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View Full Version : The Incarnation of Rynn (PF prestige class, chaos-based casting. PEACH)



Wahrheit
2014-01-26, 08:08 AM
So, here's a prestige class for a custom setting I've been working on. There's a deity in it named Rynn, the god of magic, chaos, and creativity. One of his defining traits is that unlike every other god in the setting, he wasn't directly created. The Creator made the rest of the pantheon, left a slot open for his portfolio, and tossed his divine spark into the world to see what would happen. It settled into a mortal race and started a "line" of reincarnations, and someday one of those incarnations would ascend to godhood and become the God Rynn, because of which he exists at all times and can thus give his previous incarnations advice.

Anyway, this prestige class represents a character who is one of those incarnations and has learned to tap into a bit of that divine spark to empower their magic.

Incarnation of Rynn
Prerequisites:
Spells: Ability to cast 3rd-level spells
Feats: Bouncing Spell, any story feat
Special: Must be one of the Rynns (i.e. GM approval)


Hit Die: d6
Skills: Bluff, Craft, Heal, Intimidate, Knowledge (Arcana), Knowledge (Nature), Knowledge (Planes), Knowledge (Religion), Perception, Spellcraft, Survival
Skill Points: 4 + Int modifier

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

1st|
+0|
+1|
+0|
+2|Chaos Blast, Chaos Casting, Rynncarnate Surge|+1 level of existing spellcasting class

2nd|
+1|
+1|
+0|
+3|Rynnstant Defense, Skew Chance|+1 level of existing spellcasting class

3rd|
+2|
+2|
+1|
+3|Rynncredible Power, Creative Chaos|+1 level of existing spellcasting class

4th|
+3|
+2|
+1|
+4|Rynnherited Might, Reject Stability|+1 level of existing spellcasting class

5th|
+3|
+3|
+1|
+4|Rynnfinite Power, Same Soul Different Day|+1 level of existing spellcasting class[/table]

Weapon and Armor Proficiencies: The Incarnation of Rynn gains no weapon or armor proficiencies.

Spellcasting: When a new Incarnation of Rynn level is gained, the character gains new spells per day as if he had also gained a level in a spellcasting class he belonged to before adding the prestige class. He does not, however, gain other benefits a character of that class would have gained, except for additional spells per day, spells known (if he is a spontaneous spellcaster), and an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming an Incarnation of Rynn, he must decide to which class he adds the new level for purposes of determining spells per day.

Chaos Blast (Su): As a standard action, the Incarnation of Rynn may expend a spell slot or prepared spell to empower blasts of pure chaos energy. The blast is one or more ranged touch attacks that deal 1d6 damage per level of the spell expended to creatures within 30 feet. The blast may simultaneously attack up to one creature per class level, but each target beyond the first reduces the range by 5 feet.

Chaos Casting: Upon taking the first level in this class, the Incarnation of Rynn takes a permanent -3 penalty to their effective caster level. Each time they cast a spell, roll 1d6 and add the result to their effective caster level for that spell.

Rynncarnate Surge: As a free action, the Incarnation of Rynn may increase their effective caster level by their class level for 2d4 rounds. When the Rynncarnate Surge ends, the Incarnation of Rynn must succeed on a Will save against DC 10 + half their character level + their primary casting modifier or become dazed for 1 round, then sickened for 1d6 rounds. Success means the Incarnation of Rynn is not dazed, and sickened for only 1d4 rounds.

This ability may be used once per day at 1st level, and an additional time per day for each additional two class levels.

Rynnstant Defense (Su): At 2nd level, as an immediate action, the Incarnation of Rynn may draw on the power of chaos to defend against attacks. Ranged attacks, ranged touch attacks, and single-target spell effects directed against the Incarnation of Rynn redirect towards a random target within 20 feet of the Incarnation of Rynn. Melee attacks are redirected towards a random target the attacking creature threatens. The Incarnation of Rynn and their allies are valid targets for the random choice. This effect lasts until the start of the Incarnation of Rynn’s next turn.

This ability may be used once per day. At 5th level, it may be used twice per day.

Skew Chance: At 2nd level, whenever the Incarnation of Rynn uses a magic item that requires a roll to determine a random effect (such as a rod of wonder), they may roll twice and choose the result they prefer.

At 5th level, the Incarnation of Rynn may apply this ability to spells that involve a roll to determine a random effect (such as Prismatic Spray).

