Kazyan
2014-05-11, 11:39 PM
Table of Contents
Post 1. The Verdimant and the Verdite class
Post 2. Verdite Spells
Post 3. Verdite Items and Feats
Post 4. Reserved
Post 5. Reserved
The Verdimant
"The meek shall inherit the earth." Some people simply don't have the inner drive to do much, and they find themselves overall lacking in a world where only the exceptional can do anything--even most adventurers end up dead, and they are practically demigods to ordinary folk. It seems a lofty ideal to become an adventurer, but most feel like they will never have the unshakable determination to become one and live. Most people don't even want to do much, and are just getting by, staying subdued because a forceful personality is more-or-less unsustainable to the average person. Some people, even, are exceptionally meek, not wanting to speak up, with much doubt in themselves and little sense of self.
These people, by and large, are forgotten.
And then the Verdimant emerged.
The theory goes that the Verdimant is an epic spell seed that somehow "sprouted". Records in Union tell of a wizard that attempted to create the most powerful prismatic spell ever, and generated seven different spell seeds, aiming to combine them into a prismatic apotheosis that would convert her body into prismatic flesh. However, she had enemies, and after trapping her soul, they erased the spell seeds. Records only mention six of them being destroyed. It seems they missed the one corresponding to the green layer. Since then, the Verdimant has developed into an unbreakable kelly-green cord of utterly vast length, coiled into a globe like a tumor inside the fabric of magic--and now, it seems to have access to the planes.
Most see the Verdimant as a dystopian assimilation engine. To these mentally weak people, the Verdimant requests unquestioning trust and deliberate suppression of personality--in order to draw their strength of mind away as a sustaining energy. In return, they are afforded mythical arcane power that it seems only the lucky or the hyper-intelligent can master. Experienced "verdites", as they are called, sometimes even live where the Verdimant has nestled itself in the fabric of magic. They have developed their own culture of faith, individuality, and gratefulness for the Verdimant's love.
And that's what's the most unsettling. The Verdimant fills its verdites with genuine compassion, something they may be lacking for themselves. It even deliberately creates a separation between itself and those verdites who almost give themselves over themselves entirely, so that they can still retain the barest ember of inner passion. Scholars can't tell whether the Verdimant is a force of good, choosing to grant compassion to those who need it, or an evil consumer of what makes a person themselves. It's perhaps this risk that makes associations with the Verdimant feared almost as much as genuine evil practices.
But then, is anyone going to tell these weak souls that they can't be loved?
The Verdite
Hit Die: d6
Skill Points per level: 4 + Int (x4 at 1st level)
Class Skills: Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), Listen (Wis), Profession (Wis), Spellcraft (Int), Spot (Wis), and Use Magic Device (Cha).
Starting Gold: 5d4x10 gp.
Saves
Spells Per Day
Level
BAB
Fortitude
Reflex
Will
Special
1st
2nd
3rd
4th
5th
6th
1st
+0
+0
+0
+0
Vessel, Celadon Ray
0
2nd
+1
+0
+0
+0
Verdimant Entry
1
3rd
+1
+1
+1
+1
Embraced Flight
2
4th
+2
+1
+1
+1
Self-Quieting
2
0
5th
+2
+1
+1
+1
Caste (1st least)
2
1
6th
+3
+2
+2
+2
Embraced Teleportation
2
2
7th
+3
+2
+2
+2
Allied Entry
2
2
0
8th
+4
+2
+2
+2
Caste (1st lesser)
2
2
1
9th
+4
+3
+3
+3
Waypoints
2
2
2
10th
+5
+3
+3
+3
Caste (2nd least)
2
2
2
0
11th
+5
+3
+3
+3
Caste (1st greater)
2
2
2
1
12th
+6/+1
+4
+4
+4
Indefinite Entry
2
2
2
2
13th
+6/+1
+4
+4
+4
Caste (2nd lesser)
2
2
2
2
0
14th
+7/+2
+4
+4
+4
Caste (1st advanced)
2
2
2
2
1
15th
+7/+2
+5
+5
+5
Caste (3rd least)
2
2
2
2
2
16th
+8/+3
+5
+5
+5
Caste (2nd greater)
2
2
2
2
2
0
17th
+8/+3
+5
+5
+5
Caste (1st elite)
2
2
2
2
2
1
18th
+9/+4
+6
+6
+6
Caste (3rd lesser)
2
2
2
2
2
1
19th
+9/+4
+6
+6
+6
Caste (2nd advanced)
2
2
2
2
2
2
20th
+10/+5
+6
+6
+6
Caste (4th introductory), Emerald Reconstitution
2
2
2
2
2
2
Class Features
All of the following are class features of the verdite.
Weapon and Armor Proficiencies: Verties are proficient with simple weapons, but no armor or shields.
Vessel (Ex): Verdites are inherently mentally weak people that offer what little mental strength they have to the Verdimant. The more a verdite subdues themselves, the more power the Verdimant can give them. In time, they lose their inner drive almost entirely, but the Verdimant's support is strong enough to keep the verdite moving.
For this reason, many of a verdite's abilities, including spellcasting, are Charisma-based. However, these abilities benefit from a low Charisma score rather than a high one. Further, a verdite does not fall into a coma at 0 Charisma. Instead, it is possible for them to have a negative Charisma score, with no lower limit. Instead, if their Charisma score ever reaches 20 or higher, they fall into a coma filled with nightmares of rejection, crisis, and crippling doubt. If a verdite ever takes Charisma damage or drain, their Charisma score instead increases by the corresponding reduction. The ability score modifier for a negative Charisma score follows the same extrapolation that high ability scores do; for example, a score of -14 results in a modifier of (-14 - 10)/2 = -12. As always, round down.
