duration is shortened to 5 rounds.
A(4+): the duration increases tenfold [10 rounds is equal to 1 minute]

(4th) Forced Delusions
You forcefully rip magical effects from the fabric of reality by dismissing them as mere delusions. This duplicates the effects of a Dispel PsionicsSRD power, except that it also works on magic
A(1+): increase the maximum ML bonus by 2 (to a maximum of +20 bonus)
A(6): this can now also dispel supernatural abilities that mimic specific mind-affecting spells
Greater(5th) Hallucinatory Landscaping [Mind-Affecting]
You forcefully merge your imaginary fantasy world with the real one. This duplicates the effects of Hallucinatory TerrainSRD, except that the duration is a 1 min./level. Invoking a new Hallucinatory Landscaping replaces the previous one.

(6th) Devour Insanity [Mind-Affecting]
You develop the capability and the appetite for literally consuming Instability itself. This chirurgery, which doesn't bestow any Instability Level, lowers all Instability Level by 1 in a 5-ft./ML radius area burst originating from you. For one round, you gain fast healing equal to twice the instance of Instability Level lowered
A(2+): further lower the Insanity Level by 1
A(2+): multiply the amount of fast healing by 2

(6th) Reflect Nightmares (Polymorph)
Nightmares are made real, shedding off your civility and letting you fully embrace the abominable forms. This duplicates the effects of the PolymorphSRD spell, except that the target is only you, and that only available types to change into are Monstrous Humanoid, Fey, and Aberrations. Invoking a new Reflect Nightmares replaces the previous one. Cooldown: 10min./total HD of used form
A(3+): increase the maximum HD limit by 2
Maniacal(7th) Intelligent Babbling [Mind-Affecting]
Your long and frequent conversations with stones, trees, flowers, and swords finally pays off. This duplicates the effects of the Stone TellSRD spell (including the casting time), except that you gain the ability to speak to anything. Cooldown: 8 hours
A(4): Increase the duration to 10min./ML
A(8): Increase the duration to 20min./ML

(8th) Solitary Confinement [Force,Mind-Affecting]
You encase a single creature inside a secluded area as a full-round action. This duplicates the effects of the Windowless version of the ForcecageSRD spell, except that the size of the cell adjusts to exactly fit appropriately the size of the target creature. Invoking a new Solitary Confinement replaces the previous one. Cooldown: 1min./HD of last target

(9th) Mend Psyche [Mind-Affecting]
With unparallelled mastery of Psychotherapy, you relieve the target of mental trauma previously thought to be incurable. This duplicates the effects of Repair Psychic Damage option of the Psychic ChirurgerySRD power. In addition, this chirurgery also instantly restores the target's Instability Level to 0.

(9th) Thoughtscour [Mind-Affecting]
With a burst of psionic energy, you massively increase your capacity to detect instability, usable as a full-round action. The range of your Chasing Madness (Find) ability becomes 1mile/ML for 5 rounds. Cooldown: 24 hours.


3
Credits:
Plague Doctor (http://www.giantitp.com/forums/showthread.php?t=214607) homebrew by Circle of Life - inspiration, class skills wording/formatting
Ebon Initiate (http://www.giantitp.com/forums/showthread.php?t=163297&highlight=Ebon+Initiate) homebrew by ErrantX - inspiration class features wording/formatting
Mindscourge (http://www.giantitp.com/forums/showthread.php?t=131476) homebrew by TabletopNuke - class features wording/formatting
WarlockCAr - class features wording/formatting
invocationsCAr, CM - invocations
powers,augmentations,etcXPH, CPs, MoE - class features wording/formatting, invocations

Quellian-dyrae
2013-06-24, 02:07 AM
Seeker of the Eternal

"They exist outside of space. They were created before time. They wield power greater than the gods. And they are waking up."

Tales are often told of ancient, primordial beings, greater than even the gods, living outside of reality. Some call them cosmic horrors or eldritch abominations. The Seekers call them Eternals. Seekers of the Eternal are members of a mad cult dedicated to awakening these ancient beings, drawing their attention, and bringing them back into reality. Why the Seekers do this is a question few know the answer to. Some say for power, others believe it is purely for the evil cause of utter destruction. The most common theory, however, is that they are simply insane, their minds broken by their Eternal masters, their bodies used as mere puppets to offer them a passage into our world.

Adventures: Seekers of the Eternal strive to bring their masters into the world. To this end, they often try and find or develop powerful summoning and dimension-warping rituals. Many of their adventures may revolve around collecting the proper reagents, sacrifices, and aid to perform these rituals - and avoiding or defeating those who would work to prevent them.

Characteristics: Seekers of the Eternal are rather disjointed in their focus. They wield some psionic powers, and while they are not limited in how often they can manifest their powers each day (since they are drawing power from a mind far more vast than their own), their powers come from an external source, so it takes substantial focus to use them, making it generally harder for them to keep up a sustained psionic assault. Many of their powers go to persisting personal augmentations, allowing them to be capable in combat with the right power choices. They also make useful supporters for other spellcasters, able to use ritual procedures to power their allies' spells. High-level Seekers can command a diverse variety of rituals by drawing upon their master's arcane knowledge, but the strain of doing so too often can leave them a gibbering wreck.

Alignments: Oh let's be clear, Seekers of the Eternal are crazy cultists through and through. The beings they serve are an undeniably destructive force, and their return would be an apocalyptic scenario. The vast majority of Seekers are Chaotic Evil, although some manage to temper their insanity to some degree. No Seekers, however, can have a Lawful or Good alignment - their minds are too inherently disordered for them to be Lawful, and their goals are too inherently destructive for them to be Good.

Religion: Seekers worship the Eternals. Eternals are ancient foes of the gods, so Seekers never so much as even pay homage to actual deities.

Background: Some Seekers are inducted into the cult by more experienced members. Despite their damaged minds, Seekers have a formidable will riding within them (not one they can effectively communicate with, but still there), and most of them are surprisingly charismatic and persuasive, when they're not rambling nonsense. Some Seekers were chosen by the Eternals themselves, forcibly possessed, their minds broken. Still others might have learned some ritual or rite in the course of other magical studies that opened them to an Eternal, whose presence quickly corrupted their mind and morality.

Races: The curiosity of humankind is often a blessing, but it also means that humans have a tendency to seek the answers to some questions that should not be asked. Humans make up the majority of Seekers, but members of other races do exist in their ranks. As far as Eternals are concerned, they're all equally insignificant.

Other Classes: Seekers of the Eternal...aren't exactly the most popular of people. Being a crazy cultist tends to do that to you. Divine spellcasters in particular tend to despise them - in fact, a Seeker of the Eternal may always be counted as a member of an enemy religion for purposes of spells and powers based around such. They perhaps get along best with arcane casters, as their ritual magic is a useful tool as long as they can keep it together. Other psionic characters' reactions to them tend to range from pity to disgust to horror. Even warlocks don't tend to get along with them, since most Outsiders, good or evil, look upon Seekers with no more love than the gods do.

Role: In an adventuring party, the Seeker...man, who am I kidding. There's one proper role for this class: the villain!

Adaptation: File off the serial numbers, and the Seeker can simply be a dabbler in the arcane or psionic arts whose powers are too much for its mind to fully deal with.

GAME RULE INFORMATION
Seekers of the Eternal have the following game statistics.
Abilities: Charisma allows a Seeker to channel more magical power, while Constitution allows it to endure more mutations and is its easiest source of blood magic.
Alignment: Any non-Lawful, non-Good.
Hit Die: d8.
Starting Age: As bard.
Starting Gold: As rogue.

Class Skills
The Seeker's class skills (and the key ability for each skill) are...
Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Disguise (Cha), Forgery (Int), Gather Information (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Knowledge (Int), Move Silently (Dex), Perform (Cha), Profession (Wis), Search (Int), Speak Language (N/A), Spellcraft (Int), Use Magic Device (Cha), and Use Rope (Dex).

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

The Seeker of the Eternal
{table=head]Level|BAB|Fort|Ref|Will|Special

1st|
+0|
+0|
+0|
+2|Gifts of the Eternal (1st).

2nd|
+1|
+0|
+0|
+3|Broken Mind.

3rd|
+2|
+1|
+1|
+3|Conspiracy Theorist.

4th|
+3|
+1|
+1|
+4|Rites of Blood and Magic.

5th|
+3|
+1|
+1|
+4|Gifts of the Eternal (2nd).

6th|
+4|
+2|
+2|
+5|Revelation.

7th|
+5|
+2|
+2|
+5|Ritual Adept.

8th|
+6|
+2|
+2|
+6|Double Focus.

9th|
+6|
+3|
+3|
+6|Gifts of the Eternal (3rd).

10th|
+7|
+3|
+3|
+7|Inhuman Mind.

11th|
+8|
+3|
+3|
+7|Mad Certainty.

12th|
+9|
+4|
+4|
+8|Improved Revelation.

13th|
+9|
+4|
+4|
+8|Gifts of the Eternal (4th).

14th|
+10|
+4|
+4|
+9|Ritual Master.

15th|
+11|
+5|
+5|
+9|Triple Focus.

16th|
+12|
+5|
+5|
+10|Empty Mind.

17th|
+12|
+5|
+5|
+10|Gifts of the Eternal (5th).

18th|
+13|
+6|
+6|
+11|Greater Revelation.

19th|
+14|
+6|
+6|
+11|In This Head, Behind These Eyes.

20th|
+15|
+6|
+6|
+12|Eternal Essence.[/table]

Weapon and Armor Proficiency: Seekers of the Eternal are proficient with simple weapons, light and medium armor, and shields (except tower shields).

Gifts of the Eternal (Su): While the Seekers of the Eternal as an organization accept their share of uninitiated acolytes, this class is for the truly dedicated. These foolish few have opened their bodies and their minds to their Eternal masters, and received the presence of an Eternal in their head. Of course, the humanoid body and mind has its...limits, so Eternals typically make a few upgrades.

At first level, the Seeker may choose a number of first-level psionic powers equal to half its Charisma modifier, rounded up, which it may use in a manner similar to a psi-like ability. Every four levels thereafter, it gains another Gift, which can be up to one level higher than the previous, and may also exchange one of its existing first-level Gifts, if any remain, for a Gift of this new level. At each class level gained, a Seeker may change any or all of its Gifts for other psionic powers of equal or lower level (if it chose a power lower level than the maximum for a given Gift, it may upgrade it to its normal maximum level when it changes it, if desired).

The Seeker gains a reserve of 1 PP and a psionic focus. Most Gifts are activated by expending its psionic focus. However, any Gifts that are Personal range and have a duration of at least one minute per level are instead constantly active as long as the Seeker maintains its psionic focus.

All Gifts are considered to have a total number of PP spent equal to half the Seeker's class level, rounded up. Any points in excess of the base cost are considered augmentations. Gifts also use a save DC of 10 + 1/2 the Seeker's class level + the Seeker's Charisma modifier, regardless of power level or augmentation.

Any natural weapons gained through Gifts have an additional advantage; a +5' increase to their Reach per level of the Seeker's highest-level Gift.

Broken Mind (Ex): By second level, the prolonged presence of an Eternal's consciousness in your head has broken you. Since your initiation, you have had vivid dreams of the Eternal's experience outside reality. Your mind has contained thoughts far beyond your ability to understand and process. You occasionally experience a disjointed sense of time. Without an Eternal's mind and will keeping you on task, you would likely devolve into a gibbering mess.

However, there's only so much damage that others can do to your psyche. You become immune to Fear and Confusion effects, and any time you succeed a Will save against a mind-affecting ability that would normally result in a reduced or partial effect, you receive no effect. Finally, your Intelligence, Wisdom, and Charisma scores cannot be reduced below 1.

Conspiracy Theorist (Ex): You have uncovered the truth of the Eternals - what other secrets are out there, waiting for you reveal?

Starting at third level, once per day, any effort you make or assist with to uncover information always reveals a true and complete answer to whatever question you are trying to uncover. Whether research, divination, information gathering, or other means of seeking out information, you uncover the truth regardless of any rolls you would normally have to make or defenses that might stand in your way.

However, you must still make any normal checks required. On a failed check, and again for each three points you fail to meet the DC by or each fifteen points you fail to meet a percentage roll by, your DM may also provide you with a false answer. If your means of acquiring the information would normally simply be unable to do so, the DM may provide you with any number of false answers.

The DM does not need to provide the full number of false answers (or any at all) if it doesn't wish to come up with them, or if it deems the story improved by you having access to the true information. That said, the DM is heartily encouraged to make the false information as plausible and difficult to disprove as it can, and to actively provide false answers that will provide story hooks, hinder your goals, and/or utterly humiliate you.

Any skill checks you, or others you reveal this information to, make regarding the information (such as attempts to verify or debunk a specific answer, or convince others of any of it) take a penalty equal to your class level minus your Wisdom modifier (minimum 0).

Naturally, you are utterly convinced that every piece of information you gain with this ability is completely true, even (or, perhaps, especially) the blatantly contradictory ones.

Rites of Blood and Magic (Sp): To return Eternals to the world requires potent magical rituals. You aren't a mage, but by fourth level you have learned enough to perform ritual magic. If rules for rituals or similar magical procedures (such as the Incantations offered in Unearthed Arcana) are in play in the campaign, you may use any that don't depend on levels in a specific class, even if they would normally require feats or other expenditures to use.

Additionally, you possess a pool of power that you can use to assist other spellcasters and power rituals. You may now take metamagic feats as if you were a spellcaster, and you gain a bonus metamagic feat. Each day, you naturally have access to a number of points in this pool equal to your class level plus your Charisma modifier. As a full-round action, you can perform a rite that assists an allied spellcaster.

At any time before the end of your next turn, when that spellcaster casts a spell, you may spend one or more points from your pool to achieve the following effects. You cannot spend more points than half your class level, rounded up, improving a single spell. If you have spellcasting ability, you may improve your own spells. Psionic powers are treated as spells for this purpose, and you may improve your own activated psionic powers (the ones that require an expenditure of psionic focus).

Spend a number of points equal to the spell level to allow the caster to retain the spell slot, prepared spell, or psionic focus.
Spend a number of points equal to half the spell level, rounded up, to apply a metamagic feat you know to the spell. This cost must be paid for each spell level increase of the feat.
Spend two points to increase the spell's caster level and its save DC by 1.
Spend one point to ignore the need for any non-unique, non-priceless material components worth less than one gold piece.
Spend one point to treat the manifester as having expended its psionic focus on a single feat or ability it possesses to improve the power.
Spend one point to reduce the Power Point cost of a psionic power by 2.

When performing a ritual, you can also spend points from your pool to reduce a single necessary check DC by 1. Your limit to points spent per spell applies likewise to rituals.

You can also use blood magic to power your arcane rites. As a swift action, you draw power from blood spilled within Close range. Certain amounts of total damage inflicted within this range, to a living creature with blood by a slashing, piercing, or other blood-letting weapon, grants you temporary points in your pool. The amount of total damage required to gain a point is 20 + 5 per temporary point already in the pool (so the first point requires 20 damage, the second another 25, the third another 30, etc). As part of this swift action, you may use such a weapon to deal an amount of damage equal to or less than the subject's current hit points plus ten to yourself or a willing subject in your reach (while helpless subjects can be attacked by a coup de grace normally, with a killing blow counting as damage equal to its current hit points plus ten). These points last for as long as you keep spending the swift action on blood magic, or until you use your ritual pool for any purpose. If you cease gathering power, or tap into your power, any remaining temporary points fade away at the end of your turn.

Only one blood mage can gain power from any instance of blood. Competing blood mages may make opposed Charisma checks to see who receives the power, with a +1 bonus per ten feet a given mage is closer than the other to the source.

Revelation (Su): At sixth level, you gain the ability to reveal the glory of the Eternals to others, implanting the truth straight into their minds. You may do this a number of times per day equal to 3 + your Charisma modifier. Inducing a Revelation is a mind-affecting ability. Make a melee touch attack against the target. If you hit, the target must roll a Will save. If it fails, it becomes Dazed, Frightened, or Confused (your choice) for one round per point of your Charisma modifier. The target's mind blocks out this traumatic experience, so it has no memory of what happened when so affected. A successful save renders the target immune to the Revelation ability (from you or other Seekers) for 24 hours.

If the save succeeds, the target instead becomes Shaken, and the duration is only one round.

Of course, there are some who, like you, see the Eternals for the glorious creatures they are. Any target of this ability who fails its save can choose to replace the condition it would suffer with Charmed (as if by a Charm Monster spell). Even when the Charm expires, such potentials have their attitude towards you increased to Friendly as if through normal interaction. Aberrations that fail their saves are always Charmed.

Ritual Adept (Sp): You are more adept at performing rites and rituals. You may spend points from your ritual pool in place of expensive material components required by spells and rituals (but not for crafting magic items). Each point spent provides the equivalent of half your Charisma modifier times your class level in gold, so a 10th level Seeker with a Charisma of 18 would provide 20 gold worth of components per point spent. Additionally, your limit for points spent on a single spell or ritual increases to your full class level, and you can draw power from blood spilled in Medium range.

You may also use points in this way to supplement charged or single-use magical items. You must spend at least one point doing so. If your expenditure has a total value at least equal to that of the charge or use, it is not expended.

Double Focus (Su): Starting at eighth level, your Eternal puts in the effort to make a more serious improvement to your body or mind. You now possess two psionic foci, which you can gain and expend individually (if you maintain either, you count as maintaining your psionic focus for all purposes). You may dedicate each focus to one of your Gifts, chosen each time you regain the focus. If the Gift lasts while focus is maintained, it is considered to have total PP spent on it equal to your full class level (rather than half your class level) while you maintain its dedicated focus.

You may also expend both foci when using other Gifts, to treat the Gift used as having PP spent equal to your full class level.

Inhuman Mind (Ex): By tenth level, your mind is more than just broken. It is indelibly changed to such a degree that many would say you are no longer human (or whatever race you had been). Henceforth, you are treated as an Aberration for purposes of mind-affecting abilities. Additionally, any time you are targeted by a mind-affecting ability and suffer no effect (due to immunity, Spell Resistance, a successful save, or whatever reason), the character who used the ability is immediately affected by your Revelation ability. No touch attack is required, but the attacker gets its normal save.

Mad Certainty (Sp): Starting at eleventh level, horror of horrors, the thoughts of the Eternal in your head start making sense. There is power there, and knowledge, ancient, forbidden knowledge that only you can use! You may perform a ten-minute ritual to cast a single spell. You may choose any spell or power from the Wizard, Cleric, Druid, or Psion lists with a spell level no higher than half your class level, rounded up. You must provide any necessary components and focuses (though you may use your ritual pool normally). Psionic powers are considered augmented to a total PP value equal to your class level.

If you wish, you may leave the ritual incomplete, "preparing" the spell like a wizard, to use with its normal casting time at some later point. When doing so, the ritual functions as a spell for all purposes, and you can cast it without losing it by using your ritual magic. You take a -1 penalty to your Wisdom score per three spell levels you have prepared in this way (expending the prepared spells reduces the penalty appropriately).

You are not, strictly, limited in the number of times per day you can use this ability. However, each time you perform the ritual, you must roll a Will save against a DC of 5 plus the total number of spell levels worth of rituals you have performed since your last eight hours of sleep. If you fail, the effort of drawing upon that much Eternal knowledge through a mortal brain temporarily breaks your connection with your Eternal. You become Confused, Dazed, or Frightened (equal chances of each) for eight hours, take 1d4 points of Wisdom burn, and lose any currently prepared rituals and psionic foci. These conditions ignore any immunities or special defenses you may possess. However, these episodes count as eight hours of sleep for purposes of determining the DC of this ability.

Improved Revelation (Su): Starting at twelfth level, when you reveal the glory of the Eternals, you reveal more of their splendor. The target of your Revelation becomes Stunned, Panicked, or Mad (as Confused, but you choose an option from the Confusion list and it simply follows that choice), if you wish. A target who accepts the glory of the Eternals is instead subject to a Suggestion. You may also now induce a Revelation at Medium range, with no need for a touch attack.

Immunity to the Revelation ability from a successful save offers no protection against an Improved Revelation. However, succeeding a save against an Improved Revelation provides immunity to both normal and Improved Revelations (from you or other Seekers) for twenty-four hours.

Ritual Master (Sp): A fourteenth level Seeker is a master of ritual magic. You may spend points from your ritual pool in place of XP components for spells and rituals (but not for crafting magic items). Each point is worth one-fifth as much XP is it is worth gold. You may also now draw power from blood spilled within Long range, and you are no longer limited in the number of points you can spend to improve a given spell or ritual except by the total points you have available.

Triple Focus (Su): At fifteenth level, the Eternal within you has seen fit to perfect your mortal mind. You may now maintain three psionic foci at once, and can dedicate each to a maintained Gift. This also allows you to expend both foci on a fully-augmented Gift and still have one leftover to maintain Gifts.

Empty Mind (Ex): With your body and mind as perfect as a mortal's can ever be, the times has come for your Eternal to move its consciousness in fully. At sixteenth level, your mind is gone. Your soul, the essence of the person you were, is entirely consumed. Your personality is simply the Eternal's memory of how you used to act, which it may maintain, or not, as suits its purposes. Goodbye.

Nothing can read or alter the mind that used to inhabit your body, and no divinations can reveal anything about that person - because that person no longer exists. Now that you occupy this body, it receives the constant benefits of a Mind Blank.

Since the mortal's mind is no longer there to break, failing a Will save to use your Eternal Knowledge ability (what the mortal host called Mad Certainty) is no longer as harmful. However, it does still temporarily break your connection with the host; you no longer take Wisdom Burn from failing the save, and you always take only the Dazed condition.

Greater Revelation (Su): Now that your consciousness has an anchor in this world, you can blast away the sanity of your foes freely, crushing them with your potent psychic powers. Starting at eighteenth level, you may use Revelations and Improved Revelations at will, you can perform any sort of Revelation on anyone you have line of sight and line of effect to, and you have your host's previous daily uses with which to perform Greater Revelations. Greater Revelations function like Improved Revelations, but they are permanent, although those who yield to your power instead merely become Dominated for twenty-four hours.

Immunity to Revelations and Improved Revelations provide no protection against Greater Revelations, and a successful save does not provide immunity to a Greater Revelation - you are now blasting your foes' minds directly from within their world, and no mere act of mortal will can deny you.

In This Head, Behind These Eyes (Ex): Meeting the gaze of your host body gives you a link to a mortal's mind, allowing you to instantly blast it with psychic powers. At nineteenth level, you gain a gaze attack that visits a normal Revelation on all targets, with a range of sixty feet. In the second consecutive round that the subject must resist your gaze, the effects change to an Improved Revelation instead.

Eternal Essence (Su): A twentieth level host is powerful, for a mortal; powerful enough to contain a shard of your own Eternal essence. Though you cannot bring your full body, mind, and essence into this world, you can manifest a fragment of your true power.

Your host's body is maintained by your essence, no longer aging, nor needing food, water, air, or sleep. Your host body gains Damage Reduction and Regeneration both equal to your Constitution modifier, overcome by any form of aligned damage.

The limits of a mortal mind have been completely overcome; you always count as maintaining a psionic focus (you still possess your three normal psionic foci to expend on Gifts and dedicate to maintained Gifts). Your maximum power level for each of your Gifts also increases by one.

Finally, imbued with a shard of your Eternal essence, you are protected in this form from the powers of the gods. You ignore all powers, defenses, and bonuses specifically provided by a Divine Rank, and are immune to Salient Divine Abilities (but do be aware that gods are still Outsiders with massive numbers of Hit Dice, class levels, likely access to Epic magic, and nigh-limitless resources).

Network
2013-07-19, 03:28 PM
The Apostle of Madness

Image (http://1dut.com/wp-content/uploads/2011/08/cthulhu-conseptual-and-digital-art-1dut.com-2.jpg)

WHAT? You dare to question my knowledge!? My masters will come to kill you all!

The power of the Far Realm is very attractive to would-be oracles and sages. Not only are the residents of that plane generous in their gifts, but they accept almost anyone amongst their followers. Unknown to most, the Far Realm is a threat to the entire Multiverse, but the Apostles of Madness know the truth. Driven by insanity or personal gain, they willingfully allow their masters to get a grip on reality, and especially on themselves.

Adventures: Typically, an Apostle of Madness will adventure in hope of spreading their warnings of impending doom. Good Apostles believe that the more people they convert, the more will be saved on the last days. Evil Apostles do everything in their power to make sure to be saved, including adventuring.

Characteristics: The Apostle of Madness class gives access to spells and powers that can make opponents helpless, most of the time without actually killing them. It's Mad Dreams class feature gives access to useful divination spells when it comes to learning new information, and the various Gifts of the Ancients can increase the character's versatility, to an extend.

Alignment: Apostles of Madness are necessarily Chaotic, because no mind can stay orderly for long after touching pure madness. Most of them are Chaotic Neutral, but some have an unexplanable tendency toward evil, as it is more in line with the destructive nature of chaos and madness.

Religion: Apostles of Madness are the servants of nameless entities from outside time, space, and possibly the Multiverse itself. They believe these beings to be more powerful than gods. For this reason, they rarely, if ever, follow any kind of religion.

Background: Apostles of Madness are usually the students of older members of the class. From time to time, a child raised by an Alienist or one unfortunate enough to encounter a pseudonatural creature at an early age progressively begins to hear voices in her sleep, which slowly teach her how to channel arcane energy and psionic powers from the Far Realm.

Races: Most Apostles of Madness are human, simply because few other races have both an attraction to the Far Realm and enough willpower to retain their sanity upon touching it. Elves are the next most common.

Other Classes: An Apostle of Madness have no special opinion of fighting classes, except barbarians, which they see as interesting allies to team up with. They despise divine spellcasters, whom they consider to be pale imitators, and who think the same of them. They always consider themselves superior to arcane spellcasters and psionics, as they received enlightenment (of a sort) and not them. Finally, they hate Harrowed (http://www.giantitp.com/forums/showthread.php?t=188148), as they believe their interior monster to be trapped Far Realm entities, which only need to be freed once more.

Role: The role of an Apostle of Madness is that of an arcane caster, more precisely a diviner. Her spell list makes her useful at excluding opponents from the fight, but she doesn't have the versatility of a sorcerer or wizard. Due to her status as the servant of a greater power, an Apostle of Madness expects to have the same moral weight than a divine spellcaster, even if they have different roles.

Adaptation: If you do not want to include the Far Realm as a threat in your campaign world, the powers of the Apostle of Madness may come from a combination of innate psychic abilities and mental instability. In this case, the Mad Dreams class feature results from their ability to immerse themselves into the collective consciousness, while the various Gifts of the Ancient are applications of (in any combination) their ability to mix reality and imagination, to predict the future and to use alchemy in formely unheard of ways.

GAME RULE INFORMATION
The Apostle of Madness have the following game statistics.
Abilities: The most important ability of an Apostle of Madness is Wisdom. Constitution is also useful as she has few hit points. Dexterity will let them dodge attacks, which may be helpful should they be forced into melee.
Alignment: Any Chaotic.
Hit Die: d6
Starting Age: Moderate
Starting Gold: 5d4 x 10 gp (125 gp)

Class Skills
The Apostle of Madness' 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), Psicraft (Int) and Spellcraft (Int)

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

Apostle of Madness
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Sanity Points/Day

1st|
+0|
+0|
+0|
+2|Mad Dreams (Identify), Sanity Control, Wild Talent|
2

2nd|
+1|
+0|
+0|
+3|Gift of the Ancients|
6

3rd|
+1|
+1|
+1|
+3|Mad Dreams (Locate Object)|
11

4th|
+2|
+1|
+1|
+4|Mind Warp (1/day)|
17

5th|
+2|
+1|
+1|
+4|Bonus Feat|
25

6th|
+3|
+2|
+2|
+5|Gift of the Ancients|
35

7th|
+3|
+2|
+2|
+5|Mad Dreams (Locate Creature)|
46

8th|
+4|
+2|
+2|
+6|Mind Warp (2/day)|
58

9th|
+4|
+3|
+3|
+6|Mad Dreams (Contact Other Plane)|
72

10th|
+5|
+3|
+3|
+7|Bonus Feat, Gift of the Ancients|
88

11th|
+5|
+3|
+3|
+7|Mad Dreams (Legend Lore)|
106

12th|
+6/+1|
+4|
+4|
+8|Mind Warp (3/day)|
126

13th|
+6/+1|
+4|
+4|
+8|Mind Blank|
147

14th|
+7/+2|
+4|
+4|
+9|Gift of the Ancients|
170

15th|
+7/+2|
+5|
+5|
+9|Bonus Feat, Mad Dreams (Discern Location)|
195

16th|
+8/+3|
+5|
+5|
+10|Mind Warp (4/day)|
221

17th|
+8/+3|
+5|
+5|
+10|Immunity to confusion|
250

18th|
+9/+4|
+6|
+6|
+11|Gift of the Ancients|
280

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

20th|
+10/+5|
+6|
+6|
+12|Bonus Feat, Mind Warp (at will)|
343[/table]

Class Features
All of the following are class features of the Apostle of Madness.

Weapon and Armor Proficiencies: Apostles of Madness are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor of any type interfere with an Apostle of Madness' movements, which can cause her spells with somatic components to fail. It does not, however, interfere with the manifestation of powers.

Sanity Points/Day: An Apostle of Madness ability to manipulate sanity is limited by the sanity points she has available. Her base daily allotment of sanity points is given on Table: The Apostle of Madness. She also gains bonus sanity points equal to (Wisdom modifier * Class level)/2. To recover her sanity points, the Apostle of Madness must sleep or rest eight continuous hours.

Sanity points and power points are not equivalent and cannot be exchanged. They cannot be spend on an ability that require the other (even manifesting, if the character is multiclassed). A character with no power points cannot be psionically focused. Effects that drain power points ignore sanity points and vice-versa ; effects that increase the cost in power points of powers also increase the cost in sanity points of powers (but not of spells and other class features), which may prevent the character from using them. The power point limit also apply to sanity points, but the manifester level in classes that use power points and in classes that use sanity points is not cumulative.

