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View Full Version : Contest Base Class Contest XXV - Dungeon Plunge-In



Temotei
2014-10-25, 09:44 PM
Dungeon Plunge-In

Welcome to Base Class Challenge number twenty-five! 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 dungeons; anything is possible, from a dweller in a dungeon to an adventurer keen on looting every dungeon forever to a nicely-browned djinn, 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 December 7th, 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?367530-Base-Class-Challenge-Chat-Thread-IV-All-Your-Base-Class-Are-Belong-to-Us). 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.

Dungeon?

Plunge in!

Temotei
2014-10-25, 09:45 PM
Base Class Name

Put an optional image of your class here (getting permission from the artist beforehand unless they explicitly allow free use)

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


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



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


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



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):

sajro
2014-10-27, 03:39 PM
Dungeon Crawler
Put an optional image of your class here (getting permission from the artist beforehand unless they explicitly allow free use)

"Then the thieves tried to escape in the dungeons, that was their first mistake" - Diodore Fertig Citywatch Dungeon Crawler

A Dungeon Crawler is a specialist at delving into dungeons, and bringing both himself and others out alive with the loot inside, he finds traps, traverses dangers, and finds the secret loot all while disapearing through stone from time to time. Doing combat he specialisez in using the walls surround him to make effective attacks, and defense.

Adventures: They love to delve into dungeons and seek any uportunity to do so.

Characteristics: A Dungeon Crawler, is ccapable of moving quickly and safely through dungeons, while excel at fighting in tight spaces.

Alignment: Dungeon Crawlers can be of any Alignment, they are just dungeon delvers but some use it to break into vaults, so many are non lawful, but others are lawful following guilds that raid dungeons.

Religion: Deities are mostly based on the race, often luck bringers. As they increase the chance of good loot in the Dungeon Crawlers opinion

Background: A Dungeon Crawler is typically a person with a shabby background, spending most of their life in urban environments until they get the uportunity to delve inside their first dungeon, and was simply entrigued by the adventures found there.

Races: They typical Dungeon Crawler are Gnomes, Humans and Dwarves. Gnomes and humans due to their adventuring nature, and dwarves because of their relation to the stone.

Other Classes: They don't really have difficulties with any classes.

Role: Would often function as the skillmonkey, and guide while in dungeons

Adaptation: If you want to adapt the class, you can change the fast movement to count in natural environments, and change the hallway attack to work by using trees, and give knowledge nature instead of knowledge dungeoneering and survival instead of knowledge Architecture, and the class would work like a forest pathfinder. To make him work in an urban environment, just replace dungeoneering and architecture with local and geography.

GAME RULE INFORMATION
CLASS NAME's have the following game statistics.
Abilities: Either Strength or Dexterity for using weapons, and then otherwise Intelligence to get skillpoints.
Alignment: Any
Hit Die: d8
Starting Age: Simple
Starting Gold: 5d4x10

Class Skills
The Dungen Crawler's class skills (and the key ability for each skill) are Appraise(INT), Balance(DEX), Climb(STR), Craft(INT), Decipher Script(INT), Disable Device(INT), Escape Artist(DEX), Jump(STR), Knowledge(architecture and engineering)(INT), Knowledge(dungeoneering)(INT), Hide(DEX), Listen(WIS), Move Silently(DEX), Open Lock(INT), Profession(WIS), Search(INT), Spot(WIS), Tumble(DEX), Use Rope(DEX)

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

LevelBABFortRefWillSpecial
Dungeon Path 1st+0+2+2+0Fast movement +10ft, Dungeon Pathfinder, Cavesight
100 ft 2nd+1+3+3+0Hallway Attack (1d6 10ft), Trapfinding +2
100 ft 3rd+2+3+3+1Uncanny Dodge
150 ft 4th+3+4+4+1Wallclimber
200 ft 5th+3+4+4+1Trapfinding +4
250 ft 6th+4+5+5+2Hallway Attack (2d6 15ft), Trapsense
300 ft 7th+5+5+5+2Narrow Dodge(+1)
350 ft 8th+6/+1+6+6+2Trapfinding +6
400 ft 9th+6/+1+6+6+3Fast movement +20ft
450 ft 10th+7/+2+7+7+3Hallway Attack (3d6 15ft), Sense of Secrets
500 ft 11th+8/+3+7+7+3Trapfinding +8
550 ft 12th+9/+4+8+8+4Climb the Ceiling
600 ft 13th+9/+4+8+8+4Narrow Dodge(+2)
650 ft 14th+10/+5+9+9+4Hallway Attack (4d6 20ft), Trapfinding +10
700 ft 15th+11/+6/+1+9+9+5Stonewalk
750 ft 16th+12/+7/+2+10+10+5Fast movement +30ft
800 ft 17th+12/+7/+2+10+10+5Trapfinding +12
850 ft 18th+13/+8/+3+11+11+6Hallway Attack (5d6 20ft)
900 ft 19th+14/+9/+4+11+11+6Narrow Dodge(+3)
950 ft 20th+15/+10/+5+12+12+6Trapfinding +14, Bring down the Ceiling
1000 ft

Class Features
All of the following are class features of the Dungeon Crawler.
Weapon and Armor Proficiencies: Dungeon Crawlers are profecient in all simple weapons and all light, onehanded and ranged martial weapons, in addition to these he is also profecient with the whip and hand crossbow. They are Profecient in light armor but not with shields.

Fast Movement(Ex):
At first level a Dungeon Crawler has become quicker because of his lifestyle, and at any moment when moving on stone or paving his movement increase by 10ft per round, this bonus increases to 20ft at 9th level and 30ft at 16th level.

Dungeon Pathfinder(Ex):
At first level he shows his real powers the ability to find his way back to any known point in a dungeon. He can once hour find a known point as long as a straight line between him and the point is no more than described in the Dungeon Path Column

Cavesight(Ex):
You gain Darkvision with a range of 5ft per Dungeon Crawler level

Hallway attack(Ex):
At second level a Dungeon Crawler learns a special technique for combat while in a hallway, they learn to use the walls to accelerate with a push to strike precisely and quickly at an enemy. Once per round if he is standing by a wall and can move to an enemy 10 feet away by doing a jump, he deals bonus damage of 1d6 this increases with 1d6 at 6th, 10th, 14th and 18th level to a maximum of 5d6 bonus damage. At 8th level he can do it as a 15ft jump, and at level 16 he can do it as a 20ft jump, each requiring the apropiate jumpcheck.

Trapfinding(Ex):
At second level he learns to find and disable trap, he can use the search skill to find traps, and the disable devie to disable them, he gains +2 to find the traps at second level, this bonus increases by two every 3 levels beyond second. Uncanny Dodge(Ex):
At 3rd level his senses from dodging and finding traps have sharpened enough so he is always aware of his surroundings, he cannot be caught flatfooted aslong as he is awake and able to move.

Wall Climbing(Ex):
At 4th level he have spend enough time in dungeons, to learn to know their walls, and he can climb upon them, with a climb speed of half his movement speed, he also gains half the bonus from fast movement.

Trapsense(Su):
At 6th level when he is within his movement speed of a trap he automatically makes a search attempt to find it, if it fails he cannot retry to find any traps.

Narrow Dodge(Ex):
at 7th level, he learns to use his understanding of the narrow corridors do aid him in his defense. He can add his intelligence modifier to his AC and while within 5ft of a dungeon wall he also gains +1 this increases to +2 at level 13 and +3 at level 19.

Sense of Secrets(Su):
At level 10 his now long exposure to dungeons and the magic that often comes with them and espicially there secrets have made him atracted to those secrets, he now makes an automatic search check when he is within his movement speed of any hidden doors, compardments or similar hidden things. He cannot retry if he fails.

Climb the Ceiling(Ex):
at level 12 he have gotten more used to climbing on walls, and is now even capable of climbing on the ceiling, this can be done at the same speed as on walls, but he falls if his movements end on the ceiling.

Stonewalk(Su):
at level 15, he have become so used to the stone surround most dungeons, and the stone they are made of, so he can while in a dungeon once per day meld with stone, and move through the stone upto twice his movement and then exit the stone.

Bring down the Ceiling(Ex):
At level 20 he now understands the dungeons so well he knows how to bring them down. Twice per day he can strik at the dungeon to make the celing come down. This is a Knowledge(Dungeoneering) check (DC 35), a natural 20 is an automatic succes and natural 1 automatic failure, on a succes the user decides on a delay before the collaps of up to 10 rounds. On a failure it is determined by a d10 a 10 means nothing happens.
He can also do this by studying the architecture with at knowledge(Architecture & engineering) check (DC 25) and an hour, natural 20's and 1's have no special effect, and this can only be done if he has daily uses left. If the check succeeds no daily use is expended.
the maximum size that collapses is a 25x25 feet square centered on the strike.
The falling rubble deals 10d6 points of damage on a failed reflex save (DC 20+Int), on a succesful it deals only half and you land outside the rubble pushed back the shortes distance. Additional to the damage failed reflex saves gets you caught in the rubble, requiring a strength check (DC 20) to remove the rubble, or an escape artist check (DC 25) to slither out. the Special size modifier applies to these checks, for the strength use the Special Attacks Modifier(Grabble) for the Strength Check, and the Hide Size Modifier for the Escape Artist check. Every round you are still caught in the rubble you take 2d6 points of damage and cannot move.
Only worked stone can be affected by this, he can also use this ability to deal 20d6 points of damage to at stone golem or similar, this requires a succesful touch attack.

malonkey1
2014-10-27, 09:21 PM
Aberrationist

"What, just because they exist outside all mortal conception, in a terrifying place whose geometries drive men mad simply in their ponderance, that they don't have life force?

- Aberrationist Zudru Khal, to a disbelieving Incarnate[/CENTER]

Aberrationists are those who manipulate the warped Incarnum of Aberrations and other creatures most people would label as "unnatural". While often hunted, these individuals can also be among the most valuable resources and allies you could ask for when Illithid, Aboleth, or other such beasts come knocking.