A verdite with 0 or lower Charisma is still functioning, but they can no longer distinguish themselves from the Verdimant. They follow the Verdimant unquestioningly, but thankfully, it has no particular interest in micromanaging--verdites can generally continue whatever they were doing prior to reaching 0 or lower Charisma. They become deeply subdued and can no longer assert that they are separate entity from the Verdimant, but otherwise behave normally.
Once per day, if conscious and at 0 Charisma or below, a verdite can elect to treat their Charisma score as 1 for 1 hour or until their Charisma score would be reduced, whichever comes first. This is the Verdimant’s reprieve—it seems to have some sense of decency and wants its servants to remember who they are, occasionally.
Spellcasting: Like other spellcasters, a verdite can cast only a certain number of spells of each spell level per day. Their base daily spell allotment is given on the class table. In addition, they receive bonus spells per day based on their Charisma modifier. To determine bonus spells for the verdite class, a verdite multiplies their Charisma modifier by (-1) before comparing it to the bonus spell table. For instance, a verdite with a Charisma modifier of -3 would gain 1st, 2nd, and 3rd level bonus verdite spell slots, as if they had a Charisma modifier of +3. When the class table indicates that the verdite gets 0 spells per day of a given spell level, they gain only the bonus spells they would be entitled to based on their Charisma score for that spell level.
Unlike other casters, verdite spell slots of level 2 or higher are not expended immediately upon use. Instead, when a verdite spell slot is used to cast a spell or trigger an ability, the maximum spell level that spell slot can be used to cast is reduced by 1, and that spell slot's level is treated as 1 lower for all other purposes. A verdite's level 1 spell slots, and any higher-level slots which have been reduced to a maximum spell level of 1, are expended normally upon use. Level penalties are removed from all of a verdite's spell slots at the same time as expended slots would be restored, after eight hours of rest.
In addition, verdite spells are always treated as if they were the same level as the spell slot used to cast them, regardless of their actual level. This makes them ineligible for use with the Heighten Spell metamagic feat, since they already gain its effective benefits.
Celadon Ray (Su): Beginning verdites can retract their mental energy from the verdimant and use it as a weapon. At-will, the verdite can point their finger at a target and release a faint green ray, as a ranged touch attack with a range of 30 feet. If this ray hits, it deals damage equal to the verdite's Charisma score (maximum 9). After using a Celadon Ray, the verdite cannot cast verdite spells for 5 minutes. Verdites with a Charisma score of 0 or lower cannot use this ability.
Verdimant Entry (Su): At 2nd level, a verdite is readily accepted into the Verdimant's embrace. As a full-round action, they may enter the internal spaces of the Verdimant. When doing so, they disappear from wherever they are on their current plane, only to reappear somewhere in the Verdimant, as if by a plane shift spell (even though the Verdimant does not technically inhabit a plane). They may stay for up to a number of minutes equal to 10 + their ranks in Concentration, at which point they return to where they were, possibly being stunted as if by dimension door.
The 'inside' of the Verdimant is not on any plane in the conventional sense. The Verdimant is actually embedded into the structure of magic, and takes the rough shape of a sphere, 10 miles in diameter. The sphere is composed of a long, snaking cord of kelly-green energy, winding around in such a way as to create floors and large, open, fractally geometric spaces deep inside of the sphere. Outcroppings of the cord and huge vertical areas are common and facilitate flight. The cord is as difficult to move as solid iron, and is essentially unbreakable. The edge of the verdimant opens up into a dark purple void in which occasional crackles of energy can be seen, but actually moving into the void is impossible, as if there were an impenetrable barrier.
Verdites do not need to eat, drink, sleep or breathe while in the Verdimant. They may take objects with them, but other creatures that try to "sneak" into the Verdimant via extradimensional spaces will find that they cannot actually pass into the Verdimant's not-a-plane through extradimensional . A verdite cannot leave objects in the Verdimant; when the verdite returns to where they were beforehand, they simply have the objects with them again. The Verdimant has an objective gravitational direction, but it impossible to fall out of the verdimant; one simply ends up tangled in the cord somehow and reeled back in (freedom of movement doesn't help).
Usually, introductory verdites use this ability for comfort or to ask questions of other verdites that are also currently using this ability. By and large, it has no effect on the world outside of the Verdimant.
A verdite's connection to the Verdimant is strained by their Celadon Ray ability. As such, they cannot use their Celadon Ray inside of the Verdimant. If they use their Celadon Ray outside of the Verdimant, they cannot enter the Verdimant for 5 minutes thereafter.
Embraced Flight (Su): At 3rd level, a verdite gains a 60' fly speed with perfect maneuverability, useable only inside of the the Verdimant.
Self-Quieting (Ex): At 4th level, a verdite trains themselves to become more subdued in order to be a better vessel for the Verdimant. In place of increasing one ability score at every fourth level, they may instead permanently decrease their Charisma score by 1.
Caste (Su): At 5th level, a verdite has become advanced enough to partake in the culture of individuality among verdites. The Verdimant allows the verdite to express themselves in the form of a "caste", gradually gaining a set of abilities reflecting their own strengths, interests, or needs.
At 5th level, the verdite gains the Least ability of their Caste, and gains the ability of one grade higher (Least, Lesser, Greater, Advanced, Elite). A verdite gains another caste, and the same progression, at 10th level and every 5 levels thereafter. Once a verdite gains the Elite ability of a caste, the caste is completed and no further upgrades are acquired.
