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Nocte
2006-12-07, 02:31 AM
Eternal Child

Alignment
Any.
Race
Halfling


Requirements
This class can only be taken at first level, and when it is time for the halfling to reach adulthood.

Hit Die
d6.

Class Skills

The Eternal Child ’s class skills (and the key ability for each skill) are Balance (Dex), Bluff(Cha), Climb (Str), Disguise (Cha), Escape Artist (Dex), Handle Animal(Cha), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Perform (Cha), Sleight Of Hand(Dex), Spot(Wis), Survival(Wis),Swim (Str), Tumble (Dex).

Skill Points at 1st Level

(4 + Int modifier) Ũ4.

Skill Points at Each Additional Level

4 + Int modifier.

ETERNAL CHILD
{table=head]Level|Base Attack[br]Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+0
|
+2
|
+2
|
+0
|skirmish +1d6, Child body(Su)

2nd|
+1
|
+3
|
+3
|
+0
|Release Shadow (Su)

3rd|
+2
|
+3
|
+3
|
+1
|skirmish +1d6 +1AC

4th|
+3
|
+4
|
+4
|
+1
|Flight, 30 ft, Poor

5th|
+3
|
+4
|
+4
|
+1
|skirmish +2d6 +1AC

6th|
+4
|
+5
|
+5
|
+2
|Evasion

7th|
+5
|
+5
|
+5
|
+2
|skirmish +2d6 +2AC

8th|
+6
|
+6
|
+6
|
+2
|Flight, 30 ft, Average

9th|
+6
|
+6
|
+6
|
+3
|skirmish +3d6 +2AC

10th|
+7
|
+7
|
+7
|
+3
|Slippery Mind (Ex)

11th|
+8
|
+7
|
+7
|
+3
|skirmish +3d6 +3AC

12th|
+9
|
+8
|
+8
|
+4
|Flight, 40 ft, Good

13th|
+10
|
+8
|
+8
|
+4
|skirmish +4d6 +3AC

14th|
+10
|
+9
|
+9
|
+4
|

15th|
+12/+6/+1
|
+9
|
+9
|
+5
|skirmish +4d6 +4AC

16th|
+12/+7/+2
|
+10
|
+10
|
+5
|Flight, 50 ft, Good

17th|
+12/+7/+2
|
+10
|
+10
|
+5
|skirmish +5d6 +4AC

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

19th|
+14/+9/+4
|
+11
|
+11
|
+6
|skirmish +5d6 +5AC

20th|
+15/+10/+5
|
+12
|
+12
|
+6
|Flight, 60 ft, Perfect, Inmortality(Su).[/table]

Class Features

Weapon and Armor Proficiency
Eternal child are proficient with all simple weapons, plus the hand crossbow, shortbow, and short sword. Eternal child are proficient with light armor, but not with shields.

Child body(Su): An eternal child does not age, he is not under the Aging Effects, but still dies of old age when her time is up. An eternal child never reach adulthood, never goes through sexual development and never gets old.

Skirmish (Ex): An eternal child relies on mobility to deal extra damage and improve defense. She deals an extra 1d6 points of damage on all attacks she makes during any round in which she moves at least 10 feet away from where she was at the start of the turn. The extra damage applies only to attacks made after the eternal child has moved at least 10 feet. The skirmish ability cannot be used while mounted. The extra damage applies only to attacks taken during he eternal child’s turn. This extra damage increases by 1d6 for every four levels gains above 1st (2d6 at 5th, 3d6 at 9th, 4d6 at 13th, and 5d6 at 17th level). The extra damage only applies against living creatures that have a discernible anatomy. Undead, constructs, oozes, plants, incorporeal creatures, and creatures immune to extra damage from critical hits are not vulnerable to this additional damage. The eternal child must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. eternal childs can apply this extra damage to ranged attacks made while skirmishing, but only if the target is within 30 feet. At 3rd level, a eternal child gains a +1 competence bonus to Armor Class during any round in which she move at least 10 feet. The bonus applies as soon as the eternal child has moved 10 feet, and lasts until the start of her next turn. This bonus improves by 1 for every four levels gained above 3rd (+2 at 7th, +3 at 11th, +4 at 15th, and +5 at 19th level). An eternal child loses this ability when wearing medium or heavy armor or when carrying a medium or heavy load. If she gains the skirmish ability from another class, the bonuses stack.

Release Shadow (Su)
At 4rd level, the shadow of an eternal child becomes alive and an eternal child can separate herself of its shadow. The shadow can not speak, but it can use sign language and can communicate intelligibly with the eternal child.
A destroyed shadow grows again in 7 days.

The eternal child shadow
Outsider(extraplanar, Incorporeal)
Hit Dice: as the eternal child.
Initiative: as the eternal child.
Speed: as the eternal child fly speed and maneuverability,
Armor Class: Use the eternal child Hit dice, deflection bonus equal to it's charisma modifier.
Base attack/Grapple: Use the eternal Base attack.
Attack: Incorporeal touch melee attack damage equal to the eternal chlil's skirmish dice.
Special Qualities: Dark Vision 60 ft. Incorporial traits.
Saves: Fort poor, Reflex good, Will poor.
Abilities: Str-; Dex, Con, and Cha as the eternal child; Int and Wis, 3 + Eternal child Int and Wis modifier.
Feats: None,
The shadow has copies of all the equipment and weapons of the eternal child but none are magical.
The shadow is proficient with any weapons and armor that the eternal child is proficient with.
Attach(Su)
While attached to the eternal child the shadow is inmune to dismisall and any other effect that can harm it,but can nott take any actions as a normal shadow. Attach and realease is a standart action.