Adventures: Some seek to understand aberrations better, some see their powers as an illness to be cured, and still others may even choose to serve aberrant masters. In any case, they often seek forbidden lore and bizarre artifacts.

Characteristics: Aberrationists are often devious and tricky, even when heroic, and are rarely disturbed by gore or disease.

Alignment: Aberrationists can have any alignment, but tend toward the chaotic, perhaps because their powers are more naturally suited to a chaotic mind, or because the powers of an Aberrationist hold a chaotic influence.

Religion: Religion often seems pointless to Aberrationists, but those that do worship usually worship gods of lies, secrets, or forbidden knowledge, sometimes even worshiping deities from the pantheons of aberrations

Background: Prospective Aberrationists often go their whole lives without knowing they have these capabilities. Usually, their powers are awakened by a brush with something truly alien, be it an aberration, an artifact from the Far Realms, or even abduction to the horrid place!

Races: Natives to the Underdark, like Drow, Svirfneblin, and Deurgar are likely to take this path. Interestingly, of all the races of aberration, only Mind Flayers seem remotely interested in this class.

Other Classes: Totemists will usually revile and shun them immediately, as will some druids and clerics. Wizards regard them as a curiosity, and the binder's vestiges are the only things that strike Aberrationists as truly alien.

Role: Aberrationists can be lethal in combat, using their Soulmelds to deadly effect, and can often perform many utilitarian tasks. In limited capacities, they can even provide relief for the arcane caster.

GAME RULE INFORMATION
ABERRATIONISTS have the following game statistics.
Abilities: Intelligence is important for using your Aberrant Life ability, as well as for the saving throws of soulmelds. Constitution is, like any other meldshaper, important for soulmelds.
Alignment: Any
Hit Die: d8
Starting Age: As Sorcerer
Starting Gold: As Wizard.

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

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

CLASS NAME

LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialSoulmeldsEssentiaChakra Binds
1st
+0
+2
+0
+2Othercall (2 Essentia)210
2nd
+1
+3
+0
+3Chakra Bind (Crown)321
3rd
+2
+3
+1
+3Class Ability321
4th
+3
+4
+1
+4Chakra Bind (Feet, Hands)431
5th
+3
+4
+1
+4Otherwordly Tendril (Touch Attacks, 30 feet)431
6th
+4
+5
+2
+5Othercall (3 Essentia)442
7th
+5
+5
+2
+5Warped Body552
8th
+6
+6
+2
+6Class Ability552
9th
+6
+6
+3
+6Chakra Binds (Arms, Brow, Shoulders)562
10th
+7
+7
+3
+7Otherworldly Tendril (Manipulate objects, 30 feet)673
11th
+8
+7
+3
+7Othercall (4 Essentia)683
12th
+9
+8
+4
+8Class Ability\693
13th
+9
+8
+4
+8Class Ability7103
14th
+10
+9
+4
+9Warped Body, Chakra Binds (Throat, Waist)7114
15th
+11
+9
+5
+9Otherwordly Tendril (Tentacle Attack, 60 feet)7124
16th
+12
+10
+5
+10Othercall (5 Essentia), Chakra Bind (Heart)8134
17th
+12
+10
+5
+10Class Ability8144
18th
+13
+11
+6
+11Class Ability8165
19th
+14
+11
+6
+11Chakra Bind (Soul)9185
20th
+15
+12
+6
+12Othercall (6 Essentia), Otherworldy Tendril (Fully Manifested, Any Distance)9205


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

Weapon and Armor Proficiencies: Aberrationists are proficient with all simple weapons, as well as light armor and shields. Additionally, it should be noted that an aberrationist is automatically proficient with any weapons (be they regular weapons or natural attacks) produced or provided by his soulmelds.

Meldshaping: Aberrationists shape soulmelds from the Aberrationist list, most of which are based on the dungeon-dwelling monsters they emulate, using their Intelligence to determine their saving throws. An Aberrationist may shape a soulmeld regardless of its alignment descriptor.

Othercall (Su): The most basic ability of an Aberrationist is the ability to call on the life force of the alien, asking a bit of that alien consciousness to briefly take up residence in your body. Unlike normal Incarnum, this "Alien Essentia" has a strange, stringy texture. You may use this ability 3 + Int Bonus times per day, and it lasts 10 minutes, or the duration of an encounter. At level one, this ability confers 2 bonus Essentia, which may only be invested into your Aberrationist Soulmelds (that is, only soulmelds from the Aberrationist list). At levels 6, 11, 16 and 20, this ability confers an additional point of Alien Essentia, up to a total of 6 essentia at level 20.

Otherworldly Tendril (Su): At level 5, your dealings with extradimensional creatures have attracted the attention of...something. This thing manifests itself only as a single, ghostly, tendril, that float in midair near you. This is ultimately a minor boon at first, as the tentacle (which never moves further than 30 feet from you, for some reason) can deliver touch attacks and effects on your behalf somehow, although that is about the ultimate extent of its ability to interfere with our world. At level 10, however, it can actually physically manipulate objects. It can't make attacks, even if it picks up a weapon, but it can manipulate objects at your command, even allowing you to do fine motor tasks from a distance! At level 15, you can make attacks with the tentacle against foes within reach (the tentacle has a 5-foot reach at this point, so any creature within 10 feet is a valid target), which can also be used to deliver touch effects, and the tentacle can now move out as far as 60 feet away. At level 20, this tentacle manifests itself into our world fully. What exactly this means is up to the DM, but it probably isn't good.

In order to command the tentacle, you must make a move action. the tentacle can move to any place within the proper range of you and can perform a single move action. If you wish to use the tentacle for more than a move action, you must take the same action. You can invest essentia in this tendril in order to add a competence bonus to any checks or attacks made with the tendril. This can not be temporary essentia, and must come from your own permanent essentia pool.

Warped Body (Ex): Your body slowly warps itself as a result of the energies its forced to carry, to the point that at level 7, you gain the permanent benefits of a single soulmeld you are capable of binding from the Aberrationist list. It becomes an extraordinary ability, and is not suppressed by magic items or other soulmelds. The benefits gained include the basic effect, and the effect of one of that soulmeld's chakra binds, which you choose upon gaining this class feature. This bind effect must correspond to a chakra you can bind to, and may not be changed later. You can invest essentia into this effect (including bonus essentia from Othercall) as you would a soulmeld, increasing its effects as normal. Essentia benefits are supernatural, but the actual effects remain extraordinary. At level 14, you may choose either to add an additional bind effect from the soulmeld chosen previously, or add a new soulmeld's effects. If you add an additional effect from the previous choice, you must still invest essentia in it separately from the base effect and other bind.

sengmeng
2014-10-30, 09:05 AM
Dungeoncrasher

http://i60.tinypic.com/ot29gx.png
I drew it. Likeness credit to Rich Burlew.

RAAAAAAAAHH!

A Dungeoncrasher is someone who really likes to slam people into walls, floors, and perhaps even ceilings. They fight best in cramped places and excel at all things related to breaking opponents and other objects.

Adventures: Dungeoncrashers like to kill and loot, generally. Dungeons are great places for that, and offer lots of walls and rocks and things you wouldn't like to be crashed into.

Characteristics: Dungeoncrashers are battlefield shapers and damage dealers, with some respectable survival skills to allow them to get to the environments they thrive in.

Alignment: Dungeoncrashers are almost always chaotic. They love brawling, beating, and bashing. Some very few are cold and calculating (while still coming to the conclusion that hurling themselves bodily at opponents is a good idea).

Religion: Dungoncrashers favor gods of battle, earth, or luck, although they may simply follow a god of their alignment.

Background: Dungeoncrashers typically come from the same background as fighters, but with more focus on subterranean exploration. They are a varied, savage, and random collection of people.

Races: Half-orcs produce by far the most Dungeoncrashers, being strong, violent, and predisposed to living underground. Dwarves make excellent Dungeoncrashers as well, and humans take to the task as well as any other. It is unknown why the savage races don't produce more Dungeoncrashers; most have the necessary traits.

Other Classes: Dungeoncrashers love to go into caves and dungeons looking for treasure. There are few they wouldn't welcome to join them on such a dangerous mission. They are often impatient, violent, short-sighted, and dubious of subtlety, but if someone accepts them, they generally repay that kindness.

Role: The Dungeoncrasher is a front-line melee character and battlefield shaper.

Adaptation: If you somehow don't have many dungeons in a campaign, the Dungeoncrasher could be re-fluffed as an urban brawler, with knowledge (local) instead of knowledge (dungeoneering).

GAME RULE INFORMATION
Dungeoncrashers have the following game statistics.
Abilities: Strength is the number one most important ability of Dungeoncrashers. Constitution is second. Nothing else really matters, but Intelligence helps them use their knowledge skills more effectively.
Alignment: Non-lawful.
Hit Die: d12
Starting Age: As Barbarian
Starting Gold: As Barbarian

Class Skills
The Dungeoncrasher's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Knowledge(Dungeoneering) (Int), Knowledge(Architecture and Engineering) (Int), Listen (Wis), Ride (Dex), Search (Int), Survival (Wis), and Swim (Str).