Should the Apostle of Madness be reduced to 0 sanity points in any way, she instantly takes 1d6 points of Wisdom damage.

Sanity Control (see text): As the Apostle of Madness follows the path of her masters, she gains the ability to control her mind and those of people around her. Each time she achieves a new level, she unlocks the knowledge of a new psionic power or arcane spell, which she can use by spending sanity points.
{table=head]Class level|Maximum level of powers/spells known
1st-2nd|
1

3rd-4th|
2

5th-6th|
3

7th-8th|
4

9th-10th|
5

11th-12th|
6

13th-14th|
7

15th-16th|
8

17th-20th|
9[/table]
Choose the powers and spells known from the Apostle of Madness lists below. Instead of power points or spell slots, the Apostle of Madness uses sanity points. A power or spells costs a number of sanity points equal to (its level * 2) -1, but the Apostle of Madness can only spend one sanity point per level on a given power or spell (she has an effective caster and manifester level equal to her class level).

The Apostle of Madness can use Metamagic and Metapsionic feats, if she has any, but doing so increases the cost of the casting (as normal for a power, according to the modified spell level for a spell).

Powers and spells granted by the Sanity Control ability apply the general rules of powers and spells, respectively, except sanity points replace power points for the purpose of manifesting and augmentation, and replace spell slots for the purpose of spellcasting. Spells do not need to be augmented.

The Difficulty Class for saving throws against powers and spells is 10 + the power’s or spell's level + the Apostle's Wisdom modifier.

To learn, manifest or cast a power or spell, an Apostle of Madness must have a Wisdom score of at least 10 + the power’s or spell's level.

Apostle of Madness list of powers :
1- Attraction, Déjà Vu, Demoralize, Disable, Distract, Mind Thrust, Primal Fear (CP), Psionic Daze
2- Aversion, Brain Lock, Cloud Mind, Ego Whip, Inflict Pain, Mental Disruption
3- Cerebral Phantasm (CP), Crisis of Breath, Exhalation of the Bronze Dragon (CP), False Sensory Imput, Hostile Empathic Transfert, Mind Trap, Psionic Blast, Psychic Containment (CP)
4- Death Urge, Empathic Feedback, Mental Turmoil (CP), Mindwipe, Personality Parasite, Psionic Modify Memory, Schism
5- Catapsi, Psychic Crush, Psychotic Break (CP), Shatter Mind Black
6- Co-Opt Concentration, Mass Cloud Mind
7- Crisis of Life, Insanity, Ultrablast
8- Mind Seed
9- Apopsi, Microcosm, Urge Extermination (CP)

Apostle of Madness list of spells :
1- Cause Fear, Color Spray, Distract (SpC), Distract Assaillant (SpC), Incite (SpC), Inhibit (SpC), Lesser Confusion, Shock and Awe (SpC), Stupor (BoVD), Unnerving Gaze (BoVD), Whelm (PHBII)
2- Black Karma Curse (PHBII), Delusions of Grandeur (SpC), Horror of the Spoken Name (ToM), Hypnotic Pattern, Mindless Rage (SpC), Phantasmal Assailants (SpC), Phantom Foe (SpC), Ray of Stupidity (SpC), Rebuke (SpC), Scare, Sting Ray (SpC), Tasha's Hideous Laughter, Torrent of Tears (CM), Touch of Idiocy, Vertigo (PHBII), Vision of Entropy (FCI), Whelming Blast (PHBII)
3- Cone of Dimness (SpC), Cruel Disappointment (BoVD), Curse of the Putrid Husk (BoVD), Dolorous Motes (BoED), Elation (BoED), Hesitate (PHBII), Hold Person, Hood of the Cobra (CM), Inevitable Defeat (PHBII), Mesmerizing Glare (SpC), Miser's Envy (Dra), Phantasmal Strangler (CM), Rage, Ray of Dizziness (SpC), Reality Blind (BoVD), Suppress Breath Weapon (Dra, SpC), Tormenting Thirst (Sand), Touch of Madness (CD, SpC)
4- Aggravate Dracorage (DrF), Cone of Euphoria (DrF), Confusion, Crushing Despair, Evil Glare (PlH), Fear, Friend to Foe (PHBII), Greater Rebuke (SpC), Mass Whelm (PHBII), Phantasmal Killer, Rainbow Pattern, Sensory Deprivation (SpC), Siren's Call (Sto)
5- Bolts of Bedevilment (CD, SpC), Cloak of Hate (HH), Dream, Fever Dream (CM), Hold Monster, Illusory Feast (SpC), Incite Riot (PHBII), Mind Fog, Nightmare, Spiritwall (CAr, SpC)
6- Aura of Terror (SpC), Dream Casting (SpC) (cannot use the Charm effect), Imperious Glare (Dra, SpC), Overwhelm (PHBII), Symbol of Fear, Symbol of Thirst (Sand), Transfix (CAr), Wages of Sin (BoED)
7- Final Rebuke (SpC), Insanity, Mass Hold Person, Solipsism (SpC), Symbol of Stunning, Symphonic Nightmare (SpC)
8- Antipathy, Maddening Whispers (Dra, SpC), Otto's Irresistible Dance, Scintillating Pattern, Symbol of Insanity, Sympathy, Wrathful Castigation (SpC)
9- Maddening Scream (CD, SpC), Mass Hold Monster, Mindrape (BoVD), Weird

Apostles of Madness can fulfill the prerequisites of prestige classes as both a manifester and a spontaneous arcane spellcaster. Prestige classes that would increase the Apostle of Madness' caster or manifester level increase both (as well as the Mad Dreams class feature, see below). If an Apostle of Madness takes levels in a prestige class with dual progression (such as cerebremancer), both progressions cannot be applied to the same class (at least, not simultaneously).

Mad Dreams (Su): The Apostle of Madness has the unique ability to grasp alien knowledge in her sleep. She can choose to take 1d4 points of Wisdom damage during her daily recovery of sanity points to gain an additional amount of sanity points equal to her class level and a +2 bonus to the DC of her powers and spells. In addition, if she holds an objects in her sleep, she can take 1 point of Wisdom damage to cast Identify on it, without the usual material, somatic and verbal components of the spell. She can cast this spell at will, as long as she does so in her sleep and is ready to take Wisdom damage.

At 3rd level, she can cast Locate Object during her daily rest by taking 2 points of Wisdom damage. No material, somatic or verbal component is required.

At 7th level, she can cast Locate Creature by taking 2 points of Wisdom damage. She keeps the ability to cast the former spells.

At 9th level, she can also cast Contact Other Plane by taking 4 points of Wisdom damage.

At 11th level, she can also cast Legend Lore by taking 4 points of Wisdom damage.

At 15th level, she can also cast Discern Location by taking 4 points of Wisdom damage.

The Apostle of Madness cannot use any form of the Mad Dream class feature when she is awakened (but can continue to benefit from the information obtained, of course). However, using it does not disrupt her sleep. Spells and effects that prevent the character from dreaming at all (such as Symphonic Nightmare) prevent the use of Mad Dreams.

Prestige classes that increase the Apostle of Madness' caster and manifester level also improve the Mad Dream class feature.

Wild Talent: An Apostle of Madness gains Wild Talent as a bonus feat, which allows her to become psionically focused. If she already has it, or if she would gain it again as a result of multiclassing, she gains Psionic Talent instead.

Gift of the Ancients (Su): At 2nd, 6th, 10th, 14th and 18th level, the Apostle of Madness receives a gift from her masters. She can choose any gift for which she qualifies from among those described below, classified by their minimum class level requirement. To choose a gift, she must fulfill the prerequisites of it (including the minimum class level requirement).
Level 2
Eldritch Summoning: The Apostle of Madness adds Summon Monster I, II and III to her spell list. She automatically adds these spells to her list of spells known when she gains access to the appropriate spell level. However, the creatures she summons come from the Far Realm. Replace the celestial or fiendish creature templates with the pseudonatural creature template ; she cannot summon a creature that is not of pseudonatural origin. To select this gift, the Apostle of Madness must have 5 ranks in Knowledge (the planes).

Glimpse of the Future: The entities from the Far Realm live outside of time as it is currently understood, and are known to whisper secrets about possible futures to some of their servants. By selecting this gift, the Apostle of Madness becomes one such servant. She can spend 1 sanity point as a standard action to either cast True Strike or manifest Destiny Dissonance as a caster/manifester of her class level. This is a supernatural ability, not subject to arcane spell failure chance, psionic resistance, or counterspelling.

Non-Euclidian Movement: Certain Far Realm entities have more than the three dimensions of the mortal world. They bestowed to the Apostle of Madness the ability to warp these additional dimensions of space. By spending 1 sanity point, the Apostle of Madness can take a 10-foot step instead of the usual 5-foot step. She doesn't occupy the space between the two cases ; to all observers, she was absorbed by a rift in space and rejected by another. Difficult terrain does not affect her, but she must have a line of effect to the desired location.
Level 6
Improved Eldritch Summoning: The Apostle of Madness adds Summon Monster IV, V and VI to her list of spells known as soon as she can cast spells of the appropriate spell level. The creatures she summons with these spells come from the Far Realm (as with Eldritch Summoning). In addition, the Apostle of Madness casts spells from the conjuration school with a +1 bonus to her effective caster level, and the creatures she summons have a strength score increased by 2. This benefit only apply to spells from this class. To select this gift, the Apostle of Madness must have the Eldritch Summoning gift and 9 ranks in Knowledge (the planes).

Send into the Future: The Apostle of Madness not only receives informations from the future, but can send people (including herself) into it. As a standard action, she can spend 5 sanity points to cast Time Hop as a manifester of her class level. The power is augmented without additional spending of sanity points, in the limit of her effective manifester level. This is a supernatural ability and is not subject to psionic resistance. To select this gift, the Apostle of Madness must have the Glimpse of the Future gift.
Level 10
Improved Non-Euclidian Movement: The Apostle of Madness gains the ability to fold the additional dimensions of space to a greater extend, allowing her to spend 7 sanity points as a standard action to either cast Dimension Door or Dimension Swap as a caster/manifester of her class level, with the difference that she can continue to act after using this version of Dimension Door. This is a supernatural ability, not subject to arcane spell failure chance, magic and psionic resistance or counterspelling. To select this gift, the Apostle of Madness must have the Non-Euclidian Movement gift.

Reanimator: Mad dreams are doors to unmatched occult knowledge and alchemical secrets. The Apostle of Madness learns from them the ability to use an effect similar to Animate Dead as a supernatural ability, but with the following differences : she can only animate zombies, and through an alchemical process instead of magic. The reanimation requires 10 minutes and an alchemist's lab with a value of 500 gp. Finally, the Apostle of Madness spends 10 sanity points and specific alchemical materials worth at least 25 gp per Hit Dice of the undead. The Apostle of Madness use her class level as her effective caster level to count the amount of undead HD she can control at a time. This select this gift, the Apostle of Madness must have 13 ranks in Craft (Alchemy) and must not be good-aligned.

Level 14
Greater Eldritch Summoning: The Apostle of Madness adds Summon Monster VII, VIII and IX to her list of spells known as soon as she can cast spells of the appropriate spell level. The creatures she summons with these spells come from the Far Realm (as with Eldritch Summoning).
In addition, the bonus to caster level from the Improved Eldritch Summoning gift increase by 1. To select this gift, the Apostle of Madness must have the Eldritch Summoning and Improved Eldritch Summoning gifts and 17 ranks in Knowledge (the planes).

Greater Non-Euclidian Movement: The Apostle of Madness acquires a prodigious control over the unknown dimensions of space. By spending 13 sanity points as a standard action, she can cast either Dream Travel, Plane Shift or Shadow Walk as a caster/manifester of her class level. This is a supernatural ability, not subject to arcane spell failure chance, magic and psionic resistance or counterspelling. To select this gift, the Apostle of Madness must have the Non-Euclidian Movement and Improved Non-Euclidian Movement gifts.

Improved Reanimator: The Apostle of Madness perfected her reanimation process in such a way that she can create sentient undead. The effect is similar to Create Undead, but the reanimation process has the same material and temporal requirements as for the Reanimator gift. The cost in sanity points is of 14 and she doesn't control the undead she creates. Unlike with the spell, sentient undead created through this process retain their mental ability scores, their class skills and their feats (in the limit of their new Hit Dices), which replaces the usual attributes of the undead type. They retain their alignment and general personnality, and can thus be convinced with a successful diplomacy check. The Apostle of Madness (and only her) can demoralize and torture the undead with an intimidate check as if they were living. To select this gift, the Apostle of Madness must have the Reanimator gift, 17 ranks in Craft (Alchemy), and must not be good-aligned.
Level 18
Life Mastery: The Apostle of Madness' ability to reverse death with the use of alchemy become truly impressive. This gift has three different applications, described below.
-First, she learns the fabrication process of the Elixir of life, which she can craft in any alchemist's lab with a value of 500 gp or more. The Elixir of life has a DC to craft of 35 and is worth 3 500 gp, but the process is too long and expensive for the final result to be sold. Any living person drinking an Elixir of life becomes 1 year younger. If the age category of the character changes as a result of the rejuvenation, the penalties from aging are reduced, but the benefits continue to apply. The drinker is not immune to supernatural forms of aging, because the effect of the elixir is instantaneous.
-Second, she can prepare a cheap substance that stops the decaying process of dead and undead bodies. The effect is similar to an extraordinary Gentle Repose with an effective caster level of 7. The Apostle of Madness must inject alchemical substances with a total value of 5 gp, which only takes 1 minute.
-Finally, the Apostle of Madness can reverse death with the use of alchemy. The effect simulate the Raise Dead spell. The resurrection process takes 10 minutes and require access to an alchemist's lab with a value of 500 gp. The Apostle of Madness spends 18 sanity points and expensive alchemical materials, for a total cost of 50 gp per HD of the resurrected person. Because the resurrection process is not a result of magic, but of supernatural alchemy, the soul cannot refuse to be resurrected. If the soul is not currently available, another soul takes its place (DM's discretion). The character does not lose a level as a result of the resurrection. However, the process is intrinsically flawed, and the person dies again 1d6 hours latter if not magically healed. This healing must include complete recovery of hit points, but also removal of any ability damage, ability drain and negative level the resurrected character may suffer, if any.
To select this gift, the Apostle of Madness must have the Reanimator and Improved Reanimator gifts, 21 ranks in Craft (Alchemy), and must not be good-aligned.

Time Mastery: The Apostle of Madness ability to see and project things into the future improves considerably. By spending 17 sanity points as a standard action, she can manifest either Mass Time Hop and Timeless Body as a manifester of her class level. This is a supernatural ability. In addition, she automatically adds Time Regression to her list of powers known for this class. To select this gift, the Apostle of Madness must have the Glimpse of the Future and Send into the Future gifts.

Bonus Feat: At 5th, 10th, 15th and 20th level, the Apostle of Madness gains a bonus feat. At each such opportunity, she can choose a metamagic feat, a metapsionic feat, an item creation feat, Iron Will, or a feat with Iron Will as a prerequisite. The Apostle of Madness must meet all prerequisites for a bonus feat. An evil Apostle of Madness may also take Insane Defiance (EE) or a deformity feat as bonus feats, assuming she fulfills their prerequisites.

Mind Warp (Su): At 4th level, the Apostle of Madness can use a mind-affecting class feature (including a spell or power from this class) against opponents normally immune to mind-affecting effects. She can do so safely one time per day at 4th level, two times at 8th level, three times at 12th, four times at 16th and at will at 20th. She must decide to use this ability when she casts a spell, manifest a power or use a mind-affecting effect. The effect can bypass one source of immunity per daily uses spent, such as the artificial construct, plant or undead types, the lack of Intelligence score, or Mind Blank. If the spell or effect fails, or if the target has more sources of immunity than the Apostle of Madness expected, the daily uses of Mind Warp are still lost. Creatures with no Intelligence score automatically lose their saves against mind-affecting effects if their immunity is bypassed (spell resistance apply normally).

Mind Warp allows the Apostle of Madness to target unliving and mindless creatures even if the spell or effect can normally only target living creatures or those with an Intelligence score. However, it is possible that the targets are immune to the effect anyway (in the case of an undead that would receive ability damage, for example).

An Apostle of Madness also has a daily amount of risky uses of Mind Warp equal to the amount of safe uses. Risky uses can be spend normally, but whenever the Apostle of Madness spends at least one risky use, she becomes confused (as the spell) on her next turn and must succeed on a Will save (DC 10 + amount of sanity points spent on the spell or effect) or lose an amount of sanity points equal to her class level. This effect ignore the Apostle of Madness' immunity to mind-affecting effects (if any), but immunity to confusion apply normally and prevent the loss of sanity points. For the purpose of the confusion, the target (or the area of effect, if the spell didn't affect anyone yet) is treated as the "caster", even if its ability scores and general capabilities have no incidence on the strength of a risky Mind Warp's drawback.

Mind Blank (Su): At 13th level, the Apostle of Madness gains the benefit of a constant Mind Blank spell, though it cannot be dispelled. She can stop and resume this effect as a free action.

Immunity to confusion (Ex): At 17th level, the Apostle of Madness gains immunity to all forms of confusion, including those caused by the Insanity spell or risky uses of Mind Warp.

The Threat of the Far Realm
The Apostle of Madness class mentions the Far Realm as the source of the character's powers, and as a threat on top of it. It may raise the question as to why the class is not inherently evil, and why would a good character ever help the Far Realm entities in the slightest. The fact that many Apostles of Madness slowly lose their sanity may help, but a simpler explanation is that the threat is subtler than it sounds. In most possible scenarios, it is philosophical rather than physical. The Far Realm is a non-malignant place of madness ; its victims are much more likely to lose their sanity than their life. To all rules however, there is an exception. There is at least one malignant Far Realm entity : Thoon, who is somehow closely associated with mind flayers. However, even amongst evil Apostles of Madness, only a few know of its existence, and its worshippers are even rarer.
If the GM does not want to include Thoon or another Far Realm entity as a possible threat to his game world, it is suggested that he use the suggestions from the Adaptation section of the class.

Sanity Points and the Sanity System
Simply put, Apostles of Madness sanity points are unrelated to sanity points as described in Unearthed Arcana. In fact, it is suggested that an Apostle of Madness does not comply to the sanity variant system. If the GM decides to, he must make sure she is more likely to incur sanity loss as a result of spellcasting. Running out of the class' sanity points may also cause sanity loss. Don't forget to keep track of sanity points for the purpose of this class and of sanity points for the purpose of the variant system separately, possibly by giving them different names.

Apostles of Madness and Character Options
Like any character, an Apostle of Madness may find an interest in multiclassing. Many take levels in the bard class, but the most combat-focused take barbarian levels. Finally, some learn arcane magic or psionic powers (but see the section on power points, above). Finally, a well-selected prestige class is always a good option. Apostles of Madness seldom take levels in a class with divine spellcasting, because gods have wholly different agendas from Far Realm entities. However, there is no rule against it.

Interesting prestige classes for an Apostle of Madness include the Alienist (CAr), the Anathema Mage (http://www.giantitp.com/forums/showthread.php?t=71282) and the Wild Mage (CAr). In Eberron, the Cataclysm Mage prestige class is also thematically appropriate. The spoiler below explains the usefulness of each prestige class and changes to the class features if used by an Apostle of Madness. In case the character also has levels in a different spellcasting class, she benefits from both versions of the ability, but the modified version only apply to the Apostle of Madness' specific form of spellcasting.
Alienist
Apostles of Madness with the Eldritch Summoning gift naturally become Alienists, as both classes consist of willing servants of Far Realm entities.
Summon Alien. Because an Apostle of Madness with Eldritch Summoning can already summon pseudonatural creatures with a Summon Monster spell, this class feature instead allows the Alienist to summon any creature from the list and apply the pseudonatural template on it, even if it didn't already have a template (if it did, then the pseudonatural template replaces it as normal).
Extra Summoning. This class feature instead gives 1 sanity point per caster level of the Alienist, which she can only spend on Summon Monster spells.

Anathema Mage
Evil Apostles of Madness are sometimes said to be the most insane, and those who take this prestige class show it well. Even a one-level dip is enough to greatly extend the Apostle of Madness' list of spells known.
Insane Clarity. The Anathema Mage treats all Knowledge skills as trained even without rank, as normal for this class feature. Beside, because she doesn't use spell slots, she can use a full-round action three times per day to gain a temporary amount of sanity points equal to her caster level. These sanity points last a number of minutes equal to the Anathema Mage's Wisdom modifier. This replaces the Anathema Mage's ability to cast higher level spells by using lower spell slots.
Mind Devours Body. The Anathema Mage can use this class feature to regain sanity points, according to the following table. The Anathema Mage cannot regain more than one sanity point per caster level in a single use of this ability.
{table=head]Constitution damage|Amount of sanity points regained
1|
1

2|
5

3|
9

4|
13

5|
17

+1|
+4[/table]

Cataclysm Mage
This prestige class is the earliest way to gain immunity to confusion. Furthermore, the Mad Dreams class feature counts as a vision, making the prerequisites of the class easy to fulfill. No adjustment to the class features is required.

Wild Mage
Apostles of Madness who become Wild Mages may be trying to get early immunity to confusion (a 6th level class feature), or simply studying the essence of chaos, and in turn the essence of the Far Realm.
Wild Magic. This class feature also applies to manifesting. However, it doesn't change the amount of sanity points an Apostle of Madness can spend on a given spell or power.
Reckless Dweomer. As the Apostle of Madness doesn't have spell slots, this class feature instead requires the spending of 1 sanity point.

Lastly, the following feats are specifically intended for Apostles of Madness.
Melody to the Unfathomable Window [General]
Your masters taught you melodies and rhythms of sound of an otherworldly nature, which you can use to appease them.
Prerequisites: Bardic Music ability, Mad Dreams ability
Benefit: If you have levels in Apostle of Madness and Bard, those levels stack for the purpose of determining the spells you can cast with the Mad Dreams ability and determining the number of times per day you can use your bardic music.
In addition, you can open a rift to the Far Realm by singing next to a window for at least an hour, but only if you have daily uses of bardic music. The rift is located inside the window itself, but cannot be crossed in any way. However, people from your side of the window can see a random location of the Far Realm and vice-versa (people from the other side of the window see nothing unusual). You can then sing in the name of the entities from the Far Realm and receive visions in return. The effect is similar to the Mad Dreams ability, but you spend uses of bardic music instead of receiving Wisdom damage. This is an exception to the statement that the Mad Dreams ability can only be used in your sleep.
If you sing to the Far Realm entities for at least 8 hours and spend at least 8 uses of bardic music during that time, you instantly recover your sanity points and heal 1 point of Wisdom damage or burn you may suffer (if any), even if you did not rest.

Sanity Fuel [Psionic]
You can let an entity from the Far Realm devour your mind in exchange of temporary clarity.
Prerequisites: Overchannel, Talented, Sanity Control class feature.
Benefit: You can recover an amount of sanity points equal to your caster/manifester level by taking 2 points of Wisdom burn. The loss in Wisdom does not reduce your current amount of sanity points.
You can recover additional sanity points for a proportional cost to Wisdom. These recovered points are added to your sanity points reserve as if you had gained them by resting overnight. Sanity points in excess of your (now reduced) maximum are lost.
Special: This feat counts as Body Fuel for the purpose of prerequisites. Unlike Body Fuel, you can use Sanity Fuel even if you are not living or when your are outside of your own body, but any resistance you may have against ability burn does not apply.

(Pending)

BlasphemousSlug
2013-07-21, 10:30 PM
Whisper Mage

Some people will believe anything if you whisper it to them, even if it breaks them
-Miguel de Unamuno (http://www.brainyquote.com/quotes/quotes/m/migueldeun120218.html), secret Whisper Mage

The mind is a powerful tool, for good or for ill, and can be harnessed to perform incredible feats. The Whisper Mage seeks to control the mind, shaping it to fit their own purposes...

Whisper Mages, somtimes refered to as Whisperers, are those that study the art of Whispering. They reach into peoples minds, breaking them, and rebuilding them to be more useful. It is a dark profession, one that makes many enemies, but those who persevere gain incredible powers, and strange insight into the inner workings of the mind.

Adventures: Whisper Mages are generally sedentary in nature, creating a place of comfort for themselves by twisting those around them to be more suitable. For this reason, there are not many adventuring Whisperers in the world. That being said, controlling the minds of men is considered a crime in most places, necessitating that certain Mages travel to conceal their activities. Adventuring is also the best way to find powerful beasts and heroes that can be turned into equally powerful servitors.

Characteristics: The Whisper Mage is a master manipulator, skilled at diplomacy, gathering intel, and creating "assets" in the adventuring world. They are a little combat shy, but more then make up for it in their ability to "recruit" others to the fight. They have a variety of spells to choose from, acting as a debuffer in combat, hanging back while their "allies" pummel the enemy. They do require a bit of downtime to properly prepare lunatics and such as proverbial meat shields.

Alignment: The majority of Whisperers are of course evil. Power over the minds of others is ripe for abuse, and tends to give them a sense of superiority. This superiority often turns into a disregard for others, allowing them to commit worse and worse atrocities until they are firmly entrenched in evil. A minority of good Mages exist, either curing the insanity inflicted by others, or misguidedly attempting to "reform" villains with their powers.

Religion: Many Whisper Mages follow gods of the Mind and Mental Domination. Just as many eschew any religion, finding that it is just a different form of their own art, controlling peoples minds.

Background: Like Sorcerers, the Whisperers talent is innate. Unlike the Sorcerer, they require no teacher to unlock that power. From an early age, the Whisperer knows that he is different, that he has power of others. If someone disagrees with him, he can, with his will alone, make them think differently. As he comes to age he begins to refine his craft, seeing that the easiest way to control someones mind is to simply break it.

Races: The talent was first discovered in humans and, as such, most Whisper Mages are human. Intermarriage between races, and certain magical experiments have spread the art to pretty much every race, though they are much rarer.

Other Classes: Whisper Mages generally do not get along very well with other classes. The more intelligent, and long lived, Mages learn to at least fake respect for their other party members. Being mostly anti religious, Whisperers generally don't trust divine spellcasters. They generally have no respect for strength of arms, seeing that as a task for puppets to perform. The one exception is with monks. The discipline and self control of the monk is so great that even the Whisperers must pay heed. They also have no great respect for the arcane, seeing all the flashy spells of wizards and sorcerers to be a waste, not understanding what true power is. The exception being with those who understand the subtler aspects of magic, such as bards and enchanters. Still, most Mages are too paranoid to them as any but rivals.

Role: Whisperers bring a lot of muscle to the fight, just not their muscles. Given enough time and resources, a Whisper Mage could build a party of his own, dominating all the necessary elements to create an outstanding team. That being said, this class is best played as villains. If one were to be played in a typical party, they would act primarily as ranged debuffers. It still would be wise to let them snag at least another sword arm though.

Adaptation: The Whisper Mage is a unique element that can be added to any game. They posses self contained rules on sanity that can be used without changing the entire game world. They can easily be added into any history, being an extremely rare class, and being secretive by nature. In Faerun they serve Ilsensine as harvesters of knowledge, unknowingly sending every broken mind they create to him. In Ebberon they are the product of the Daelkyr, harnessing the madness given them to wreak havoc.

GAME RULE INFORMATION
Whisper Mages' have the following game statistics.
Abilities: Charisma is the most important as the casting stat, but Intelligence is also important for the skill Knowledge (Madness). Dexterity and Constitution are both important as well for surviveability. Dexterity is less important for whisper mages then other casters because of the low number of touch attacks.
Alignment: Any, but good is rare.
Hit Die: d4
Starting Age: As bard.
Starting Gold: Whisper mages' begin play with 6d4 x 10 gp worth of goods and equipment. When you control the minds of those around you, why not live well?

Class Skills
The whisper mages' class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Diplomacy (Cha), Disguise (Cha), Forgery (Int), Gather Information (Cha), Heal (Wis), Intimidate (Cha), Knowledge (Local) (Int), Knowledge (Madness) (Int), Profession (Wis), Sense Motive (Wis), Speak Language (None), Use Magic Device (Cha), Whisper (Cha).

Skill Points at First Level: (6 + Int modifier) x 4
Skill Points at Each Additional Level: 6 + Int modifier

CLASS NAME
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|1st|2nd|3rd|4th|5th|6th|7th|8th|9th

1st|
+0|
+0|
+0|
+2|Whisper|
3|
-|
-|
-|
-|
-|
-|
-|
-

2nd|
+1|
+0|
+0|
+3||
4|
-|
-|
-|
-|
-|
-|
-|
-

3rd|
+1|
+1|
+1|
+3|Telepathy|
5|
2|
-|
-|
-|
-|
-|
-|
-

4th|
+2|
+1|
+1|
+4||
6|
3|
-|
-|
-|
-|
-|
-|
-

5th|
+2|
+1|
+1|
+4||
6|
4|
2|
-|
-|
-|
-|
-|
-

6th|
+3|
+2|
+2|
+5||
6|
5|
3|
-|
-|
-|
-|
-|
-

7th|
+3|
+2|
+2|
+5|Telepathic Enchantment|
6|
6|
4|
2|
-|
-|
-|
-|
-

8th|
+4|
+2|
+2|
+6||
6|
6|
5|
3|
-|
-|
-|
-|
-

9th|
+4|
+3|
+3|
+6||
6|
6|
6|
4|
2|
-|
-|
-|
-

10th|
+5|
+3|
+3|
+7||
6|
6|
6|
5|
3|
-|
-|
-|
-

11th|
+5|
+3|
+3|
+7|Skilled Telepath|
6|
6|
6|
6|
4|
2|
-|
-|
-

12th|
+6/+1|
+4|
+4|
+8||
6|
6|
6|
6|
5|
3|
-|
-|
-

13th|
+6/+1|
+4|
+4|
+8||
6|
6|
6|
6|
6|
4|
2|
-|
-

14th|
+7/+2|
+4|
+4|
+9||
6|
6|
6|
6|
6|
5|
3|
-|
-

15th|
+7/+2|
+5|
+5|
+9|Mindblank|
6|
6|
6|
6|
6|
6|
4|
2|
-

16th|
+8/+3|
+5|
+5|
+10||
6|
6|
6|
6|
6|
6|
5|
3|
-

17th|
+8/+3|
+5|
+5|
+10||
6|
6|
6|
6|
6|
6|
6|
4|
2

18th|
+9/+4|
+6|
+6|
+11||
6|
6|
6|
6|
6|
6|
6|
5|
3

19th|
+9/+4|
+6|
+6|
+11||
6|
6|
6|
6|
6|
6|
6|
6|
4

20th|
+10/+5|
+6|
+6|
+12||
6|
6|
6|
6|
6|
6|
6|
6|
5[/table]

Class Features
All of the following are class features of the Whisper Mage

Weapon and Armor Proficiencies:
Whisper mages are proficient with simple weapons but not armor or shields.