Rynncredible Power (Ex): At 3rd level, as a standard action, the Incarnation of Rynn may expend a spell slot or prepared spell of 1st level or higher to duplicate the effect of a rod of wonder. The Skew Chance ability applies to this class feature. As an extraordinary ability, Rynncredible Power may be used in an antimagic field or similar situations, but in such cases does not gain the benefits of Skew Chance.

Creative Chaos: At 3rd level, the Incarnation of Rynn gains a bonus on all Craft, Knowledge, and Perform checks equal to their class level, and may make such checks untrained.

Rynnherited Might: At 4th level, the Incarnation of Rynn gains access to the Protean subdomain granted powers, substituting their caster level for cleric level.

Reject Stability: At 4th level, as a full-found action that provokes attacks of opportunity, the Incarnation of Rynn may expend a spell slot or prepared spell of first level or higher to create a stationary wild magic zone centered on their location. The wild magic lasts for one round per class level and has a radius of 10 feet per level of the spell expended. The Incarnation of Rynn benefits from the effect of Skew Chance when rolling on the wild magic result table in a zone they created.

Rynnfinite Power (Ex): At 5th level, once per day as a standard action, the Incarnation of Rynn may duplicate the effect of a greater rod of wonder. The Skew Chance ability applies to this class feature. As an extraordinary ability, Rynnfinite Power may be used in an antimagic field or similar situations, but in such cases does not gain the benefits of Skew Chance.

Same Soul Different Day (Su): At fifth level, the Incarnation of Rynn comprehends how to kick-start their own reincarnation and exploit a loophole in sacred time to restore themselves. Once per week, when the Incarnation of Rynn dies, they immediately become the target of a reincarnation spell to which Skew Chance applies. If they die again within one week of reincarnating, they remain dead.

Jormengand
2014-01-26, 09:07 AM
Right, let's go through this:

Fortitude save progression: People usually don't actually use medium save progressions, and on a prestige class it's probably not worth it - it ends up a single point below the high progression, which isn't much of a difference. Not necessarily bad, just weird.

Rynn/in puns: Make the class incredibly hard to take seriously, and if you wanted to translate it they probably wouldn't translate well (Rynncroyable? :smalltongue: ).

Why would you not take this class? It's like, better than Wizard at everything.

Chaos blast: Doesn't do anything very interesting - by the time you can actually take it, Burning Hands is better than sacrificing a first level slot, Scorching Ray is better than sacrificing a second level slot, fireball is better than sacrificing a third level slot... and so forth. There is literally no reason to use this.

Chaos casting: Please don't do this. A sixth-level caster can end up casting 9d6 fireballs, which will basically ruin everything. I know it's meant to be all random and chaosy and stuff, but at sixth level we're talking +/- half your CL here.

Rynncarnate surge: Oh, wait, my mistake, a sixth-level caster can end up casting 10d6 fireballs. The DC gets harder the better spellcaster you are... you're punishing players for putting points in their PCS. Oh wow.

Rynnstant defence: I... actually quite like this one. It reminds me of Grey Seer Thanquol (don't know if you've ever played WHFB) and his lucky ability to dodge shots, much to the chagrin of those behind him. Only thing I don't like is that the IoR (who is Character Level 7) has half a chance to turn an epic wizard's spells back on him, if he's standing close enough

Skew Chance: Actually makes chaosy class less chaosy, but it does fit in a sort of topsy-turvy way. I like it, though your opponents on the wrong end of a Prismatic Spray may disagree.

Rynncredible Power: The (Ex) designation doesn't make any sense, and it doesn't matter most of the time anyway since the AMF will block spell effects. Also, you can spam this until you have a ton of 1gp gems.

Creative Chaos: Sure, why not?

Rynnherited Might: Okay, I guess.

Reject Stability: Yes. This is probably one of the most flavourful and generally awesome abilities you have, and maybe someone will actually use the wild magic rules now.

Rynninite Power: Same as with Rynncredible power, really.

Same soul, Different day: At tenth character level, you have an autolife effect which can only be blocked by a select few things (Clever positioning of an Antimagic Field, Thinaun weapons and Unname are the only ones I can think of) and works unless you kill the same guy twice in one week, which isn't likely. Yeeeah, I don't think so.

The idea is pretty cool, but you need some incentive not to take the damn thing too.