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View Full Version : D&D 3.x Class Hallucinogeneticist base class [PEACH]



Dr.Orpheus
2014-02-28, 10:45 AM
I posted to allow me to finish this on another device I realize this is not a complete class, but you can PEACH it or suggest new abilities if you want anyways.

A psudo-caster able to emulate even high level magic, but only from a small category of spells. Wielding illusion magic so well also effects their bodies in an odd way.

Hallucinogeneticist
Alignment: Any, but chaotic alignments are preferred because many Hallucinogeneticist see through the governmental and cultural illusion perpetuated by the majority of many races.

Hit Die: d4
Class Skills: The Hallucinogeneticist's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Hide (Dex), Knowledge (arcana) (Int), Knowledge (psionics) (Int), Move Silently (Dex), Profession (Wis), Slight of Hand (Dex), and Spellcraft (Int), .
Skill Points at 1st Level: (2 + Int mod)4
Skill points at Each Additional Level: 2 + Int Mod

{table]Level|BAB|Fort|Ref|Will|Special
1|+0|+0|+0|+2|Novice Tricks (2), Bonus Trick
2|+1|+0|+0|+3|Dream Sphere (5 ft. 2 targets)
3|+1|+1|+1|+3|Clever Tricks (3), Bonus Trick
4|+2|+1|+1|+4|Piercing Eyes
5|+2|+1|+1|+4|Beginner Tricks (4), Bonus Trick
6|+3|+2|+2|+5|Dream Sphere (10 ft. 3 targets), First Figmentation
7|+3|+2|+2|+5|Hallucination Tricks (5), Bonus Trick
8|+4|+2|+2|+6|Conflicting Illusions
9|+4|+3|+3|+6|Intermediate Tricks (6), Bonus Trick
10|+5|+3|+3|+7|Dream Sphere (15 ft. 4 targets)
11|+5|+3|+3|+7|Reality Tricks (7), Bonus Trick, Second Figmentation
12|+6/+1|+4|+4|+8|Backup Illusions
13|+6/+1|+4|+4|+8|Advanced Tricks (8), Bonus Trick
14|+7/+2|+4|+4|+9|Dream Sphere (20 ft. 5 targets)
15|+7/+2|+5|+5|+9|Sanity Tricks (9), Bonus Trick, Third Figmentation
16|+8/+3|+5|+5|+10|Contingent Illusions
17|+8/+3|+5|+5|+10|Bonus Trick
18|+9/+4|+6|+6|+11|Dream Sphere (25 ft. 6 targets), Forth Figmentation
19|+9/+4|+6|+6|+11|Bonus Trick
20|+10/+5|+6|+6|+12|False Reality, Final Figmentation[/table]

Class features
Novice Tricks: A Hallucinogeneticist is a master of a manipulative mental art. At 1st level you learn all wizard/sorcerer spells from the enchantment and illusion schools that are level 2 or below, all novice tricks count as spells each usable 1/day until 3rd level when they instead count as spell-like abilities each usable 2/day, then at 6th level they count as supernatural abilities each usable 3/day, once at 10th level they count as extraordinary abilities each usable 4/day, and at 15th level they count as normal abilities each usable 5/day. Any enchantment spell used must have a illusory cause meaning that you must have an illusion that the target of the enchantment believes in order to use the enchantment. Metamagic feats may apply to tricks and they may count as a trick of a higher category as a result. No bonus trick can be chosen more than once. All Tricks have a DC of (10 + half Hallucinogeneticist level + Cha Mod). At 1st level and every level you gain access to new tricks you may choose a bonus trick that does not emulate a spell from the list below.

Sensations
Successful saves against sensations cut the penalty in half.

Annoyance: You may cause a -(one quarter your Hallucinogeneticist level rounded up) penalty on skill checks for a target in sight for (half your Hallucinogeneticist level rounded up) rounds.

Pain: You may cause a -(one quarter your Hallucinogeneticist level rounded up) penalty on attack rolls for a target in sight for (half your level Hallucinogeneticist rounded up) rounds.