Spells:
A whisper mage casts arcane spells, which are drawn from the whisper mage spell list (see below). Like a sorcerer, he can cast any spell he knows without preparing it ahead of time. When a whisper mage gains access to a new level of spells, she automatically knows all the spells for that level given on the whisper mages' spell list.

To cast a spell, a whisper mage must have a Charisma score of 10 + the spell’s level. The Difficulty Class for a saving throw against whisper mages’ spell is 10 + the spell’s level + his Charisma modifier. Like other spellcasters, a whisper mage can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given in the table above. In addition, he receives bonus spells for a high Charisma score (see Table 1–1 on page 8 of the Player’s Handbook).

A whisper mages' unique form of magic creates some oddities. Any spell cast by a whisper mage gain the verbal component if they did not have it, and lose any other components. Yes, this means that whisper mages do not incur the normal arcane spell failure. However, a whisper mages spells cannot be silenced by any form of metamagic, from either a feat or item.

Another oddity is that all spells gain the sonic descriptor. In order for them to take effect they must be heard by the target. This means that a silence spell around the target would negate the spell, as would deafness or stopping their ears. The target need not be within "hearing" distance, just within the spell range. The spell is not particularly loud though, it is in fact a whisper. Therefore, a listen check (DC 15) is required to hear it being cast before situational modifiers.

Whisper Mages' Spell List

1st- Cause Fear; Charm Person; Command; Comprehend Languages; Confusion, Lesser; Distract; Hypnotism; Sleep;

2nd- Calm Emotions; Detect Thoughts; Hold Person; Mechanus Mind; Mindless Rage; Rebuke; Tasha’s Hideous Laughter; Touch of Idiocy; Touch of Madness; Wave of Grief; Zone of Truth;

3rd- Bestow Curse; Bothersome Babble; Deep Slumber; Disquietude; Inevitable Defeat; Mesmerizing Glare; Miser’s Envy; Nightmare Lullaby; Rage; Suggestion; Telepathic Bond, Lesser; Tongues;

4th- Charm Monster; Confusion; Dirge of Discord; Dominate Person; Geas, Lesser; Modify Memory; Puppeteer; Rebuke, Greater; Vecna’s Malevolent Whisper;

5th- Bewildering Mischance; Bolts of Bedevilment; Command, Greater; Dream; Fever Dream; Friend to Foe; Hold Monster; Incite Riot; Rary’s Telepathic Bond;

6th- Dream Sight; Endless Slumber; Eyebite; Geas/Quest; Interplanar Telepathic Bond; Overwhelm; Probe Thoughts; Suggestion Mass;

7th- Antipathy; Brain Spider; Hiss of Sleep; Hold Person, Mass; Rebuke, Final; Sequester; Transfix;

8th- Binding; Charm Monster, Mass; Demand; Maddening Scream; Maddening Whispers; Otto’s Irresistible Dance; True Domination; Wrathful Castigation;

9th- Astral Projection; Dominate Monster; Hold Monster, Mass; Programed Amnesia; Sympathy;
Whisper:(Su)
The whisper mage has the ability to attack others minds, inflicting things called Derangements. To do this he must first establish contact. At 1st level this must be physical but at 3rd level he can do so by being within range with his telepathy (see below) and making eye contact.

Then the whisper mage must choose what spell slot he will dedicate and make an whisper skill check (see below). If he fails then the slot is spent as if it had been cast. If he succeeds then the slot is perpetually "in use" while he is Whispering. This means that he cannot use it to cast a spell or for any similar purpose without losing the Whispering. A whisperer can choose to drop the Whispering at any time but he does not regain use of the spell slot until after he has had 8 rest.

A whisper mage must spend a minimum of one hour of continuous meditation a week to maintain a Whisper on a target. If the whisper mage has multiple targets, these need not be taken at the same time. A whisper mage may maintain a Whisper on a number of creatures equal to its level.

After at least one week of whispering a whisper mage may choose to force the target to make a will save. Forcing the save ends the whispering, no matter the outcome. The save DC is calculated by:

10 + whisper mages' Cha modifier + Level of the Spell Slot dedicated + 2 for every successful whisper check + any misc. modifiers - derangement score

If the target succeeds on the save then it resists the insanity, taking no ill effects, and can make an immediate sense motive check to detect the presence of magical enchantment. The check is DC (10+whisper mages' Knowledge (Madness) modifier). If the target fails the save then they take the full effect of the derangement (see Derangements below).

Headstrong Charm:(Ex)
At second level the whisper mage gains the ability to add his Cha modifier to his will saves in addition to the normal ability modifier.

Telepathy:(Su)
At third level the whisper mage gains the ability to communicate telepathically. The range on his telepathy is 10 ft. per class level. This telepathy is language dependent.

Telepathic Enchantment:(Su)
At seventh level the whisper mage is able to cast spells that the target cannot hear (such as if the target was deaf) when within range of his telepathy.

Skilled Telepath:(Su)
At eleventh level the whisper mage is continually under the effect of the Tongues spell for the purposes of his telepathic communication.

Mindblank:(Su)
At fifteenth level the whisper mage is continually under the effect of the Mindblank spell.

BlasphemousSlug
2013-07-21, 10:32 PM
Derangements:

Derangements are a new subsystem designed to allow characters to deal with madness, both creating it and curing it. There are two new skills allowing interaction with the Derangement subsystem: Knowledge (Madness), and Whisper. These skills are covered in detail below.

About Derangements-
A derangement is made up of two main parts: the derangement score, and the disorder. The derangement score is how powerful a derangement is, and how damaging it is to the subjects psyche. The disorder is the lasting effect it has on the subject.

Being Afflicted:
Affliction begins when the character fails his will save from the Whisper ability. When they fail they take a special form of wisdom drain. This functions as a normal drain, except that it can be healed by certain spells and a special application of the heal skill (see healing madness below).

The amount of wisdom drained is equal to the derangement score of the derangement by which the character is afflicted. However, the drain is not immediate, but takes some time to come to full effect. The first point of wisdom drain is immediate, and another point of drain is dealt each day until it equals the derangement score. While the character is in this state he is said to be spiraling. After the last point is dealt the disorder takes effect, and the changes in character behavior become apparent. If, for any reason, the drain is stopped from being dealt before it reaches the derangement score, then the disorder immediately takes effect.

Reaching Zero
If the wisdom drain inflicted by a derangement causes a character to fall to zero wisdom then the character enters a coma as their fractured mind attempts to hold itself together. This coma can last for a number of days, weeks, months or even years. While in this coma a character can, once a week, roll a will save to overcome its derangements. This save must be done separately for each of its derangements, and has a save DC equal to the one it had when it originally acquired the derangement. Each week spent in this comma only allows for one save to be made, and this save is made as if the character has 1/2 his original wisdom score before being drained by derangements (round up). When a character has succeeded on each save, he is restored to 1/2 his original wisdom score (round down), but he still has those derangements and is still under the effect of their disorders. This can be healed as normal (see below).

Awareness of Insanity:
A character that has been inflicted with a derangement cannot communicate what has happened to it. If its aware of its disorder it can attempt to describe the symptoms, but it must be made aware of this, or directly encounter its effects. However, it is always unaware of its wisdom drain, and cannot explain why some of its powers or abilities may not be working, only that it does not have the clarity it once possessed. This makes detecting and identifying a derangement rather difficult. To detect a derangement in another, a character must make a sense motive check DC (25 - the derangement score of the derangement in effect). This alerts a character to the derangement itself. Once a character is aware of a derangement he can attempt to identify it (see Knowledge (Madness) below). It is also possible to detect a derangement while the character is still spiraling, however this requires Knowledge (Madness) (see below).

Healing Madness:
Derangements can be healed by a special Heal check. First the derangement must be identified, then a heal check of equal DC must be made. The subject must receive one hour of therapy a week and then can make a monthly retry on his will save. If he succeeds then the derangement is cured and can be removed. If identified, a heal, wish or miracle can also cure a derangement.

The Derangements:
Any and all choices about the specifics of a derangement are left up to the choice of the whisper mage who inflicted it, but should remain with the spirit of the derangement. These categories are intentionally vague to allow for some player choice in these.

These are example derangements, given to be used and act as a basic guideline for power level. New derangements can be created, with DM permission and are subject to DM approval.

Personal Tick: 1
Produces a minor 'tick' that can be off putting to others when noticed.
-1 on all charisma based skill checks when noticed
examples- twitchy eye, creepy nervous laugh, predilection to not bathe

Minor Malady: 2
Produces an abnormality in the subjects actions.
-2 on two skill checks, must have a reason
examples- shaky hands (-2 Disable Device, Open Lock), mean spirited (-2 Diplomacy, Gather Information)

Phobia: 3, 5, 7
Produces an irrational fear of a specific type of creature, or a particular situation.
When subject encounters the source of their fear the subject must make a will save DC (10 + whisper mages' cha modifier + misc. modifier)
Success means the subject is shaken
Failure means the subject is Frightened
Failure by 5 or more means the subject is Panicked
A roll of a natural 1 means the subject is Paralyzed for 1d4 rounds and then is Panicked
These effects persist until the source of the subjects fear is removed and for 1 minute after. This overcomes fear immunity.
Note, there are three different levels to phobia:
3: Lesser Phobia's are those that are fears of very rare and usually dangerous things
examples- a human farmers phobia of the Abyss, mindflayers, or Big T
5: Phobia's are those that are fears of more normal things that don't represent obvious threats
examples- a human farmers phobia of the ocean, rats, arcanists
7: Greater Phobia's are those that are fears of things that are a basic part of a creatures life
examples- a dwarf's fear of being underground, or an elf's fear of the woods
Note: Misc. modifiers increase the save (a person with a phobia of serpents would get a penalty when dropped in a pit of snakes)

Fetishism: 4, 6
The subject becomes particularly attached to an object, thinking it to be good luck or somehow empowering them.
Will not willingly part with object unless they make a will save DC (15 + whisper mages' cha modifer)
-2 morale penalty to attacks, damage rolls, savings throws, skill checks and ability checks
If under the effect of greater fetishism then the subject must make a concentration check to complete any complex action not directly involved with retrieving his object
examples- fighter believes his sword is magic when its not

Subordinate Personality: 8
The subject fixates on another person or intelligent creature, and follows their lead.
Subject views another creature as Helpful (see Diplomacy) and this cannot be changed by any nonmagical means

KNOWLEDGE (Int) (Trained only)
Knowledge (Madness) is skill and, like other knowledges, it represents a character's learning and understanding of a particular topic, in this case Derangements. You can identify a particular derangement by making a skill check DC (10 + derangement score).

WHISPER (Cha) (Trained only)
The whisper skill is used by a whisper mage to inflict derangements. To do this he must use his Whisper ability (see Whisper Mage above). When he tries to begin a Whispering he must first succeed on a skill check. Then if he meditates for at least one hour each day, at the end of a week he may make another skill check. If he succeeds then he gets a +2 to the save DC of his Whisper ability, if he fails he gains no benefit. He can continue to make skill checks in this way until he reaches a bonus of + 1/2 his ranks in the whisper skill (round down).
The DC of a whisper skill check is dependent upon the creature that is being effected and follows this formula:

DC 10 + 1/2 HD of the creature + Wis mod

Silva Stormrage
2013-07-25, 12:27 AM
Incantation Base Classes:

Incantations and Soul Power
The following base classes is an incanter and uses Incantations and Soul Power to fight his foes. Incanters have a number of Incantations that they know and these Incantations can be drawn from certain schools of incantations depending on the class. At the start of an encounter the an Incanter has access to all of his known incantations. After an incanter uses an incantation than he is unable to use that incantation again until he refreshes it. All incanters have a different method of refreshing incantations. All incantations are supernatural abilities. Some incantations reference incanter level, that number is equal to the number of class levels in an incanter base class plus any prestige classes that progress incantations. Incanters gain access to new levels of incantations at the same speed as a wizard gains access to new spells, 1st at 1st level, 2nd at 3rd level, 3rd at 5th level, etc. They can swap out any of their Incantations for another that they qualify for at every even level of an incantation base class or every third level of a prestige class that advances incantations. Incantations have saving throw dc's equal to 10 + the level of the incantation + the incanting ability of the base class.

Soul Power is another resource for incanters. Every time an incanter uses an incantation with a standard action or full round activation time he gains 10 Soul Power. When he uses an Incantation with a swift or move action activation time the incanter gains 5 Soul Power. In addition every time an incanter kills a creature with an incantation he gains 10 soul power. An incanter can only gain up to 20 soul power each round. An incanter can have a maximum amount of Soul Power depending on which incanter base class he is. Soul Power can be used to augment certain incantations to allow them to accomplish more powerful and varied effects. Certain incantations can be augmented by spending Soul Power. Each augmentation can only be selected once unless otherwise noted.



Black Blood Vanguard


http://www.pixel77.com/wp-content/uploads/2010/03/dark_knight_by_zeo_x.jpg
"My blood is black...!
Image From: http://www.pixel77.com/wp-content/uploads/2010/03/dark_knight_by_zeo_x.jpg

Info: Black Blood Vanguards are warriors that use a substance called black blood as their main fighting tool. This black blood courses through their veins and can be used in a variety of ways. Hardening to prevent damage, summoning waves of black blood to corrode opponents' minds and many other options. Black Blood Vanguards often work in the service of a Vector Witch (http://www.giantitp.com/forums/showthread.php?t=228402) whom sometimes can create Black Blood Vanguards by infusing subjects with copious amounts of various black blood compounds.

Characteristics: This class focuses control and debuffing opponents. The class itself is very mobile once it gets some black tentacles scattered around the battlefield which allow it to be pulled from one area of the battle to another almost instantly. Their black blood can make will saves incredibly difficult for enemies as the battle progresses.

Races: There isn't a race more prone to becoming a Black Blood Vanguard. Most of the time Vector Witches grab random test subjects to experiment with and those subjects can sometimes become Black Blood Vanguard. Other times individuals try to preform the experiments on themselves but no particular race is more prone to do this.

Alignment: Vanguards tend to have different goals and reasons for following those goals. Most Vanguards are chaotic though as the black blood that flows through their veins makes it difficult to maintain complete devotion to law.

Other Classes: Vanguard's love to travel with enchanters as they can control the weakened minds of those corrupted by black blood. Vanguards tend to have an issue with some lawful classes such as paladin and cleric due to their chaotic nature and the collateral damage they can sometimes cause.

Role: The main role an Vanguard plays is that of a frontline melee combatant with high mobility and survivability. He can use black tentacles and his black blood wave abilities to control the battlefield and maneuver himself and minions around. He can slowly degrade opponents minds making them more vulnerable to control and other effects.


GAME RULE INFORMATION
Vanguards have the following game statistics.
Abilities: Strength is the most important ability for Vanguards since it modifies their melee attack rolls and damage rolls as well as modifying several of their Incantation abilities. Constitution is also important as it modifies their hit points which help them fuel their black tentacle abilities. Charisma is also important as it modifies the Vanguard's incantation's save dc's and other class features.

Alignment: Any
Hit Die: d10
Starting Age: As paladin.
Starting Gold: As paladin

Class Skills
The Vanguard's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Craft (Int) Listen (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Arcane), (Int), Move Silently (Dex), Profession (Wis), Spellcraft (Int), Spot (Wis), Swim (Str)

Skill Points at First Level: (2 + Int modifier) x 4
Skill Points at Each Additional Level: 2 + Int modifier

Vanguard
{table=head]Level|Base Attack Bonus|Fort|Ref|Will|Special|Incantations

1st|
+1|
+2|
+0|
+0|Black Blood, Black Ichor, Bloody Slicer|1

2nd|
+2|
+3|
+0|
+0|Bloody Bulwark 1/Day |2

3rd|
+3|
+3|
+1|
+1|Blood Tentacles|3

4th|
+4|
+4|
+1|
+1|Blood Wave|3

5th|
+5|
+4|
+1|
+1|Talent|4

6th|
+6|
+5|
+2|
+2|Bloody Bulwark 2/Day|5

7th|
+7|
+5|
+2|
+2|Blood Tidal Wave|6

8th|
+8|
+6|
+2|
+2|Black Thorn Wall, Talent |6

9th|
+9|
+6|
+3|
+3|Maddening Scream|7

10th|
+10|
+7|
+3|
+3|Specialized Tentacles, Bloody Bulwark 3/Day|8

11th|
+11|
+7|
+3|
+3|Talent|9

12th|
+12|
+8|
+4|
+4|Puppet, Mad Whispers|9

13th|
+13|
+8|
+4|
+4|Blood Tsunami|10

14th|
+14|
+9|
+4|
+4|Bloody Bulwark 4/Day, Talent |11

15th|
+15|
+9|
+5|
+5|Mad Blood 1/Day, Maddening Symphony|12

16th|
+16|
+10|
+5|
+5|Mad Blood Spear|12

17th|
+17|
+10|
+5|
+5|Talent |13

18th|
+18|
+11|
+6|
+6|Bloody Bulwark (Continuous), Mad Blood 2/Day|14

19th|
+19|
+11|
+6|
+6|Black Forest|15

20th|
+20|
+12|
+6|
+6|Torrent of Madness, Talent, Mad Blood 3/Day|17[/table]

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

Weapon and Armor Proficiencies: Vanguard are proficient with all simple weapons and martial weapons and with all types of armor and shields.

Incantations The Vanguard is an incanter with access to four schools of incantations, Corruption, Pain, Terror and Vampiric. He begins the game with 1 incantation and gains incantations as he levels as shown on the table above.

He refreshes a number of his incantations whenever he drives a creature with more than 2 intelligence insane (See Black Blood below). He refreshes a number of incantations equal to the number of black blood tokens needed to drive that creature insane.

The Vanguard can have a maximum of 40 soul power at a time. The Vanguard uses charisma to determine the DC of his incantations.

Black Blood: (Ex) The Vanguard has black blood flowing threw his veins. Black blood is an alchemical substance fused with the essence of madness which grants the Vanguard durability but at the expense of some sanity. The Vanguard gains damage reduction x/- where x is equal to 2+1/4 of his class level. This damage reduction stacks with all other damage reduction. The Vanguard also can generate incredible amounts of black blood and even when using abilities that generate large amounts of black blood he can still function (See Blood Tentacles, Blood Wave and similar abilities below). This defensive power also allows the Vanguard to ignore any extra damage caused by bleeding injuries as the black blood stops all bleeding wounds and the Vanguard can simply restore any lost blood.

This defensive power comes at a cost though and the Vanguard takes a -2 penalty on all wisdom based checks and skills and a -2 penalty on any saving throw against fear effects as the black blood messes with their mental stability.

The Vanguard can use black blood offensively as well, coating his weapon in it, conjuring waves of black blood or other abilities described below. Subjects being hit by these abilities occur madness tokens if they fail a will saving throw (DC: 10 + 1/2 Incanter Level + Charisma Modifier). Madness tokens grant a -1 penalty to will saves per madness token the subject has. If the subject gains a number of madness tokens equal to his HD + 2 (So 3 tokens at level 1, 8 tokens at level 6, etc) he goes insane under the influence of the black blood. The subject is irrevocably insane (http://www.d20srd.org/srd/spells/insanity.htm) but dies after 10 minutes of being insane. The insane subject gains damage reduction 10/- as the black blood grants some defensive properties to the subject. Madness tokens from multiple Vanguards don't stack, if one Vanguard gives a subject 4 madness tokens and Vanguard gives the same target 3, then that target is treated as if having 4 madness tokens. If the Vanguard who gave the target 3 gives another 2 madness tokens then the target is treated as if having five madness tokens. Madness tokens can only be restored by a heal spell, greater restoration or more powerful restorative magic. These spells remove all madness tokens on a subject. Subjects with immunity to Mind Affecting abilities do not gain Madness Tokens.

Black Ichor: (Su) By spending 10 Soul Power the Vanguard can coat all of his weapons with black blood as a free action. Until the beginning of next turn any melee attacks made by the Vanguard corrupt the subject and they must make a will save or gain a single madness token (Described in the Black Blood class feature above).

Bloody Slicer: (Su) As a standard action ranged attack a Vanguard can cut his own wrists with a blade or simply have his black blood burst out towards a target within 60ft. The Vanguard makes an attack roll with his attack bonus being his BAB + Charisma Modifier. If he hits the subject must make a will save or gain a madness token and the attack deals 2d6+charisma modifier slashing damage. At 7th level this ability forces the subject to make a second will save or gain another madness token, at 15th level the target must make a third, at 20th the target must make a fourth.

Bloody Bulwark: (Su) Beginning at second level a Vanguard can further enhance his black blood for defense. As a swift action the Vanguard can gain damage reduction 5/- for the rest of the encounter or ten minutes whichever is longer. This damage reduction is increased by 5 for every 6th incanter level (So DR 10/- at 8th, DR 15/- at 14th and DR 20/- at 20th). This ability can be used once per day at 2nd level and an additional time per day at 6th, 10th, and 14th level. At 18th level the ability becomes permanent and the Vanguard is treated as if always having Bloody Bulwark active.

Bloody Tentacles: (Su) A third level Vanguard can sacrifice his life force and some madness lingering in others to create a tentacle made of black blood. To do so the Vanguard spends a standard action to sacrifice any number of hit points up to his maximum (He can kill himself with this if he so wishes to) as well as a single mad token from a single creature within LoE and LoS. Then he can summon a surge of black blood that comes gushing from his mouth, nose and even behind his eyes. This process doesn't hurt the Vanguard but it does create a bloody tentacle in an adjacent square with a number of current hit points and maximum hit points equal to double the number of hit points sacrificed by the Vanguard. Statistics for the tentacles are below. The tentacles last for one minute per incanter level. The tentacles are mindless but act as the Vanguard wishes and act on his turn.

Bloody Tentacles
Aberration (Size Varies)
HD Varies
Speed 0ft
Init: As Incanter
AC Varies (See Below)
BAB As Incanter
Attack Tentacle (See Below)
Space Varies.; Reach Varies.
Special Attacks Improved Grab, Reach, Sacrifice
Special Qualities Damage Reduction 10/-, Black Bond
Saves As Incanter
Abilities Str (See Black Bond), Dex 8, Con -, Int -, Wis -, Cha -
Skills N/A
Feats N/A
Challenge Rating Varies
Alignment Usually Chaotic
Level Adjustment -

Black Bond: (Su) The tentacle has a measure of strength given to it by the incanter who created it. It's strength score is equal to the incanter's charisma score +2 for each size category it is above medium. It's BAB is equal to the incanter's incanter level. And it gains fast healing and natural armor equal to the Incanter's charisma modifier +1 for every size it is above medium. Its size varies on how much hit points the incanter sacrificed to create it.

1-15 Hit Points Sacrificed: Medium
16-40 Hit Points Sacrificed: Lage
41-65 Hit Points Sacrificed: Huge
66-90 Hit Points Sacrificed: Gargantuan
91+ Hit Points Sacrificed: Colossal


Improved Grab: Whenever a Bloody Tentacle hits a target of equal to or smaller size than itself with its tentacle attack he can make a grapple attempt as a free action that does not provoke attack of opportunities.

Reach: The Bloody Tentacle can reach out as a full round action and grab a willing creature within its reach. It can then move that creature anywhere within it's threatened area. It can also grab an unwilling creature if it wins a grapple check against the creature (This does not provoke AOO's). If the creature is not a Black Blood Vanguard then it must make a will save or gain a madness token. This movement does provoke AOO's and any AOO has a 50% chance of hitting the tentacle instead of the creature being moved.

Sacrifice: (SLA) The Bloody Tentacle sacrifice's its own life force and grants a quarter of its current hit points to the Vanguard in exchange for destroying itself. The Tentacle can use this ability as a free action and doesn't need to be within LoS or LoE of the Vanguard to use this ability.


Blood Wave: (Su) As a standard action a fourth level Vanguard can cause a torrent of black blood gushing out from his body creating a large wave of madness which corrupts and blasts those in its path. The wave is a line 10ft wide, 10ft high and 50ft long, the attack deals 1d6+charisma modifier bludgeoning damage to all those in the path, the gushing pool of blood is too sudden and erratic to be dodged normally and automatically hits all on the path (Treat as line attack with no saving throw). In addition it bull rushes all those in the path, huge sized creatures and smaller must make a bull rush check versus a dc of (15+the Vanguard's Charisma Modifier) or be knocked back as normal for a bull rush. If they fail by 10 or more than they are knocked prone. Any creature damaged by this ability must make a will save or gain a madness token.

Talents: At 5th level and every 3rd level after (8th, 11th, etc) the Vanguard can select a talent to specialize his abilities. At each of the above levels he can only chose talents available at that level, he may not chose any talents from previous levels and he can select any of the three available talents at the given level. The three different type of talents are Tentacle Talents which modify the Black Tentacle ability, Black Blood Talents, which modify offensive and defensive black blood abilities, and Incantation Talents, which modify incantations.

5th Level


Tentacle Talent: Draining Tentacles: Whenever a Bloody Tentacle hits an opponent the Vanguard gains 5 soul power
Black Blood Talent: Empowering Waves: The Vanguard's Blood Wave, Bloody Tidal Wave and Bloody Tsunami grant soul power as if they were incantations.
Incantation Talent: Maddening Terror: Whenever a subject fails a saving throw against a terror incantation he gains a single madness token.


8th Level

Tentacle Talent: Rapid Reach: Bloody Tentacle's reach ability only takes a standard action to use.
Black Blood Talent: Nidhogg: The Vanguard grows black draconic wings made of blood which grants a fly speed equal to his base land speed with good maneuverability.
Incantation Talent: Gate of Terror: Whenever a subject fails a saving throw against a Terror Incantation the Vanguard can teleport to the subject as a move action if the subject is within medium range.

11th Level

Tentacle Talent: Durable Tentacles: All Tentacles created by this Vanguard have double their normal fast healing and damage reduction.
Black Blood Talent: Bloody Bastion: While Bloody Bulwark is active the Vanguard converts one quarter of the damage he takes into non lethal damage. If the Vanguard becomes immune to non lethal damage this bypasses that immunity.
Incantation Talent: Vampiric Regeneration: After using a Vampiric Incantation the Vanguard recovers 2 hit points per incantation level and gains fast healing equal to his charisma modifier for a number of rounds equal to the incantation level. This fast healing stacks with other forms of fast healing.

14th Level

Tentacle Talent: Rapid Growth: Summoning a Bloody Tentacle is now a move action instead of a standard action.
Black Blood Talent: Brisk Blood: Activating Bloody Bulwark is a free action now instead of swift. In addition, the Vanguard's Maddening Scream ability doesn't require an action to initiate and can be down reactively whenever the Vanguard takes damage even if the Vanguard could normally not take actions. The Vanguard can still chose wether or not to activate the ability and it can still only be used once per round.
Incantation Talent: Quicken Incantation: Four times per day the Vanguard can use any incantation he has available to use as a swift action instead of its normal activation time.

17th Level

Tentacle Talent: Powerful Tentacles: All Bloody Tentacles gain +8 strength and negate freedom of movement on any opponent whom they grapple with.
Black Blood Talent: Eroding Madness: Whenever a subject is hit with Bloody Wave, Bloody Tidal Wave or Bloody Tsunami the Vanguard can attempt to dispel any spell or magic item that protects against mind affecting abilities such as mindblank or a third eye of concealing. The Incanter uses his incanter level in place of caster level for the check and he also gains a +4 bonus on the dispel check. If a magic item is dispelled it is simply suppressed for 1d4 rounds.
Incantation Talent: Maddening Magic: Whenever a creature fails a saving throw against an incatation he gains a Madness Token with no saving throw to resist. Each incantation can only inflict a maximum of one Madness Token on each creature. Thus if a creature failed two will saves against Waning Willpower he would only take one Madness Token. However, if the subject passed the first and second save but failed the third he would still gain a madness token.

20th Level

Tentacle Talent: Double Tentacle: Whenever the Vanguard summons a Bloody Tentacle another Bloody Tentacle with the same statistics is summoned Adjacent to the original.
Black Blood Talent: Bloody Blades: Black Ichor now causes all creatures who fail the save to gain 2 madness tokens instead of one.
Incantation Talent: Dual Incantation: Once per encounter the Vanguard can activate two incantations with the same activation time with the same action. These incantations are not treated as if being expended.


Blood Tidal Wave: (Su) At 7th level the Vanguard can conjure a wider and more devastating blast of black blood as a standard action. This ability functions the same as Blood Wave except the Vanguard can conjure a line of black blood 15ft wide, 10ft high and 100ft long, the wave deals 3d6+charisma modifier damage, the bull rush check DC is (20 + Charisma modifier) and creatures need to make a will save or gain two madness tokens.

In addition, the Vanguard only needs to use a move action to activate his Blood Wave class feature.

Black Thorn Wall: (Su) At 8th level the Vanguard's blood tentacles gain the ability to create walls of black thorns made of black blood. In order to activate this ability two tentacles must spend full round actions and must sacrifice hit points equal to the distance between the two tentacles divided by 5 (Round up). Then a mass of thorns formed of black blood shoot out between the two tentacles and form a wall. Treat this wall as if it was created by a wall of thorns spell with a width of one foot and a height of 5ft if the tentacles are medium size, 10ft if the tentacles are large size and 15ft if the tentacles are huge or bigger. Any creature damaged by these thorns gains one madness token with no saving throw to resist. Any creature in the path of the wall as it is being created gets a reflex save (DC: 10+1/2 incanter level+charisma modifier) to move to one side of the wall or the other.