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

CLASS NAME


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Dungeoncrash


1st

+1

+2

+0

+0
Illiteracy, Dungeoncrash
2d6


2nd

+2

+3

+0

+0
Breaker
2d6


3rd

+3

+3

+0

+0
Trap Sense (+1)
3d6


4th

+4

+4

+1

+1
Groundbreaker
3d6


5th

+5

+4

+1

+1
Frantic Charger(x3)
4d6


6th

+6

+5

+1

+1
Trap Sense (+2), Powerful Crash (x3)
4d6


7th

+7

+5

+2

+2
Worldbreaker
5d6


8th

+8

+6

+2

+2
Body Block
5d6


9th

+9

+6

+2

+2
Trap Sense (+3), Fling
6d6


10th

+10

+7

+3

+3
Stomp
6d6


11th

+11

+7

+3

+3
Earthquake
7d6


12th

+12

+8

+3

+3
Trap Sense (+4), Slam
7d6


13th

+13

+8

+4

+4
Directed Fling
8d6


14th

+14

+9

+4

+4
Bull-rush Expert
8d6


15th

+15

+9

+4

+4
Trap Sense (+5), Frantic Charger (x4), Bounce
9d6


16th

+16

+10

+5

+5
Pinball Charge
9d6


17th

+17

+10

+5

+5
Deadly Ground
10d6


18th

+18

+11

+5

+5
Trap Sense (+6), Powerful Crash (x4), Powerful Build
10d6


19th

+19

+11

+6

+6
Momentum
11d6


20th

+20

+12

+6

+6
Juggernaut Charge
12d6



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

Weapon and Armor Proficiencies: Dungeoncrashers are proficient in Light Armor and all Shields including tower shields, and all simple and martial weapons.

Illiteracy: Dungeoncrashers do not automatically know how to read and write. A Dungeoncrasher may spend 2 skill points to gain the ability to read and write all languages he is able to speak. A Dungeoncrasher who gains a level in any class that does not have the Illiteracy class feature automatically gains literacy. Any other character who gains a Dungeoncrasher level does not lose the literacy he or she already had.

Dungeoncrash: If you bull-rush an opponent into a solid object, such as a wall, you deal bludgeoning damage equal to 2d6 + 2x your Strength modifier. You do not need to move with an opponent to deal this damage. Bull-rushing an opponent into another object, such as a tree, may be more difficult and require a touch attack roll (using the objects size modifier to AC), and may do more or less damage, usually either half (if soft) or double (if sharp). Bull-rushing opponents into each other gives the opponent who was not bull-rushed a chance to avoid the attack, if they make a reflex save equal or greater than your bull-rush check result. Bull-rushing a creature into another creature almost always deals half-damage; only exceptionally solid creatures, such as stone or iron golems, or an opponent wearing armor spikes, deal full normal damage when crashed into. You may deal damage to the object the creature is pushed into as well, at your option. Again, being hit with a creature normally does half-damage. Your Dungeoncrash damage goes up according to the column in the class table.

Breaker: Starting at second level, a Dungeoncrasher ignores hardness equal to half his level, which also applies to hardness or damage reduction of constructs. Additionally, he gains a bonus to Strength checks related to objects (such as kicking in doors or bursting manacles) equal to half his Dungeoncrasher levels.

Trap Sense: Starting at third level, a Dungeoncrasher has an intuitive sense that alerts him to danger from traps, giving him a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise by +1 every three Dungeoncrasher levels thereafter (6th, 9th, 12th, 15th, and 18th level). Trap sense bonuses gained from multiple classes stack.

Groundbreaker: At fourth level, a Dungeoncrasher can shape the battlefield around him by attacking the ground. He never misses in this attempt, so can fully use Power Attack if he has the feat. If he successfully deals damage to the ground, one square within his reach or his own square becomes difficult terrain for all creatures other than himself.

Frantic Charger: At fifth level, the Dungeoncrasher can move up to three times his movement as part of a charge action. At fifteenth level, he may move up to four times his movement as part of a charge action.

Powerful Crash: At sixth level, the Dungeoncrasher adds 3x his strength modifier to his Dungeoncrash damage instead of 2x. At eighteenth level, this increases to 4x.

Worldbreaker: At seventh level, the Dungeoncrasher's groundbreaker ability becomes Worldbreaker. As an attack, he smashes the ground at his feet, turning it and all adjacent squares into difficult terrain and knocking prone all creatures in those squares who fail a reflex save equal to 10 + half his Dungeoncrasher levels + his Strength modifier. He can still use Groundbreaker if he chooses.

Body Block: At eighth level, the Dungeoncrasher gains a free trip attempt against any opponent he bull-rushes. If he successfully damaged that opponent with Dungeoncrash, they cannot attempt to trip him if his trip attempt fails.

Fling: At ninth level, the Dungeoncrasher does not need to move with his opponent when bull-rushing to move them more than five feet. In addition, he can choose to send his opponent flying up, though only half the distance he would have moved them horizontally. An opponent flung up ends in the square directly in front of the Dungeoncrasher, though if he has the Shock Trooper feat (why would you not?), he can choose to also move them one square to the right or left. Hitting the ceiling deals full Dungeoncrash damage. Opponents who are flung can also be tripped as per the Body Block ability.

Stomp: At tenth level, the Dungeoncrasher deals extra damage on all attacks against prone opponents equal to a quarter of his Dungeoncrash damage.

Earthquake: At eleventh level, when using the Worldbreaker ability, creatures ten feet away are also knocked prone if they fail the reflex save, although it is still only the adjacent squares become difficult terrain. He can still choose to use either Groundbreaker or Worldbreaker instead.

Slam: At twelfth level, the Dungeoncrasher may choose to activate his Groundbreaker, Worldbreaker, or Earthquake abilities any time he knocks an opponent prone, centered on whichever square they land in. This does not apply to opponents knocked prone by his Worldbreaker or Earthquake abilities.

Directed Fling: At thirteenth level, the Dungeoncrasher can use his Fling ability in any direction, even straight behind him. If he flings an opponent up, he can drop them in any adjacent square.

Bull-rush Expert: At fourteenth level, the Dungeoncrasher learns to optimize the distance he can push opponents. Now, instead of moving them an additional square per five points by which he wins the opposed roll, he moves them one additional square per three points by which he beats their roll.

Bounce: At fifteenth level, the Dungeoncrasher learns to direct his flung opponents even more precisely. After dealing Dungeoncrash damage to an opponent, if it was possible to have moved that opponent farther (but said movement was interrupted by a wall or ceiling) he may cause the opponent to bounce off the wall or ceiling and land anywhere within a distance of the point of impact equal to the distance that he had left to move them. If they encounter another object, they suffer half Dungeoncrash damage, but cannot be bounced again.

Pinball Charge: At sixteenth level, if the Dungeoncrasher charges an opponent and successfully bull-rushes them, he can immediately make another charge attack in another direction against another opponent, starting from the square he was last in after he bull-rushed the first opponent. The second charge can be used to bull-rush or as a normal attack. Either way, he takes a -5 penalty on the attack roll or the opposed roll. Only one additional charge may be made in this way.

Deadly Ground: At seventeenth level, any terrain damaged by the Dungeoncrasher's Groundbreaker, Worldbreaker, Earthquake, or Slam abilities becomes sharp and dangerous, acting as if caltrops had been spread on it. Additionally, anyone knocked prone in any of those squares after the turn they are damaged suffers half Dungeoncrash damage (not including the strength bonus), even if it isn't the Dungeoncrasher who knocks them prone. The Dungeoncrasher can choose not to activate Deadly Ground.

Powerful Build: At eighteenth level, the Dungeoncrasher has learned to make the most of his anatomy. He gains the Powerful Build special quality. If he already had Powerful Build, he actually grows a size category larger.

Momentum: At nineteenth level, the Dungeoncrasher gains a +1 to opposed rolls for bull-rush attempts per five feet of movement he made in that round prior to initiating the bull-rush.

Juggernaut Charge: At twentieth level, the Dungeoncrasher is an unstoppable force of nature. When charging, he can choose to turn any square he moves over into difficult terrain as per the Deadly ground ability or Groundbreaker ability. He may also take double or triple the penalty to his armor class when charging to gain +4 or +6 respectively to his bull-rush attempts, but not to attack rolls.

FEATS
Ascetic Brawler

Prerequisites: Improved Unarmed Strike, Stunning Fist, Dungeoncrash class ability

You are a practitioner of a rare martial arts style that heavily utilizes the environment when fighting.

Benefit: Your Monk and Dungeoncrasher levels stack to determine the damage of your unarmed strikes and dungeoncrash damage. Additionally, if you expend a use of Stunning Fist as part of a bull-rush, you gain a +2 on the opposed roll, and if you successfully deal dungeoncrash damage to that opponent, they must save vs stunning fist with a +2 to the DC. You may also freely multi-class between Monk and Dungeoncrasher, though you still get an xp penalty for having classes more than one level apart.


Stealthy Brawler

You have learned (probably the hard way) that dungeon exploration is sometimes best done with stealth rather than brute force.

Prerequisites: Sneak Attack class ability, Dungeoncrash class ability

Benefits: Your Rogue and Dungeoncrasher levels stack to determine your damage dice for sneak attack and dungeoncrash. When you bull-rush a flatfooted opponent, you add a +2 to the opposed roll.


Raging Brawler

Combining the lifestyles of the Dungeoncrasher and the Barbarian is really a no-brainer.

Prerequisites: Rage class ability, Dungeoncrash class ability.

Benefits: Your Barbarian and Dungeoncrasher levels stack to determine your uses per day of rage and your dungeoncrash damage. If you bull-rush an opponent while raging, you add 1.5x your strength bonus to the opposed roll. You do not gain greater rage, mighty rage, or tireless rage unless you continue to level up as a barbarian.


Devoted Brawler

The devoted brawler is dedicated to stamping out evil in the most direct fashion.

Prerequisites: Smite Evil class ability, Dungeoncrash class ability

Benefits: Your Dungeoncrasher and Paladin levels stack to determine your dungeoncrash damage and your bonus damage and uses per day of smite evil. You may expend a use of Smite Evil when you bull-rush an opponent to add 2x your charisma bonus to the opposed roll, and if you successfully deal dungeoncrash damage to that opponent, you deal extra damage equal to the sum of your paladin and dungeoncrasher levels.


Brawling Hunter

Your time hunting subterranean monsters has led to interesting tactics against them.