The following format described what each caste grants the verdite.
Least: What the verdite gains at the Least grade of their case. If a spell is listed, add it to the verdite's spell list with the indicated spell level.
Lesser: As above, at the Lesser grade.
Greater: As above, at the Greater grade.
Advanced: As above, at the Advanced grade.
Elite: As above, at the Elite grade.
Hydrarge
The Hydrarge caste reflects mental adaptability and quick wits. Physically, it’s associated with agility.
Least: The verdite may reroll one Spot, Listen, or initiative check 1/day.
Lesser: +2 inherent bonus to Dexterity.
Greater: Alter self as a 4th level spell.
Advanced: Divine Jade agility as a 4th level spell.
Elite: Polymorph as a 6th level spell.
Wolfram
Physically powerful and imposing verdites, or those a penchant for aggressive solutions to problems, are often part of the Wolfram caste.
Least: Bonus feat, chosen from the Fighter Bonus Feat list.
Lesser: +2 inherent bonus to strength.
Greater: Greater Enlarge Person as a 3rd level spell.
Advanced: Grasping Hand as a 5th level spell.
Elite: Telekinesis as a 5th level spell.
Cobalkia
Cobalkia caste members are hardy in body. Though their minds are still weak, as with all verdites, they have a certain persistence towards problems if given time to recuperate.
Least: Skill Focus (Concentration) as a bonus feat.
Lesser: +2 inherent bonus to Constitution.
Greater: Indomitability as a 4th level spell
Advanced: Heart of Earth as a 5th level spell
Elite: Stone Body as a 6th level spell
Berylon
The Berylon caste contains not-so-wholesome people. Some of them are deviants or merely chronically unclean. The caste, as a whole, has associations with poison and other things not favored by Good people.
Least: Continuous undetectable alignment effect
Lesser: Immunity poison and disease
Greater: Poison as a 3rd level spell
Advanced: Secondary bite attack. Bite deals 1d4 Constitution damage but no hit point damage. A successful Fortitude save (10 + 1/2 verdite level + Cha penalty) halves the Constitution damage. Treat this as a poison with no secondary damage.
Elite: Poison Spell as a bonus feat, and poison bite's Constitution damage increases to 1d6
Auric
Auric verdites learn to be smooth talkers despite their lack of inner fire, relying mostly on intellect to decipher social clues.
Least: Charisma penalty no longer applies to Charisma-based skill checks and Charisma checks. The Social Aptitude spell instead adds the verdite's Intelligence modifier to the checks listed in the spell.
Lesser: +2 inherent bonus to Intelligence.
Greater: Knowledge Devotion, as the feat, except that the bonus to attack rolls and damage rolls instead applies to Charisma-based skill checks relating to the target and saving throws against their special attacks.
Advanced: Scholar's touch as a 1st-level spell and Master's touch as a 2nd-level spell
Elite: Voice of the dragon Verdimant as a 4th level spell. This versoin of the spell does not grant the user the ability to speak Draconic.
Uvethian
Uvethians mess with things they're not supposed to, and have usually gotten their hands on dangerous materials, to the point where they have their own unhealthy glow.
Least: +2 bonus to saving throws against traps
Lesser: Trapfinding
Greater: Aura of Sadness, as the granted ability of the Focalor vestige (ToM)
Advanced: Radiation Aura* [negative levels to everyone in a radius] as a 5th-level spell
Elite: Antipathy as a 6th-level spell
Lithica
Lithica verdites like to watch things burn.
Least: Fire Resistance equal to the verdite's class level.
Lesser: Produce flame as a 1st-level spell.
Greater: Fireball as a 3rd-level spell.
Advanced: Fire Immunity.
Elite: Every 10 points of fire damage that the verdite would take instead heals them for 1 point of damage.
Ferrum
Some verdites like to create little things--or big things. The Ferrum caste gives them the tools with which to do so.
Least: +2 bonus to Craft checks.
Lesser: Create Wondrous Item, as the feat.
Greater: Quick potion as a 2nd level spell.
Advanced: Fabricate as a 5th level spell.
Elite: Mundane and magical items are crafted at double the speed. The same amount of gold and XP must still be supplied.
Bismata
"Ooh, shiny!" (Only Chaotic characters can be a member of the Bismata caste.)
Least: Skill Focus (Appraise) as a bonus feat
Lesser: Continuous treasurescent effect.
Greater: Glitterdust as a 3rd-level spell.
Advanced: Prismatic ray as a 5th-level spell.
Elite: Prismatic spray as a 6th-level spell.
Mithuri
Taking after mithral, some verdites practice their speed, in both mind and body.
Least: +5' enhancement bonus to all move speeds
Lesser: +2 enhancement bonus to initiative checks
Greater: Haste as a 3rd level spell
Advanced: Quicken Spell, as the feat
Elite: Elusive Target, as the feat
Exala
The Exala caste members have an inclination towards good. Few are truly devoted, but they want to do the right thing. (Only Good characters can be a member of the Exala caste.)
Least: Detect evil spell-like ability at-will
Lesser: Protection from evil as a 1st level spell
Greater: Elation as a 2nd level spell
Advanced: Greater luminous armor as a 5th-level spell
Elite: Revivify as a 5th-level spell
Embraced Teleportation (Su): At 6th level, a verdite can use greater teleport at-will while inside of the Verdimant.
Allied Entry (Su): At 7th level, a verdite can bring their allies with them into the Verdimant. To do so, they must be in contact with their allies, to a maximum of 6 other creatures.