Maddening Screams: (Su) At ninth level the Vanguard can channel madness into his own voice. A number of times per day equal to 3 + his charisma modifier the Vanguard can release a horrible scream after taking hit point damage from an attack. As an immediate action he can create a high pitched sonic blast of madness which corrupts the minds of those nearby. Everyone within 30ft must make a will save or become confused for one round and gain one madness token. In addition those who fail the will save must make a fort save or take 1d6 damage per two class levels and gain another madness token. This is a sonic, mind affecting ability.

Specialized Tentacles: Whenever the Vanguard creates a black tentacle he can choose one of the following specializations for the Tentacle. In addition, all tentacles now have current and maximum hit points equal to four times the hit points sacrificed by the Vanguard.

Corrupter Tentacle: If the tentacle grapples a subject for at least one round than each additional round the subject is grappled he gains a madness token if he fails a will save (DC 10 + 1/2 incanter level + charisma modifier).

Constrictor Tentacle: Every time the tentacle successfully grapples an opponent the opponent takes 2d6+ the vanguard's charisma modifier damage. In addition the tentacle gains a +6 bonus on grapple checks.

Bulwark Tentacle: Whenever this tentacle takes damage from any source the source takes half the damage it inflicted to the tentacle. A will save halves this damage. The damage inflicted by this ability is empathic in nature and ignores immunities, regeneration, and similar abilities.

Shield Tentacles: A shield tentacle can once per round as an immediate action redirect an attack made against a creature who is adjacent to it to the tentacle itself. Treat the tentacle as the new target for all intensive purposes.

Puppet: (Su) At 12th level the Vanguard can take control of those who have succumb to madness. At will as a standard action the Vanguard can dominate (As dominate monster) a creature who has gone insane from madness tokens. The creature gets no saving throw to resist this effect. The domination puts the subject directly under the control of the Vanguard and he can act normally. The domination also lets the subject endure the corrosive nature of the black blood and the subject dies after a day instead of after 10 minutes. The Vanguard can only have a number of subjects dominated by this ability equal to a third of his charisma modifier (Round up).

Mad Whispers: (Su) Insane whispers flood the minds of creatures who try to influence the Vanguard's mind. Any creature who uses a mind affecting ability on the Vanguard instantly gains a madness token (No saving throw to resist) and takes 1d4 wisdom damage. Vanguards are immune other Vanguard's use of this ability.

Blood Tsunami: (Su) A 13th level Vanguard can flood the area around him with a torrent of black blood. As a full round action the vanguard creates a torrent of black blood hitting all creatures within 30ft of him with a wave of gushing madness. This ability functions as blood wave except it hits all in a 30ft burst around him and deals 8d6 + double the Vanguard's charisma modifier to those hit. In addition the ability causes subject to make a will save or gain 2 madness tokens.

In addition, the Vanguard's Blood Wave ability only requires a swift action and the Vanguards Blood Tidal Wave ability only requires a move action.

Mad Blood: At 15th level the Vanguard can delve far deeper into the madness of the Black Blood than he could before. A number of times per day as indicated on the table above the Vanguard can become a true avatar of madness. As a free action the Vanguard can enhance his black blood into mad blood which grants him incredibly powerful abilities for one minute. While his blood is enhanced he gains the following abilities.

All of his melee attacks are treated as if enhanced by his Black Ichor class ability.
He gains DR 10/- Which stacks with all other forms of DR he has.
He gains +2 Strength, +2 Con.
He gains Fast Healing 15
His Black Tentacle ability can be activated as a swift action and doesn't need to consume a madness token.
Whenever a subject fails a saving throw against gaining a madness token he must make another will save or gain another madness token. This ability can not trigger itself.
Blood Wave, Blood Tidal Wave, Blood Tsunami all have their area of effects doubled.


After the duration of this ability runs out the Vanguard becomes insane (http://www.d20srd.org/srd/spells/insanity.htm) for one minute. This insanity can not be removed or prevented until the one minute duration has expired.

Madness Symphony: (Su) Once every six rounds while in Mad Blood form the Vanguard can issue a horrible scream that renders creatures insane. As a full round action the Vanguard causes all creatures within 100ft to make a will save or be confused for one round and gain a madness token. If they fail the save they must make another save or have the confusion last another round and gain another madness token. If they fail that save they must make another, etc. This effect continues until the subject makes a will save. This is a Sonic Mind Affecting Ability and the DC is 10 + 1/2 Class Level + Charisma Modifier.

Mad Blood Spear: (Su) When in Mad Blood Form the Vanguard's Bloody Slicer ability has its range extended to medium range (100ft + 10ft/incanter level). In addition, while in Mad Blood Form the Vanguard can launch one Bloody Slicer as a free action once per round at a target within range. This free Bloody Slicer only inflicts one madness token if the subject fails the saving throw.

Black Forest: (Su) A 19th level Vanguard can surround himself with a wall of black spiked vines create from the Vanguard's blood. This wall of vines travels with him in a 15ft radius and can be summoned or dismissed as a swift action. All creatures in the area must make a tumble check (DC 30) at the beginning of their turn or when they enter the area or take 10 points of piercing damage and if damaged they must make a will save or gain a madness token. This area is treated as difficult terrain and two squares of movement are required to move through it.

This wall of thorns also makes it more difficult to attack the Vangaurd and grants him a +5 deflection bonus to ac (+10 against ranged attacks and ranged touch spells).

Torrent of Madness: (Su) Once per week the Vanguard can summon a truly terrible amount of black blood from his body. This ability functions as Bloody Tsunami except as follows. The radius of the ability is 60ft and the damage is doubled. In addition the wave grows when it inflicts madness upon creatures. For each creature with an intelligence score higher than 3 that fails the saving throw against this ability radius increases by 10ft, this can cause it to keep growing until it stops having enough fuel or until it reaches a maximum radius of 5 miles. This ability inflicts 6 madness tokens on all who fail their saving throw. If a creature dies from this ability it is instead animated with the madness of the black blood. After the wave has subsided those creatures slain by this ability are restored to full hit points and rendered insane as if by madness tokens. These subjects however, do not die after 10 minutes and only die after a week. This ability also eats away at magical protection against mind affecting abilities. If a creature is hit with this ability and has a spell such as mind blank which protects against mind affecting abilities the spell is dispelled, he he has an item that grants such immunity or protection the item is suppressed for 1d4 rounds. This dispelling effect occurs before the damage and save against the madness tokens.

Silva Stormrage
2013-07-25, 12:28 AM
Incantation Descriptions

Corruption

1st

Waning Willpower
Corruption
Level: Plague Witch 1, Corpse Crafter 1
Prerequisites: None
Incanting Time: Standard
Range: Close (25 + 5/2 Level)
Target: One creature
Duration: 2 Rounds +1 Round/Level
Saving Throw: Will Partial

The incanter slowly drains an opponents willpower to resist enchantments and other effects. Every round at the start of its turn the creature must make a will save or take a -1 penalty to will saving throws for the remainder of the spell. Multiple failures increase the penalty by 1.


Corruption, Lesser
Corruption
Level: Plague Witch 1, Corpse Crafter 1
Prerequisites: None
Incanting Time: Standard
Range: Close (25 + 5/2 Level)
Target: One creature
Duration: 1 Round+1 Round/ Level
Saving Throw: Will Partial

The incanter curses a subject and inflicts wounds and pain over a period of time. The incanter inflicts 1d6 profane damage per round for the duration of the spell. A will save at the beginning of the spell halves all the damage from this spell.

Failing Strength
Corruption
Level: Plague Witch 1, Corpse Crafter 1
Prerequisites: None
Incanting Time: Standard
Range: Close (25 + 5/2 Level)
Target: One creature
Duration: 5 Rounds
Saving Throw: Fort Negates

The incanter saps the stamina and strength of an opponent's muscles fatiguing the subject. A fortitude save negates this effect.

Augmentation:
The incanter may spend 20 Soul Power to double the duration of this incantation.

2nd

Lagging Reflexes
Corruption
Level: Plague Witch 2, Corpse Crafter 2
Prerequisites: None
Incanting Time: Standard
Range: Close (25 + 5/2 Level)
Target: One creature
Duration: 2 Rounds +1 Round/Level
Saving Throw: Reflex Partial

This incantation functions as waning willpower except it inflicts a penalty to the subjects reflex save and a reflex save each round negates the stacking penalty.

Decay
Corruption
Level: Plague Witch 2, Corpse Crafter 2
Prerequisites: None
Incanting Time: Standard
Range: Touch
Target: One non magical object
Duration: 1 Round/Level
Saving Throw: Reflex Partial

The incanter imbues the object with energy of decay and corruption. The item's hardness is reduced by 1 per round. If the item's hardness reaches 0 it takes 5 points of damage each round instead. The reduction in the items hardness is instantaneous and neither it nor the damage ends when the spell ends.

Augmentation:
The incanter may spend 30 soul power to increase the duration of this incantation by 5 rounds.



3rd

Corruptive Healing
Corruption
Level: Plague Witch 3, Corpse Crafter 3
Prerequisites: 1 Corruption Incantation
Incanting Time: Standard
Range: Close (25 + 5/2 Level)
Target: One living creature
Duration: 1 Round/Level
Saving Throw: None

This incantation bewitches the subject and causes healing effects to heal less and maybe even inflict damage on him. Any positive energy healing effect heals 1/incanter level hit points less than normal. If this reduces the healing below 0 then the spell inflicts damage equal to that amount.

Augmentation:
By spending 60 Soul Power the incanter can cause this curse to spread. Whenever a living creature heals a target afflicted by this incantation it must make a will save (DC: 13+Incanter's Primary Incantation Modifier) or be affected by this incantation himself.

Failing Fortitude
Corruption
Level: Plague Witch 3, Corpse Crafter 3
Prerequisites: 1 Corruption Incantation
Incanting Time: Standard
Range: Close (25 + 5/2 Level)
Target: One creature
Duration: 2 Rounds +1 Round/Level
Saving Throw: Fort Partial

This incantation functions as waning willpower except it inflicts a penalty to the subjects fort save and a fort save each round negates the stacking penalty.

Nauseating Stench
Corruption
Level: Plague Witch 3, Corpse Crafter 3
Prerequisites: 1 Corruption Incantation
Incanting Time: Standard
Range: Close (25 + 5/2 Level)
Target: One creature
Duration: 1 Round/Level
Saving Throw: Fort Negates

This incantation curses a subject with an unimaginable stench. If the subject fails a fortitude save it is nauseated for the duration of the incantation. In addition, any living creature within 5ft of the creature must make a fort save of the same dc or become sickened for 1d4 rounds.




4th

Corruption
Corruption
Level: Plague Witch 4, Corpse Crafter 4
Prerequisites: 1 Corruption Incantation
Incanting Time: Standard
Range: Close (25 + 5/2 Level)
Target: One creature
Duration: 1 Round/ Level
Saving Throw: Will Partial

The incanter curses a subject and inflicts wounds and pain over a period of time. The incanter inflicts 3d6 profane damage per round for the duration of the spell. A will save at the beginning of the spell halves all the damage from this spell.

Death and Decay
Corruption
Level: Plague Witch 4, Corpse Crafter 4
Prerequisites: 1 Corruption Incantation
Incanting Time: Standard
Range: Touch
Target: One Object or Creature (See Text)
Duration: 1 Round/ Level
Saving Throw: Fort Negates

This incanation functions like decay except it functions on magic items as well. In addition it can reduce the damage reduction of a creature by 1 per round. If the creature's DR is reduced to 0 the creature takes 1d6 profane damage every round for the duration of this incantation. The creature recovers from the reduction of DR at a rate of one per day.

Curse of Despair
Corruption
Level: Plague Witch 4, Corpse Crafter 4
Prerequisites: 1 Corruption Incantation
Incanting Time: Standard
Range: Close
Target: One Creature
Duration: 1 Minute/ Level
Saving Throw: Will Negates

The Incanter curses a subject that for the duration of this incantation they take a -3 on all d20 rolls.

Regressive Regeneration
Corruption
Level: Plague Witch 4, Corpse Crafter 4
Prerequisites: 1 Corruption Incantation
Incanting Time: Standard
Range: Close (25ft + 5ft/2 Levels)
Target: One Creature
Duration: 1 Minute/ Level
Saving Throw: Fort Negates

The subject's fast healing and regeneration stop functioning while this incantation is active. Regeneration doesn't convert any damage to nonlethal in addition to not regaining non lethal damage and limbs.

5th

Bestow Curse
Corruption
Level: Plague Witch 5, Corpse Crafter 5
Prerequisites: 2 Corruption Incantation
Incanting Time: Standard
Range: Touch
Target: One Creature
Duration: 1 Minute/Level
Saving Throw: Will Negates

This incantation duplicates the effects of the Bestow Curse spell except as noted here.

Augmentation:
By spending 30 Soul Power this incantation is permanent.

Siphoning Spell Power
Corruption
Level: Plague Witch 5, Corpse Crafter 5
Prerequisites: 2 Corruption Incantation
Incanting Time: Standard
Range: Close (25ft +5ft/2 Levels)
Target: One Creature
Duration: 1 Minute/Level
Saving Throw: Will Negates

This incantation functions as waning willpower except as noted here and it applies a stacking penalty to caster and manifester level each round.


Haunting Melody
Corruption [Mind Affecting]
Level: Plague Witch 5, Corpse Crafter 5
Prerequisites: 2 Corruption Incantation
Incanting Time: Standard
Range: 30ft
Duration: 1 Round/Level
Saving Throw: Will Negates

The incanter unleashes a horrible song that disrupts the thought of all living creatures within 30ft of the incanter that can hear the incanter. They are confused for as long as the incantation is active.

Augmentation:
By spending 60 soul power this ability only targets enemies.

6th

Greater Curse of Despair
Corruption
Level: Plague Witch 6, Corpse Crafter 6
Prerequisites: 2 Corruption Incantation
Incanting Time: Standard
Range: Close Range (25ft +5ft/2 Levels)
Duration: 1 Round/Level
Saving Throw: Will Negates

This incantation functions as curse of despair except the penalty is -6 instead of -3.



Sporadic Spell Resistance
Corruption
Level: Plague Witch 6, Corpse Crafter 6
Prerequisites: 2 Corruption Incantation
Incanting Time: Standard
Range: Close Range (25ft +5ft/2 Levels)
Target: One Creature with Spell Resistance
Duration: 1 Round/Level
Saving Throw: Will Negates

The incanter fluctuates the targets spell resistance causing it to simply not apply against certain spells. If the subject fails the saving throw his spell resistance only applies against 25% of the spells cast against him.

Subsiding Speed
Corruption
Level: Plague Witch 6, Corpse Crafter 6
Prerequisites: 2 Corruption Incantation
Incanting Time: Standard
Range: Close Range (25ft +5ft/2 Levels)
Target: One Creature
Duration: 3 Rounds
Saving Throw: Fort Partial

The incanter drains the movement's of a creature causing them to become immobile for a couple rounds. If the subject fails the saving throw his movement speed is reduced to 0 for the duration of this incantation. If he passes his movement speed is halved and he can't run or charge.

7th

Improved Corruptive Healing
Corruption
Level: Plague Witch 7, Corpse Crafter 7
Prerequisites: 3 Corruption Incantations
Incanting Time: Standard
Range: Close (25 + 5/2 Level)
Target: One living creature
Duration: 3 Rounds
Saving Throw: None

This incantation completely corrupts all healing spells on the subject. Any spell that restores hit points instead inflicts the same amount of damage it would of healed on the subject.

Augmentation:
By spending 60 Soul Power the incanter can cause this curse to spread. Whenever a living creature heals a target afflicted by this incantation it must make a will save (DC: 17+Incanter's Primary Incantation Modifier) or be affected by this incantation himself.

Corruption, Greater
Corruption
Level: Plague Witch 7, Corpse Crafter 7
Prerequisites: 3 Corruption Incantation
Incanting Time: Standard
Range: Close (25 + 5/2 Level)
Target: One creature
Duration: 1 Round/ Level
Saving Throw: Will Partial

The incanter curses a subject and inflicts wounds and pain over a period of time. The incanter inflicts 6d6 profane damage per round for the duration of the spell. A will save at the beginning of the spell halves all the damage from this spell.

Mental Meltdown
Corruption [Mind Affecting]
Level: Plague Witch 7, Corpse Crafter 7
Prerequisites: 3 Corruption Incantation
Incanting Time: Standard
Range: Close (25 + 5/2 Level)
Target: One creature
Duration: Permanent or 1 Round (See Text)
Saving Throw: Will Partial

The subject's mind becomes corrupted and unstable as the incanter assaults it. If the subject fails the saving throw he is rendered permanently insane until healed by a greater restoration, miracle, or wish effect. If he succeeds on the saving throw he instead is confused for 1 round.


8th

Greater Bestow Curse
Corruption
Level: Plague Witch 8, Corpse Crafter 8
Prerequisites: 3 Corruption Incantation
Incanting Time: Standard
Range: Touch
Target: One creature
Duration: 1 Minute/Level
Saving Throw: Will Negates

This incantation functions like the spell Bestow Curse, Greater except as noted here.

Augmentation:
By Spending 60 soul power the incanter can make the duration of this incantation permanent.


Languishing Land
Corruption
Level: Plague Witch 8, Corpse Crafter 8
Prerequisites: 3 Corruption Incantation
Incanting Time: Standard
Range: Medium (100ft +10ft/Level
Duration: 10 Minutes/Level
Saving Throw: None

This incantation corrupts a large 30ft section of land which corrupts and decays creatures standing on it. All non magical plant life withers and dies and living creatures who start their turn on the ground take 5d6 points of profane damage a -4 profane penalty to saving throws and their movement speed is halved. This penalties persist for 1d4 rounds after they leave the area. The incanter is immune to the effects of his out Languishing Land

Resistance Relapse
Corruption
Level: Plague Witch 8, Corpse Crafter 8
Prerequisites: 3 Corruption Incantation
Incanting Time: Standard
Range: Close (25ft +5ft/2 Levels)
Target: One creature
Duration: 1 Round/Level
Saving Throw: Will Partial

This incantation functions like the incantation waning will except the penalty applies to saving throws, attack rolls and skill checks and the stacking penalty is -2 each time the subject fails a saving throw.

9th

Zone of Decay
Corruption
Level: Plague Witch 9, Corpse Crafter 9
Prerequisites: 4 Corruption Incantation
Incanting Time: Standard
Range: 60ft
Target: Personal
Duration: 3 Rounds
Saving Throw: None

The incanter radiates pure decay to all enemies near him. All enemies within 60ft of the incanter take -6 profane penalty to saving throws attack rolls and skill checks while this incantation is active. Any healing effect such as fast healing, regeneration, spells that restore hit points, etc, fail to function in this area and can't target those within the area. In addition, any enemy that starts his turn within this area takes 5d6 points of profane damage each round.



Pain

1st

Persistent Wound
Pain
Level: Death Knight 1
Prerequisites: None
Incanting Time: Standard Action
Range: Melee Attack
Target: One creature
Duration: 2 Rounds
Saving Throw:Fort Partial

As part of this incantation the incanter strikes an enemy with a melee strike. If the attack hits the enemy takes an additional 2 damage at the start of each of the incanters next 2 turns. A fortitude save reduces this damage to 1 damage a round. A healing spell will stop the bleeding damage and close the wound.

Augmentation:
The incanter may spend 20 soul power to increase the duration of this incantation by two rounds.

Fury
Pain
Level: Death Knight 1
Prerequisites: None
Incanting Time: Swift Action
Range: Personal
Target: You
Duration: 1 Round

The incanter uses his magic to increase his strength for a brief time. This incantation gives the incanter a +2 profane bonus to strength.

Karma Strike
Pain
Level: Death Knight 1
Prerequisites: None
Incanting Time: Immediate Action
Range: Melee Attack
Target: One creature
Duration: Instantaneous

The incanter retaliates against an attacker with a quick strike. When the incanter gets hit by a melee attack he can retaliate and make a single melee strike against the opponent assuming he can reach the enemy.


Powerful Strike
Pain
Level: Death Knight 1
Prerequisites: None
Incanting Time: Standard Action
Range: Melee Attack
Target: One creature
Duration: Instantaneous

The incanter enhances his melee strike but the extra force reduces his accuracy. When using this incantation the incanter takes a -2 penalty on the attack roll but gains an additional +4 on damage rolls.

Augmentation:
The incanter may spend 20 soul power to increase the bonus to damage rolls by +2.

2nd

Debilitating Disarm
Pain
Level: Death Knight 2
Prerequisites: None
Incanting Time: Standard Action
Range: Melee Attack
Target: One creature
Duration: 1 Round

The incanter attempts a disarm on a foe that does not provoke attacks of opportunity. If the attempt to disarm the foe succeeds the incanter automatically deals normal melee damage to the foe. This disarm injures whatever appendage was holding the weapon that got disarmed and that appendage can not hold or use anything for one round. Any cure or healing spell cast upon the victim allows the appendage to hold and use items again.

Augmentation:
The incanter may spend 20 soul power to increase the duration of the injury by 2 rounds.

Blitzkreig
Pain
Level: Death Knight 2
Prerequisites: None
Incanting Time: Standard Action
Range: Medium (100ft +10ft/incanter level)
Target: One creature
Duration: 1 Round

The incanter imbues his own body with tremendous power for a brief time. When using this incantation the incanter makes a single charge attack at any enemy within range. The incanter still must follow all the normal rules for a charge attack. If this charge attack hits the incanter deals an additional 10 points of damage.

Power Strike
Pain
Level: Death Knight 2
Prerequisites: None
Incanting Time: Standard Action
Range: Melee Attack
Target: One creature
Duration: Instantaneous

The incanter enhances his melee strike but the extra force reduces his accuracy. When using this incantation the incanter takes a -2 penalty on the attack roll but gains an additional +4 on damage rolls. If the incanter uses power attack for this strike the damage bonus from power attack is doubled.

Inflict Pain
Pain
Level: Death Knight 2
Prerequisites: None
Incanting Time: Standard Action
Range: Melee Attack
Target: One creature
Duration: 1 Round/Incanter Level
Saving Throw: Fort Negates

The incanter imbues his strike with fell energy that curses an opponent. The incanter makes a single melee attack, if that attack hits the opponent takes a -3 on all attack rolls, skill checks, and saving throws. A fortitude save negates the penalties but not the melee damage.

3rd

Ignore Pain
Pain
Level: Death Knight 3
Prerequisites: 1 Pain Incantation
Incanting Time: Swift Action
Range: Personal
Target: You
Duration: 3 Round

The incanter blocks himself from feeling any pain, allowing him to fight after taking wounds that would kill normal people. While this incantation is active the incanter no longer falls unconscious while in negative hit points and can still act. In addition, as long as his hit points do not fall below -(10+con score) the incanter is still alive. If the incanter is below -10 when this incantation ends he still dies. While this incantation is active the incanter is immune to all abilities that function off of pain, such as a wrack spell or a symbol of pain.

Deep Wound
Pain
Level: Death Knight 3
Prerequisites: 1 Pain Incantation
Incanting Time: Standard Action
Range: Melee Attack
Target: One creature
Duration: 4 Rounds
Saving Throw:Fort Partial

As part of this incantation the incanter strikes an enemy with a melee strike. If the attack hits the enemy takes an additional 3 damage at the start of each of the incanters next 4 turns. A fortitude save reduces this damage to 2 damage a round. A healing spell does not stop this bleeding damage.

Augmentation:
The incanter may spend 20 soul power to increase the duration of this incantation by three rounds.

Share Pain
Pain
Level: Death Knight 3
Prerequisites: 1 Pain incantation
Incanting Time: Standard Action
Range: Close (25ft + 5/2 Levels)
Target: One creature
Duration: 1 round/2 Levels.
Saving Throw: Fort negates.

The incanter links his own soul with that of another creature. Whenever the incanter takes damage the other subject takes a quarter of the damage the incanter suffered. This ability only works with hit point damage, ability damage, negative levels and other forms of damage do not transfer. A fortitude save negates this ability.

Augmentation:
The incanter may spend 40 soul power to make this incantation only take a swift action to activate

4th

Mad Frenzy
Pain
Level: Death Knight 4
Prerequisites: 1 Pain Incantation
Incanting Time: Swift Action
Range: Personal
Target: You
Duration: 1 Round

The incanter imbues himself with primal furry allowing his attacks to swing wide and injure multiple foes. For one round for each melee attack the incanter makes, he can choose squares he threatens that are adjacent to each other, and his attacks apply to creatures in those two squares equally. The incanter can use this ability on any attack during this round, even an attack of opportunity or a cleave attempt

Terrible Fury
Pain
Level: Death Knight 4
Prerequisites: 1 Pain Incantation
Incanting Time: Swift Action
Range: Personal
Target: You
Duration: 1 Round

The incanter uses his magic to increase his strength for a brief time. This incantation gives the incanter a +6 profane bonus to strength.

Suffering
Pain
Level: Death Knight 4
Prerequisites: 1 Pain incantation
Incanting Time: Standard Action
Range: Close (25ft + 5/2 Levels)
Target: One creature
Duration: 1 round/Level
Saving Throw: Fort Partial.

The target is inflicted with terrible pain that causes him to fall to the ground prone in agony. The target loses his next turn's actions and for the duration of this incantation he takes -4 to attack rolls, skill checks and saving throws. If the subject succeeds on a fortitude save than he does not lose his actions nor fall prone and only takes a -2 penalty.

5th

Pure Pain Link
Pain
Level: Death Knight 5
Prerequisites: 2 Pain Incantations
Incanting Time: Immediate Action
Range: Personal
Target: You
Duration: Instantaneous
Saving Throw: Fort Half

The incanter can use this incantation when an opponent strikes him with a melee attack. The opponent automatically hits and deals a critical hit with the weapon. Regardless if this attack kills the incanter or not the attacker takes the same amount of damage he just inflicted to the incanter. A fortitude save halves this damage. Due to the magic of this incantation if the incanter's hp is dropped to -10 or lower the incanter dies, regardless if he has any spells or abilities that allow him to survive such as delay death or ignore pain.

Enduring Rage
Pain
Level: Death Knight 5
Prerequisites: 2 Pain Incantations
Incanting Time: Swift Action
Range: Personal
Target: You
Duration: 3 Rounds

The incanter uses his magic to bolster his own strength for 3 rounds. The incanter gains a +4 profane bonus to strength while this incantation is active.

Rageswing
Pain
Level: Death Knight 5
Prerequisites: 2 Pain Incantation
Incanting Time: Standard Action
Range: Melee Attack
Target: All creatures within melee range
Duration: Instantaneous

As part of this incantation the incanter strikes all enemies within melee range once. Each attack gains an extra +5 to the damage roll.

Augmentation:
The incanter may spend 50 soul power to attack each creature within range twice.

6th

Eternal Suffering
Pain
Level: Death Knight 6
Prerequisites: 2 Pain incantations
Incanting Time: Standard Action
Range: Close (25ft + 5/2 Levels)
Target: One creature
Duration: 1 round/2 Levels
Saving Throw: Fort Partial.

The target is inflicted with terrible pain that causes him to fall to the ground prone in agony. The target loses his next turn's actions and for the duration of this incantation he takes -4 to attack rolls, skill checks and saving throws. If the subject succeeds on a fortitude save than he does not lose his actions nor fall prone and only takes a -2 penalty. Each round at the beginning of his turn he must make an additional fort save or fall prone in pain and causing him to lose that turn's actions as well.

Enduring Rage, Greater
Pain
Level: Death Knight 6
Prerequisites: 2 Pain Incantations
Incanting Time: Swift Action
Range: Personal
Target: You
Duration: 4 Rounds

The incanter uses his magic to bolster his own strength for 3 rounds. The incanter gains a +6 profane bonus to strength while this incantation is active.

Devil's Flurry
Pain
Level: Death Knight 6
Prerequisites: 2 Pain Incantation
Incanting Time: Full Round Action
Range: Melee Attack
Target: One creature
Duration: Instantaneous
Saving Throw: None

As part of this incantation the incanter makes a full attack against a singular opponent using his power to find weak points of the enemy. For each of the attacks the critical threat range is increased by 3. For example, a greatsword would have a great range of 16-20. This increase is applied after and stacks with improved critical, keen or similar abilities.

Augmentation: By spending 30 soul power the incanter also increases his weapon's crit multiplier by 1.

7th

Ruin Strike
Pain
Level: Death Knight 7
Prerequisites: 3 Pain Incantation
Incanting Time: Full Round Action
Range: Melee Attack
Target: One creature
Duration: Instantaneous
Saving Throw: None

As part of this incantation the incanter makes a single devastating attack. If the attack hits it deals an extra amount equal to half of the difference of the incanter's current hp and his max hp.

Terrible Fury, Greater
Pain
Level: Death Knight 7
Prerequisites: 3 Pain Incantations
Incanting Time: Swift Action
Range: Personal
Target: You
Duration: 1 Rounds

The incanter uses his magic to bolster his own strength massively for a single round. The incanter gains a +12 profane bonus to strength for a single round.

Augmentation: By spending 30 soul power the duration of this incantation increases by 1 round.

Shrug it off
Pain
Level: Death Knight 7
Prerequisites: 3 Pain Incantation
Incanting Time: Immediate action
Range: Personal
Target: You
Duration: 5 Rounds

This incantation works like ignore pain except as noted here. The incanter can survive at any amount of negative hit points while this incantation is active. In addition, if all enemies the incanter was engaged with are dead or have fled and the incanter is below -10 hit points when this incantation ends he instead is healed to -9 hp and is stable.