Prerequisites: Favored Enemy class feature, Dungeoncrash class ability

Benefits: Your Ranger and Dungeoncrasher levels stack to determine the number of favored enemies you have and the bonuses against them, as well as your dungeoncrash damage. When you bull-rush a favored enemy, double the bonus you get from Favored Enemy on the opposed roll.


Body Slam

The floor is just a horizontal wall.

Prerequisites: Improved Grapple, Dungeoncrash class ability

Benefits: When grappling, any time you could pin an opponent, you may body slam them instead. A body slam ends the grapple and leaves you standing and your opponent prone in an adjacent space of your choosing, and deals full dungeoncrash damage. Alternatively, you may exit the grapple in an adjacent space and slam the opponent in the space last occupied by the grapple. If you body slam the opponent into an occupied space, it counts as bull-rushing them into that object, which may change the dungeoncrash damage. You may not exit the grapple into an adjacent occupied space. If you are grappling more than one opponent, only one is forced to leave the grapple when you use body slam.


Spiked Brawler

Prerequisites: Proficiency in Armor Spikes, Dungeoncrash class ability

Benefits: When you deal dungeoncrash damage to an opponent while wearing armor spikes, you automatically hit them with your armor spikes in addition to the normal dungeoncrash damage. At your option, you may designate all the damage from dungeoncrash as piercing damage. Any bonuses or extra effects from enchanted armor spikes also apply.

1pwny
2014-10-30, 03:48 PM
The Corner Dweller

http://www.thehobbitdesigncontest.com/uploads/2583_l.jpg

Let's just stay here for a while.

The Corner Dweller hides in dark corners in dark dungeons, away from most (sometimes all) other creatures. They live a solitary existence, not accomplishing much in the scheme of things. However, during their quest to escape the boredom of such a solitary existence, they develop a load of strange abilities and habits. On the other side of this, though, they tend to focus on what they can do, and you will be hard-pressed to find someone better at their specialties.

Adventures: The Corner Dweller sometimes leaves his corner in order to get food and water, but usually not much else. Unless tempted or forced out of his corner, he tends not to move.

Characteristics: The Corner Dweller is able to set traps to talk to themself, and be extremely focused. He also has a myriad of strange but useful abilities, and is unusually adept at what he can do.

Alignment: Corner Dwellers can be of any alignment, though most are usually Neutral.

Religion: Corner Dwellers rarely follow deities that demand action. If there were a god of sitting in caves, that would be another story.

Background: One becomes a Corner Dweller due to a massive shock in their life. Whether that shock is a close friend or family member dying, receiving a long lost treasure, or seeing a huge amount of mindless destruction, the Corner Dweller is irreversibly scarred from the experience. They retreat to the caves, and stay there. And stay there. And stay there. And stay there.

Races: Any race can have Corner Dweller, though most are from Large-or-smaller size groups.

Other Classes: Corner Dwellers are scared and suspicious of other classes. They might find some sort of resonance with a lone monk, but otherwise shy away from adventuring groups. They are, however, vulnerable to blackmail involving their fixation (see below).

Role: The Corner Dweller can be a guide in a complex and unknown cave, a walking encyclopedia of strange creatures and formations, or an assassin like no other. They have much versatility in their skill choices.

Adaptation: With a slight refluff, a Corner Dweller can easily be found in caves, city alleyways, or ditches. A DM might use one to represent the forest outcast, or the creepy monster in the haunted house.

GAME RULE INFORMATION
Corner Dwellers have the following game statistics.
Abilities: Wisdom is a Corner Dweller's most necessary stat. Intelligence and Constitution are also useful. Charisma is basically the antithesis of this class.
Alignment: Any
Hit Die: d6
Starting Age: Any
Starting Gold: 0 gp

Class Skills
The Corner Dweller's class skills (and the key ability for each skill) are: Animal Empathy (cha), Autohypnosis (wis), Balance (dex), Concentration (con), Craft (int), Handle Animal (cha), Hide (dex), Intuit Direction (wis), Jump (str), Knowledge - [Dungeoneering, Geography, Nature] (int), Listen (wis), Move Silently (dex), Search (int), Spot (wis), Survival (wis), Swim (str), Tumble (dex), Wilderness Lore (wis)

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



Level

BAB

Fort

Ref

Will

Special




1

+0

+2

+2

+2

Compounded Experience, Illiteracy, Survivor, Loot




2

+1

+3

+3

+3

Environmental Adaptation




3

+1

+3

+3

+3

Lesser Fixation




4

+2

+4

+4

+4

Environmental Adaptation




5

+2

+4

+4

+4

Survival Feats




6

+3

+5

+5

+5

Environmental Adaptation




7

+3

+5

+5

+5

See in Low Light




8

+4

+6

+6

+6

Environmental Adaptation




9

+4

+6

+6

+6

Minor Fixation




10

+5

+7

+7

+7

Environmental Adaptation, Survival Feats




11

+5

+7

+7

+7

Grub Snatcher




12

+6/+1

+8

+8

+8

Environmental Adaptation




13

+6/+1

+8

+8

+8

See in No Light




14

+7/+2

+9

+9

+9

Environmental Adaptation




15

+7/+2

+9

+9

+9

Survival Feats




16

+8/+3

+10

+10

+10

Environmental Adaptation, See It All




17

+8/+3

+10

+10

+10

Major Fixation




18

+9/+4

+11

+11

+11

Environmental Adaptation




19

+9/+4

+11

+11

+11

Like a Ninja!




20

+10/+5

+12

+12

+12

Environmental Adaptation, Survival Feats, Invisible




Proficiencies:
The Corner Dweller has proficiency with all Light weapons, Light armor, and no shields.

Compounded Experience (ex): After spending so long in you get to know some tips and tricks about the environment around you. Add a competence bonus to every skill check you make with a Corner Dweller class skill equal to your Wisdom modifier.

Illiteracy: Some Corner Dwellers are illiterate. Some aren't. A Corner Dweller is illiterate by default, but is literate if they have an Intelligence of 14 or greater.

Survivor (ex): Gain the Survivor (regional) feat.

Loot (ex): You have found and acquired certain loot through your time in the cave. Gain the Loot bonus from one of the following categories.
Your Body
Loot: You found and used one of the following items: Manual of Bodily Health +1, Manual of Gainful Exercise +1 or a Manual of Quickness of Action +1.

Your Mind
Loot: You found and used one of the following items: Tome of Clear Thought +1, Tome of Leadership and Influence +1 or a Tome of Understanding +1.

Treasure
Loot: You find a mountain of gold pieces worth 150 gold pieces.

A Weapon
Loot: You find a Masterwork weapon with a +1 enhancement bonus and an appropriate special ability. Your BAB increases as that of a Monk.

A Magical Item
Loot: You find any magical item worth up to 10 pp.

Magic
Loot: You find a rod containing 10 uses of any 1st-level Evocation spell.

Your Talents
Loot: You read books that talk about men doing great feats with just their skills. Gain 2 extra skill points / level.


Environmental Adaptation (ex): Over time, the Corner Dweller becomes better at handling certain environments that he comes across in his corner. Every time he gains and Environmental Adaptation, he can select one of the following choices, and gains that benefit. Every choice can be selected multiple times to give a special bonus increase.



Adaptation

Explanation

1st effect

Additional effect



Rock Jumper

After much practice, your ability to leap between rocks is unmatched.

You may use Jump as part of your move action.

You gain a +1 practice bonus to Jump.



Wall Sticker

Like a spider, you can attach yourself to a wall and stay there.

For a number of rounds per day, you can cling to ceiling or wall.

A bonus to Climb, and extra wall sticking.



Super Focus

After staying alone in a cave for a while, you have gained the ability to focus on just a single task.

You get a bonus to Concentration checks, and can use it to concentrate on a task.

The bonus to Concentration increases.



Light Sleeper

After a long time in a cave, you have learned to sleep less and wake faster.

You wake from sleep easier, and need to sleep less every day.

Your necessary sleep time decreases.



Slightly Insane

Thanks to being without intelligent company, your mind begins to work in weird ways.

It is harder to control your mind, but you can't relate well.

It gets harder to control your mind, you relate worse.


Rock Jumper:

1st effect - At any point while moving during a Move action, you can use "long jump" (from the Jump skill). The distance you travel with it is counted towards the entire distance you can move during your Move action. Additionally, you can use your Dexterity modifier instead of your Strength modifier for Jump checks.
Additional - Every time you take this, you get an extra +1 Practice* bonus to Jump. So taking this 5 extra times would net you a +5 bonus to Jump, along with the Wisdom bonus from Compounded Experience.

Wall Sticker:

1st effect - You can stay clinging onto a ceiling or wall for a number of rounds equal to your Corner Dweller class level every day. Additionally, add your Dexterity modifier to Climb checks.
Additional - You gain a +1 Practice* bonus to Climb, and can cling to a ceiling or wall for an extra round every day.

Super Focus:

1st effect - Get a +2 bonus to all Concentration checks. Whenever you make a non-Concentration skill check, you may make a Concentration check of the same DC first. If you succeed the Concentration check, you may instantly take 10 on the other check regardless of time.
Additional - You gain a +1 Practice* bonus to Concentration.

Light Sleeper:

1st effect - The penalty to Listen while asleep drops to -5 (from -10). Additionally, a 7-hour sleep counts as an 8-hour one.
Additional - You need to sleep for 1 less hour. For example, if you've taken Light Sleeper 4 times in total, a 4-hour sleep would count as an 8-hour sleep. You cannot lower sleeping times to below 1 hour this way.

Slightly Insane:

1st effect - You get a +1 bonus to Will saves against Mind-Affecting effects. You get a -1 to Diplomacy checks, and a +1 to Intimidate.
Additional - The bonus to Will saves, penalty to Diplomacy, and bonus to Intimidate all increase by 1.


*I've had a question or two about Practice bonuses. Treat them as untyped bonuses with a name.