Non-verdites inside of the Verdimant find themselves nigh-quarantined. They cannot separate further than 20 feet from the verdite that brought them in, and any damage-dealing abilities they may have fail to function inside of the Verdimant; even attacking causes the weapon to bounce off the target harmlessly--there is simply no way to cause harm. All verdites, besides the one that brought in the non-verdites, fail to register the existence of the non-verdites--though they are aware that they are somehow being watched or eavedropped upon, if that is happening.
Non-verdites may leave the Verdimant as a full-round action. If their allied verdite leaves, they do so automatically as well.
Waypoints (Su): At 9th level, a verdite can designate a connection between A) a point within 5 feet of themselves, while outside of the Verdimant, and B) any point inside of the Verdimant. A verdite can have a multiple of these connections at one time, to a maximum of half of the negative of their Charisma modifier. While inside of the verdimant and occupying a point of one of these connections, they may, as a full-round action, appear in the corresponding point outside of the Verdimant. This works like greater plane shift, even though the Verdimant does not actually occupy a plane. The verdite can take allies with them, if their allies are also within the Verdimant at the time and in contact with the verdite.
Indefinite Entry (Su): At 12th level, a verdite is holistically accepted by the Verdimant. When they enter the Verdimant by their Verdimant Entry ability, they may stay for as long as they wish. In fact, they no longer age while inside of the Verdimant. Many verdites who reach this level of advancement eventually grow distant from the world outside of the Verdimant, and when they lose any reason to life a life on the outside, they decide to stay with the Verdimant forever. A verdite that stays within the Verdimant for 10 consecutive years with a maximum cumulative time of 1 week outside is eligible for, and may elect to acquire, the True Verdite template.
A True Verdite essentially merges with the Verdimant, and can no longer leave. They retain a minimal sense of self, but are mostly just extensions of the Verdimant's overmind. True Verdites appear as they do in life, but their bodies wash out to a kelly green color that glows faintly.
The True Verdite is an acquired template can be applied to any Verdite of 12th level or higher that has stayed within the Verdimant for 10 consecutive years, with a maximum cumulative time of 1 week outside. Apply all changes below. All other statistics remain the same.
Creating a True Verdite
Type: Type changes to Construct, if the base creature was living, they gain the Living Construct subtype.
Speed: True Verdites have a fly speed of 300' (perfect). This replaces their Embraced Flight class feature.
Special Qualities:
Verdimant Apotheosis (Ex): A True Verdite cannot leave the Verdimant, because they are a part of it, and any ability they have that would cause them to leave simply doesn't anymore. If they would ever leave anyway, such as by an external wish spell, they fall unconscious upon leaving, return to the Verdimant in 1 round, and immediately wake up again.
Collective Support (Ex): A True Verdite supports the Verdimant more fully than an ordinary Verdite usually does. While they exist, the Verdimant gains a stacking +1 bonus to Intelligence and Charisma and 1 additional Hit Die.
Direct Access (Ex): A True Verdite can tap the Verdimant for knowledge. This ability works like the bard's bardic knowledge class feature, using the True Verdite's character level in place of the bard level.
Me Time (Ex): A True Verdite may, as a free action, treat their Charisma score as 1 until they desire to stop doing so, also as a free action.
Abilities: Int +6, Wis +4, Cha -32 (maximum of -1). A True Verdite gains a fraction of the Verdimant's vast intelligence, but while not having their Me Time at Charisma 1, there is nothing left of their sense of self. If the True Verdite eventually stops using their Me Time, the Verdimant activates it once in a while anyway (DM's discretion), so that they can still think independently.
Alignment: Any.
Challenge Rating: True Verdites are not intended as challenges to be overcome.
Level Adjustment: True Verdites are not appropriate as Player Characters, though a player who chooses to "retire" a verdite as a True Verdite should not be prevented from roleplaying until they feel closure with the character's storyline.
Emerald Reconstituton (Su): At 20th level, if the verdite would ever die outside of the Verdimant, they are not truly gone. Instead, they reappear inside of the Verdimant as a small crystalline bead, similar to that produced by the astral seed power. They may then reconstitute their bodies over time as per the power, but they do not lose a character level for doing so, as is usually the case for undoing death. The verdite may not leave the Verdimant until their body is fully reconstituted.
Verdite Spell List
Already-existent spells are not described, but new spells are marked with an asterisk and noted in the following post. The visual effects of verdite spells are green, sometime accompanied by glimpses of the cord that comprises the verdimant. For example, a Magic Missile spell produces green missiles, and a Dark Way reflects with a green tint.
Verdite spells have no material components.
1st: Magic Missile, Share Talents, Mage Armor, Prestidigitation, Detect Magic, Silent Image, Minimize*, Slide Dash*, Celadon Grasp*, Celadon Mark*, Energy Sparkle*, Retconjuration*
2nd: Ice Knife, Invisibility, Make Whole, Lore of the Gods, Dark Way, Mouse’s Meekness*, Aptitude Adjustment*, Celadon Array*, Celadon Mirror*, Greater Energy Sparkle*, Social Aptitude*
3rd: Chain Lightning, Dimension Step, Resilient Sphere, Dispel Magic, Object Style*, Jade Bale*, Vision of Theta*, Swordbrush*
4th: Overland Flight, Revivify, Divine Jade Power, Aptitude Circle*, Jade Inferno*, Flashfreeze*, Bodily Ties*
5th: Wings of Flurry, Contact Other Plane, Emerald Ablation*, Recreate*, Emerald Certainty*
6th: Minute Form, Disintegrate, Emerald Arrangement*, Emerald Luminosity*, Heartpierce*
Post 1. The Verdimant and the Verdite class
Post 2. Verdite Spells
Post 3. Verdite Items and Feats
Post 4. Reserved
Post 5. Reserved
The Verdimant
"The meek shall inherit the earth." Some people simply don't have the inner drive to do much, and they find themselves overall lacking in a world where only the exceptional can do anything--even most adventurers end up dead, and they are practically demigods to ordinary folk. It seems a lofty ideal to become an adventurer, but most feel like they will never have the unshakable determination to become one and live. Most people don't even want to do much, and are just getting by, staying subdued because a forceful personality is more-or-less unsustainable to the average person. Some people, even, are exceptionally meek, not wanting to speak up, with much doubt in themselves and little sense of self.