8th

Onslaught Charge
Pain
Level: Death Knight 8
Prerequisites: 3 Pain Incantation
Incanting Time: Full Round Action
Range: Melee Attack
Target: One creature
Duration: Instantaneous

As part of this incantation the incanter makes a charge attack against one enemy. This charge does not provoke attack of opportunities. The incanter can make a single melee attack against each enemy he gets within reach on this charge. A single enemy can only be attacked once during this charge.

Enduring Rage, Greater
Pain
Level: Death Knight 8
Prerequisites: 3 Pain Incantations
Incanting Time: Swift Action
Range: Personal
Target: You
Duration: 4 Rounds

The incanter uses his magic to bolster his own strength for 4 rounds. The incanter gains a +10 profane bonus to strength while this incantation is active.

Pain Disruption
Pain
Level: Death Knight 8
Prerequisites: 3 Pain incantation
Incanting Time: Standard Action
Range: 20ft
Target: 1-5 creatures within 20ft
Duration: 1 round/2 Levels.
Saving Throw: Fort negates.

The incanter links his own soul with those around him. The incanter targets up to five enemies within 20ft. Whenever the incanter takes damage the other subject takes a 10% of the damage the incanter suffered. The incanter himself reduces the amount of damage he takes by the amount transferred. For example if 3 enemies failed their saves and the incanter takes 10 points of damage each enemy takes 1 point of damage and the incanter takes 7 points. This ability only works with hit point damage, ability damage, negative levels and other forms of damage do not transfer. A fortitude save negates this ability.


9th

Pain
Pain
Level: Death Knight 9
Prerequisites: 4 Pain Incantations
Incanting Time: Full Round Action
Range: Melee Attack
Target: One creature
Duration: Instantaneous
Saving Throw: None

As part of this incantation the incanter makes a single devastating attack. If the attack hits it deals an extra amount equal to the difference of the incanter's current hp and his max hp.

Silva Stormrage
2013-07-25, 12:29 AM
Terror

1st

Shaken
Terror [Fear] [Mind Affecting]
Level: Black Blood Vanguard 1, Plague Witch 1
Prerequisites: None
Incanting Time: Standard Action
Range: Close (25ft + 5ft/2 Levels)
Target: One creature
Duration: 1 Minute/Incanter Level
Saving Throw: Will Partial

The incanter unnerves a nearby opponent causing him to become shaken for the duration of the spell if he fails the will save. If he succeeds he is shaken for one round. This incantation does not stack with any other fear effects.

Augmentation: By spending 30 soul power if the subject fails the will save he is frightened for one round and shaken for the remaining rounds.

Terrifying Posture
Terror [Fear] [Mind Affecting]
Level: Black Blood Vanguard 1, Plague Witch 1
Prerequisites: None
Incanting Time: Standard Action
Range: Personal
Duration: 1 Minute or Until Expended
Saving Throw: None

The incanter gains an almost unnatural aura of shadows and power around him which allows him to bully and intimidate those into giving in. The next intimidate check the incanter makes gains a +10 profane bonus.

Bolster
Terror
Level: Black Blood Vanguard 1, Plague Witch 1
Prerequisites: None
Incanting Time: Standard Action
Range: Close (25ft + 5ft/2 Levels)
Target: One creature
Duration: 1 Minute/Incanter Level
Saving Throw: Will Negates (Harmless)

The incanter uses his knowledge of fear to protect others against it granting the subject +4 bonus on saving throws against fear effects for the duration of this incantation.

Augmentation: By spending 25 soul power if this incantation removes all fear effects affecting the subject when the incantation is initially activated.



2nd

Cause Fear
Terror [Fear] [Mind Affecting]
Level: Black Blood Vanguard 2, Plague Witch 2
Prerequisites: None
Incanting Time: Standard Action
Range: Close (25ft + 5ft/2 Levels)
Target: One creature
Duration: 1d4 Rounds
Saving Throw: Will Partial

The incanter duplicates the spell cause fear except as noted here. In addition, the HD cap of the spell is 10 instead of six.


Unnatural Aura
Terror [Fear] [Mind Affecting]
Level: Black Blood Vanguard 2, Plague Witch 2
Prerequisites: None
Incanting Time: Standard Action
Range: Personal
Area: 30ft radius emanation centered on you
Duration: 1 Minute/Level
Saving Throw: None

The incanter gains an supernatural aura that frightens animals and other natural creatures. The aura is noticeable to creatures with int scores of higher than 3 but are not affected by it except maybe feeling a bit creeped out. Animals will not willingly approach the incanter and if forced they remain frightened while in the area.

Focus Fears
Terror [Fear] [Mind Affecting]
Level: Black Blood Vanguard 2, Plague Witch 2
Prerequisites: None
Incanting Time: Standard Action
Range: Close (25ft + 5ft/2 Levels)
Target: One creature
Duration: 1 Round per Incanter Level
Saving Throw: Will Negates

The incanter readjusts the targets fears and causes him to become terrified of one other creature within line of sight of the target. The target then focuses all of his efforts on killing or immobilizing that creature to the best of his abilities. If the creature is an ally of the target the target gains a +4 bonus on the saving throw. If it is an enemy then the subject gains a -4 penalty to the saving throw. If the creature is the incanter then the subject suffers an additional -2 penalty to the saving throw.

Augmentation: By spending 30 soul power the dc of this ability increases by 4.


3rd

Alone in the World
Terror [Compulsion] [Fear] [Mind Affecting] [
Level: Black Blood Vanguard 3, Plague Witch 3
Prerequisites: 1 Terror Incantation
Incanting Time: Standard Action
Range: Close (25ft + 5ft/2 Levels)
Target: One creature
Duration: 1 Round and then 1 Minute (See Text)
Saving Throw: Will Negates

The incanter shatters an opponent's senses and replaces them with a dreadful image. The subject sees an apocalyptic world of ruins and can't see or feel anything else for one round. He can still effect the world normally but he can not sense any creatures even using supernatural senses such as touch sight or mind sight. After the illusion fades the subject is shaken for a minute.

Augmentation: By spending 20 soul power the duration of the illusion increases by 2 rounds.

Scare
Terror [Fear] [Mind Affecting] [
Level: Black Blood Vanguard 3, Plague Witch 3
Prerequisites: 1 Terror Incantation
Incanting Time: Standard Action
Range: Medium (100ft + 10ft/Level)
Target: One Creature Per Three levels
Duration: 1 round/level or 1 round (See Text)
Saving Throw: Will Negates

This incantation functions as the spell scare (http://www.d20srd.org/srd/spells/scare.htm) except as noted here. In addition the maximum HD of those who can be affected increases to 12 HD.

Augmentation: By spending 40 soul power this incantation can target twice as many creatures.

Stammer
Terror [Fear] [Mind Affecting] [
Level: Black Blood Vanguard 3, Plague Witch 3
Prerequisites: 1 Terror Incantation
Incanting Time: Standard Action
Range: Close (25ft + 5ft/2 Levels)
Target: One creature
Duration: 1 Hour
Saving Throw: None

The incanter curses a subject with an incomprehensible fear that causes the subject to form a temporary stutter. Whenever the subject attempts to cast a spell with a verbal component he has a 10% chance of failing.

Augmentation: By spending 30 soul power the chance of failing is increased to 20%.

Terrible Specter
Terror [Fear] [Mind Affecting] [Phantasm]
Level: Black Blood Vanguard 3, Plague Witch 3
Prerequisites: 1 Terror Incantation
Incanting Time: Standard Action
Range: Medium (100ft + 10ft/Level)
Target: One creature per two levels
Duration: 1 round/level
Saving Throw: Will Negates

This incantation causes all subjects of the incantation to witness a terrifying specter looming around the battle field. The specter can not be targeted or affected by any ability. Each subject sees a different specter and the specter takes the form of something the subject truly fears. While this incantation is active all subjects that can see the specter are shaken. The incanter can see how the specter appears for each subject.


4th

Mass Shaken
Terror [Fear] [Mind Affecting]
Level: Black Blood Vanguard 4, Plague Witch 4
Prerequisites: 1 Terror Incantation
Incanting Time: Standard Action
Range: Medium (100ft + 10ft/Level)
Target: One Creature Per Three levels
Duration: 1 round/level or 1 round (See Text)
Saving Throw: Will Negates

This incantation functions as the Shaken incantation except it targets multiple creatures.

Augmentation: By spending 30 soul power if any subject fails the will save he is frightened for one round and shaken for the remaining rounds.

Leech Fear
Terror [Fear] [Mind Affecting] [
Level: Black Blood Vanguard 4, Plague Witch 4
Prerequisites: 1 Terror Incantation
Incanting Time: Swift Action
Range: Close (25ft + 5ft/2 Levels)
Target: One creature
Duration: 10 minutes/level
Saving Throw: None

The incanter siphons the fear from a subject granting himself temporary hit points depending on how frightened the subject is. If the subject is shaken then the incanter gains a number of temporary hit points equal to the subjects HD + the incanter's incanting ability modifier. If the subject is frightened the incanter gains twice as many temporary hit points and if the subject is panicked then the incanter gains three times as many temporary hit points. As this incantation steals the fear from the subject after this incantation is used all ongoing fear effects affecting the subject end immediately.



Truly Terrifying Posture
Terror [Fear] [Mind Affecting]
Level: Black Blood Vanguard 4, Plague Witch 4
Prerequisites: 1 Terror Incantation
Incanting Time: Standard Action
Range: Personal
Duration: 1 minute/level
Saving Throw: None

The incanter gains an almost unnatural aura of shadows and power around him which allows him to bully and intimidate those into giving in. All intimidate checks the incanter makes gains a +10 profane bonus for the duration of this incantation.


5th

Alone in the World, Greater
Terror [Compulsion] [Fear] [Mind Affecting] [
Level: Black Blood Vanguard 5, Plague Witch 5
Prerequisites: 2 Terror Incantations
Incanting Time: Standard Action
Range: Close (25ft + 5ft/2 Levels)
Target: One creature
Duration: 1 Round and then 1 Minute (See Text)
Saving Throw: Will Partial (See Text)

This incantation functions like Alone in the World except the duration of the image is 3 rounds. In addition if the subject fails the first will save he must make another will save once the image ends. If he fails then the subject is frightened for 2 rounds and then shaken for a minute.

Augmentation: By spending 30 soul power the duration of the illusion increases by 2 rounds.

Fear
Terror [Fear] [Mind Affecting]
Level: Black Blood Vanguard 5, Plague Witch 5
Prerequisites: 2 Terror Incantations
Incanting Time: Standard Action
Range: 30ft
Area: Cone Shaped Burst
Duration: 1 round/level or 1 round (see text)
Saving Throw: Will Partial

This incantation functions like the spell fear (http://www.d20srd.org/srd/spells/fear.htm) except as noted here.

Frightful Image
Terror [Phantasm] [Fear] [Mind Affecting]
Level: Black Blood Vanguard 5, Plague Witch 5
Prerequisites: 2 Terror Incantations
Incanting Time: Standard Action
Range: Close (25ft + 5ft/2 Levels)
Target: One creature
Duration: 1 Round/Level
Saving Throw: Will Partial (See Text)

This incantation causes a terrible image to form in front of the subject. The image usually varies between subjects but regardless of its appearance the subject must make a will save at the beginning of each of his turns or spend his entire turn stammering and cowering. If the subject succeeds on 2 consecutive saving throws the incantation ends.

Augmentation: By spending 15 soul power the duration of the number of successful saves required increases to 3.


Unnatural Aura, Greater
Terror [Fear] [Mind Affecting]
Level: Black Blood Vanguard 5, Plague Witch 5
Prerequisites: 2 Terror Incantations
Incanting Time: Standard Action
Range: Personal
Area: 40ft radius emanation centered on you
Duration: 1 Minute/Level
Saving Throw: None

This incantation functions like unnatural aura except all creatures must make a will save or be frightened when they enter the area. If an individual succeeds on this save he is immune to this activation of this incantation.


6th

Terrifying Glare
Terror [Fear] [Mind Affecting]
Level: Black Blood Vanguard 6, Plague Witch 6
Prerequisites: 2 Terror Incantations
Incanting Time: Standard Action
Range: 30ft
Target: Living creatures
Duration: 1 round/level
Saving Throw: Will Negates

At the beginning of each of his turns the incanter can target a single living creature within 30ft and cause the subject to cower for one round if the target fails a will save.

Augmentation: By spending 25 soul power the incanter can cause subjects who fail their saving throw to cower for two rounds.

Wall of Trepidation
Terror [Fear] [Mind Affecting]
Level: Black Blood Vanguard 6, Plague Witch 6
Prerequisites: 2 Terror Incantations
Incanting Time: Standard Action
Range: Medium (100ft + 10ft/level)
Area: 1 inch wide 5ft/level wide and 5ft/5 levels tall
Duration: 1 round/level
Saving Throw: Will Negates

The incanter conjures a wall that produces terrible moans and horrible screams which terrify creatures on one side of the wall decided when it is activated. Creatures within 30ft of the wall on that side of the wall must make a will save each round or become frightened of the wall for 1d4 rounds.

Terrifying Glare
Terror [Fear] [Mind Affecting]
Level: Black Blood Vanguard 6, Plague Witch 6
Prerequisites: 2 Terror Incantations
Incanting Time: Standard Action
Range: Touch
Target: One creature
Duration: 5 rounds
Saving Throw: Will Negates (Harmless)

The incanter bolsters a subject with the essence of fear. Whenever the subject hits a creature with a melee attack the subject must make a will save (Same dc as this incantation) or be frightened for 1d4 rounds. A particular creature only needs to make one save per round regardless of how many attacks it is hit with.


Greater Focus Fears
Terror [Fear] [Mind Affecting]
Level: Black Blood Vanguard 6, Plague Witch 6
Prerequisites: 2 Terror Incantations
Incanting Time: Standard Action
Range: Close (25ft + 5ft/2 Levels)
Target: One creature
Duration: 1 Round per Incanter Level
Saving Throw: None and Will Negates (See text)

As Focus Fears except that the target is automatically effected with this ability with no saving throw for the first two rounds. After the second round the subject gets a will save to immediately end the effect

Augmentation: By spending 50 soul power this ability can target 3 different creatures all within range.


7th

Heart Attack
Terror [Fear]
Level: Black Blood Vanguard 7, Plague Witch 7
Prerequisites: 3 Terror Incantations
Incanting Time: Standard Action
Range: Close (25ft + 5ft/2 Levels)
Target: One creature
Duration: Instantaneous
Saving Throw: Will Partial

A fairly straight forward incantation, the subject becomes increasingly panicked and suffers a heart attack due to the stress. If the subject fails a will saving throw he dies from this attack. The subject takes a penalty on the saving throw based on how frightened he already is, he takes a -2 if he is shaken (in addition to the standard -2 from being shaken) -3 if he is frightened and -5 if he is panicked. If the subject passes the saving throw he takes 10d6 points of damage.


Remove Defenses
Terror
Level: Black Blood Vanguard 7, Plague Witch 7
Prerequisites: 3 Terror Incantations
Incanting Time: Standard Action
Range: Close (25ft + 5ft/2 Levels)
Target: One creature
Duration: 1d4 Rounds
Saving Throw: None

The incanter shatters any ongoing protection the subject has against mind affecting effects of fear effects instantly ending the effect. If the ability is a racial or class feature or from a magical item the feature or item is suppressed for 1d4 rounds.


8th

Panic
Terror [Fear] [Mind Affecting]
Level: Black Blood Vanguard 8, Plague Witch 8
Prerequisites: 3 Terror Incantations
Incanting Time: Standard Action
Range: Close (25ft + 5ft/2 Levels)
Target: One creature
Duration: 1d4+1 Rounds
Saving Throw: None

The incanter causes a subject to panic, instantly making a single creature within range panicked for the duration of this incantation.

Augmentation: By spending 30 soul power this incantation can target two creatures instead of one. Both creatures must be within 30ft of each other.


Frightful Image, Mass
Terror [Phantasm] [Fear] [Mind Affecting]
Level: Black Blood Vanguard 8, Plague Witch 8
Prerequisites: 3 Terror Incantations
Incanting Time: Standard Action
Range: Close (25ft + 5ft/2 Levels)
Target: One creature/level
Duration: 1 Round/Level
Saving Throw: Will Partial (See Text)

This incantation functions as Frightful image except it targets multiple creatures.

Augmentation: By spending 15 soul power the duration of the number of successful saves required increases to 3.

Stammer, Greater
Terror [Fear] [Mind Affecting]
Level: Black Blood Vanguard 8, Plague Witch 8
Prerequisites: 3 Terror Incantations
Incanting Time: Standard Action
Range: Close (25ft + 5ft/2 Levels)
Target: One creature
Duration: 1 Day
Saving Throw: None

The incanter curses a subject with an incomprehensible fear that causes the subject to form a temporary stutter. Whenever the subject attempts to cast a spell with a verbal component he has a 30% chance of failing.

Augmentation: By spending 30 soul power this incantation increases the chance of failing verbal spells to 40%


9th

Utter Nightmare
Terror [Fear]
Level: Black Blood Vanguard 9, Plague Witch 9
Prerequisites: 4 Terror Incantations
Incanting Time: Full Round Action
Range: Medium (25ft + 5ft/2 Levels)
Area: 30ft Radius Spread
Duration: Permanent (See Text)
Saving Throw: None and Will Partial (See Text)

The ultimate attack of fear, the incanter mentally assaults all enemies within the area of this incantation and plagues their mind with mental nightmares and feelings of dread. This dazes the enemies automatically with no saving throw to resist. Each round at the beginning of the incanter's turn the targets must make a will save. If they fail they are still dazed and they take 1d4 wisdom drain that bypasses immunity to ability drain. If they succeed on a number of saving throws equal to one half of the number of rounds the ability has been active (Round up) (Thus 1 saving throw on the first round, 2 saving throws on the third round, etc) the incantation ends for the subject. If the subject takes more than 10 wisdom drain from this ability they are rendered helpless until they can succeed on enough saving throws to remove this incantation. A target can not be restored of the ability drain caused by this ability until the effect is ended on that target. A wish or miracle can end this incantation without the subject needing to make any additional saving throws.



Vampiric

1st

Transfer Life
Vampiric
Level: Death Knight 1, Plague Witch 1
Prerequisites: None
Incanting Time: Standard Action
Range: Touch
Target: A Willing Creature
Duration: Instantaneous
Saving Throw: Will Negates (Harmless)

The incanter transfers an amount of damage to a willing target, healing himself up to 1d6 damage per incanter level inflicting the same amount to the willing creature. This incoming damage is unblockable even if the subject is immune to damage the target still receives the damage.

Augmentation: By spending 20 soul power the incanter can use this incantation on any target within close range (25ft + 5/2 Levels).

Vampiric Grapple
Vampiric
Level: Death Knight 1, Plague Witch 1
Prerequisites: None
Incanting Time: Swift Action
Range: Touch
Target: A Living Creature
Duration: Instantaneous
Saving Throw: Fort Half

The incanter drains the life of a living creature he is currently grappling with. The incanter deals 2 points of con damage and heals 5 hit points. A fort save reduces this to 1 point of con damage.

Augmentation: By spending 30 soul power the incanter gains 5 temporary hit points in addition to healing 5 hit points.

Drain Life
Vampiric
Level: Death Knight 1, Plague Witch 1
Prerequisites: None
Incanting Time: Standard Action
Range: Touch
Target: A Living Creature
Duration: Instantaneous
Saving Throw: Will Half

The incanter sucks the soul out of a nearby living creature inflicting 1d6 points of damage per two incanter levels (Minimum 1). A successful will save halves the damage. The incanter heals the same amount of damage inflicted on the target.

Augmentation: By spending 20 soul power the incanter can use this incantation on any target within close range (25ft + 5/2 Levels).

2nd

Transfer Life, Hostile
Vampiric
Level: Death Knight 2, Plague Witch 2
Prerequisites: None
Incanting Time: Standard Action
Range: Touch
Target: A Creature
Duration: Instantaneous
Saving Throw: Will Half

The incanter transfers an amount of damage to a target, healing himself up to 1d4 damage per incanter level inflicting the same amount to the creature. A will save halves this damage.

Augmentation: By spending 20 soul power the incanter can use this incantation on any target within close range (25ft + 5/2 Levels).

Necrotic Curse
Vampiric
Level: Death Knight 2, Plague Witch 2
Prerequisites: None
Incanting Time: Standard Action
Range: Close (25ft + 5ft/2 Levels
Target: One Creature
Duration: 1 Round/Level
Saving Throw: Will Negates

If at any point in this incantation's duration the subject recieves a healing spell or ability the incanter can steal that healing ability. The target does not recieve any healing and instead the full amount of HP restored is granted to the incanter. Even if the healing is positive energy and incanter is restored by negative energy the incanter is still healed by it. Once the incanter steals a healing spell or ability this incantation ends.

Augmentation: By spending 25 soul power the incanter can steal 2 healing spells or abilities before this incantation ends.

Curse of Blood
Vampiric
Level: Death Knight 2, Plague Witch 2
Prerequisites: None
Incanting Time: Standard Action
Range: Close (25ft + 5ft/2 Levels
Target: One Creature
Duration: 1 Round/Level
Saving Throw: Fort Negates

The incanter curses the subject and causes wounds to bleed profusely. Any attack that deals piecing or slashing damage made during the duration of this incantation causes an immense wound for several rounds. The wounds cause the subject to take an additional point of damage for the next three rounds. Multiple wounds are cumulative.
3rd

Vampiric Blood
Vampiric
Level: Death Knight 3, Plague Witch 3
Prerequisites: 1 Vampiric Incantation
Incanting Time: Full Round Action
Range: Melee Attack
Target: One creature
Duration: Instantaneous
Saving Throw: None

As part of this incantation the incanter makes a full attack against a singular opponent siphoning off life with each hit. Each time the incanter deals damage to the target he heals 1/4 of the damage he dealt.

Augmentation: By spending 40 soul power the incanter heals 1/2 of the damage dealt.

Blood Tap
Vampiric
Level: Death Knight 3, Plague Witch 3
Prerequisites: 1 Vampiric Incantation
Incanting Time: Swift Action
Range: Personal
Target: You
Duration: Instantaneous
Saving Throw: None

The incanter instantly refreshes one incantation at the cost of 1 hit point per HD of the incanter.

Augmentation: By spending 30 soul power this ability takes a free action to activate and still generates 5 soul power.

Siphon Life
Vampiric
Level: Death Knight 3, Plague Witch 3
Prerequisites: 1 Vampiric Incantation
Incanting Time: Swift Action
Range: Close (25ft +5/2 Levels)
Target: A Living Creature
Duration: 1 Round/Level
Saving Throw: Will Half

The incanter slowly drains the essence of a living creature within range. This incantation deals 1d6 Damage per 4 incanter levels (minimum 1d6). Healing the incanter half the damage dealt (minimum 1). A will save at the activation of the incantation halves all future damage dealt by this incantation.

4th

Death Pact
Vampiric
Level: Death Knight 4, Plague Witch 4
Prerequisites: 1 Vampiric Incantation
Incanting Time: Standard Action
Range: Close (25ft + 5/2 Levels)
Target: One willing controlled undead creature
Duration: Instantaneous
Saving Throw: None

The incanter sacrifices one of his controlled undead minions to bolster his own form. The incanter heals an amount of hit points equal to the sacrificed minion's current hit points. The sacrificed undead is then destroyed and his remains turn to ash.

Augmentation:
The incanter may spend 50 soul power to gain a number of hit points equal to double the sacrificed minion's current hit points.

Vampiric Bite
Vampiric
Level: Death Knight 4, Plague Witch 4
Prerequisites: 1 Vampiric Incantation
Incanting Time: Swift Action
Range: Personal
Target: You
Duration: 1 Round/Level
Saving Throw: None

The incanter grows out his teeth into large fangs which grant him a bite attack that deals 1d8 damage plus his strength modifier. This attack can be used in conjuncture with manufactured weapons and it's attack bonus is equal to the incanter's full attack bonus. If the incanter hits he may start a grapple without provoking an attack of opportunity or making a touch attack. In addition, the incanter heals half the damage this weapon deals.

Drain Life, Greater
Vampiric
Level: Death Knight 4, Plague Witch 4
Prerequisites: 1 Vampiric Incantation
Incanting Time: Standard Action
Range: Close (25ft + 5ft/2 Levels)
Target: A Living Creature
Duration: Instantaneous
Saving Throw: Will Half

The incanter sucks the soul out of a nearby living creature inflicting 1d6 points of damage per incanter level. A successful will save halves the damage. The incanter heals the same amount of damage inflicted on the target.

Augmentation: By spending 10 soul power the incanter can use this incantation on any target within medium range (100ft + 10ft/Level).

5th

Death Pact, Hostile
Vampiric
Level: Death Knight 5, Plague Witch 5
Prerequisites: 2 Vampiric Incantation
Incanting Time: Full Round Action
Range: Close (25ft + 5/2 Levels)
Target: One undead creature
Duration: Instantaneous
Saving Throw: Will Negates

The incanter sacrifices one undead creature to bolster his own form. The incanter heals an amount of hit points equal to the sacrificed creature's current hit points. The sacrificed undead is then destroyed and his remains turn to ash.

Augmentation:
The incanter may spend 50 soul power to gain a number of hit points equal to double the sacrificed minion's current hit points.

Soul Reap
Vampiric
Level: Death Knight 5, Plague Witch 5
Prerequisites: 2 Vampiric Incantations
Incanting Time: Standard Action
Range: Close (25ft + 5ft/2 Levels)
Area: 10ft Radius Centered on the Target Creature
Target: One Creature
Duration: Concentration (Maximum 3 rounds)
Saving Throw: Will Half

The incanter sucks the soul out of a nearby living creatures bolstering his form over time. Each round the incanter concentrates on this incantation he deals to 1d4 damage per incanter level to each enemy in the area. A will save halves the damage. The incanter can relocate the area each round as a move action at the start of his turn. The incanter heals half of the total damage dealt by this incantation.

Bloodseep
Vampiric
Level: Death Knight 5, Plague Witch 5
Prerequisites: 2 Vampiric Incantation
Incanting Time: Standard Action
Range: Close (25ft + 5ft/2 Levels
Target: One Creature
Duration: 1 Round/Level
Saving Throw: Fort Partial (See Below)

The incanter propels a sphere of profane energy at a target dealing 1d6 profane damage per incanter level and causing a deadly wound to start to bleed. Every round this incantation is still active the target suffers 4 damage as the target bleeds profusely. A successful fort save halves the damage and negates the bleeding.

6th

Death Pact, Greater
Vampiric
Level: Death Knight 6, Plague Witch 6
Prerequisites: 2 Vampiric Incantations
Incanting Time: Standard Action
Range: Close (25ft + 5/2 Levels)
Target: One willing controlled undead creature
Duration: Instantaneous
Saving Throw: None

The incanter sacrifices one of his controlled undead minions to bolster his own form. The incanter heals an amount of hit points equal to double the sacrificed minion's current hit points. The sacrificed undead is then destroyed and his remains turn to ash.

Augmentation:
The incanter may spend 50 soul power to gain a number of hit points equal to triple the sacrificed minion's current hit points.

Dark Blood
Vampiric
Level: Death Knight 6, Plague Witch 6
Prerequisites: 2 Vampiric Incantations
Incanting Time: Swift Action
Range: Personal
Target: You
Duration: 5 Rounds
Saving Throw: Will Negates (Harmless)

The incanter controls his own blood and turns it into a magical enduring substance that flows through his veins. This grants the incantator damage reduction 30/Bludgeoning for the duration of this incantation. Undead or incanters without blood adjust this incantation to improve their bones or metal plating with the same principles.

Augmentation:
The incanter may spend 30 soul power to turn the damage reduction into DR 30/-.

Blood Recovery
Vampiric
Level: Death Knight 6, Plague Witch 6
Prerequisites: 2 Vampiric Incantations
Incanting Time: Standard Action
Range: Personal
Target: You
Duration: 1 Round/Level
Saving Throw: Will Negates (Harmless)

The incanter improves his own healing rate and gains fast healing 10 for the duration of this incantation.

7th

Dark Blood, Mass
Vampiric
Level: Death Knight 7, Plague Witch 7
Prerequisites: 3 Vampiric Incantations
Incanting Time: Swift Action
Range: 30ft
Target: You and 1 Creature/5 Levels
Duration: 5 Rounds
Saving Throw: Will Negates (Harmless)

This incantation works like dark blood except it targets you and one creature per 5 incanter levels.

Augmentation:
The incanter may spend 30 soul power to turn the damage reduction into DR 30/-.

Drain Life, Dark
Vampiric
Level: Death Knight 7, Plague Witch 7
Prerequisites: 3 Vampiric Incantation
Incanting Time: Standard Action
Range: Close (25ft + 5ft/2 Levels)
Target: A Living Creature
Duration: Instantaneous
Saving Throw: Will Partial

The incanter completely drains the soul out of a nearby living creature killing it and healing the incanter an amount equal to half the creature's current HP. A successful save prevents the death and the healing. Instead the target suffers 1d4 profane damage per incanter level, healing the incanter half the damage dealt. This incantation is a death effect.

Augmentation: By spending 20 soul power the incanter can use this incantation on any target within medium range (100ft + 10ft/Level).

8th

Vampiric Flurry
Vampiric
Level: Death Knight 8, Plague Witch 8
Prerequisites: 3 Vampiric Incantation
Incanting Time: Full Round Action
Range: Melee Attack
Target: One creature
Duration: Instantaneous
Saving Throw: None

As part of this incantation the incanter makes a full attack against a singular opponent siphoning off life with each hit. Each time the incanter deals damage to the target he heals 1/2 of the damage he dealt.

Augmentation: By spending 40 soul power the incanter heals 100% of the damage dealt.

Siphon Life, Greater
Vampiric
Level: Death Knight 8, Plague Witch 8
Prerequisites: 3 Vampiric Incantation
Incanting Time: Swift Action
Range: Close (25ft +5/2 Levels)
Target: One Living Creature/3 Levels
Duration: 1 Round/Level
Saving Throw: Will Half

This incantation functions like Siphon Life except it targets one living creature per 3 incanter levels within range.