Flight(Su): Once per day, The eternal child shadow, gives the eternal child the ability to fly at a speed of 30 with poor maneuverability, for a number of rounds equal to the eternal child level + charisma modifier.

At 8th level, the eternal child can use this ability twice per day and the maneuverability improves to average.

At 12th level, the eternal child can use this ability 3 times per day, the speed increaces to 40ft and maneuverability improves to good.

At 16th level, the eternal child can use this ability 4 times per day and the speed increaces to 50ft.

At 20th level, the eternal child can use this ability at will, the speed increaces to 60ft and maneuverability improves to perfect.

A eternal child loses this ability while her shadow is realeased or if it is destroyed, when wearing medium or heavy armor or when carrying a medium or heavy load.

Evasion (Ex)
At 6th level and higher, an Eternal child can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the Eternal child is wearing light armor or no armor. A helpless Eternal child does not gain the benefit of evasion.

Slippery Mind (Ex)
This ability represents the eternal child ’s ability to wriggle free from magical effects that would otherwise control or compel her. If a eternal child 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.

Inmortality(Su): Upon 20th level the eternal child never dies of old age.

Ex-Eternal Child
An Eternal Child who willingly decides to grow up looses all his supernatural abilities from the Eternal Child Class. This situation can be reverted only by a wish or miracle spell.

Nocte
2006-12-07, 02:39 AM
please delete this thread I double posted by mistake. :(

mac13eth
2006-12-07, 12:42 PM
That is a pretty powerful base class. Flight at fourth level is too powerful IMO because wizards can't even do that until 5th level and the wizard is severly hampered by daily spell casting and duration. Flight starting at 8th level would be more balanced with wizard.

Maybe let the shadow be used to scout ahead and give it an ability to encourage this. Familiers have empathy early on, but can't use sign langauge. Interesting trade off.

Without a strength score the shadow can not actually carry or use any items. You should either give the shadow a strength score or specify that the equipment is non-functional. The shadow would be unable to affect most combat anyway because it is incorporeal.

Nocte
2006-12-07, 01:39 PM
I double posted by mistake, this is the thread http://www.giantitp.com/forums/showthread.php?t=29058

The sprite racial class of monte cook's arcana evolved gets flight at 4th level, with better maneuverability.

And the flying race from races of the wild gets flight at 5th level.

Ill decrease the maneuverability to poor.

mac13eth
2006-12-07, 02:21 PM
Now that this thread has several replies, this is the main thread. Plus, I would hate to copy and paste our discussion.

I agree that several sources of flight at low level are avaiable, but most of them are too powerful for a typical game. As a rule Monte Cook writes to appeal to players and DMs that want power not game balance. There are very few times that his freelance stuff has been on par with Wizards pulished products.

IIRC the flying race from races of the wild had a uses or rounds per day limitation. I think the manueverability is fine if you limit daily uses.

Nocte
2006-12-07, 02:39 PM
You are right. Thanks.

Fireball.Man.Guy.
2006-12-07, 03:42 PM
Peter Pan!!!

Nocte
2006-12-07, 04:05 PM
Of course the book was my inspiration. :D

Mewtarthio
2006-12-07, 11:02 PM
Flight(Su): The eternal child shadow, gives the eternal child the ability to fly at a speed of 30 with average maneuverability.A eternal child loses this ability while her shadow is realeased or if it is destroyed, when wearing medium or heavy armor or when carrying a medium or heavy load.

What am I supposed to be picturing? I keep imagining this (http://www.sluggy.com/daily.php?date=040106).

Also, what does "growing up" entail? Taking a level in any other class?

Why is this only available to halflings?

Lastly, wouldn't a child have lower ability scores than an adult?

Nocte
2006-12-08, 01:57 AM
1. nop, just like superman.

2. Could be something more like fall in love, or take a profesion, maybe take some of the profesion skills or just to want to grow up. Off course you could trick or convince someone to want to be an adult. You can multiclass normaly.

3. This is only in my campaign. You could forego that requirement.

4. I supose you could state that the Aging Effects backwards. So an inmature fellow should have -1 to all mental abilities. I just don't want to mess with that.

mac13eth
2006-12-08, 08:39 AM
While messing with ability scores might make sense, I would recommend against it. Players hate losing stat points and it would make this class very unappealing. Consider this: goblins and some other short lived races get full stats at ages as low as nine. Humans are assumed to be at full stat scores around age 14.

Nocte
2006-12-08, 02:23 PM
Thatīs what I think. I completely agree.

ChaosStorm
2006-12-08, 09:51 PM
I wonder about having Fortitude being a Good Save. I'm a bit torn on the subject. I'm trying to imagine Lost Boys and whether I consider them having good Fortitude or not.

Also, should the shadow be Native rather than Extraplanar? I feel that it really does come from the Material Plane, and it would suck to have your shadow get Banished in mid-flight when it's "home" should be firmly attached to your feet.

Otherwise I really like it.

Nocte
2006-12-09, 01:53 AM
The shadow canīt be harmed while attached to the eternal child, and the eternal child only can fly while her shadow is attached.

Native outsiders eat and sleep. That would be inconvenient. And the shadow never really dies it reappears in a week.