Fixations: During your alone time in the cave, you become fascinated with your loot. Gain the Lesser bonus associated with the Loot you chose at level 1.
Your Body:
You are fixated on yourself, your body, and how amazing it is.
Lesser: At 3rd level and every 3 levels after it (6th, 9th, etc.), choose a physical ability score. That Ability Score increases by 2. This effect only stacks up to 3 times for a given ability.
Minor: You gain Improved Unarmed Strike if you don't already have it, add your Cave Dweller level to your Monk level (if you have one) to determine your Unarmed Strike's base damage.
Major: Your Unarmed Strikes are counted as being Adamantine Magical weapons for the purpose of overcoming damage resistance. Additionally, you get a +4 enhancement bonus to Attack and Damage rolls with your Unarmed Strikes.


Your Talents:
You become focused on what you can do.
Lesser: Gain a bonus to all skill checks equal to 1/3 your Corner Dweller level, rounded down.
Minor: Gain the Skill Focus feat for any two class skills.
Major: You can choose to take a 14 instead of rolling a d20 whenever you make a skill check with a Corner Dweller class skill.


Your Mind:
You are fixated on yourself, your mind, and how intelligent it is. You train it, work it out, and eventually gain the ability to move things with it.
Lesser: At 3rd level and every 4 Corner Dweller levels after it (7th, 11th, etc.), choose a mental ability score. That Ability Score increases by 2. This effect only stacks up to 3 times for a given ability.
Minor: You can use Telekinesis at-will as a Spell-Like ability 3 times per day.
Major: You can use Telekinesis at-will as a Spell-Like ability any number of times per day, and can apply a total of 3 levels of Metamagic to it every day. For example, you can use 3 Fiery Telekinesises one day, or a single Delayed Telekinesis another.


Treasure:
You become fixated on glowy, shiny stuff.
Lesser: You find a small (Type I) Bag of Holding, which you keep on you at all times. Add Open Lock, Profession (Thief), and Sleight of Hand to your Class Skill list.
Minor: When attempting any of Add Open Lock, Profession (Thief), or Sleight of Hand to try and steal money, you get a +5 Morale bonus.
Major: You gain a Treasuresense! By spending a minute and passing a DC 20 Intuit Direction check, you learn where the largest amount of gold pieces are in a sphere around you with radius 100 feet.


A Weapon:
You become fixated on a weapon, and practice with it all the time.
Lesser: You gain proficiency with your weapon. Additionally, every day you may spend 1 hour cleaning and sharpening the weapon you are fixated on. If you do so, then for the rest of that day and the next, that weapon is counted as being Keen and does +1d6 Piercing damage.
Minor: You become very good at the ol' hack-and-slash. Gain the Power Attack feat if you didn't already have it. Power Attacking with your weapon always yields the bonus, even if the weapon is Light.
Major: Your weapon gains a +4 enhancement bonus, and the Speed property.


A Magical Item:
You become entranced by a magical item that you own.
Lesser: You always succeed on Use Magic Device checks to use your item. Additionally, while wearing it/holding it, you get a +2 Happiness bonus to Charisma. Only you can use your item.
Minor: If your magic item has limited uses (like a staff), and you did not use any during the day, up to 1 of its uses is automatically restored.
Major: Your magic item becomes Intelligent (http://www.d20srd.org/srd/magicItems/intelligentItems.htm). Its alignment is your alignment. It automatically rolls a 99 for its "Item Intelligence, Wisdom, Charisma, and Capabilities". All other powers are rolled and decided randomly. The item has no Ego.


Magic:
You become entranced with magic and its abilities.
Lesser: On every odd level (including 3rd) choose a cantrip. You learn that cantrip, and have it memorized at all times. You can cast cantrips an unlimited number of times every day.
Minor: At 9th level and every odd level after, gain a metamagic feat you qualify for. You can spontaneously cast your Cantrips with up to two levels worth of metamagic feats* an unlimited number of times every day.
Major: You can now spontaneously cast Cantrips with up to five levels of metamagic feats applied*.

*You cannot cast your Cantrips with the following metamagic feats: Fell Drain, Fell Frighten,


Survival Feats (ex): After much practice in the art of surviving, you become the ultimate survivor. You may gain up to two of the following feats regardless of prerequisites: Altitude Adaptation, Child of the Swamps, Jungle Stamina, Lightfeet, Mountaineer, Natural Scavenger, Self-Sufficient, Skill Focus (Survival).

See in Low Light (ex): After being in the dark for so long, your eyes have become accustomed to the dark. You can now see in low light. Gain Low-Light Vision 60 feet.

Minor Fixation: You have discovered more about what you have been fixated upon. Your gain the Minor bonus of your fixation, see above.

Grub Snatcher (ex): You have spent much time snatching skittering grubs as they run by, unknowingly training your reaction time and reflexes. Gain a +2 bonus to Reflex saves and Initiative checks. Additionally, you get a +5 bonus to Survival checks to find food in caves.

See in No Light (su): Through some trick of fate, your eyes have gained the supernatural ability to see in complete darkness. Your Low-Light Vision's range increases to 120 feet, and you gain Darkvision 60 feet.w

See it All (su): Your eyes have become more than accustomed to the darkness of your corner; they have practically evolved. Your Darkvision extends to 120 feet, and you gain Blindsight 60 feet.

Major Fixation: Your fixation has evolved to the next level. You gain the Major bonus of your fixation. See Fixations, above.

Like a Ninja! (ex): After rock-hopping, ceiling-crawling, stalking, and starving yourself, you become the bestest super-ninja to ever exist. You automatically succeed on all reflex saves against extraordinary skills. Against all other effects (such as spells), if you make the reflex save you are not affected by the spell or similar ability. Even if you fail the save, you only take half of the damage.

Invisible (ex): After staying so long in a corner, you are officially invisible to the world. You are completely presence-less. You are counted as being invisible at all times. Due to the fact that this invisibility is due to a lack of being noticed, normal ways of piercing magical invisibility fail. However, if anyone can make a successful Wisdom check with DC equal to 20 + 1/2 your Dexterity modifier, then you are completely visible to them for the rest of the encounter.

--------------------------------------------------------------------

Adapted
Prerequisite: None
Benefit: Choose an environmental adaptation from the Corner Dweller class. If you have already taken that adaptation at least once, then you may take it two additional times. If you haven't taken that adaptation yet, you gain it.
Special: You can take this feat any number of times.


Extra Loot
Prerequisite: None
Benefit: Choose a Loot (as per Corner Dweller class ability). If you have not already gained that loot, you now get it.
Special: This feat can be taken any number of times.


Slightly Fascinated
Prerequisite: At least one Minor Fascination, Extra Loot.
Benefit: You gain the Lesser effect of being fascinated with your Loot from Extra Loot.
Special: You may take this feat any number of times. You must use a different Loot you have every time.


Minorly Fascinated
Prerequisite: At least one Major Fascination, Slightly Fascinated.
Benefit: You gain the Minor effect of your fascination from Slightly Fascinated.
Special: You may take this feat any number of times. You must use a different fascination you have every time.


Majorly Fascinated
Prerequisite: At least one Major Fascination, Minorly Fascinated.
Benefit: You gain the Major effect of your fascination from Minorly Fascinated.
Special: You may take this feat any number of times. You must use a different fascination you have every time.

Super Senses
Prerequisite: Cave Dweller 13 or higher
Benefit: You replace all vision granted to you by Cave Dweller class abilities with Blindsight 60 feet. You lose See it All (level 16), and instead your Blindisght increases to 120 feet.

Zalphon
2014-11-01, 01:51 AM
Ravensworn

"We are monsters, monsters more vile than any other in this world. And that is what makes us so good at our profession. It is what makes us the best, the greatest hope for the Realms. Because we do not forsake their foul practices--we embrace them. And through that, we will destroy them."
~The Raven

Ravensworn are agents of the Raven. They are the profane soldiers of a shadow war; something which they have been since the conception of their esoteric Order. The Ravensworn engage in practices which most condemn as foul arts to appease horrors that man was not meant to consort with. But it is their duty to do so, for they are the Ravensworn. They are the guardians of the Realms and they will fight until their dying breath in life and their final death in undeath to prevent the hordes of creatures that 'go bump in the night' from becoming a threat to the people and to the world.

Adventures: Ravensworn adventure to fulfill their vows. They are sworn to serve in silence, avoiding fame and notoriety to the best of their ability. It is their life's duty to stand vigilant against the evils that lurk in the darkness. Not only that, but Ravensworn can not typically stay sedentary--lest they be discovered for the vile heretics which they are believed to be.

Characteristics: Ravensworn cast from arcane spells drawn from the Wizard/Sorcerer Spell List, however they are cast as Divine Spells. The spells are prepared through an hour of meditation during the point in which the moon is highest. They draw from a list which is primarily geared towards evocation, conjuration, and necromancy spells.

It is after Ravensworn take their vows, that they must choose a discipline. The Discipline of the Soul, the Discipline of the Cosmos, and the Discipline of the Seal are the three which Ravensworn may study. Those whom study the Discipline of the Soul grow to embrace the fighting style of the undead and take upon their traits, eventually becoming able to shift between life and undeath as they choose.

Ravensworn who take up the Discipline of the Cosmos grow to embrace aberrance. They take up their traits and learn how to combat fire with fire. It is with time that they are able to eventually control the maddening presence of the Far Realm and can even warp their bodies using the energies of it--turning them into Aberrations, but are able to purge it as well.

Ravensworn who take up the Discipline of the Seal grow to be two-parted. They take up both abyssal and infernal traits, but they do not last at the same time. They grow able to morph their body into forms of Baatezu or Tanar'ri, but they can banish the taint of the Hells or the Abyss from their bodies.