9th

Soul Harvest
Vampiric [Death]
Level: Death Knight 9, Plague Witch 9
Prerequisites: 4 Vampiric Incantation
Incanting Time: Standard Action
Range: Close (25ft +5/2 Levels)
Target: Four Creatures within range
Duration: Instantaneous
Saving Throw: Will Partial

The ultimate in soul devouring incantations the incanter devours 4 creatures souls killing the creatures and causing the incanter to heal an amount equal to all of their current hit points. A successful save negates the death but the target still takes half their current hit points as profane damage and heal the incanter by the same amount.

Cheesy74
2013-07-26, 07:54 PM
Fury

http://i.imgur.com/gPv8y.jpg
"He was bleeding like a river by the end, and every strike left him wide open, but no matter how many men we sent against him, he just kept hitting harder." - General Darian Rhomes, after a battle with a Fury

Furies are walls of destruction and death. They become consumed by madness as they fight and are so embroiled in destruction that they abandon their own defense for the sake of eviscerating their foes.

Adventures: Furies are perfectly amicable out of combat and adventure for many of the same reasons fighters do - riches, fame, duty, or heroism.

Characteristics: Furies are practically unkillable. They focus on high-risk high-reward combat, dealing heavy damage by making themselves vulnerable to counterattack. Their ability to take an immense amount of damage while being a tempting target for foes makes them a powerful tank.

Alignment: Furies come from all stripes. Good-aligned furies tend to be almost afraid of their own powers, whereas evil ones wholeheartedly embrace them. Furies paradoxically lean toward lawful alignments due to the self-control required by their powers.

Religion: There are few religious trends among furies. Erythnul, god of slaughter, however, is a popular god among evil furies, and many consider them his paladins. Good- and neutral-aligned furies often worship Kord as a drive to embrace their strength.

Background: Most furies have a powerful or traumatic moment in their past that they tap into as they descend into insanity. Some, however, are always on the brink, and are simply pushed over it by the stresses of combat. Either way, they are typically isolated individuals. There is no central order of furies, though mentoring between a more experienced fury and a neophyte is common.

Races: Larger and stronger races are more capable of handling the stresses that a fury's combat style puts on the body, but any race is capable of becoming a fury.

Other Classes: The immense emotional control required to tap into inner madness without being consumed by it typically makes furies very reserved, calm people outside of combat. This leads to them getting along well with - although rarely befriending - most others they meet. They have respect for monks, wizards, and other classes who gain power from their self-control and self-discipline. They identify with barbarians, but operate upon a different level than them and thus tend not to get along well.

Role: Furies are frontline damage dealers and tanks - their abilities focus largely on the tank role.

Adaptation: Furies have no class features that cannot be flavored as coming from raw mental focus. A masterful martial artist or monk could use the same chassis without seeming out of place.

GAME RULE INFORMATION
Furies have the following game statistics.
Abilities: Strength and Constitution help improve a fury's role on the frontlines, while Wisdom and Dexterity help shore up their weak saving throws. Dexterity's AC boost is surprisingly counterproductive, since Madman's Stance will be obliterating the fury's AC anyway.
Alignment: Any alignment.
Hit Die: d12
Starting Age: As barbarian.
Starting Gold: As barbarian.

Class Skills
The fury's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Intimidate (Cha), Jump (Str), Listen (Wis), Profession (Wis), and Spot (Wis).

Skill Points at First Level: (2 + Int modifier) x 4
Skill Points at Each Additional Level: 2 + Int modifier

FURYLevelBase Attack BonusFort SaveRef SaveWill SaveSpecial[/td]
1st
+1
+2
+0
+0Insanity, Madman's Stance, Simmering Rage 5, Know My Pain (1/2x)
2nd
+2
+3
+0
+0Power Attack
3rd
+3
+3
+1
+1Madness Manifest
4th
+4
+4
+1
+1Simmering Rage 10
5th
+5
+4
+1
+1Know My Pain (return damage)
6th
+6/+1
+5
+2
+2Madness Manifest II
7th
+7/+2
+5
+2
+2To the Brink (1/day)
8th
+8/+3
+6
+2
+2Simmering Rage 15
9th
+9/+4
+6
+3
+3Madness Manifest III
10th
+10/+5
+7
+3
+3Know My Pain (1x)
11th
+11/+6/+1
+7
+3
+3To the Brink (2/day)
12th
+12/+7/+2
+8
+4
+4Simmering Rage 20, Madness Manifest IV
13th
+13/+8/+3
+8
+4
+4Mettle
14th
+14/+9/+4
+9
+4
+4To the Brink (3/day)
15th
+15/+10/+5
+9
+5
+5Madness Manifest V
16th
+16/+11/+6/+1
+10
+5
+5Simmering Rage 25
17th
+17/+12/+7/+2
+10
+5
+5To the Brink (4/day)
18th
+18/+13/+8/+3
+11
+6
+6Madness Manifest VI
19th
+19/+14/+9/+4
+11
+6
+6To the Brink (at-will)
20th
+20/+15/+10/+5
+12
+6
+6Simmering Rage 30, Madness Incarnate

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

Weapon and Armor Proficiencies: Furies are proficient with all simple and martial weapons, light, medium, and heavy armor.

Insanity: Furies draw from their own madness in combat. This madness is represented by their Insanity score, which begins each combat at 0 and increases by 1 each time the Fury makes a successful attack or is successfully hit. His Insanity cannot be higher than his Fury level. Insanity immediately reduces to 0 when combat ends.

Madman's Stance (Ex): Insanity drives a Fury's attacks. In combat, he gains a bonus to attack rolls equal to a quarter of his current Insanity (rounded up). However, his wild swings put him off balance, giving enemies twice that bonus to attack rolls to hit him. Enemies are aware of this bonus.

Simmering Rage (Ex): Pain is hidden behind a mask of rage for a fury. When they are struck, they are not immediately injured. Furies have a delayed damage pool that begins each encounter at 0. Any damage dealt to them by attacks is added to this pool. At the end of their next turn, they take the amount of damage stored in the pool and the pool is reduced to 0. This damage cannot be mitigated in any way. Any healing received can be split between a fury's Simmering Rage pool and their hit points as desired.
At 1st level, a fury's delayed damage pool holds up to 5 points of damage. Any damage beyond this amount is dealt directly to your hit points, as normal. At 4th, 8th, 12th, 16th, and 20th level, the amount of damage held by the pool increases by 5.

Know My Pain (Ex): A fury can release their own injuries upon their foes. Each time they hit with a weapon, they deal additional damage equal to half their insanity (rounded up) as long as there is at least one point of damage in their Simmering Rage pool. At level 5, the first such successful attack in a round reduces their Simmering Rage pool by up to half the bonus damage (rounded up). At level 10, the attack instead reduces their Simmering Rage pool by up to the value of the bonus damage.

Bonus Feat: At level 2, the fury gains Power Attack as a bonus feat even if he does not meet the prerequisites. If he already possesses the feat, he may instead choose a fighter bonus feat. He must meet the prerequisites for this feat.

Madness Manifest (Su): The central pillar of the fury is the eldritch power they gain from their madness in combat. At level 3, they choose one of three paths to follow to determine how they draw strength from their rage. This choice cannot be changed once made. All abilities under Madness Manifest are considered supernatural.

Path of Vigor

A follower of the Path of Vigor fuses madness into their blood, stitching together their wounds with incredible speed as they battle.
All followers of the Path of Vigor gain fast healing equal to half their insanity.
II: You begin to feed off the pain of your foes. Any successful attack you make against a threatening foe heals 2 hp.
III: Your bloodlust empowers even your allies. Successful attacks now also restore 1 hp to an adjacent ally.
IV: Each successful attack now restores 4 hp. Your ally instead receives 2 hp per hit.
V: Your successful attacks now grant 2 hp to an ally within 15 feet rather than being limited to an adjacent ally.
VI: You drain an enemy of their essence upon death. Killing an enemy heals you for an amount equal to half your character level.


Path of Endurance

A follower of the Path of Endurance fuses madness into his bones, enabling him to endure crippling blows without harm.
All followers of the Path of Endurance gain DR/- equal to 1/3 their insanity.
II: Your attacks harden you. When power attacking, you gain temporary hit points equal to half the attack penalty if the attack lands. You can only gain this benefit once per round.
III: Your madness flows from you, granting DR 1/- to adjacent allies or adding 1 to their existing DR/-. This ability does not stack with multiple furies.
IV: You now gain temporary hit points equal to the attack penalty of your power attacks.
V: You may instead grant your temporary hit points to an ally upon a successful power attack. However, allies only receive temporary hit points equal to half the attack penalty. This ally must be within line of sight as well as no more than 15 feet from you.
VI: Your body is buttressed by the essence of your victims. Your damage reduction improves by half your character level for 1 round upon scoring a killing blow. This ability does not stack with itself.


Path of Pandemonium

A follower of the Path of Pandemonium fuses madness into his soul, enabling some blows to simply pass through him harmlessly.
All followers of the Path of Pandemonium gain a percentage miss chance equal to twice their insanity.
II: Your violent swings send you further into chaos. When power attacking, you gain additional miss chance against your target equal to the penalty taken to your attack roll on a successful hit. This does not stack with itself and lasts until the beginning of your next turn.
III: Allies adjacent to you gain 5% miss chance.
IV: You now gain additional miss chance equal to double the attack roll penalty of your power attacks.
V: Allies adjacent to you gain half your miss chance due to insanity. This supercedes the 5% miss chance.
VI: Bloodshed pulls you entirely into the grip of chaos. You gain a 90% miss chance against the next attack made against you upon scoring a killing blow. If no attacks are made against you in the next round, this ability is wasted.


To the Brink (Ex): With a tense of their muscles and a bloodcurdling roar, a fury can bring themselves instantly to a state of pure rage. Once per day they can set their insanity instantly to its maximum value. Activating this ability is a free action. At 11th level and every three levels thereafter, To the Brink can be used an additional time per day. At level 19, it is usable at-will.

Mettle (Ex): Beginning at 13th level, a fury's madness propels him through effects that would stop lesser warriors in their tracks. If he succeeds on a fortitude or will save that would have a partial or lesser effect on a successful save, the effect is ignored entirely. Mettle is not in effect while the fury is asleep or unconscious.

Madness Incarnate (Su): At 20th level, the fury reaches the pinnacle of his path. Depending on the path chosen for Madness Manifest, he gains an ability representing the culmination of experience from the enormous amount of blood he has shed.

Path of Vigor: Your fast healing becomes an equal amount of regeneration, pierced only by fire and acid.

Path of Endurance: You gain spell resistance equal to your insanity + 5 and gain 2 temporary hit points per spell level when your spell resistance negates a spell.

Path of Pandemonium: Your miss chance applies to spells targeted against you. Roll miss chance as if it were an attack, and if it misses, you are unaffected by the spell. The spell affects any other targets normally. If a spell requires a touch attack, your miss chance applies only to the touch attack.

Xhosant
2013-07-29, 09:16 AM
Arborist

Put an optional image of your class here!

My flowers need a place to grow, would you be kind enough to offer it?

Insanity is something that "takes root" on someone, with an event in the past "showing the seeds of madness" in them. It is something many will try to weed out. But not the Arborist. He takes the parallels between a weed and madness as fact. He can plant, and tend to, the insanity inside a person as if a garden and, despite the power this grants him, it's just as often used as a tool as it is done for the sake of itself, to grow the madness into blossoms.

Adventures: The primary reason to travel and adventure for an arborist is to see more of the "flowers" that fascinate him, in the form of people afflicted with insanity. They are also driven to become powerful enough to fully grow their own "blossoms" and harvest them, a great accomplishment, reward and rite of passage in their eyes.

Characteristics: The arborist shapes insanity like blossoms. Their attacks plant literal seeds of insanity, or nurture those seeds to full bloom, spread them or transplant them. Their true power, however, lies in the peaceful, albeit slower, growth of those blossoms and the effects of this growth on the mental state of their victims.

Alignment: Good and lawful arborists are rare, as their powers are disconcerting and of questionable morality.

Religion: Arborists rarely devote themselves to religion. When they pay homage to a deity, those of nature and plants are usual, but their interaction with them is usually as peculiar as the "plants" they tend to work with.

Background: Becoming an arborist is greatly a matter of mindset. Those that perceive madness as something alive, that roots itself in its victim and grows to its detriment, may soon begin to see it as such, and once fascinated by those exotic, otherworldly blossoms the path of the arborist becomes a slippery slope instead.

Other Classes: Most people that learn the specifics of their powers tend to treat arborists with mistrust, as they know a single inconspicuous touch can be their downfall. Druids, in particular, tend to be divided; their working with flowers, and their general fascination with blossoms and plants of all kinds can earn a druid's sympathy, whereas others deem those flowers abominations and are particularly disgusted by the arborist's practices,

Role: In combat, arborists fight in the front lines, despite their normally-meager defenses. Their attacks slowly weaken their enemies and leave lasting scars. Initially they can do little to severely weaken a single enemy, so instead they spread their effects along all accessible targets, but progressively they grow capable of deeply hindering a single adversary.

At her best, however, an arborist will only engage in combat to deliver the finishing blow. Her power can work as a slow poison, corroding a target over the course of a few months, and setting up her more potent abilities. A month of peaceful interaction with her can ruin kings and heroes, and a single devastating Slash and Burn attack after it can end a fight with them before it truly begins, if such is even necessary.

Adaptation: Although not meldshapers, the theme of the arborist easily lends itself to an incarnum user. Expanding the list of seeds available to them to include positive states and feelings can also create a lighter version of them, with some consideration. However, their theme can fit into most campaigns without any adaption, if only their obscurity might be explained for an ongoing campaign.

GAME RULE INFORMATION
Arborists have the following game statistics.
Abilities: Due to their limited access to armor, Dexterity (and with a proper setup, Wisdom) become the primary sources of defense for an arborist. Wisdom also contributes to the number of flowers you may know. Strength is also valuable, as is Charisma, which is useful in creating and exploiting the particular situations that favor this class.
Alignment: Any, though lawful and good are very rare.
Hit Die: d8
Starting Age: As bard.
Starting Gold: As monk.

Class Skills
The Arborist's class skills (and the key ability for each skill) are Autohypnosis (Wis), Balance (Dex), Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Knowledge (Nature)(Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Profession (Gardening)(Wis), Search (Int), Sense Motive (Wis) , Sleight of Hand (Dex), Speak Language (none), Spot (Wis), Tumble (Dex)

Skill Points at First Level: (8 + Int modifier) x 4
Skill Points at Each Additional Level: 8 + Int modifier

Arborist
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+1|
+0|
+0|
+2|Seeding Strike

2nd|
+2|
+0|
+0|
+3|-

3rd|
+3|
+1|
+1|
+3|See Wildflower

4th|
+4|
+1|
+1|
+4|-

5th|
+5|
+1|
+1|
+4|Rooting Strike

6th|
+6|
+2|
+2|
+5|Flower Effects +2

7th|
+7|
+2|
+2|
+5|Nurturing Strike

8th|
+8|
+2|
+2|
+6|-

9th|
+9|
+3|
+3|
+6|Full Blossom Strike, Flower Effects +3

10th|
+10|
+3|
+3|
+7|Harvest

11th|
+11|
+3|
+3|
+7|Sense Flower

12th|
+12|
+4|
+4|
+8|Flower Effects +4

13th|
+13|
+4|
+4|
+8|Pollinating Strike

14th|
+14|
+4|
+4|
+9|-

15th|
+15|
+5|
+5|
+9|Flower Effects +5

16th|
+16|
+5|
+5|
+10|-

17th|
+17|
+5|
+5|
+10|Slash and Burn

18th|
+18|
+6|
+6|
+11|Flower Effects +6

19th|
+19|
+6|
+6|
+11|Arboretum

20th|
+20|
+6|
+6|
+12|-[/table]

Class Features

Flowers:
"Flower" is the collective term for the effects arborists inflict. Besides their individual effects, they come in 3 kinds and 3 growth stages.

Flowers are considered either Tame Flowers (or just flowers), Wildflowers and Plain Flowers.
Tame flowers are the type created by an arborist. Their effects are exactly as described on that flower's entry. As with any other Flower, access to one you do not (currently) know how to create allows you to learn it, usually at the expense of another.

Wildflowers occur naturally in people in suitable states. For example, someone naturally depressed carries a sadness wildflower. They deliver none of the effects of their entry, however they can still be of use to an arborist that can see them, as their presence notifies him for the state of the person. They also count as flowers present for all purposes. If they are grown by an arborist's power, they become tame for 24 hours. They, too, can be used to teach new flowers.

Plain flowers are perfectly nonmagical. They are in every way normal, everyday flowers, save for looking identical to a tame flower of the respective variety. They, too, can be used to teach new flowers. They occur when a tame or wild flower is planted on soil, as well as over the grave of one that died infected with one such flower, 1d4 days after burial (or burial of their ashes, if burned).

The three growth stages are Seed, Seedling and Flower. Each stage confers the effects of lesser stages too, as well as counting as such. Seeds need daily tending from their seeder (more on that bellow) or they wither. Seedlings can survive alone but need tending to grow.

For a seed, tending can be a small chat or a touch between their maker and their host. Once per day, when that happens, the host must make a will save (DC: 10+class level/2+Wisdom modifier) to not let the seed take root and grow into a seedling. After 7 days of tending, the save is failed automatically.
For a seedling, the host being preoccupied with an object of the seeder is sufficient tending (reading or rereading a letter from him, carrying or otherwise perusing a trinket made by him etc.). Each tending, once per day, calls for another Will save (DC 10+class level/2). Failure, or a total of 30 successes, means the seedling grows into a flower. Seedlings can survive up to a week without tending.
Weapon and Armor Proficiencies: proficient with simple and martial melee weapons. Not proficient with any armor or shields.

Seeding Strike (Ex):

With a single attack, you sow the seeds of insanity inside an enemy. You must hit with a basic melee attack, dealing damage as normal. The seed then delivers its effects (for kinds of seeds and their effects, see the list bellow). Nothing tips the observer that the attack is not a typical basic attack. Target must be able to have feelings or a mental state or function, even at some basic level.

This can also be done with a melee touch attack. In that case, it provokes attacks of opportunity as normal, but is perfectly inconspicuous and not considered an act of aggression. You may affect yourself with a seed this way.

Your use of this ability cannot raise the flowers active in a creature above 1. This limit increases by one at level 3 and every 3 levels afterwards, to a maximum of 5 at level 12.

This power also allows you to see tame flowers in people and destroy flowers, wild or tame, with a touch (standard action).

See Wildflower (Ex):

Starting at level 3, you may now perceive the flowers that occur naturally in people and interact with them.

Rooting Strike (Ex):

Starting at level 5, you can make a basic attack that coaxes the seeds in an opponent to take root. If the attack hits, along with inflicting normal damage, all seeds the target is infected with grow into their respective seedlings. Nothing tips the observer that the attack is not a typical basic attack. This ability can be used as a non-damaging melee touch attack towards willing creatures.

Nourishing Strikes (Ex):

Starting at level 7, your attacks encourage the flowers in an enemy to tear at them from the inside as you strike at them from the outside. You may activate or deactivate this class feature after a long rest, at will.

You may not take the Full-round attack action. Against targets with at least 2 seedlings (or greater) in them, your basic attacks (including those required for any Strike) use a damage die one step bigger. The threat range of any weapon increases by one for every Blossom active in a target.

Full Blossom Strike (Ex):

Starting at level 9, you can nourish a flower to full growth with your attacks. If the attack hits, along with inflicting normal damage, all seedlings the target is infected with grow into their respective blossoms. Nothing tips the observer that the attack is not a typical basic attack. This ability can be used as a non-damaging melee touch attack towards willing creatures.

Harvest (Ex):

You may finally pluck a flower from within it's host. Starting at level 10, you may take a standard action to extract a blossom from a target infected with it within touch range. The blossom manifests physically as a flower, matching the relevant blossom's description. The target must be alive or not dead for more than a round.

The resulting flower can be planted into a creature with a standard action within melee range of the target. The flower disappears into a puff of black flame, and the target is infected with the relevant blossom.

The blossom can remain alive for 1d4 days (you are aware of how many) without being planted into another creature. If it is planted into soil, it immediately takes root but reverts to a Plain flower of the relevant kind.

Harvesting one's first flower is seen as a great accomplishment and reward for all efforts thus far for an arborist.

Sense Own Flower (Ex):

Starting at level 11, you can sense the location of any flower you have planted relative to your own. You may sense the growth stage and kind of the flower, but not whether it is a tame or plain flower, nor can you distinguish between similar flowers (simply put, you can't tell the Obsession flower infecting target A from the Obsession flower infecting target B). The power's range is unlimited, but it's accuracy is limited to a 100th of the range (example given, you can pinpoint a flower's location 1000 yards away to a radius of 10 yards). This process takes 1 minute and provokes attacks of opportunity, as well as limiting the arborist's awareness as if asleep.

Pollinating Strike (Ex):

Starting at level 13, you may help your flowers reproduce. Make a basic attack. If the attack hits, along with inflicting normal damage, any number of blossoms the target is infected with is consumed, infecting all creatures within 15 yards (including the blossom's initial host, optionally excluding the user) with the relevant seeds. Nothing tips the observer that the attack is not a typical basic attack.

Slash and Burn (Ex):

An attack considered by all arborists as a heinous sacrifice, only to be treated as a necessary evil. This attack, gained at level 17, destroys all flowers inside the target. Instead of normal damage, this attack deals x*(damage die+str modifier), where x is the number of blossoms consumed by the attack. the threat range of the attack is increased by 2, stacking with all other relevant effects. This attack can only be performed against flat-footed targets, or those not yet directly attacked by the arborist during this encounter. For all other intents and purposes, this is considered a basic attack.

This attack can only be performed once per week, and if the arborist has a say in it, not remotely that often.

Arboretum (Ex):

The arborist may finaly sustain their flowers in soil without them losing their power, and the garden he may have once preserved becomes his fortress instead.

At level 19, you may tend to a plain flower for 10 minutes to turn it into a tame one. The flower grows to the size of a medium or small creature (up to 2 per 5ft square). You may set parameters (as per Glyph of Warding, and/or a signal of yours) to have it attack intruders. Moving it (even with it's pot) to a different location dismisses the effect (unless the movement is accidental and/or minimal, such as the pot falling off of a table).

The flower will use vines or roots to try and ensnare any intruder within 25 yards. As soon as a target enters the range, and at the start of any subsequent round in it, he must make a grapple check against a DC of 24, plus 2 for every previous success in that round (even against other flowers), plus 2 for every active grapple on the target. The target cannot move while grappled. Any flower grappling the target when the time to attempt another grapple comes will attempt to pin the target instead, with the target rolling against the above DC again. The flower can grapple against multiple opponents at the same time.

While a target is pinned, it suffers the effects of the relevant flower's blossom and is considered infected with it for the purpose of Nourishing Strikes and Slash and Burn only. A Slash and Burn used against a target pinned as such treats them as flat-footed and frees them. It also does not harm or calculate actual flowers in the target and may be used again after only a minute, instead of 1 week.

If a flower (but not its roots/vines) takes any amount of fire damage or 40 points of any damage (total), it withers for 1 hour, no longer posing a threat.

Xhosant
2013-07-29, 09:18 AM
Optional class feature (silly):

Agricultural Proficiency (Ex):

When using any gardening, farming or agricultural implement as an improvised weapon, you do not suffer an improvised weapon penalty and are considered proficient with it. Any feat or class feature affecting (such as Weapon Focus) or requiring (such as Dire Flail Smash) a specific kind or subset of weapon is also compatible with such tools (feat effects that would affect 2 or more kinds of weapons (such as 2 different weapon focuses) do not stack with themselves).

With that out of the way, Flowers:

The core flower mechanics have been explained above, but here are some extra technical details:

Whenever a save is mentioned, it is a will save against a DC of (10+CL/2+Wis), unless stated otherwise. Whenever a DC is mentioned, assume this number (e.g. 'Against DC-2')

The numerical penalties and bonuses (if any) scale as dictated on the class' table (basically CL/3, minimum 1). When "penalty" or "bonus" is mentioned, assume that number (e.g. penalty+1, double penalty etc.)

Flowers known equal CL/2+Wis modifier, rounded up. They may be swapped for new ones freely, in the presence of an example of the gained flower, and new flowers gained might be any, regardless of accessibility.

Flower creation: Although I provide the necessary number of flowers for the class to function, you should not limit yourselves to them as DM or player. As a rule of thumb, any vice, negative emotion or atypical mental or psychological state probably warrants a flower. As a DM, see to it that any NPC characterized of the above (temporarily or permanently) should carry a matching wildflower in them, and any such example the player can come up with could warrant him knowing how to use that flower (subject to DM approval).

A flower needs:

A name: In our case, Gloompetal.
A description: What it looks like when manifested, and to the character when not (the player also learns its effects, don't let him scratching their heads over what the striped purple dandelion does).
In our case, it's a flower with a single blossom whose petals are very long and very narrow past their first inch, resulting in a thread hanging down to the ground from each.
Seed effect: This should be a very simple combat-focused penalty or effect. Keep the penalty types narrow (usually insight or morale) and stay away from untyped. The seed also causes (or results from) a mild example of the flower's emotion. Keep in mind, flower effects only appear in flowers you plant, not wildflowers. Just because an Arborist is the campaign doesn't mean all sad people suffer penalties on rolls.
In our case, the victim suffers a morale penalty on will saves, and feels bellow the weather. When someone is mildly sad "naturally", a wild Gloompetal seed appears in them until they're no longer so.
Seedling effect: Add another effect, or escalate the previous one, while also dictating RP effects.
A Gloompetal seedling is linked to someone grieving (literally or not), their sadness focusing on something. While that something is relevant, present or mentioned, the effect increases by 50%(rounding down). The victim might focus on it or take (possibly disproportionate) action against someone bringing it to their attention.
Blossom effect:The other two stages have the numerical factors covered. Here, you dictate the victim's behavior, and if that has some effect in actual combat, there's that.
A Gloompetal blossom means chronic depression at full swing. Expect the victim to not commit suicide solely out of a lack of motivation.

Now, for "example flowers": several ready-to-use flowers, which should keep the simple Arborist sated for a while and playable through non-epic levels and non-astronomical wisdom scores. But then again, that's no excuse to settle for them alone.


Shying Ivy

Description: As opposed to most of an Arborist's plants, the Shying Ivy is a climbing plant, not a flower. Its blossoms are tiny and unremarkable.
Seed: The host is doubtful of every action they think of taking. They suffer a morale penalty to initiative.
Seedling: As the Ivy grows, the person becomes reliant on another to confirm any action they wish to take (default: you). Unless the person's confirmation is attained or a Will save is achieved about a course of action, any rolls in its pursuit suffer a morale penalty, and the person is easy to talk down from. The person greatly values the opinions and proposals of her chosen "advisor". In the prolonged absence of that advisor she will seek another for the role, and someone may slowly replace them as such.
Blossom: When describing the relation between the host and their "advisor", the word "puppet" comes to mind.
Special: This flower's effects overide (and are enhanced by) those of Doombuds.

Doombud

Description: This flower looks threatening, covered in thorns and smelling of poison amongst its dark purple petals. However, the thorns are too soft to sting anyone and have a rather pleasant texture, whereas its nectar is very sweet (and not dangerous in the least).
Seed: The victim feels constant uneasiness, as if expecting danger around every corner and being hesitant for every risky move. They suffer an insight penalty to attack rolls.
Seedlings: The generic fear and suspicion spreads to people as well. Unless they can make a will save, they will assume that any new acquaintance or unexpected proposal is most likely a ploy against them and treat them with mistrust.
Blossom: The host doesn't suspect someone is out to get them, they KNOW it. They will constantly be in full vigilance, living their life as if someone is sworn to end it any minute now.
The fact the Arborist IS out to get the victim does not make their belief any more healthy.

Wide Iris

Description: The petals are adorned with very intricate and detailed patterns, but each one of them is perfectly identical to the others. They all grow neatly from a perfectly straight stem.
Seed: The victim becomes painfully aware of every detail of their surroundings. They get a bonus to AC equal to their Wisdom modifier, lost when they also lose their dexterity modifier. In return, they may not take 10 and any concentration check they attempt automatically fails.
Seedling: The host cannot help but notice every pattern in their surroundings and feel a (resistible) urge to "fix" anything that breaks such a pattern. They get an insight bonus on spot checks but an insight penalty on all other wisdom-based skills.
Blossom: The victim cannot but perfect any "broken" pattern around them and ensure everything is "orderly" in their wake, to the exclusion of all else (since such imperfections draw their attention to the exclusion of all else). Expect the victim to freak out over something like a broken object, and possibly proceed to either fix it or break all other such objects in the room "to match".

Ragebloom

Description: Usually, the flower is an unasuming, tightly-closed bud even when fully grown. However, some mornings (1%), the bud opens into a gorgeous deep-red blossom with sharp petals. By nightfall, all color has drained and the grey, withered blossom drops from the stem, which slowly regrows the bud (1d6 weeks).
Seed: Once per day, when under threat of physical harm by a creature or after suffering hit point loss, the victim rages (as a lvl1 barbarian), with a few exceptions: The duration is only 3 rounds, the rage may not end prematurely, and the target cannot tell friend from foe and threat from bystander (but they can tell a threat from a non-potential threat, do no expect the victim to lash at a nearby tree).
Seedling: The victim often replies angrily in any stressing situation, being angered greatly by any setback. The raging is trigered even under emotional stress or pain, not more often than (1d4+4)x10 minutes.
Blossom: The host is now short-tempered, unwilling to stand down or accept a setback without a fit of rage.

Gloompetal

Description: It has a single blossom whose petals are very long and very narrow past their first inch, resulting in a thread hanging down to the ground from each.
Seed: The victim suffers a morale penalty on will saves, and feels bellow the weather.
Seedling: A Gloompetal seedling is linked to someone grieving (literally or not), their sadness focusing on something. While that something is relevant, present or mentioned, the effect increases by 50%(rounding down). The victim might focus on it or take (possibly disproportionate) action against someone or something bringing it to their attention.
Blossom effect: Chronic depression at full swing. Expect the victim to not commit suicide solely out of a lack of motivation.