Strain: You may cause a -(one quarter your Hallucinogeneticist level rounded up) penalty on damage rolls for a target in sight for (half your Hallucinogeneticist level rounded up) rounds.

Weakness: You may cause a -(one quarter your Hallucinogeneticist level rounded up) penalty on saves for a target in sight for (half your Hallucinogeneticist level rounded up) rounds.

Vulnerability: You may cause a -(one quarter your Hallucinogeneticist level rounded up) penalty on AC for a target in sight for (half your Hallucinogeneticist level rounded up) rounds.

Boosts
Boosts may not be selected until you obtain the ability they are relevant to, and are constant rather than limited to x uses per day.

Dream Sphere Range Boost: You may increase the range of Dream Sphere by 5 ft.

Dream Sphere Target Boost: You may effect one more target with Dream Sphere.

Backup Illusion Boost: You may use one more backup trick

Contingent Illusion Capacity Boost: You may have one more contingent trick.

Contingent Illusion Changing Boost: You may change the trick or the trigger condition for a contingent trick.

Reality Warps
You may only choose reality warps as your 17th or 19th level bonus tricks and are negated on a successful save.

Hallucinology: You may grant a target the effects of the figmentation class feature with an effective level equal to your level -1 for one hour to a target.

What you don't know won't heal you: You may prepare an illusion of a spell being cast on an opponent and if they fail their save the spell is countered but appears to everyone else that it took effect.

What I do know won't hurt me: You may prepare an illusion of a spell cast on you and if the caster fails their save the spell is countered but appears to everyone else that it took effect.
Dream Sphere: At second level you gain Psionic wavelength that lets you better alter peoples perception within a close range. You may effect two targets with a trick if they are within 5 ft. every 2 levels increase the range by 5 ft. and the number of targets by 1

Clever Tricks: At 3rd level you learn all wizard/sorcerer spells from the enchantment and illusion schools that are level 3, all clever tricks count as spells each usable 1/day until 5th level when they instead count as spell-like abilities each usable 2/day, then at 8th level they count as supernatural abilities each usable 3/day, once at 12th level they count as extraordinary abilities each usable 4/day, and at 17th level they count as normal abilities each usable 5/day.

Piercing Eyes (SU): At 4th level you gain constant detect magic which adds the additional effects of see invisibility at 8th level, then arcane sight at 12th level, then true seeing at 16th level, then greater arcane sight at 20th level.

Beginner Tricks: At 5th level you learn all wizard/sorcerer spells from the enchantment and illusion schools that are level 4, all beginner tricks count as spells each usable 1/day until 7th level when they instead count as spell-like abilities each usable 2/day, then at 10th level they count as supernatural abilities each usable 3/day, once at 14th level they count as extraordinary abilities each usable 4/day, and at 19th level they count as normal abilities each usable 5/day.

Figmentation: At 6th level and beyond you slowly cease to exist and become an illusion. At 6th level you become slightly less solid taking a -2 penalty in your choice of Str or Con and in return you may speak the racial language of any creature you alter yourself to look like. At 11th level you become slightly less solid taking a -2 penalty in your choice of Str or Con and in return you gain the movement types of any creature you alter yourself to look like that has equal or less HD, but the speed cannot exceed the maximum you could normally move +10. At 15th level you become slightly less solid taking a -2 penalty in your choice of Str or Con and in return you gain the gaze attack of any creature you alter yourself to look like that has equal or less HD, but the DC is (10 + half your Hallucinogeneticist level + Cha Mod). At 18th level you become slightly less solid taking a -2 penalty in your choice of Str or Con and in return you learn all the racial features of that race (If you could use them while incorporeal). At 20th level you gain the incorporeal and shapechanger subtypes and your Str and Con scores become (-), you become immune to effects that require a fortitude save and you may use your Cha in any place you may use your Str or Con modifiers.