While all Ravensworn develop bonuses in combat against Undead, Aberrations, and Evil Outsiders--they do not develop the traits which those of the respective Discipline do or the Fighting Style. However, that is not to say that facing a Ravensworn is easy if you don't fall into their respective discipline (or even into the three categories against which they specialize)--for they are still effectively trained to be fierce combatants.

Alignment: Ravensworn are highly disciplined due to the years of training in which they are continuously tested and challenged by the instructors who are more than willing to cull the weak. Due to this, Ravensworn are always of a Lawful Alignment.

They are split amongst good and evil with a majority in the status of neutrality. Even Evil Ravensworn are sworn to defend the Realms, however that does not mean that they are sworn to defend the people. Ravensworn of Good alignment typically see it as their duty to minimalize loss of innocent life. Ravensworn of Neutral alignment try to avoid loss of innocent life, but they understand some situations are made a lot easier with that loss. And Ravensworn of Evil alignment are uncaring about loss of life, so long as they leave and their target is dead.

Religion: All Ravensworn are unsurprisingly sworn disciples of the Raven. The Raven is a mysterious entity who came into power during the First War of Necromancy in which an army of necromancers and their undying hordes nearly took the world by force. She is the one who has brought the Order of the Raven (the Order which all Ravensworn belong to) to life in its current form. While it began as an elite resistance force against the Necromantic Hordes, it has evolved into the Realms' finest guardians against threats that the world can never know about.

They are followers of her guidance and her will. She is a secretive and reclusive entity who speaks only to the most powerful of her followers who act as her voice to the rest of the Order.

Background: Most will never know a Ravensworn for what they are. They will never recognize them due to their reclusive and secretive nature. And it is that reality which allows them to recruit in plain sight.

Adolescents across the realm are watched and the exceptional are taken note of. It is when the Harvest comes that the Ravensworn Agents (the elite of the Ravensworn who serve to handle special jobs and duties) recruit them. They study their target and learn their goals and aspirations.

If they are interested in magic, they dress the part of a Wizard's College Professor who is hand delivering their invitation to a prestigious college. If they are planning to take up the Sword, then they dress up as a messenger offering knighthood or some other reward in exchange for a brave swordsman to come to a distant fiefdom in which they will be met by the governing noble who will speak to them personally about their talents and how they can be utilized. This is done for really any type of interest.

They are then kidnapped and taken to one of the Order's hidden fortresses where it begins. The initial weeks are a breaking of the recruits. Those who display a rebellious streak past the third week are culled as a public display to show the cost of disobedience in their profession. This is known as the First Culling.

It is every year for their long years of study that they undergo a Culling. A class begins with as many as ten-thousand recruits. Every year, the bottom twenty percent are culled, and the thirty percent above them are restarted in their training.

By the end of the sixth year of training--when one has completed their training--a class of ten-thousand will resort in seventy-eight Ravensworn. The rest culled or restarted in their training. This should quantify how difficult it is to make it as one of the Ravensworn and even they are merely the soldiers of the Order of the Raven, not the elite or the heroes.

It is at the end of the Sixth Year that they swear their vows. This in place creates a mark on them that only a fellow member of the Order (or someone with Trueseeing) can see. It is a Raven's Head on a dark violet background surrounded by a silver circle on the palm of the right hand. Afterwards, they select their discipline and receive an additional two years of training on combating those of their discipline, as well as further general training. It is following that in which they are released from their training and allowed to begin freelancing--serving the Realms by handling threats to it.

Races: The most frequent race to be of this class is Humans. Followed in order by Drow, High Elves, and Orcs. Other races are salt-and-peppered throughout, but not near as common as humans who do make up a majority. But the Order does not discriminate in their selection of Ravensworn, they merely pick the best candidate.

However, they must do research and study before picking. For example, Dwarves and Halflings are seldom picked. A Dwarf's loyalty will always be to his clan and Halflings tend to lack the discipline necessary for the lifestyle. The reason which Orcs are amongst the highest numbers of the Order is that Orc Clans which expand into empires do develop a more Lawful bent. Many of the Orcs in the Order who serve as Ravensworn come from those empires.

Other Classes: The Ravensworn excels in combat and provides a rather impressive arsenal of magical artillery. And their disciplines make them fierce combatants in general as they learn to become like those which they hunt. However--even though they are invaluable to a party, they typically gain scorn once discovered unless the party is willing to overlook their grim nature.

Clerics and Paladins typically have the hardest time overlooking the nature of the Ravensworn, save for Druids. Druids almost always view a discovered Ravensworn with disdain--for they are no better than those which they slay. Using their foul magic is unnatural, but yet they do it.

They have the easiest time finding companionship amongst Rogues (who typically view them as just another wayward traveler), Bards (who think they're fascinating), and Wizards (who wish to study them). However, they do serve well in the party and recognize the value of a Cleric or a Druid who is willing to tolerate them.

Role: The Ravensworn can fulfill multiple roles within the party with efficiency. He can fulfill the role of the Frontline Combatant with some prowess and he can also prove to be of great aid with his spellcasting capabilities. However, most Ravensworn prefer to wade into combat with sword ready and magic on the backup to supplement their fight.

Adaptation: A DM could easily modify this class as being an esoteric order of warriors who quite literally become the monsters which they are sworn to destroy.

GAME RULE INFORMATION

Ravensworn have the following game statistics.
Abilities: Strength determines the effectiveness of the character in melee combat and Intelligence is the attribute from which his spellcasting is played off of. Some of their class abilities are keyed off of Charisma, making it important as well. It is recommended that they also have a decent Constitution if they plan on fighting with Sword and Spell.
Alignment: Any Lawful
Hit Die: d8
Starting Age: As Bard.
Starting Gold: As Cleric

Class Skills
Bluff (CHA), Concentration (CON), Craft (INT), Diplomacy (CHA), Disguise (CHA), Forgery (INT), Gather Information (CHA), Intimidate (CHA), Jump (STR), Knowledge: Arcana (INT), Knowledge: Dungeoneering (INT), Knowledge: Religion (INT), Knowledge: The Planes (INT), Listen (WIS), Sense Motive (WIS), Spellcraft (INT), Spot (WIS), Survival (WIS), Swim (STR), Use Magic Device (CHA)

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

Ravensworn




Level

Base Attack Bonus

Fort Save

Ref Save

Will Save
Special



1st

+0

+2

+0

+2
Discipline, Discipline Ability, Unaligned Magic, Familiar, Code of Conduct



2nd

+1

+3

+0

+3
-



3rd

+2

+3

+1

+3
Discipline Ability



4th

+3

+4

+1

+4
-



5th

+3

+4

+1

+4
Discipline Ability



6th

+4

+5

+2

+5
-



7th

+5

+5

+2

+5
Discipline Ability



8th

+6/+1

+6

+2

+6
-



9th

+6/+1

+6

+3

+6
Discipline Ability



10th

+7/+2

+7

+3

+7
-



11th

+8/+3

+7

+3

+7
Discipline Ability



12th

+9/+4

+8

+4

+8
-



13th

+9/+4

+8

+4

+8
Discipline Ability



14th

+10/+5

+9

+4

+9
-



15th

+11/+6/+1

+9

+5

+9
Discipline Ability



16th

+12/+7/+2

+10

+5

+10
-



17th

+12/+7/+2

+10

+5

+10
Discipline Ability



18th

+13/+8/+3

+11

+6

+11
-



19th

+14/+9/+4

+11

+6

+11
Discipline Ability



20th

+15/+10/+5

+12

+6

+12
-




Class Features

All of the following are class features of the Ravensworn.

Weapon and Armor Proficiency: Ravensworn are proficient with all simple and martial weapons and with light and medium armor. They are proficient with light and heavy shields, but not tower shields.

Spells (Su): A Ravensworn casts divine spells, however they are abnormal in that they are divine versions of arcane spells. They receive a list of spells and must prepare their spells beforehand in an hour of deep meditation. They know all their spells when they advance to the level at which they can cast spells of that level (e.g. when they turn to 5th level, they know all of their 3rd level spells).

They receive a number of spell slots identical to a wizard of the same level, with exception to one bonus Sacrament Spell (their spell slots can be entirely expended on Sacrament Spells) and their Save DCs are calculated the same way. Ravensworn do not receive any class spells for 7th, 8th, or 9th level spell slots, nor do they receive their Sacrament Spell Slot. Their list is entirely composed of Sacrament Spells at the 7th, 8th, and 9th Spell Levels due to the fact that they are proficient and capable in the magic of all creatures of the night, but they are masters of only their chosen enemy's form.

Familiar (Su): A Ravensworn gains a familiar as a Wizard or Sorcerer would. But they receive no choice in what it is; they always receive a raven. It gains all the abilities which a Wizard or Sorcerer's would at the respective level.

Code of Conduct (Ex): A Ravensworn is bound to a strict code. They must maintain self-control and caution when exercising their dark arts. They also must maintain secrecy about their true nature, lest they bring about the wrath of various groups which persecute them with extreme prejudice. They are also sworn to defend other members of the Order with their life, because they are the only family that any of them can truly rely on.

Unaligned Magic (Ex): Due to the nature of the Ravensworn, the alignment of the spells they utilize does not matter.

Discipline (Ex): A Ravensworn selects a Discipline two years before they begin their career as adventurers. It is this discipline that determines their specialization and how they combat the creatures that go bump in the night. Once a Ravensworn is trained in a discipline, it is as much a part of them as their upbringing and can have profound effects on their personality--especially as they progress and embrace it more.



The Discipline of the Soul:

"It is through becoming the monsters we loathe that we may rid the world of them,"
~Darethar Vane, Ravensworn of the Soul and Lich

Ravensworn of this Discipline study the undead intimately to learn from them. More than to learn from them, but to learn how they function. How they survive without true life. It is this that they study for years and it is this intense study that allows them to mimic it. To mimic the effects of undeath upon their body, and the elite Ravensworn of this Discipline can recreate the signature effects of the undead (e.g. a ghoul's paralyzing touch or a vampire's draining bite).