Dreadstalk

Description: The purplish blossoms of this flower grow along a stem that crawls and twists along the ground. Although you can't tell for sure, it sometimes seem to twitch or move while you're not staring at it.
Seed: The host feels uneasy at all times, especially near some people or objects (which they may not be able to identify). they suffer a morale penalty (will save halves) on any roll to interact with such objects or people.
Seedlings: The sense of dread begins to focus on something, taking the form of a mild phobia. In the presense of the phobia's object, also decrease any morale bonuses on any roll by the penalty amount (minimum 0).
Blossom: The phobia is now in full swing, with the host treating its object as a grave threat to the well-being of themselves and others.

Sleepless Vigil

Description: Lacking the typical bloom-wither cycle, this flower is constantly booming. That doesn't stop it from seeming on the verge of perishing at all times, however.
Seed: The host begins to feel strange, almost as if they've lost sleep, but not tired enough to make it up. They suffer a morale penalty to fortitude saves.
Seedling: The target suffers from night terrors. Every 1d4 (attempted) long rests, after 3 hours of sleep, they must suceed on a will save or wake up screaming. The resting session interupted as such counts as a separate one than the one attempted afterwards, if any.
Blossom: Insomnia has completely set in. There is a 25% chance every night that the host cannot sleep, in which case another 50% chance exists that they may not need to sleep. In that case, they don't suffer the effects of missing sleep but they do not qualify as having slept for any process that demands it, such as preparing spells.

Fixroot

Description: The woody stem of those flowers grows in perfectly repeating patterns unique to each sample. When an obstruction prevents this pattern, the stem stops growing until the obstruction gives way, rather than grow around it.
Seed: The host cannot but think obsessively about a specific object, person or action. He suffers an insight penalty to AC.
Seedling: The focus of the obsession forms into some sort of relevant "ritualistic" activity. The process must be repeated as often as 10 times its duration (e.g. an 1-minute prayer must be repeated every 10 minutes). If incapable at the time (restrained, in the middle of a skill check or spell, but regardless of danger such as combat), the ritual can be delayed to the first opportunity.
Blossom: Unless the victim can make a Will save at the time the compulsion must be obeyed, the ritualistic activity is treated as vital for the host's survival, like breathing. This outlook of vital importance is also their general attitude towards the "ritual".
Special: The Arborist might set a longer "sated" time than 10 times the duration, as they wish. The object of the compulsion is chosen by the Arborist, unless it is deeply inconsistent with the host (e.g. weekly spilling the blood of the innocent for a Paladin), in which case the DM overrides it for one obviously consistent (such as praying daily for the Paladin).

Proudstem

Description: Most of this flower is covered in beautiful petals, but the hidden underside of each is lined with thorns.
Seed: The victim must make a Will save to take an action to, or accept the bonus from, Aid Another or to accept empowering effects from other sources (blocking "willing target" spells but not preventing other spells from being forced on them).
Seedling: The person must make a Will save to turn down a challenge of any kind. They cannot willingly fail any sort of roll. Their pride is getting the best of them.
Blossom: The host can no longer think rationally when his pride is in the way. He sees his own race (and class) as superior to any, and himself as the prime specimen. If he accepts any sort of aid, it's only grudgingly and for efforts that are "beneath him". All else live because he allows them to, or hasn't finished killing them yet.

Hoardingbell

Description: This flower's blossom and leafs form twisting pockets that gather rainwater, where it is secured from any loss (and even most of evaporation), but it never reaches its roots.
Seed: The host suffers a penalty on all checks linked to expenditure of material resources (costly reagents, craft check materials, a diplomacy check involving a bribe etc.), and is loathe to make them in the first place.
Seedling: Any non-vital expenditure on the host' part requires a will save, unless it's 1% of their wealth or less. The person won't allow for loss of their material possessions even if they need to risk (but not throw away) their lives for it.
Blossom: The victim's greed now spreads to the non-material as well. Any action to spend regenerating resources (such as a spell slot) requires a will save (DC-7), whereas one-time resources require a DC+2 will save.

Mourningrass

Description: This patch of grass has a grey hue to it. It seems to never fully recover from any damage or twist it sustains.
Seed: Any failed check causes despair to well up inside the host, causing retries to suffer a morale penalty (half).
Seedling: Critical failures, or failures by more than 10, cause overwhelming despair. All subsequent rolls suffer a morale penalty until any one roll is successful. The host is aware of that and may turn to a familiar check to comfort themselves, even if the check is useless in the situation at hand.
Blossom: The host takes long to recover from any setback, often despairing without sufficient reason.

Twin Spire

Description: A pair of tulips of opposing colors, typically white and black, grow together with their stems intertwined. They seem to be rowing at one another's expense.
Seed: Create a personality of an opposing alignment (in at least 1 axis) to that of the host, matching with characteristics that they aspire to and others at a contrast to theirs. Once an hour, there's a 10% chance that the host will act as if they had the alternate personality. Memories of this action seem remote, as if from a dream.
Seedling: The hourly chance becomes 20%. If the previous check triggered the alternate personality, the chance it triggers again is 30%.
Blossom: Make the check every day instead. There's a 50% chance that either personality is dominant for the day. Memories of either personality are clear and the host may feel guilty over actions they disliked taken in the currently-inactive personality.

Flame Tulip

Description: A tulip with bright orange-red petals. Occasionally, their tips harmlessly ignite.
Seed: The host is affected by an insight penalty and a morale bonus in presence of fire. When choosing between anything with and without fire (weapons, plans, decoration), they always err towards fire.
Seedling: The host must make a Will save to not go close to any available fire source. They remain to an adjacent square (if they have enough move to approach it) and take damage when they first reach it as dictated by the fire source, as they reach out to the flame.
Blossom: Any fire damage the host can deal gets a morale bonus. Unless they can make a Will save when presented with anything combustible, there is a 25% chance they will use any means at their disposal to ignite it (DM may adapt DC depending on how easily and nicely the combustible burns).

Weaved Nettles

Description: A mess of colorful, slender nettles that seems impossible to untangle.
Seed: The victim suffers a morale penalty to any speech-based skills.
Seedling: There is a 10% chance that any spell with a verbal component fails. The host is stuttering badly, especially when under pressure.
Blossom: Although grammatically and syntactically fine, the victim's speech is incoherent, as he seems to mix up words with irrelevant ones. To communicate any message, they must succeed in a Bluff check to pass a secret message, or the recipient must succeed in a Sense Motive or Decipher Script check, all of the above against a DC of 10+CL+Wis (both class levels and wisdom modifier are yours).

Reclusive Truffle

Description: A tiny, unassuming mushroom that grows hidden inside the earth.
Seed: The host suffers a morale penalty to charisma-based skills and doesn't feel quite comfortable around strangers.
Seedling: The host suffers a penalty (half) on their charisma score.
Blossom: Unless they can make a Will save, the victim makes effort to avoid any social interaction. People that he deeply trusts or deems very close to him do not require this save.

Golden Narcissus

Description: A shiny, large blossom. Other plants don't seem to prosper in its vicinity.
Seed: The host suffers an insight penalty to their wisdom score, in return for a morale bonus to their charisma.
Seedling: The host deeply despises going by unnoticed. Unless they can make a Will save, they will not make any effort to, and there's a 25% chance they will actually try to draw attention to their greatness.
Blossom: The victim will no longer make any compromise to coexist with others. They are inferior to him, so why would he throttle his ascent to greatness for their sake? Expect heavily narcissistic behavior.

Chamomile

Description: Named for its namesake's ability to prosper when trampled compared to when left alone, the Chamomile's blossom is notable in that it sometimes withers when tended to, and sometimes flourishes when neglected.
Seed/Seedling/Blossom The carrier experiences wild mood swings. On a d20 roll of 9 or less, any morale bonus they carry becomes a morale penalty until the end of their next turn. On a natural 20, any morale penalties become bonuses until their next turn's end. In any case, the change occurs before the action that caused it ends.

GuyFawkes
2013-08-01, 01:04 PM
Delirium Blade


Image (http://fc05.deviantart.net/fs41/f/2009/010/8/d/CONAN_RAGE_by_maxetormer.jpg)

"One who knows truth as truth and nothing else can't comprehend this world of lies." - a nameless Delirium Blade master.

Delirium Blades are warriors who walk the tightrope between sanity and insanity, wading through the battlefield, using the insanity from the chaos to fuel his abilities that in turn sow more chaos in an endless cycle of destruction that ends only with the Delirium Blade left standing.

Adventures: Most adventuring Delirium Blades are mercenaries who sell their abilities in exchange for money or any other means of profit. Others are wanderers who roam the lands wherever their feet take them, and take on odd jobs if they feel like doing them. Some are agents of several organizations or nations who are sent on missions.

Characteristics: Delirium Blades are warriors who use Delirium to either execute high level attacks with devastating effects or channel them out as pure madness that affects their enemies’ psyches and weaken and confuse or even kill them outright. At higher levels, Delirium Blade harness Delirium to such degree that they can bend even reality tot their own whims.

Alignment: Since Delirium Blades use the power of Delirium, they are very erratic, and cannot be of lawful alignment. Some Blades have more restraint and are more reasonable, able to maintain neutrality, but most give themselves into the pull of insanity and lean heavily into chaotic.

Religion: Most Delirium Blades worship Ralishaz, the god of insanity, and adhere adamantly to his teachings. Some good-aligned Delirium Blades tend to look guidance from Kord. There are other Delirium Blades however that do not see the point of worship, and follow only the path of insanity wherever it takes them.

Background: Most Delirium Blades are developed in secret by powers who recognize their potential but do not want to be outright responsible for using such brutal and questionable fighting style. There are also clans that stem from the original developers of the art that still continue to develop Delirium Blades and employ themselves as mercenaries. There are a few who are fortunate to be trained by independent Delirium Blades and use their skills for their own ends.

Races: A certain barbaric human tribe who worshipped Ralishaz realized the potential of harnessing Delirium after witnessing the primal power coming from their warriors who have succumbed to insanity. After several years of experimentation, they finally found a method to find that tight balance in between sanity and insanity, and the first Delirium Blades were born. Orcs and half-orcs, after witnessing Delirium Blades in battle, began adapting their strategies and training for their own. Some aasimars are also known to tap into Delirium and use their innate charisma to strike terror and fear in their opponents’ hearts.

Other Classes: Delirium Blades are perceived as oddities by most if not all classes, what with their erratic behavior and creepy habits. Perhaps only the open minded of the more chaotic classes, especially melee types, can appreciate and see a comrade in them.

Role: The Delirium Blade is the quintessential shock trooper, charging into enemy ranks and sowing chaos with their skill with the blade and their Delirium-charged abilities. They are geared primarily for attack, with all but a single Delirium Blade chain devoted to taking their enemies down in whatever means necessary, and their Delirium abilities are designed to weaken and confuse the enemy ranks.

Adaptation: Delirium Blades easily fit into any campaign with melee warriors. If Delirium or insanity is not a concept that is present in the setting, it can be refluffed into any similar emotion or mental condition. Some of the flashier Delirium Blade attacks can be toned down in effect as well to fit into more grittier campaigns.

GAME RULE INFORMATION
Delirium Blades have the following game statistics.
Abilities: Strength and Charisma are the most important abilities of the Delirium Blade, with each one differing on which to give more importance to based on their chosen style of combat. Constitution is always helpful for melee warriors such as the Delirium Blade, and Dexterity is useful for those who prefer to fight with multiple weapons.
Alignment: Any non-lawful.
Hit Die: d12
Starting Age: As barbarian.
Starting Gold: As barbarian.


Class Skills
The Delirium Blade’s class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Intimidate (Cha), Jump (Str), Listen (Wis), Ride (Dex), Spot (Wis), Survival (Wis), Swim (Str), and Tumble (Dex).

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

Delirium Blade
{table=head]Level|BAB|Fort|Ref|Will|Special|Max DP
1st|+1|+2|+0|+0|Delirium, Delirium Blade (level 1), Madness Born of Rage|3
2nd|+2|+3|+0|+0|Raving Lunatic|4
3rd|+3|+3|+1|+1|Paranoia|5
4th|+4|+4|+1|+1|Madness Born of Terror|6
5th|+5|+4|+1|+1|Truth in Madness|7
6th|+6/+1|+5|+2|+2|Delirium Blade (level 2)|8
7th|+7/+2|+5|+2|+2|Madness Aura|9
8th|+8/+3|+6|+2|+2|Madness Born of Knowledge|10
9th|+9/+4|+6|+3|+3|Delirium Junkie|11
10th|+10/+5|+7|+3|+3|Madness Revolution|12
11th|+11/+6/+1|+7|+3|+3|Delirium Blade (level 3)|13
12th|+12/+7/+2|+8|+4|+4|Madness Born of Chaos|14
13th|+13/+8/+3|+8|+4|+4|Sanatorium|15
14th|+14/+9/+4|+9|+4|+4|Insidious|16
15th|+15/+10/+5|+9|+5|+5|Clarity in Insanity|17
16th|+16/+11/+6/+1|+10|+5|+5|Delirium Blade (level 4), Madness Born of Order|18
17th|+17/+12/+7/+2|+10|+5|+5|Extreme Paranoia|19
18th|+18/+13/+8/+3|+11|+6|+6|Delirium Overload|20
19th|+19/+14/+9/+4|+11|+6|+6|Lunatic Asylum|21
20th|+20/+15/+10/+5|+12|+6|+6|I am Delirium, Delirium Blade (maximum insanity)|22
[/table]

Class Features
All of the following are class features of the Delirium Blade.

Weapon and Armor Proficiencies: Delirium Blades are proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shield).

Delirium (Ex): The Delirium Blade is an entity fueled by madness, from within, and from his surroundings. At 1st level, as a swift action, the Delirium Blade can extend a sphere of influence 30 feet in radius where she can draw the power of Delirium in the form of Delirium Points (DP) from any creature within it. This area increases by 10 ft per level.

Since Delirium is a very unstable state of mind, the Delirium Blade is limited to a number of Delirium Points equal to 2 + Delirium Blade class levels. She starts each encounter with maximum DP, and reverts back to maximum DP at the end of each encounter regardless of the remaining (or zero) DP left. She can collect a maximum of 1 DP from each creature in her sphere of influence each round through her Madness Born chain of abilities and acquires these points at the start of the next round. Alternatively, the Delirium Blade can forgo this sphere of influence and as a swift action focus on one creature, and she can instead draw DP equal to one fourth her class levels each round as long as the targeted creature is within the Delirium Blade’s line of sight.

This ability does not give the Delirium Blade the ability to acquire Delirium Points.

Delirium Blade: Delirium Blades are fierce warriors first and foremost. Their name was derived from the unique brand of combat arts that they employ: Delirium Blade. It was derived from an ancient combat art called Chain Arts, where the particular attacks are successively chained in particular order to produce more devastating effects. The first Delirium Blades adapted this by using the concentrated madness of Delirium to obtain the heightened physical and mental state required to pull off these combat techniques.

Delirium Blade is divided into 5 levels, level 1 being the basic and maximum insanity the master level techniques. The Delirium Blade learns level 1 attacks at 1st level, level 2 attacks at 6th level, level 3 attacks at 11th level, level 4 attacks at 16th level, and maximum insanity attacks at level 20. She knows all attacks in the list, but higher level attacks require prerequisite attacks to be made or to be successful in order for her to be able to use them.

All Delirium Blade attacks are extraordinary abilities and require 1 attack action to execute unless otherwise stated in the particular technique. DCs for effects are 10 + ½ class level + Cha mod, against a save specified in the technique’s entry. All Delirium Blade attacks can be executed multiple times in a round as long as the necessary actions and required Delirium Points are fulfilled, with the exception of Maximum Insanity level attacks, in which only one of these attacks can be done each round.

Madness Born of Rage (Ex): At 1st level, the Delirium Blade learns to draw madness from the anger within himself. Every time the Delirium Blade makes or receives a physical attack, she gains 1 DP. She gains only 1 DP each round from this ability, regardless of how many times she attacks or is attacked.

The Delirium Blade imbibes the nature of the Delirium gained through different abilities. In this case, she reflects the toughness and the bloodlust of a warrior in rage; she gains 1 temporary hit point per level for each Delirium Point obtained through this ability. These temporary hit points last only 1 round and do not carry over to the next round.

Raving Lunatic (Ex): Delirium Blades are warriors who walk the thin line between sanity and insanity. To others, they can be very hard to read and come off as crazy. At 2nd level, the Delirium Blade gains a bonus to Intimidate and Bluff checks equal to one fourth her class level. Also, as a swift action, by spending 2 DP, she gains a competence bonus to Intimidate and Bluff checks equal to half her remaining Delirium Points for 1 round.

Paranoia (Ex): At 3rd level, as the Delirium Blade becomes more attuned to delirium, she becomes more paranoid. She however uses this paranoia to heighten her awareness of her surroundings. She gains blindsense out to 30 feet.

Madness Born of Terror (Ex): Beginning at 4th level, the Delirium Blade learns to draw madness from the fear in the hearts of her opponents. She gains 1 DP for each creature inside her sphere of influence under fear effects caused by you. Also, for each round she gains a Delirium Point through this ability, she gains immunity to fear effects.

Truth in Madness (Ex): It is said that the only way to see the truth is through insanity. As the Delirium Blade inches closer and closer to the brink of insanity, she can see through the veils of lies people weave. At 5th level, the Delirium Blade gains Sense Motive as a class skill, and is keyed off her Charisma instead of Wisdom. This ability also receives the bonuses of Raving Lunatic.

Agateophobia (Ex): At 7th level, the Delirium Blade sinks deeper into madness that she can emit it and affect those around her. As a standard action, the Delirium Blade can use Intimidate to demoralize her opponents, but instead of affecting a single enemy that she threatens, she can affect all enemies within her Delirium sphere of influence. She must have line of effect in order for this ability to work and each enemy rolls a separate modified level check to oppose your Intimidate check, but the skill check otherwise works as normal.

When using this ability, the Delirium Blade channels the madness within her outwards, dissipating some of her acquired Delirium. She spends 1 DP for every creature she tries to affect. In case of insufficient DP, she can choose which enemies to affect. However she does not need to spend Delirium Points to affect creatures with hit dice 4 less than the Delirium Blade’s, or half, whichever is higher.

Using this ability also ends the Delirium Blade’s sphere of influence, and she must spend another swift action to extend the sphere of influence again.

Madness Born of Knowledge (Ex): Beginning at 8th level, the Delirium Blade learns to draw madness from esoteric knowledge. She gains 1 DP for each creature inside her sphere of influence that casts a spell or spell-like ability, activates a supernatural ability, or psionic or psi-like powers. Also, for each round she gains a Delirium Point through this ability, she gains spell resistance equal to 11 + HD.

Delirium Junkie (Ex): By 9th level, the Delirium Blade has gotten used to the feeling of madness within her that she becomes more effective the higher the level of Delirium she stores within her. She gains a bonus to attack, damage, AC, and saves equal to half of her Delirium Points left (rounded up, minimum 1).

Madness Revolution (Ex): At 10th level, whenever the Delirium Blade activates her Agateophobia ability, any creature affected by the ability cowers in fear for 1 round and is shaken in the next. Additionally, she can spend 3 DP to activate the ability as a move action and 6 DP as a swift action. This applies to Sanatorium and Lunatic Asylum abilities as well.

Madness Born of Chaos (Ex): Beginning at 12th level, the Delirium Blade learns to draw madness from chaos of the battlefield. She gains 1 DP for each creature inside her sphere of influence that makes or receives physical attacks. Also, for each round she gains a Delirium Point through this ability, the raw madness distorts her immediate space, and she gains 20% concealment that cannot be pierced by True Seeing.

Sanatorium (Su): By 13th level, the Delirium Blade can use her insanity to twist the minds of her opponents into other forms of madness. Whenever she uses the Agateophobia ability, she can choose to forgo its effects. Instead, the affected creatures try to attack its closest comrade to the best of its ability, and will continue to do so until it deals damage, ending the effect.

Insidious (Ex): At 14th level, the Delirium Blade’s insanity becomes so overwhelming that it can penetrate even the most guarded of minds. All Delirium effects that cause mind affecting effects overcome any immunity. The target instead gains +5 bonus to its saves.

Clarity In Insanity (Ex): It has been said that only those who are truly insane can see through this world made of lies. At 15th level, the Delirium Blade can see through any misdirection or illusion, as if under the effects of a True Seeing spell. She can activate or deactivate it as a free action.

Madness Born of Order (Ex): Beginning at 16th level, the Delirium Blade reaches the pinnacle of insanity. She can now manage to draw madness from insanity’s direct opposite: order. She gains 1 DP for each creature inside her sphere of influence that does nothing or just takes a move action to change location. This includes mental actions and skill checks. Also, for each round she gains a Delirium Point through this ability, the serenity strengthens her mind, and she gains the benefit of the Mind Blank spell.

Extreme Paranoia (Ex): At 17th level, the Delirium Blade’s mastery of her paranoia reaches a point where she can use it to heighten her sense of danger to inhuman levels. She can no longer be surprised, and she always takes part in any surprise round unless she is helpless. Also, by spending 2 DP, she can gain the effect of blindsight out to a range equivalent to her sphere of influence for 1 round.

Delirium Overload (Ex): Delirium Blades of 18th level break through the limits of their insanity and venture deeper into the realms of Delirium. She can opt to acquire Delirium Points beyond her maximum per level. However, each round that she has more Delirium Points than her maximum per level, her Delirium Junkie ability stops working, and she instead suffers a penalty to attack rolls, damage rolls, AC, and saves equal to half the value over the maximum.

Lunatic Asylum (Su): By 19th level, the Delirium Blade can use her insanity to invoke the deepest fears of her enemies to a point that it breaks down their psyche. Whenever she uses the Agateophobia ability, she can choose to forgo its effects. Instead, the affected creatures are attacked by a figment of their deepest fears, and must succeed a fort save with a DC equal to 10+ ½ class level + Cha or die. If the save is successful, the target instead takes 1d3 damage to its Wisdom score.

Using this ability demands more from the Delirium Blade, and costs twice the amount of Delirium Points for every creature she tries to affect than the normal (still no cost for creatures 4 HD less than the Delirium Blade’s HD or half, whichever is higher).

I am Delirium (Ex/Su): By 20th level, Delirium Blades become the embodiment of insanity. Her mind becomes so twisted that she can reject the perceived reality and live as she sees fit in her own insane world. She escapes the clutches of Destiny, and no longer dies from old age, stops accruing penalties from aging, but still benefits from age bonuses.

Once per day, as an immediate action, whenever the Delirium Blade is about to die, she can spend 22 DP to rewrite her fate and cheat even Death. Whenever she takes damage or is affected by an effect that causes her to die, she can treat it as if that round never happened, and she can choose to reappear at any point within her Delirium sphere of influence. The DP cost from this ability can bring down her Delirium Points below zero, and she has to fill up these negative DP first (through Madness Born abilities) before she can use any abilities that require DP. She also suffers a penalty to attack, damage, AC, and saves equal to the negative DP value for each round she has them. This part of the ability is a supernatural effect.

GuyFawkes
2013-08-01, 01:08 PM
Delirium Blade

Delirium Blade Attacks Description

The description of each Delirium Blade attack follows a standard format, which is explained below.

Name

This entry is the name by which the attack is generally known. However, it is common that different Delirium Blades may name their own attacks differently.

Level

This entry gives the class that has access to this attack, as well as the level the class gains access to this attack.

Prerequisite

This entry lists the requirements needed in order to pull off the particular attack. Basic level Delirium Blade attacks prerequisites are usually weapon types or unarmed strike that can be used for the attack or a condition the target (and/or the Delirium Blade) is in (such as grappling or in flight, etc) while higher level attacks require certain lower level attacks to be executed or be successful before they can be performed, forming a chain of attacks that become more and more devastating.

Action

This entry describes the type of action you must spend in order to perform the attack. Generally, Delirium Blade attacks require only a single attack action, or a single sword swing, to be executed. However, there are some that require other types of action, such as swift or immediate actions.

Range

An attacks’ range indicates how far from you it can reach. Most attacks have a range of melee attack.

Target

This entry describes the attack’s target, its effect, or its area, as appropriate.

Duration

An attacks duration states how long the effects of the attack lasts.

Saving Throw

Sometimes, an attack inflicts special effects or has supernatural augmentation that targets an enemy allows the creature or object to make a saving throw to avoid some or all of the effect. The saving throw line defines which type of saving throw an attack allows.

Negates: The attack has no additional effect on a subject that makes a successful saving throw.
Partial: The attack causes an effect on its subject, such as death. A successful saving throw means that some lesser effect occurs (such as being dealt damage rather than being killed).
Half: The attack deals damage, and a successful saving throw halves the damage taken (rounded down).
None: In a case where no saving throw is allowed, the saving throw line is omitted.
Saving Throw Difficulty Class: The formula for determining a saving throw DC against an attack’s special effect is provided in the Delirium Blade ability description.

Delirium Point Cost

This entry states the number of Delirium Points you are required to spend in order to initiate the attack. In general, Level 1 attacks cost 1 DP, Level 2 attacks cost 3 DP, Level 3 attacks cost 5 DP, and Level 4 attacks cost 7 DP. Maximum Insanity level attacks usually cost 10 DP or in some cases, 10 DP per round.
Level 1

Bash
Level: Delirium Blade level 1
Prerequisite: Bludgeoning, unarmed strike, or shield
Action: 1 attack action
Range: Melee attack
Target: One creature
Delirium Point Cost: none/1

Bash is a basic attack favored by blunt weapon users as well as shield users and unarmed warriors, using blunt force to penetrate through armor or tough hide. This can be used normally, and the attack is resolved as an ordinary melee attack, but by spending 1 DP, the Delirium Blade’s attack bypasses any Damage Reduction except epic with a value equal to one fourth her level.

Grab
Level: Delirium Blade level 1
Prerequisite: Unarmed strike
Action: 1 attack action
Range: Melee attack
Target: One creature
Delirium Point Cost: none/1

Grab is a basic attack form for unarmed combat. Instead of punching, kicking, or pushing, grab pulls the target closer, where most are uncomfortable fighting. This can be used normally, and the attack is resolved as an ordinary grapple attempt, but by spending 1 DP, the Delirium Blade may treat initiate the grapple as if she had the Improved Grapple feat. This technique can be done as long as the she has one hand free.

High
Level: Delirium Blade level 1
Prerequisite: Any weapon or unarmed strike
Action: 1 attack action
Range: Melee attack
Target: One creature
Duration: 1 round
Saving Throw: Will negates
Delirium Point Cost: none/1

High is a variation of the different basic attacks, aimed above the torso, primarily at the head of the target. This can be used normally, and the attack is resolved as an ordinary melee attack, but by spending 1 DP, the Delirium Blade’s target is also dazed for 1 round.

Horizontal
Level: Delirium Blade level 1
Prerequisite: Slashing, bludgeoning, or unarmed strike
Action: 1 attack action
Range: Melee attack
Target: One creature
Delirium Point Cost: none/1

One of the basic attack forms of any fighting art, and perhaps the most natural attack form for humanoid creatures. As the name implies, Horizontal is an attack that cuts parallel to the ground, either from right to left, or from left to right, using the momentum of the swing to add power to the attack. This can be used normally, and the attack is resolved as an ordinary melee attack, but by spending 1 Delirium Point, the Delirium Blade may treat this attack as if she had the Cleave feat.

Low
Level: Delirium Blade level 1
Prerequisite: Any weapon or unarmed strike
Action: 1 attack action
Range: Melee attack
Target: One creature
Delirium Point Cost: none/1

Low is a variation of the different basic attacks, aimed below the waist in a sweeping motion aimed at the lower extremities of the target. This can be used normally, and the attack is resolved as an ordinary melee attack, but by spending 1 DP, the Delirium Blade may attempt a trip attack and treat it as if she had the Improved Trip feat.

Parry
Level: Delirium Blade level 1
Prerequisite: Any weapon, Improved unarmed strike
Action: Immediate Action
Delirium Point Cost: none/1

Parry is the basic defense of armed or unarmed combat. It is done by using the weapon or part of the body to block incoming attacks or deflect them harmlessly away. As an immediate action, the Delirium Blade can choose to forgo an attack action this round to instead execute a parry. She rolls an attack at her highest attack bonus, and during the round, she can use this roll as a substitute for her AC against any physical attack made against her. If the Delirium Blade has already used up all her attack actions for that turn, she will forgo 1 attack action on the next turn.

Slant
Level: Delirium Blade level 1
Prerequisite: Slashing
Action: 1 attack action
Range: Melee attack
Target: One creature
Delirium Point Cost: none/1

Slant is a basic attack that slashes diagonally down or up, from either left or right. This attack form does not usually come naturally, but the angle makes the attack hard to block and penetrates defenses much better. This can be used normally, and the attack is resolved as an ordinary melee attack, but by spending 1 DP, the Delirium Blade may treat this attack as if she had the Improved Critical feat.

Thrust
Level: Delirium Blade level 1
Prerequisite: Piercing, unarmed strike
Action: 1 attack action
Range: See text
Target: One creature
Delirium Point Cost: none/1

Thrust is a basic attack that is made by moving the weapon parallel to its length and landing with the point. The attack is harder to block with its small area but easy to parry or evade, but most importantly, combined with a lunge, it is an attack that increases reach. This can be used normally, and the attack is resolved as an ordinary melee attack, but by spending 1 DP, the Delirium Blade may move 10 feet as part of this attack. This movement must be in a straight line and must be unobstructed.