These people, by and large, are forgotten.
And then the Verdimant emerged.
The theory goes that the Verdimant is an epic spell seed that somehow "sprouted". Records in Union tell of a wizard that attempted to create the most powerful prismatic spell ever, and generated seven different spell seeds, aiming to combine them into a prismatic apotheosis that would convert her body into prismatic flesh. However, she had enemies, and after trapping her soul, they erased the spell seeds. Records only mention six of them being destroyed. It seems they missed the one corresponding to the green layer. Since then, the Verdimant has developed into an unbreakable kelly-green cord of utterly vast length, coiled into a globe like a tumor inside the fabric of magic--and now, it seems to have access to the planes.
Most see the Verdimant as a dystopian assimilation engine. To these mentally weak people, the Verdimant requests unquestioning trust and deliberate suppression of personality--in order to draw their strength of mind away as a sustaining energy. In return, they are afforded mythical arcane power that it seems only the lucky or the hyper-intelligent can master. Experienced "verdites", as they are called, sometimes even live where the Verdimant has nestled itself in the fabric of magic. They have developed their own culture of faith, individuality, and gratefulness for the Verdimant's love.
And that's what's the most unsettling. The Verdimant fills its verdites with genuine compassion, something they may be lacking for themselves. It even deliberately creates a separation between itself and those verdites who almost give themselves over themselves entirely, so that they can still retain the barest ember of inner passion. Scholars can't tell whether the Verdimant is a force of good, choosing to grant compassion to those who need it, or an evil consumer of what makes a person themselves. It's perhaps this risk that makes associations with the Verdimant feared almost as much as genuine evil practices.
But then, is anyone going to tell these weak souls that they can't be loved?
The Verdite
Hit Die: d6
Skill Points per level: 4 + Int (x4 at 1st level)
Class Skills: Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), Listen (Wis), Profession (Wis), Spellcraft (Int), Spot (Wis), and Use Magic Device (Cha).
Starting Gold: 5d4x10 gp.
Saves
Spells Per Day
Level
BAB
Fortitude
Reflex
Will
Special
1st
2nd
3rd
4th
5th
6th
1st
+0
+0
+0
+0
Vessel, Celadon Ray
0
2nd
+1
+0
+0
+0
Verdimant Entry
1
3rd
+1
+1
+1
+1
Embraced Flight
2
4th
+2
+1
+1
+1
Self-Quieting
2
0
5th
+2
+1
+1
+1
Caste (1st least)
2
1
6th
+3
+2
+2
+2
Embraced Teleportation
2
2
7th
+3
+2
+2
+2
Allied Entry
2
2
0
8th
+4
+2
+2
+2
Caste (1st lesser)
2
2
1
9th
+4
+3
+3
+3
Waypoints
2
2
2
10th
+5
+3
+3
+3
Caste (2nd least)
2
2
2
0
11th
+5
+3
+3
+3
Caste (1st greater)
2
2
2
1
12th
+6/+1
+4
+4
+4
Indefinite Entry
2
2
2
2
13th
+6/+1
+4
+4
+4
Caste (2nd lesser)
2
2
2
2
0
14th
+7/+2
+4
+4
+4
Caste (1st advanced)
2
2
2
2
1
15th
+7/+2
+5
+5
+5
Caste (3rd least)
2
2
2
2
2
16th
+8/+3
+5
+5
+5
Caste (2nd greater)
2
2
2
2
2
0
17th
+8/+3
+5
+5
+5
Caste (1st elite)
2
2
2
2
2
1
18th
+9/+4
+6
+6
+6
Caste (3rd lesser)
2
2
2
2
2
1
19th
+9/+4
+6
+6
+6
Caste (2nd advanced)
2
2
2
2
2
2
20th
+10/+5
+6
+6
+6
Caste (4th introductory), Emerald Reconstitution
2
2
2
2
2
2
Class Features
All of the following are class features of the verdite.
Weapon and Armor Proficiencies: Verties are proficient with simple weapons, but no armor or shields.
Vessel (Ex): Verdites are inherently mentally weak people that offer what little mental strength they have to the Verdimant. The more a verdite subdues themselves, the more power the Verdimant can give them. In time, they lose their inner drive almost entirely, but the Verdimant's support is strong enough to keep the verdite moving.
For this reason, many of a verdite's abilities, including spellcasting, are Charisma-based. However, these abilities benefit from a low Charisma score rather than a high one. Further, a verdite does not fall into a coma at 0 Charisma. Instead, it is possible for them to have a negative Charisma score, with no lower limit. Instead, if their Charisma score ever reaches 20 or higher, they fall into a coma filled with nightmares of rejection, crisis, and crippling doubt. If a verdite ever takes Charisma damage or drain, their Charisma score instead increases by the corresponding reduction. The ability score modifier for a negative Charisma score follows the same extrapolation that high ability scores do; for example, a score of -14 results in a modifier of (-14 - 10)/2 = -12. As always, round down.