Hallucination Tricks: At 7th level you learn all wizard/sorcerer spells from the enchantment and illusion schools that are level 5 or below, all hallucination tricks count as spells each usable 1/day until 9th level when they instead count as spell-like abilities each usable 2/day, then at 12th level they count as supernatural abilities each usable 3/day, and at 16th level they count as extraordinary abilities each usable 4/day.

Conflicting Illusions: At 8th level you may use 1 illusion trick per minute on 2 targets instead of 1 and concentrate on both at once, but the illusion may be different for each target.

Intermediate Tricks: At 9th level you learn all wizard/sorcerer spells from the enchantment and illusion schools that are level 6 or below, all intermediate tricks count as spells each usable 1/day until 11th level when they instead count as spell-like abilities each usable 2/day, then at 14th level they count as supernatural abilities each usable 3/day, and at 18th level they count as extraordinary abilities each usable 4/day.

Reality Tricks: At 11th level you learn all wizard/sorcerer spells from the enchantment and illusion schools that are level 7 or below, all reality tricks count as spells each usable 1/day until 13th level when they instead count as spell-like abilities each usable 2/day, then at 16th level they count as supernatural abilities each usable 3/day, and at 20th level they count as extraordinary abilities each usable 4/day.

Backup Illusions: At 12th level you may use 2 illusion tricks per minute on the same target and if one is disbelieved, dispelled, seen through by divination, or is counteracted by an immunity the other trick takes effect and cannot be circumvented by the same method.

Advanced Tricks: At 13th level you learn all wizard/sorcerer spells from the enchantment and illusion schools that are level 8 or below, all advanced tricks count as spells each usable 1/day until 15th level when they instead count as spell-like abilities each usable 2/day, then at 18th level they count as supernatural abilities each usable 3/day.

Sanity Tricks: At 15th level you learn all wizard/sorcerer spells from the enchantment and illusion schools that are level 9 or below, all sanity tricks count as spells each usable 1/day until 17th level when they instead count as spell-like abilities each usable 2/day, then at 20th level they count as supernatural abilities each usable 3/day.

Contingent Illusions: At 16th level you may have one illusion trick joined with the contingency spell and may change the trick or the trigger for the contingency once a day each

False Reality: At 20th level you may choose to double the range and number of targets of the dream sphere or return it to the short range and cause old number of targets to make a will save DC (26 + half your Hallucinogeneticist level + Cha Mod) or take a penalty on the save of the next trick you use on them equal to how much they failed this check.

Feats
Magical trickster
Prerequisites: First Figmentation
Benefit: You gain an additional bonus trick.
Special: If you take this feat as an epic level character you may choose a bonus trick from the boost category and it will stack if you have already chosen that bonus trick.

Monsters
Living Illusion
Size/Type: Medium-sized Outsider (Shapechanger, Incorporeal)
Hit Dice: 1d10 (5 hp)
Initiative: +0
Speed: 30 ft. (4 squares)
Armor Class: 10, touch 10, flat-footed 10
Base Attack/Grapple: +1/+1
Attack: None
Full Attack: None
Space/Reach: 5 ft./5 ft.
Special Attacks: Illusory traits
Special Qualities: Illusory traits
Saves: Fort -, Ref +2, Will +2
Abilities: Str -, Dex 10, Con -, Int 10, Wis 10, Cha 10
Skills: Disguise +16, Bluff +6
Feats: Improved Initiative
Environment: Any
Organization: Random
Challenge Rating: 4
Treasure: Standard
Alignment: Usually neutral
Advancement: By character class
Level Adjustment: +4


Illusory Traits (Ex)

Living Illusions possess the following racial traits.

Strength and con become (-).
Medium-size.
Is Incorporeal.
A base land speed of 30 feet.
+2 racial bonus on Disguise, and Bluff checks.
At will: Disguise Self.
Gains the movement types and languages of humanoid creatures it assumes the form of.
Gains any perception based special attacks of humanoid creatures it assumes the form of, but the DC is (5 + half your HD + Cha Mod).
The ability scores of a living illusion increase or decrease by 2 to be closer to those of the humanoid creature it assumes the form of.
Automatic Languages: None.
Favored Class: Rogue.