Some Ravensworn of this discipline have been known to experience a shift in personality. The more they embrace their discipline, some have been known to grow colder and more calculating. Their views of the value of a life declining greatly as a result of their embrace of undeath. However, that is not to say that they fail in their Vows. For they still defend the Realms with great efficiency.

The Discipline of the Cosmos:

"Look into the stars above and see as I see. Those stars that flicker there--they are the creatures we shall learn from, and they are the ones we shall destroy,"
~Anvaris Kull, Ravensworn of the Cosmos and Pseudonaturally-Tainted Human

Ravensworn of this discipline study aberrations of all types, as well as the Far Realms. They study them to discover how they survive. How they function. How their biology allows them to do the strange things which they do. It is due to this that they eventually learn things that mortals were not meant to know--and it is those things that make them more dangerous than anything the creatures of the darkness have ever seen.

Many Ravensworn of this discipline have been known to be changed by it. Their minds crystallize and shatter as they embrace it more--destroying the person whom they used to be. However, their madness creates a sort of insane brilliance. They look at things with an otherworldly viewpoint and it is for that reason that they are strange--difficult to comprehend--and that's what makes them so lethally efficient at combating the creatures that go bump in the night.

The Discipline of the Seal:

"No man, nor god walks our path and emerges without the taint of the Planes forever accompanying him. There is no salvation for us, for we are the truly damned. It is in death that we will know only the depravity we have invited into our souls, but it is a sacrifice I would make for the Order without question,"
~Amaryllis Siannodel, Ravensworn of the (Abyssal) Seal and Fallen Paladin

Ravensworn of this discipline begin their two years of Discipline Training by studying fiends of all types. At six months into their studies, they are allowed to select the path which they shall follow. They can embrace the Infernal or embrace the Abyssal and it is from there that they study far more intimately on their chosen specialty.

It is not rare for Ravensworn of this discipline to be changed by it. Those which should study the Infernal Path have large numbers of their ranks known to undergo severe personality changes. Growing extroverted and charming on the surface, but it is gilded. They become manipulators and puppet masters who play people like instruments. Some so much so that they play kingdoms against each other to further their goals, even if it means the deaths of tens of thousands. These Ravensworn who are warped by this path are diabolical and brilliant strategists and their sense of duty is at an all-time high, but they are vicious creatures. Dangerous creatures who view people as nothing more than tools in their fight against the monstrous shadow-dwellers. It is these Ravensworn that evoke a great deal of discussion amongst the senior members of the Order regarding what good is it to fight evil if we become just as bad?

Ravensworn who should study the Abyssal Path are also known to have large numbers of their ranks undergo a complete rewrite of their personality. However, they do not develop the charm that those of the Infernal Path do. They develop a predatory nature and come to be vicious in their actions.

As they progress, it is with the first Bloodfrenzy that those who've already experienced warping of their personality are forever changed. The Bloodfrenzy is an experience of pure ecstasy where they develop hypersensitivity to the environment around them. Every color so vivid. Every sensation so real. Even the smell of blood becomes so strong that they can't help but feel invigorated. Ready to continue the liquefaction and devastation of all within their path.

The end of the Bloodfrenzy is like coming down from a drug high. Life is never the same as it used to be. But they realize that they will feel it again--but they must not willingly enter the Bloodfrenzy unless the situation demands of it. But when they do enter it--it is a surreal dream where everything is perfect. Especially the taste of blood, as the scent is so strong that they can taste it.

These creatures grow to be dangerous weapons of the Order. They are a great threat to the creatures which they hunt, but if they should ever give into their urges to continuously experience the Bloodfrenzy then they are a threat worse than a vast majority of the threats which the Order is sworn to defend the Realms against. For they are creatures with great physical power and fierce abilities that could carve a path of destruction not only through nations, but through worlds.







At Level 1, Ravensworn of this discipline gain the following abilities:

-Fortification: 25% (Ex)
-+2 Natural Armor (Ex)
-The Sacrament of the Soul

At Level 3, Ravensworn of this discipline gain the following abilities:

-Darkvision 60' (Ex)
-Tomb-Tainted Soul as a Bonus Feat (regardless of alignment).

At Level 5, Ravensworn of this discipline gain the following abilities:

-Immunity to Poison, Disease, and Sleep Effects (Ex)

At Level 7, Ravensworn of this discipline gain the following abilities:

-Fortification: 50% (Ex)
-Immunity to Nonlethal Damage (Ex)

At Level 9, Ravensworn of this discipline gain the following abilities:

-Immunity to Mind-Affecting Abilities (Ex)

At Level 11, Ravensworn of this discipline gain the following abilities:

-Shadow of Death (Su): Ravensworn of the Discipline of the Soul gain the ability to change their type to Undead as a Standard Action permanently (at 15th level, it is a Free Action). All Hit Dice become D12 and Charisma determines hit points in place of Constitution. This means they gain all the benefits of undeath as well as the consequences.

While their type is Undead, they can be turned. However, they gain a +4 to resist it. When they experience a Greater Turning and fail to resist it, they are forced back to their natural type and their Hit Dice and Hit Points return to normal (if they normally have 120 hit points and as undead have 180, but they have taken 60 points of damage--when they return to their native type--they have 60 hit points remaining). They may not return to their Undead Form for twenty-four hours.
They can change back to their Native Type as a Free Action.

At Level 13, Ravensworn of this discipline gain the following abilities:

-Ghoul's Touch (Sp): Ravensworn may make a touch attack to paralyze their target for 1d4+CHA Mod rounds. This can also be delivered through a melee attack as a full-round action. The Save is Fortitude-Based. Difficulty Class = 10 + 1/2 Ravensworn Level + Charisma Modifer.
-Damage Reduction: 10/Good (Ex)

At Level 15, Ravensworn of this discipline gain the following abilities:

-Vampiric Touch (Sp): Ravensworn may make a touch attack to deal 1d6 damage/2 levels of Ravensworn. The damage done is added to the Ravensworn's hit points and this can be delivered through a melee attack as a full-round action. The Save is Fortitude-Based. Difficulty Class = 10 + 1/2 Ravensworn Level + Charisma Modifer.
-Fortification: 75% (Ex)

At Level 17, Ravensworn of this discipline gain the following abilities:

-Negative Energy Aura (Su): The Ravensworn becomes a living conduit of negative energy within a 30' diameter, however he is not affected by it. The damage is equal to 1d6/2 levels of Ravensworn per round. Undead (or anyone healed by Negative Energy) gains temporary hit points if it goes past their maximum hit points. Once they have equal to or more than their maximum hit points in temporary hit points, they explode in a nova of negative energy with a diameter of 30' causing damage equal to their maximum hit points + the temporary hit points. The Save is Reflex-Based. Difficulty Class = 10 + 1/2 Creature's HD + Creature's Charisma Modifier. If the save is passed, they still take half damage.

If the nova would bring other undead to the same qualifications to explode in the nova (temporary hit points are equal to or greater than the maximum hit points), then they too explode in a nova. This can cause a brutal chain reaction. The Ravensworn does not gain temporary hit points due to being the source of the conduit and being able to shield themselves from "over-fueling" on negative energy. They can suppress this aura through concentration.

At Level 19, Ravensworn of this discipline gain the following abilities:

-Enervating Touch (Sp): Ravensworn may make a touch attack to deal 2ad4+Charisma Modifier Negative Levels. This can be delivered through a melee attack as a full-round action. The Save is Fortitude-Based. Difficulty Class = 10 + 1/2 Ravensworn Level + Charisma Modifier.
-Fortification: 100% (Ex)





At Level 1, Ravensworn of this discipline gain the following abilities:

-+4 vs. Mind-Affecting Abilities (Ex)
-Darkvision 60' (Ex)
-The Sacrament of the Cosmos

At Level 3, Ravensworn of this discipline gain the following abilities:

-+2 to Natural Armor (Ex)
-Two Tentacle Secondary Attacks (Ex)

At Level 5, Ravensworn of this discipline gain the following abilities:

-Reach 10' (Ex)
-Waterbreathing (Ex)

At Level 7, Ravensworn of this discipline gain the following abilities:

-Fly Speed 15' (Average) for 3 + Constitution Modifier Rounds. (Ex)
-Immunity to Mind-Affecting Abilities (Ex)

At Level 9, Ravensworn of this discipline gain the following abilities:

-Fly Speed 30' (Good) (Ex)
-Greater Sustenance (No Need to Eat or Drink, Breathe, or Sleep) (Ex)

At Level 11, Ravensworn of this discipline gain the following abilities:

-Aberrant Transformation (Su): Ravensworn of the Discipline of the Cosmos gain the ability to change their type to Aberration as a Standard Action permanently (at 15th level, it is a Free Action). Anything that affects an aberration would affect them as though they are one (e.g. Favored Enemy: Aberration would affect them).
They may pick an aberration with HD equal to their own or less and emulate them, adopting their special qualities, extraordinary abilities, and supernatural abilities.

At Level 13, Ravensworn of this discipline gain the following abilities:

-Mental Blast (Sp): Mental Blast is a psionic blow that assaults the creature's mind and induces great amounts of pain. It does 1d10/2 levels of Ravensworn. It bypasses immunity to mind-affecting abilities. The Saving Throw is Will-Based. The Difficulty Class = 10 + 1/2 Ravensworn Level + CHA Mod. If the Save is passed, half of the damage is still received.
-DR 5/- (Ex)

At Level 15, Ravensworn of this discipline gain the following abilities:

-Enthrall (Sp): This is usable once per day (at-will at 19th level). It acts as Dominate Monster, but has a duration of permanent and saving throws are not allowed past the initial one. The Saving Throw is Will-Based. The Difficulty Class = 5 + 1/2 Ravensworn Level + Charisma Modifier.