A verdite with 0 or lower Charisma is still functioning, but they can no longer distinguish themselves from the Verdimant. They follow the Verdimant unquestioningly, but thankfully, it has no particular interest in micromanaging--verdites can generally continue whatever they were doing prior to reaching 0 or lower Charisma. They become deeply subdued and can no longer assert that they are separate entity from the Verdimant, but otherwise behave normally.
Once per day, if conscious and at 0 Charisma or below, a verdite can elect to treat their Charisma score as 1 for 1 hour or until their Charisma score would be reduced, whichever comes first. This is the Verdimant’s reprieve—it seems to have some sense of decency and wants its servants to remember who they are, occasionally.
Spellcasting: Like other spellcasters, a verdite can cast only a certain number of spells of each spell level per day. Their base daily spell allotment is given on the class table. In addition, they receive bonus spells per day based on their Charisma modifier. To determine bonus spells for the verdite class, a verdite multiplies their Charisma modifier by (-1) before comparing it to the bonus spell table. For instance, a verdite with a Charisma modifier of -3 would gain 1st, 2nd, and 3rd level bonus verdite spell slots, as if they had a Charisma modifier of +3. When the class table indicates that the verdite gets 0 spells per day of a given spell level, they gain only the bonus spells they would be entitled to based on their Charisma score for that spell level.
Unlike other casters, verdite spell slots of level 2 or higher are not expended immediately upon use. Instead, when a verdite spell slot is used to cast a spell or trigger an ability, the maximum spell level that spell slot can be used to cast is reduced by 1, and that spell slot's level is treated as 1 lower for all other purposes. A verdite's level 1 spell slots, and any higher-level slots which have been reduced to a maximum spell level of 1, are expended normally upon use. Level penalties are removed from all of a verdite's spell slots at the same time as expended slots would be restored, after eight hours of rest.
In addition, verdite spells are always treated as if they were the same level as the spell slot used to cast them, regardless of their actual level. This makes them ineligible for use with the Heighten Spell metamagic feat, since they already gain its effective benefits.
Celadon Ray (Su): Beginning verdites can retract their mental energy from the verdimant and use it as a weapon. At-will, the verdite can point their finger at a target and release a faint green ray, as a ranged touch attack with a range of 30 feet. If this ray hits, it deals damage equal to the verdite's Charisma score (maximum 9). After using a Celadon Ray, the verdite cannot cast verdite spells for 5 minutes. Verdites with a Charisma score of 0 or lower cannot use this ability.
Verdimant Entry (Su): At 2nd level, a verdite is readily accepted into the Verdimant's embrace. As a full-round action, they may enter the internal spaces of the Verdimant. When doing so, they disappear from wherever they are on their current plane, only to reappear somewhere in the Verdimant, as if by a plane shift spell (even though the Verdimant does not technically inhabit a plane). They may stay for up to a number of minutes equal to 10 + their ranks in Concentration, at which point they return to where they were, possibly being stunted as if by dimension door.
The 'inside' of the Verdimant is not on any plane in the conventional sense. The Verdimant is actually embedded into the structure of magic, and takes the rough shape of a sphere, 10 miles in diameter. The sphere is composed of a long, snaking cord of kelly-green energy, winding around in such a way as to create floors and large, open, fractally geometric spaces deep inside of the sphere. Outcroppings of the cord and huge vertical areas are common and facilitate flight. The cord is as difficult to move as solid iron, and is essentially unbreakable. The edge of the verdimant opens up into a dark purple void in which occasional crackles of energy can be seen, but actually moving into the void is impossible, as if there were an impenetrable barrier.
Verdites do not need to eat, drink, sleep or breathe while in the Verdimant. They may take objects with them, but other creatures that try to "sneak" into the Verdimant via extradimensional spaces will find that they cannot actually pass into the Verdimant's not-a-plane through extradimensional . A verdite cannot leave objects in the Verdimant; when the verdite returns to where they were beforehand, they simply have the objects with them again. The Verdimant has an objective gravitational direction, but it impossible to fall out of the verdimant; one simply ends up tangled in the cord somehow and reeled back in (freedom of movement doesn't help).
Usually, introductory verdites use this ability for comfort or to ask questions of other verdites that are also currently using this ability. By and large, it has no effect on the world outside of the Verdimant.
A verdite's connection to the Verdimant is strained by their Celadon Ray ability. As such, they cannot use their Celadon Ray inside of the Verdimant. If they use their Celadon Ray outside of the Verdimant, they cannot enter the Verdimant for 5 minutes thereafter.
Embraced Flight (Su): At 3rd level, a verdite gains a 60' fly speed with perfect maneuverability, useable only inside of the the Verdimant.
Self-Quieting (Ex): At 4th level, a verdite trains themselves to become more subdued in order to be a better vessel for the Verdimant. In place of increasing one ability score at every fourth level, they may instead permanently decrease their Charisma score by 1.
Caste (Su): At 5th level, a verdite has become advanced enough to partake in the culture of individuality among verdites. The Verdimant allows the verdite to express themselves in the form of a "caste", gradually gaining a set of abilities reflecting their own strengths, interests, or needs.
At 5th level, the verdite gains the Least ability of their Caste, and gains the ability of one grade higher (Least, Lesser, Greater, Advanced, Elite). A verdite gains another caste, and the same progression, at 10th level and every 5 levels thereafter. Once a verdite gains the Elite ability of a caste, the caste is completed and no further upgrades are acquired.