Vertical
Level: Delirium Blade level 1
Prerequisite: Slashing, bludgeoning, or unarmed strike
Action: 1 attack action
Range: Melee attack
Target: One creature
Delirium Point Cost: none/1

Vertical is a basic attack that cuts from the top downwards or from below up, using gravity and natural flexibility of the joints and muscles to make heavy blows, but gives the defender enough space to dodge to the left or right of the line of attack. This can be used normally, and the attack is resolved as an ordinary melee attack, but by spending 1 Delirium Point, the Delirium Blade may treat this attack as if she had the Power Attack feat.
Level 2

Cross
Level: Delirium Blade level 2
Prerequisite: Slant
Action: 1 attack action
Range: Melee attack
Target: One creature
Delirium Point Cost: 3

When the Delirium Blade has successfully connected with a Slant, she can chain it with a Cross attack. She makes an attack roll at the appropriate attack bonus. If the attack hits, the attack is treated as if she has the Improved Critical feat and Power Critical feat.

Flatten
Level: Delirium Blade level 2
Prerequisite: Vertical down, bludgeoning or unarmed strike
Action: 1 attack action
Range: Melee attack
Target: One creature
Delirium Point Cost: 3

When the Delirium Blade has successfully connected with a Vertical attack cutting down, she can chain it with a Flatten attack. She makes an attack roll at the appropriate attack bonus. If the attack hits, the force of the impact crashes down on the target and knocks him prone. The target also receives additional 4d6 damage.

Headhunt
Level: Delirium Blade level 2
Prerequisite: High
Action: 1 attack action
Range: Melee attack
Target: One creature
Duration: 1 round
Saving Throw: Fortitude negates
Delirium Point Cost: 3

When the Delirium Blade has successfully connected with a High attack, she can chain it with a Head Hunt attack. She makes an attack roll at the appropriate attack bonus. If the attack hits, the target takes damage and must make a Fortitude save or be stunned instead of dazed for 1 round.

Launch
Level: Delirium Blade level 2
Prerequisite: Vertical up
Action: 1 attack action
Range: Melee attack
Target: One creature
Duration: 1 round
Delirium Point Cost: 3

When the Delirium Blade has successfully connected with a Vertical attack cutting upwards, she can chain it with a Launch attack. She makes an attack roll at the appropriate attack bonus. If the attack hits, the target is launched 10 feet into the air above its space for one round. While in the air, the target loses its Dexterity bonus to AC unless it has an ability to fly. At the very start of the next round (regardless of initiative) it falls and hits the ground, taking 1d6 damage from the fall.

The launched target can be targeted normally by ranged or magical attacks, but anyone attempting to attack it with a melee attack must first succeed on a DC 16 Jump check (for medium-sized creatures, DC 20 for small-sized creature) or must be Large or larger or must have a reach weapon.

Riposte
Level: Delirium Blade level 2
Prerequisite: Parry
Action: Substitute action for Parry
Range: Melee attack
Target: One creature
Delirium Point Cost: 3

When the Delirium Blade has successfully deflected a melee attack with the Parry technique, she can chain it with a Riposte attack. She creates an opening with her Parry attack and gains an attack of opportunity against the attacker, made at her highest BAB. This does not count against the number of attacks of opportunity she can make in a round.

Slam
Level: Delirium Blade level 2
Prerequisite: Bash
Action: 1 attack action
Range: Melee attack
Target: One creature
Duration: 1 round/level
Saving Throw: Fortitude negates
Delirium Point Cost: 3

When the Delirium Blade has successfully connected with a Bash attack, she can chain it with a Slam attack. She targets the same spot as the previous attack, penetrating into the target’s core and damaging its internal organs. She makes an attack roll at the appropriate attack bonus. If the attack hits, the target must succeed a Fortitude save or be slowed for a number of rounds equal to her level.

Spin
Level: Delirium Blade level 2
Prerequisite: Horizontal
Action: 1 attack action
Range: Melee attack
Target: All creatures within reach
Delirium Point Cost: 3

After the Delirium Blade has performed a Horizontal attack, she can chain it with a Spin attack. She uses the momentum of the swing to spin in a full circle, cutting everything within her reach. She makes an attack roll at the appropriate attack bonus against the AC of each individual target.

Sweep
Level: Delirium Blade level 2
Prerequisite: Low
Action: 1 attack action
Range: Melee attack
Target: One creature
Duration: 1 rounds
Saving Throw: Fortitude negates
Delirium Point Cost: 3

When the Delirium Blade has successfully connected with a Low attack, she can chain it with a Sweep attack. She makes an attack roll at the appropriate attack bonus. If the attack hits, the target must make a Fortitude save or move at half speed, lose the ability to run or charge, and take a -2 penalty on all attack rolls and a -4 penalty to Dexterity for 1 round.

Throw
Level: Delirium Blade level 2
Prerequisite: Grab, grappling
Action: 1 attack action
Range: Melee attack
Target: One creature
Delirium Point Cost: 3

Whenever the Delirium Blade has successfully connected with a Grab attack, or is grappling, she can attempt to throw her opponent. She makes a trip attempt against the enemy, and she gains a +4 bonus on the ability check. If she succeeds in tripping her foe, she throws the target up to 10 feet away. The target falls prone in the destination space and takes 2d6 points of damage.

For every 5 points by which she wins the opposed check, she gains an additional 5 feet of throw distance and an additional 1d6 damage for each additional 5 feet. For example, if she wins by 10, she can place her foe in any space within 20 feet of her, and he receives 4d6 damage in total. She must place the target in an empty space. If she lacks the distance to throw her target into a clear space, he falls prone in his current space.

The Delirium Blade can opt to throw the target to another creature’s space, which also takes the same damage as the thrown creature. The second creature can roll a Reflex save to half the damage.

Twist
Level: Delirium Blade level 2
Prerequisite: Lunge
Action: 1 attack action
Range: Melee attack
Target: One creature
Duration: 1 round/level
Saving Throw: Fortitude negates
Delirium Point Cost: 3

When the Delirium Blade has successfully connected with a Lunge attack, she can chain it with a Twist attack. She makes an attack roll at the appropriate attack bonus. If the attack hits, the attack leaves an open wound. The target must succeed on a Fortitude save or suffers 1d4 bleeding damage each round for a number of rounds equal to the Delirium Blade’s level. The wound can be stopped with a successful Heal check against DC 15 or if magical healing is applied.
Level 3

Aerial Rave
Level: Delirium Blade level 3
Prerequisite: Launch
Action: 1 attack action
Range: Melee attack
Target: One creature
Delirium Point Cost: 5

When the Delirium Blade has successfully connected with a Launch attack, she can chain it with an Aerial Rave attack. She makes a Jump check with a DC 16 (for medium-sized creatures, DC 20 for small-sized creature). If she succeeds, she automatically follows the target into the air and executes two attacks, both at the same BAB as appropriate for the attack action. The target loses its Dexterity bonus to AC and is flat-footed against these attacks.

Decapitator
Level: Delirium Blade level 3
Prerequisite: Headhunt
Action: 1 attack action
Range: Melee attack
Target: One creature
Duration: 1 round
Saving Throw: Fortitude partial
Delirium Point Cost: 5

When the Delirium Blade has successfully connected with a Headhunt attack, she can chain it with a Decapitator attack. She makes an attack at the appropriate BAB. If the attack hits, the target takes damage and is paralyzed instead of stunned for 1 round unless it succeeds on a Fortitude save. If the target succeeds on its save, it is instead dazed for 1 round.

Double Throw
Level: Delirium Blade level 3
Prerequisite: Throw
Action: 1 attack action
Range: Throw range
Target: One creature
Delirium Point Cost: 5

When the Delirium Blade has successfully connected with a Throw attack, she can chain it with a Double Throw attack. After the Throw has been executed, she instantly follows the target to its space. She then makes a melee touch attack at the appropriate BAB. If the attack hits, she can execute another Throw attack with a +6 bonus to her trip attempt.

Earth Bind
Level: Delirium Blade level 3
Prerequisite: Flatten
Action: 1 attack action
Range: Melee attack
Target: One creature
Delirium Point Cost: 5

When the Delirium Blade has successfully connected with a Flatten attack, she can chain it with an Earth Bind attack. She makes an attack roll at the appropriate attack bonus. If the attack hits, the crashing momentum of the downward swing buries the target into the ground. The target also receives additional 2d6 damage. The target remains buried until he makes a DC 15 Strength check or a DC 20 Escape Artist to extricate himself as a full round action.

While buried, the target cannot do anything except mental actions. Casting a spell that requires a somatic component automatically fails, and if it has none, the target must still make a must make a Concentration check (DC 20 + spell level) or lose the spell.

Fiery Barrage
Level: Delirium Blade level 3
Prerequisite: Cross
Action: 1 attack action
Range: Melee attack
Target: One creature
Delirium Point Cost: 5

When the Delirium Blade has successfully connected with a Cross attack, she can chain it with a Fiery Barrage attack. She executes another two attacks, both at the same BAB as appropriate for the attack action. Both attacks have a threat range of 11 to 20 and auto confirms when critical.

First Step
Level: Delirium Blade level 3
Action: 1 attack action
Range: Delirium sphere of influence
Delirium Point Cost: 5

By spending 5 DP, the Delirium Blade can bend space and close in on her targets, striking them when they feel comfortable with their distance of engagement. She moves so fast that she seems to disappear and instantly appear beside any target within her Delirium ability’s sphere of influence, and then makes one attack at the appropriate BAB.

Momentum Circle
Level: Delirium Blade level 3
Prerequisite: Spin
Action: 1 attack action
Range: 30 feet radius
Target: All creatures within range
Delirium Point Cost: 5

After the Delirium Blade has performed a Spin attack, she can chain it with a Momentum Circle attack. She builds on the momentum of the swing, spinning faster, and producing a gust of wind that cuts everything within 30 feet of her. She makes an attack roll at the appropriate attack bonus against the AC of each individual target.

Shin Splitter
Level: Delirium Blade level 3
Prerequisite: Sweep
Action: 1 attack action
Range: Melee attack
Target: One creature
Duration: 1 round/level
Saving Throw: Fortitude negates
Delirium Point Cost: 5

When the Delirium Blade has successfully connected with a Sweep attack, she can chain it with a Shin Splitter attack. She makes a melee attack at the appropriate BAB. If the attack hits, the attacker takes damage and instead moves at 5 feet per round, lose the ability to run or charge, and take a -4 penalty on all attack rolls and a -6 penalty to Dexterity for 1 round per level instead of the effects bestowed by Sweep if it fails its save.

Triple Point
Level: Delirium Blade level 3
Prerequisite: Slam
Action: 1 attack action
Range: Melee attack
Target: One creature
Saving Throw: Fortitude half
Delirium Point Cost: 5

When the Delirium Blade has successfully connected with a Slam attack, she can chain it with a Triple Point attack. She targets the same spot as the previous attack, striking it thrice, penetrating into the target’s core and damaging its internal organs. She makes an attack roll at the appropriate attack bonus. If the attack hits, the target must succeed a Fortitude save or take 1d4 Constitution damage. If the save is successful, the target instead takes half of the Constitution damage (minimum 1).

Water Mirror
Level: Delirium Blade level 3
Prerequisite: Parry
Action: Substitute action for Parry
Range: Melee attack
Duration: 1 round
Delirium Point Cost: 5

Whenever the Delirium Blade uses Parry, she can opt to forgo her entire round’s worth of attack actions to activate Water Mirror. For the whole round, she can Riposte any melee attack that targets her.
Level 4

Absolute Zero
Level: Delirium Blade level 4
Action: Substitute action for Parry
Range: Delirium sphere of influence
Duration: 1 round
Delirium Point Cost: 7

Whenever the Delirium Blade activates Water Mirror, she can spend another 7 DP to activate Absolute Zero. For the whole round, in addition to the effects of Water Mirror, she can also redirect ranged attacks to any creature within her Delirium sphere of influence. The redirected attack uses its original attack roll against the new target’s AC.

This ability can redirect physical attacks as well as ray attacks.

Aerial Supremacy
Level: Delirium Blade level 4
Prerequisite: Aerial Rave
Action: 1 attack action
Range: Melee attack
Target: One creature
Duration: 1 round
Delirium Point Cost: 7

When the Delirium Blade has successfully connected with an Aerial Rave attack, she can chain it with an Aerial Supremacy attack. She rolls an attack with the appropriate BAB. If the attack hits, the target is hit with a forceful downward slash that sends it crashing to the ground. The target receives additional 8d6 damage and is knocked prone. The target loses its Dexterity bonus to AC and is flat-footed against all attacks for 1 round.

Fated Circle
Level: Delirium Blade level 4
Prerequisite: Momentum Circle
Action: 1 attack action
Range: 60 feet radius
Target: All creatures within range
Delirium Point Cost: 7

After the Delirium Blade has performed a Momentum Circle attack, she can chain it with a Fated Circle attack. She builds on the momentum of the swing, spinning faster, building into a cyclone that damages all creatures within 60 feet of her. She makes an attack roll at the appropriate attack bonus against the AC of each individual target.

Guillotine Slash
Level: Delirium Blade level 4
Prerequisite: Decapitator
Action: 1 attack action
Range: Melee attack
Target: One creature
Saving Throw: Fortitude partial
Delirium Point Cost: 7

When the Delirium Blade has successfully connected with a Decapitator attack, she can chain it with a Guillotine Slash attack. She makes an attack at the appropriate BAB. If the attack hits, the target takes damage and must succeed on a Fortitude save or die. If the target succeeds its save, it is instead stunned for 1 round.

Hot Spot
Level: Delirium Blade level 4
Prerequisite: Earth Bind
Action: 1 attack action
Range: Melee attack, 30 feet radius
Target: One creature, all creature within range
Delirium Point Cost: 7

When the Delirium Blade has successfully connected with a Earth Bind attack, she can chain it with a Hot Spot attack. She makes a melee touch attack roll at the appropriate attack bonus. If the attack hits, the force of the impact is imparted into the ground around the target, making it explode. The target receives 8d6 damage and is released from the effects of Earth Bind but is knocked prone.

The force of the impact reaches to a range of 30 feet radius. All creatures within that radius receives 2d6 damage and must succeed on a Balance check with DC 20 or be knocked prone. Finally, the exploded area becomes difficult terrain.

Jack the Ripper
Level: Delirium Blade level 4
Prerequisite: Triple Point
Action: 1 attack action
Range: Melee attack
Target: One creature
Delirium Point Cost: 7

When the Delirium Blade has successfully connected with a Triple Point attack, she can chain it with a Jack the Ripper attack. She targets the same spot as the previous attacks, striking it four times, ripping through its target’s flesh and bones.. She makes an attack roll at the appropriate attack bonus. If the attack hits, the Delirium Blade regains hit points equal to the damage she dealt with this attack.

Scintillating Swordplay
Level: Delirium Blade level 4
Prerequisite: Fiery Barrage
Action: 1 attack action
Range: Melee attack
Target: One creature
Delirium Point Cost: 7

When the Delirium Blade has successfully connected with a Fiery Barrage attack, she can chain it with a Scintillating Swordplay attack. She executes another two attacks, both at the same BAB as appropriate for the attack action. Both attacks are automatic critical hits.

Second Step
Level: Delirium Blade level 4
Action: 1 attack action
Range: Delirium sphere of influence
Target: 3 creatures within range
Delirium Point Cost: 7

Whenever the Delirium Blade has initiated a First Step, she can chain it with a Second Step attack. She disappears and moves so quickly that three afterimages of her appears beside three targets within her Delirium sphere of influence. She makes one attack against each target at the appropriate BAB, then chooses among the three afterimages to assume, and the other two disappears.

Triple Throw
Level: Delirium Blade level 4
Prerequisite: Double Throw
Action: 1 attack action
Range: Throw range
Target: One creature
Delirium Point Cost: 7

When the Delirium Blade has successfully connected with a Double Throw attack, she can chain it with a Triple Throw attack. After the Double Throw has been executed, she instantly follows the target to its space. She then makes a melee touch attack at the appropriate BAB. If the attack hits, she can execute another Throw attack with a +8 bonus to her trip attack.

Undermine
Level: Delirium Blade level 4
Prerequisite: Shin Splitter
Action: 1 attack action
Range: Melee attack
Target: One creature
Duration: 1 round/level
Saving Throw: Fortitude partial
Delirium Point Cost: 7

When the Delirium Blade has successfully connected with a Shin Splitter attack, she can chain it with an Undermine attack. She makes a melee attack at the appropriate BAB. If the attack hits, the attacker takes damage and loses her ability to move completely, and it take a -6 penalty on all attack rolls and a -8 penalty to Dexterity for 1 round per level instead of the effects bestowed by Shin Splitter if it fails its save. If the target makes its save, it instead takes the effects bestowed by Sweep.
Maximum Insanity

Full Moon
Level: Delirium Blade Maximum Insanity
Action: Substitute action for Parry
Range: Delirium sphere of influence
Duration: 1 round
Delirium Point Cost: 10

At level 20, whenever the Delirium Blade activates Absolute Zero, she can spend another 10 DP to activate Full Moon. For the whole round, in addition to the effects of Absolute Zero, she has a 50 percent chance to redirect magical attacks directed at her or any magical attack that targets an area including her to any creature within her Delirium sphere of influence.

This ability is a supernatural effect.

Hallucination Walk
Level: Delirium Blade Maximum Insanity
Prerequisite: Any chain up to level 4
Action: Free action
Range: Delirium sphere of influence
Target: All creatures within range
Delirium Point Cost: 10

At level 20, whenever the Delirium Blade succeeds in pulling off a Delirium Blade chain ending with a level 4 attack, she can as a free action make a Hallucination Walk attack. By spending 10 DP, she distorts time and space and moves so fast that multiple afterimages of her appear on the battlefield. She may make one attack against each creature within her sphere of influence at her highest BAB.

Madness Tempest
Level: Delirium Blade Maximum Insanity
Prerequisite: Any chain up to level 4
Action: Free action
Range: Melee attack
Target: One creature
Delirium Point Cost: 10

At level 20, whenever the Delirium Blade succeeds in pulling off a Delirium Blade chain ending with a level 4 attack, she can as a free action make a Madness Tempest attack. By spending 10 DP, she gains another full round action’s worth of attacks.

Tempus Frangit
Level: Delirium Blade Maximum Insanity
Prerequisite: Any chain up to level 4
Action: Free action
Duration: 1 round
Delirium Point Cost: 10 per round

At level 20, whenever the Delirium Blade succeeds in pulling off a Delirium Blade chain ending with a level 4 attack, she can, as a free action, activate Tempus Frangit. By spending 10 DP, she compresses time, making her move so fast that time seems to slow down to a stop around her. For 1 round, she is able to act freely, as if under the effects of temporal acceleration. She can spend 10 DP for each round she wishes to extend this effect. During any virtual round gained by the Delirium Blade through this attack, she does not gain any Delirium Point.

This ability is a supernatural effect.

Twisted Reality
Level: Delirium Blade Maximum Insanity
Action: 1 swift action
Duration: 1 round
Delirium Point Cost: 10

At level 20, by spending 10 DP, as a swift action, the Delirium Blade can activate Twisted Reality. She can roll any and all rolls twice and choose the better result for the rest of the round.

This ability is a supernatural effect.

sengmeng
2013-08-04, 06:37 AM
Psychocarnate

Put an optional image of your class here!

I’m a wizard! Rar! No wait, I’m a psion! And a bard! Now I’m a bicycle!

Any adventurer can evoke fear, respect, envy, awe, and even adulation from the common man, but only the Psychocarnate draws their pity. Manifesters are loathe to include them in their number, but they grudgingly admit that a Psychocarnate’s abilities resemble psionics more than anything else. However, Psychocarnates do not study and meditate to develop their mental powers. Instead, their powers often control them, and they struggle to wrench their minds free of the fantasy worlds in their heads and deal with reality. In their fantasies, they can control everything, and with effort, they can warp reality in the same way, though always at cost to themselves.

Adventures: Psychocarnates tend to wander if unattended.

Characteristics: A Psychocarnate has a short attention span, but in their brief moments of focus, they can move worlds.

Alignment: If their actions were the only way to judge, all Psychocarnates would be considered chaotic. However, most of their actions are not their choices. The jumbled mess of their thoughts may conceal motivations and depths that are not apparent in their behavior.

Religion: Psychocarnates may believe that they are gods, and don’t tend to worship other divinities. They also might not be wrong.

Background: Psychocarnates are born, not made. They are conduits of a powerful creative force whose origins are unknown. Some think that all intelligent creatures are latently psionic and they emanate power that the Psychocarnates unwillingly absorb and repurpose, but it could just as easily come from some other source. In any case, a Psychocarnate doesn’t choose this and can’t escape it.

Races: Psionic races tend to produce more Psychocarnates, but any intelligent creature can become one. However, many do not survive to adulthood or are not recognized as different from mundane mentally ill persons. Some who are recognized are also killed or otherwise dealt with because of their erratic and dangerous nature. The likelihood of a Psychocarnate coming from a particular race or society surviving to adulthood is directly related to that culture's compassion for the insane.

Other Classes: Psychocarnates don’t really need other classes to supplement their abilities, but rather to supervise them and help stabilize their constantly fracturing minds. They may annoy or frighten those who study, pray, or meditate for power, and often find empathy from more natural spellcasters and manifesters, such as sorcerers, favored souls, and wilders. Mundane classes often seem limited in both abilities and vision to them, but they are often starved for companionship and their basis for getting along with people will be personal rather than practical.

Role: Psychocarnates are the ultimate utility characters, able to call on all psionic powers.

Adaptation: An arcane or divine psychocarnate spellcaster could be created for campaigns without psionics.

GAME RULE INFORMATION
Psychocarnates have the following game statistics.
Abilities: Wisdom is important to a Psychocarnate, because it determines how long they can keep their mind together while using their power. Charisma determines how hard their powers are to resist and they must have a Charisma score equal to 10 + a power’s level to manifest it. Constitution helps them survive longer, and Intelligence grants them more skill points. Strength and Dexterity don’t matter much to those who live almost entirely in their minds.
Alignment: Any
Hit Die: d4
Starting Age: As barbarian.
Starting Gold: As barbarian
Class Skills
The PSYCHOCARNATE's class skills (and the key ability for each skill) are Autohypnosis (Wis), Balance (Dex), Climb (Str), Concentrate (Con), Craft (Int), Escape Artist (Dex), Jump (Str), Knowledge (Psionics)(Int), Profession (Wis), Psicraft (Int), Swim (Str), and Tumble (Dex).

Skill Points at First Level: (2 + Int modifier) x 4
Skill Points at Each Additional Level: 2 + Int modifier

CPSYCHOCARNATE
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Powers Known

1st|
+0|
+0|
+0|
+2|Insanity, Crazy Powers, Focus|0

2nd|
+1|
+0|
+0|
+3||1

3rd|
+1|
+1|
+1|
+3||1

4th|
+2|
+1|
+1|
+4||2

5th|
+2|
+1|
+1|
+4|1st School|2

6th|
+3|
+2|
+2|
+5||3

7th|
+3|
+2|
+2|
+5||3

8th|
+4|
+2|
+2|
+6||4

9th|
+4|
+3|
+3|
+6||4

10th|
+5|
+3|
+3|
+7|2nd School|5

11th|
+5|
+3|
+3|
+7||5

12th|
+6|
+4|
+4|
+8||6

13th|
+6|
+4|
+4|
+8||6

14th|
+7|
+4|
+4|
+9||7

15th|
+7|
+5|
+5|
+9|A Little Touched|7

16th|
+8|
+5|
+5|
+10||8

17th|
+8|
+5|
+5|
+10||8

18th|
+9|
+6|
+6|
+11||9

19th|
+9|
+6|
+6|
+11||9

20th|
+10|
+6|
+6|
+12||10[/table]

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

Weapon and Armor Proficiencies: The Psychocarnate is proficient with all simple weapons, and no armor or shields of any kind.

Insanity (Ps): A Psychocarnate is functionally quite insane. They have serious trouble keeping their mind on present physical concerns. Out of combat, the Psychocarnate can function fairly normally, though any skill check in which they roll 5 or less on the d20 is treated as an automatic failure, reflecting a disastrous lapse in attention at exactly the wrong moment. In combat, the Psychocarnate is stricken with an effect identical to the confusion spell. In both cases, the Focus ability can remove these effects for one round or one skill check, whichever is greater (if a Psychocarnate performs a difficult physical maneuver which requires both a balance and a jump check as part of the same movement, but it takes only one round, the focus ability extends to both checks. If they are performing a skill check that takes place over several rounds, such as a perform check, the Focus ability lasts for the duration of the performance). A Psychocarnate must also use focus to take 20 or 10 on a skill check. However, the Psychocarnate’s insanity is also a powerful defense against mental intrusion. Targeting a Psychocarnate with a power from the telepathy discipline causes the manifester to come under a confusion effect that is permanent until or unless they succeed at a Will save of DC 10 + ½ the Psychocarnate’s level + their Charisma modifier. They get one attempt to retry their save each round. Casting detect thoughts, dominate person, or dominate monster causes the same effect to a spellcaster. The confusion effect does not represent an action on the part of the Psychocarnate. Psychocarnates are also immune to lesser confusion, confusion, insanity, and symbol of insanity.

Focus (Ps): A Psychocarnate who survives to adulthood does so by developing the willpower to wrench their mind into the here and now. Using Focus deals 1 point of Wisdom damage to the Psychocarnate. Focus can be used to eliminate the penalties of Insanity, or to automatically succeed on a Will save. Focus can reduce a Psychocarnate’s Wisdom score to zero, but not below it. Psychocarnates can take and benefit from metapsionic feats that require psionic focus by using Focus to become psionically focused. Psychocarnates also add their charisma bonus to all Will saves in addition to their Wisdom modifier. Psychocarnates heal Wisdom damage naturally at a rate of half their level per day.

Crazy Powers (Ps): Using powers represents a Psychocarnate simply willing their fantasies to become reality. Manifesting powers always deals Wisdom damage to the Psychocarnate. How much is determines by several factors. A known power is one that the Psychocarnate has performed often enough that it becomes easier. Manifesting one deals 1d2 points of wisdom damage. An unknown power deals at least 1d6 points of wisdom damage. A Psychocarnate can’t learn a power of a level higher than half his Psychocarnate level. Manifesting an unknown power higher than the highest level power the Psychocarnate knows incurs another 2 points of wisdom damage per 1 level of difference between that power’s level and the highest level power they know. Thus, at first level a Psychocarnate doesn’t know any powers, so manifesting a 1st level power causes 1d6+2 points of Wisdom damage (1d6 for being unknown, +2 points because 1st level is 1 higher than 0, times 2). Manifesting a power that may cause them to go to zero or lower wisdom is allowed, but if it would reduce them to less than zero, their Wisdom score becomes zero and the power fails. Manifesting a 9th level power would be technically possible at first level with 19 Charisma, but it would deal 1d6+18 Wisdom damage, and if the character had less than 19 Wisdom, they would automatically fail. A Psychocarnate’s Manifester level is equal to their level, and the save DC’s for their powers are Charisma based and they must have a Charisma score equal to 10 + a power’s level to manifest it. Power points are not necessary and do not help a Psychocarnate manifest powers. Powers learned from other manifesting classes do not count as known when manifesting as a Psychocarnate. Enhancing a power with a metapsionic feat deals 1 extra point of wisdom damage per two extra power points it normally increases the cost by. It also increases the power’s effective level by the same amount, causing additional damage if this increase would make it higher than the highest level power the Psychocarnate knows. Thus, maximizing a power, which normally costs 4 extra power points, deals two more damage and increases its effective level by two, so if it was same level as the highest level power the Psychocarnate knows, it deals another four damage for a total of 1d2+6 or 1d6+6 depending on if it is known or unknown. Crazy Powers can be used to manifest any psionic power except psionic restoration.

School Familiarity (Ps): At 5th level, a Psychocarnate gains enough familiarity with one school of psionics that it reduces the Wisdom damage dealt by manifesting powers from that school. Known powers deal only a single point of Wisdom damage, and unknown powers deal 1d2 (plus any penalties for being of higher level than their highest known power). At 10th level, the Psychocarnate chooses an additional school.


A Little Touched (Ps): The Psychocarnate’s insanity is his weapon, but at 15th level, this becomes more literal. The Psychocarnate can deal 2d4 Wisdom damage at will with a melee touch attack as an attack action, with a Will save to reduce it by half. The DC is 10 + half the Psychocarnate’s level + their Charisma modifier. This can also be made as an unarmed attack, but it must beat the target's regular AC.

FEATS

Crazy Strong
Prerequisites: Focus class ability.
Benefits: Whenever you take damage to your Wisdom score from using the Focus class ability, you gain a morale bonus to your strength equal to the Wisdom damage. This bonus ends when the Wisdom damage is healed.

A Lot Touched
Prerequisites: A Little Touched class ability
Benefits: the Wisdom damage from the A Little Touched Ability increases to 2d6, and the Will save DC goes up by 2. Additionally, when used as an unarmed attack instead of a touch attack, the Psychocarnate adds their strength bonus to the Wisdom damage.

Flexible Mind
Prerequisites: Crazy Powers.
Benefit: Wisdom damage caused by using powers is reduced by 1, but not below 1.

Resilient Mind
Prerequisites: Crazy powers, knowing at least one 2nd level power.
Benefit: You heal 2 more points of Wisdom damage per day than you normally would.


Euphoria
Prerequisites: Crazy Powers
Benefit: Any round in which you take Wisdom damage, you gain a +2 morale bonus to attack, damage, saves, and skill checks for as many rounds as the Wisdom damage taken. This stacks with the benefits of Crazy Strong, but not any other morale bonuses.
Special: This feat can be taken multiple times. Its effects stack, gaining a further +2 morale bonus every time the feat is taken.

Mania
Prerequisites: Crazy Powers, Manifester level 15+
Benefit: You gain extra actions in a round when you take Wisdom damage, according to how much Wisdom damage you take.
{table]Wis Dmg|Action gained|Extra Column of Crazy
1|free 5 ft step|:smallannoyed:
2|swift|:smallsmile:
4|move|:smallamused:
8|standard|:smallsigh:
12+|full|:smallredface:[/table]
You can only gain 1 extra action per round with this feat, even if the extra action deals more wisdom damage. If the extra action deals wisdom damage, the damage is doubled.