The following format described what each caste grants the verdite.
Least: What the verdite gains at the Least grade of their case. If a spell is listed, add it to the verdite's spell list with the indicated spell level.
Lesser: As above, at the Lesser grade.
Greater: As above, at the Greater grade.
Advanced: As above, at the Advanced grade.
Elite: As above, at the Elite grade.
Hydrarge
The Hydrarge caste reflects mental adaptability and quick wits. Physically, it’s associated with agility.
Least: The verdite may reroll one Spot, Listen, or initiative check 1/day.
Lesser: +2 inherent bonus to Dexterity.
Greater: Alter self as a 4th level spell.
Advanced: Divine Jade agility as a 4th level spell.
Elite: Polymorph as a 6th level spell.
Wolfram
Physically powerful and imposing verdites, or those a penchant for aggressive solutions to problems, are often part of the Wolfram caste.
Least: Bonus feat, chosen from the Fighter Bonus Feat list.
Lesser: +2 inherent bonus to strength.
Greater: Greater Enlarge Person as a 3rd level spell.
Advanced: Grasping Hand as a 5th level spell.
Elite: Telekinesis as a 5th level spell.
Cobalkia
Cobalkia caste members are hardy in body. Though their minds are still weak, as with all verdites, they have a certain persistence towards problems if given time to recuperate.
Least: Skill Focus (Concentration) as a bonus feat.
Lesser: +2 inherent bonus to Constitution.
Greater: Indomitability as a 4th level spell
Advanced: Heart of Earth as a 5th level spell
Elite: Stone Body as a 6th level spell
Berylon
The Berylon caste contains not-so-wholesome people. Some of them are deviants or merely chronically unclean. The caste, as a whole, has associations with poison and other things not favored by Good people.
Least: Continuous undetectable alignment effect
Lesser: Immunity poison and disease
Greater: Poison as a 3rd level spell
Advanced: Secondary bite attack. Bite deals 1d4 Constitution damage but no hit point damage. A successful Fortitude save (10 + 1/2 verdite level + Cha penalty) halves the Constitution damage. Treat this as a poison with no secondary damage.
Elite: Poison Spell as a bonus feat, and poison bite's Constitution damage increases to 1d6
Auric
Auric verdites learn to be smooth talkers despite their lack of inner fire, relying mostly on intellect to decipher social clues.
Least: Charisma penalty no longer applies to Charisma-based skill checks and Charisma checks. The Social Aptitude spell instead adds the verdite's Intelligence modifier to the checks listed in the spell.
Lesser: +2 inherent bonus to Intelligence.
Greater: Knowledge Devotion, as the feat, except that the bonus to attack rolls and damage rolls instead applies to Charisma-based skill checks relating to the target and saving throws against their special attacks.
Advanced: Scholar's touch as a 1st-level spell and Master's touch as a 2nd-level spell
Elite: Voice of the dragon Verdimant as a 4th level spell. This versoin of the spell does not grant the user the ability to speak Draconic.
Uvethian
Uvethians mess with things they're not supposed to, and have usually gotten their hands on dangerous materials, to the point where they have their own unhealthy glow.
Least: +2 bonus to saving throws against traps
Lesser: Trapfinding
Greater: Aura of Sadness, as the granted ability of the Focalor vestige (ToM)
Advanced: Radiation Aura* [negative levels to everyone in a radius] as a 5th-level spell
Elite: Antipathy as a 6th-level spell
Lithica
Lithica verdites like to watch things burn.
Least: Fire Resistance equal to the verdite's class level.
Lesser: Produce flame as a 1st-level spell.
Greater: Fireball as a 3rd-level spell.
Advanced: Fire Immunity.
Elite: Every 10 points of fire damage that the verdite would take instead heals them for 1 point of damage.
Ferrum
Some verdites like to create little things--or big things. The Ferrum caste gives them the tools with which to do so.
Least: +2 bonus to Craft checks.
Lesser: Create Wondrous Item, as the feat.
Greater: Quick potion as a 2nd level spell.
Advanced: Fabricate as a 5th level spell.
Elite: Mundane and magical items are crafted at double the speed. The same amount of gold and XP must still be supplied.
Bismata
"Ooh, shiny!" (Only Chaotic characters can be a member of the Bismata caste.)
Least: Skill Focus (Appraise) as a bonus feat
Lesser: Continuous treasurescent effect.
Greater: Glitterdust as a 3rd-level spell.
Advanced: Prismatic ray as a 5th-level spell.
Elite: Prismatic spray as a 6th-level spell.
Mithuri
Taking after mithral, some verdites practice their speed, in both mind and body.
Least: +5' enhancement bonus to all move speeds
Lesser: +2 enhancement bonus to initiative checks
Greater: Haste as a 3rd level spell
Advanced: Quicken Spell, as the feat
Elite: Elusive Target, as the feat
Exala
The Exala caste members have an inclination towards good. Few are truly devoted, but they want to do the right thing. (Only Good characters can be a member of the Exala caste.)
Least: Detect evil spell-like ability at-will
Lesser: Protection from evil as a 1st level spell
Greater: Elation as a 2nd level spell
Advanced: Greater luminous armor as a 5th-level spell
Elite: Revivify as a 5th-level spell
Embraced Teleportation (Su): At 6th level, a verdite can use greater teleport at-will while inside of the Verdimant.
Allied Entry (Su): At 7th level, a verdite can bring their allies with them into the Verdimant. To do so, they must be in contact with their allies, to a maximum of 6 other creatures.
Non-verdites inside of the Verdimant find themselves nigh-quarantined. They cannot separate further than 20 feet from the verdite that brought them in, and any damage-dealing abilities they may have fail to function inside of the Verdimant; even attacking causes the weapon to bounce off the target harmlessly--there is simply no way to cause harm. All verdites, besides the one that brought in the non-verdites, fail to register the existence of the non-verdites--though they are aware that they are somehow being watched or eavedropped upon, if that is happening.
Non-verdites may leave the Verdimant as a full-round action. If their allied verdite leaves, they do so automatically as well.
Waypoints (Su): At 9th level, a verdite can designate a connection between A) a point within 5 feet of themselves, while outside of the Verdimant, and B) any point inside of the Verdimant. A verdite can have a multiple of these connections at one time, to a maximum of half of the negative of their Charisma modifier. While inside of the verdimant and occupying a point of one of these connections, they may, as a full-round action, appear in the corresponding point outside of the Verdimant. This works like greater plane shift, even though the Verdimant does not actually occupy a plane. The verdite can take allies with them, if their allies are also within the Verdimant at the time and in contact with the verdite.
Indefinite Entry (Su): At 12th level, a verdite is holistically accepted by the Verdimant. When they enter the Verdimant by their Verdimant Entry ability, they may stay for as long as they wish. In fact, they no longer age while inside of the Verdimant. Many verdites who reach this level of advancement eventually grow distant from the world outside of the Verdimant, and when they lose any reason to life a life on the outside, they decide to stay with the Verdimant forever. A verdite that stays within the Verdimant for 10 consecutive years with a maximum cumulative time of 1 week outside is eligible for, and may elect to acquire, the True Verdite template.
A True Verdite essentially merges with the Verdimant, and can no longer leave. They retain a minimal sense of self, but are mostly just extensions of the Verdimant's overmind. True Verdites appear as they do in life, but their bodies wash out to a kelly green color that glows faintly.
The True Verdite is an acquired template can be applied to any Verdite of 12th level or higher that has stayed within the Verdimant for 10 consecutive years, with a maximum cumulative time of 1 week outside. Apply all changes below. All other statistics remain the same.
Creating a True Verdite
Type: Type changes to Construct, if the base creature was living, they gain the Living Construct subtype.
Speed: True Verdites have a fly speed of 300' (perfect). This replaces their Embraced Flight class feature.
Special Qualities:
Verdimant Apotheosis (Ex): A True Verdite cannot leave the Verdimant, because they are a part of it, and any ability they have that would cause them to leave simply doesn't anymore. If they would ever leave anyway, such as by an external wish spell, they fall unconscious upon leaving, return to the Verdimant in 1 round, and immediately wake up again.
Collective Support (Ex): A True Verdite supports the Verdimant more fully than an ordinary Verdite usually does. While they exist, the Verdimant gains a stacking +1 bonus to Intelligence and Charisma and 1 additional Hit Die.
Direct Access (Ex): A True Verdite can tap the Verdimant for knowledge. This ability works like the bard's bardic knowledge class feature, using the True Verdite's character level in place of the bard level.
Me Time (Ex): A True Verdite may, as a free action, treat their Charisma score as 1 until they desire to stop doing so, also as a free action.
Abilities: Int +6, Wis +4, Cha -32 (maximum of -1). A True Verdite gains a fraction of the Verdimant's vast intelligence, but while not having their Me Time at Charisma 1, there is nothing left of their sense of self. If the True Verdite eventually stops using their Me Time, the Verdimant activates it once in a while anyway (DM's discretion), so that they can still think independently.
Alignment: Any.
Challenge Rating: True Verdites are not intended as challenges to be overcome.
Level Adjustment: True Verdites are not appropriate as Player Characters, though a player who chooses to "retire" a verdite as a True Verdite should not be prevented from roleplaying until they feel closure with the character's storyline.
Emerald Reconstituton (Su): At 20th level, if the verdite would ever die outside of the Verdimant, they are not truly gone. Instead, they reappear inside of the Verdimant as a small crystalline bead, similar to that produced by the astral seed power. They may then reconstitute their bodies over time as per the power, but they do not lose a character level for doing so, as is usually the case for undoing death. The verdite may not leave the Verdimant until their body is fully reconstituted.
Verdite Spell List
Already-existent spells are not described, but new spells are marked with an asterisk and noted in the following post. The visual effects of verdite spells are green, sometime accompanied by glimpses of the cord that comprises the verdimant. For example, a Magic Missile spell produces green missiles, and a Dark Way reflects with a green tint.
Verdite spells have no material components.
1st: Magic Missile, Share Talents, Mage Armor, Prestidigitation, Detect Magic, Silent Image, Minimize*, Slide Dash*, Celadon Grasp*, Celadon Mark*, Energy Sparkle*, Retconjuration*
2nd: Ice Knife, Invisibility, Make Whole, Lore of the Gods, Dark Way, Mouse’s Meekness*, Aptitude Adjustment*, Celadon Array*, Celadon Mirror*, Greater Energy Sparkle*, Social Aptitude*
3rd: Chain Lightning, Dimension Step, Resilient Sphere, Dispel Magic, Object Style*, Jade Bale*, Vision of Theta*, Swordbrush*
4th: Overland Flight, Revivify, Divine Jade Power, Aptitude Circle*, Jade Inferno*, Flashfreeze*, Bodily Ties*
5th: Wings of Flurry, Contact Other Plane, Emerald Ablation*, Recreate*, Emerald Certainty*
6th: Minute Form, Disintegrate, Emerald Arrangement*, Emerald Luminosity*, Heartpierce*