At Level 17, Ravensworn of this discipline gain the following abilities:

-Maddening Aura (Su): Creatures within a 30' diameter of the Ravensworn must make a successful Will Save every round or lose 1d4 Wisdom. The Difficulty Class = 5 + 1/2 Ravensworn Level + Charisma Modifier. The Ravensworn may suppress this through concentration and may resume it through cessation of the concentration (by choice or not).

At Level 19, Ravensworn of this discipline gain the following abilities:

-Eldritch Lore (Su): This is an ability in which the Ravensworn speaks in a tongue of Eldritch Nature. Or creates an image in the mind of another creature of things he should not see. Or says something that he can not comprehend. Regardless, only one creature can be affected by this at a time. Others may see him doing something--but can not see or hear what it is.

The targeted creature must pass a Will Save with a difficulty class equal to 5 + 1/2 Ravensworn Level + Charisma Modifier. Failing the Will Save kills the creature. Passing the Will Save treats the target as affected by an Insanity Spell. This bypasses immunity to Mind-Affecting Abilities and Death Effects.





-The Sacrament of the Seal

At Level 1, Ravensworn of this discipline gain the following abilities:

-

At Level 1, Ravensworn of this sub-discipline gain the following abilities:

-Darkvision 60' (Ex)
-Infernal Will (Ex): The Ravensworn may utilize his Charisma Modifier in place of his Strength or Dexterity Modifier for determining bonus to-hit and damage.

At Level 3, Ravensworn of this sub-discipline gain the following abilities:

-See in Darkness (Su): The Ravensworn can see perfectly in any darkness, even that of a Deeper Darkness spell.

At Level 5, Ravensworn of this sub-discipline gain the following abilities:

-Immunity to Fire and Poison (Ex)

At Level 7, Ravensworn of this sub-discipline gain the following abilities:

-Blood War Diplomacy (Su): Use Intimidate to shatter morale and act as a "Fear" spell without a Hit Dice Cap. The Saving Throw is Will-Based. Difficulty Class of the Saving Throw = Intimidate Check.

At Level 9, Ravensworn of this sub-discipline gain the following abilities:

-Charm Person at Will (Sp).

At Level 11, Ravensworn of this sub-discipline gain the following abilities:

-A Glimpse of Power (Su): Ravensworn of the Discipline of the Seal who chose to embrace the Infernal gain the ability to change their type to Outsider (Evil, Baatezu) as a Standard Action permanently (at 15th level, it is a Free Action). Anything that affects an Outsider (Evil, Baatezu) would affect them as though they are one with exception to banish. Banish functions against them as Greater Turning does against a Ravensworn of the Soul in Undead Form.
They may pick a Devil with HD equal to their own or less and emulate them, adopting their special qualities, extraordinary abilities, and supernatural abilities.

At Level 13, Ravensworn of this sub-discipline gain the following abilities:

-Infernal Hellfire (Sp): Infernal Hellfire does 1d6/2 levels of Ravensworn. It can be applied to a melee attack as a full-round action. Half of all damage dealt by Infernal Hellfire can only be healed through use of a Wish or Miracle Spell. Infernal Hellfire bypasses fire resistance and immunity.

At Level 15, Ravensworn of this sub-discipline gain the following abilities:

-Aura of Tyranny (Su): Creatures within a 100' diameter with HD equal to the Ravensworn's HD - 10 must make a Will Save (DC 5 + 1/2 Ravensworn Level + Charisma Modifier) or be terrified of the Ravensworn. So much so that they flee, try to appease him through gifts, or try fight him. It ends when he is a mile away. This can be suppressed with concentration.
At Level 17, Ravensworn of this sub-discipline gain the following abilities:

-Hellfire Storm (Sp): The Ravensworn may use the Hellfire in a cone effect extending 120' and 60' at its widest point. Or in a circular radius of 60'. This is a full-round action to use the Hellfire in this manner.
The Saving Throw is Reflex Based and is equal to 10 + 1/2 Ravensworn Level + Charisma Modifier. Half damage is still received on a successful saving throw.

At Level 19, Ravensworn of this sub-discipline gain the following abilities:
-Greater Aura of Tyranny (Su): Aura of Tyranny now operates as a dominate monster effect. It ends once the Ravensworn leaves the plane, but resumes as soon as they should return





At Level 1, Ravensworn of this sub-discipline gain the following abilities:

-Darkvision 60' (Ex)
-Bloodlust (Ex): When the Ravensworn reduces an enemy to 0 Hit Points or less, they gain a bonus to hit and damage on their next attack equal to 1/2 their Ravensworn level (Minimum: 1).

At Level 3, Ravensworn of this sub-discipline gain the following abilities:

-Two Claw Attacks (Secondary) (Ex)
-One Bite Attack (Primary) (Ex)

At Level 5, Ravensworn of this sub-discipline gain the following abilities:

-Immunity to Electricity and Poison (Ex)
-Abyssal Body (Ex): The Ravensworn's Bite and Claw Attacks operate as though one size larger and can be enchanted by destroying a weapon with an enchantment in a dark ritual to Pale Night who then transfers the magic to the Ravensworn's fangs and claws. This can be done as many times as the player wants, but it overrides the previous enchantment.

At Level 7, Ravensworn of this sub-discipline gain the following abilities:

-Bloodfrenzy (Ex): When the Ravensworn goes below maximum health or first takes damage in an encounter, they enter an Abyssal Bloodfrenzy. A state of mind in which they rip apart the nearest creature with their claws and fangs. The Ravensworn gains a +6 bonus to Strength and +4 to Constitution in a Bloodfrenzy, but must do a full attack every round unless they must move to attack something. They can only attack with their claws and fangs. It lasts for 3 + Charisma Modifier Rounds. To prevent entering a Bloodfrenzy or to end it early, the Saving Throw is will-based. Difficulty Class = 10 + 1/2 Ravensworn Level + Charisma Modifier.

At Level 9, Ravensworn of this sub-discipline gain the following abilities:

Bloodscent 5280' (Ex): If a creature has blood and is within a one mile diameter from the Ravensworn, the Ravensworn can tell their race and location. This means the Ravensworn can not be surprised by creatures with blood within a one mile diameter.

At Level 11, Ravensworn of this sub-discipline gain the following abilities:

-A Glimpse of Power (Su): Ravensworn of the Discipline of the Seal who chose to embrace the Abyssal gain the ability to change their type to Outsider (Evil, Tanar'ri) as a Standard Action permanently (at 15th level, it is a Free Action). Anything that affects an Outsider (Evil, Tanar'ri) would affect them as though they are one with exception to banish. Dismissal functions against them as Greater Turning does against a Ravensworn of the Soul in Undead Form.
They may pick a Demon with HD equal to their own or less and emulate them, adopting their special qualities, extraordinary abilities, and supernatural abilities.

At Level 13, Ravensworn of this sub-discipline gain the following abilities:

-Abyssal Nature (Ex): The Ravensworn's Claw and Bite attacks operate as an additional size larger. This is a cumulative increase to that of Abyssal Body, as well as any feats which may make natural attacks operate as though they are a size larger. Additionally, they are treated as Chaotic-Aligned, Evil-Aligned, and Adamantine for purposes of overcoming Damage Reduction.

At Level 15, Ravensworn of this sub-discipline gain the following abilities:

-Greater Bloodfrenzy (Ex): The bonuses to Strength and Constitution are now +10 and +8 respectively and it lasts for 6 + Charisma Modifier Rounds.

At Level 17, Ravensworn of this sub-discipline gain the following abilities:

-Aura of Wounding (Su): Anyone within a 30' of the Ravensworn takes 1d6 damage/2 levels of Ravensworn per round. This can be suppressed by the Ravensworn through concentration and continued by loss of concentration (willing or otherwise).

At Level 19, Ravensworn of this sub-discipline gain the following abilities:

-Swan Song of the Abyss (Su): When the Ravensworn is dying (-1 or below), the Ravensworn may sing the Swan Song of the Abyss. It summons a random Demon from the Abyss for every round that it is sung. It is a full-round action to sing.









Conjuration

Acid Splash: Orb deals 1d3 damage.

Evocation

Dancing Lights: Creates torches or other lights.
Flare: Dazzles one creature (-1 on Attack Rolls)
Light: Object shines like a torch.
Ray of Frost: Ray deals 1d3 cold damage.

Necromancy

Disrupt Undead: Deals 1d6 to one undead.
Touch of Fatigue: Touch attack fatigues target.





Conjuration

Grease: Makes 10-ft. square or one object slippery.
Obscuring Mist: Makes 10-ft. square or one object slippery.

Evocation

Burning Hands: 1d4/level fire damage (max 5d4).
Shocking Grasp: Touch delivers 1d6/level electricity damage (max 5d6).

Necromancy

Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
Chill Touch: One touch/level deals 1d6 damage and possibly 1 strength damage.





Conjuration

Acid Arrow: Ranged Touch Attack; 2d4 damage for 1 round +1 round/three levels.
Glitterdust: Blinds creatures; outlines invisible creatures.
Summon Monster II: Calls extraplanar creature to fight for you.
Web: Fills twenty-foot radius spread with sticky spider web.

Evocation

Flaming Sphere: Creates rolling ball of fire, 2d6 damage, lasts 1 round/level.
Gust of Wind: Blows away or knocks down smaller creatures.
Scorching Ray: Ranged touch attack deals 4d6 fire damage, +1 ray/four levels (max 3).
Shatter: Sonic vibration damages objects or crystalline creatures.

Necromancy

Blindness/Deafness: Makes subject blinded or deafened.
Scare: Panics creatures with less than 6 HD.
Spectral Hand: Creates disembodied glowing hand to deliver touch attacks.





Conjuration
Sleet Storm: Hampers vision and movement.
Stinking Cloud: Nauseating vapors, 1 round/level.

Evocation

Fireball: 1d6 damage/level, 20-ft. radius.
Lightning Bolt: Electricity deals 1d6/level damage.
Necromancy
Gentle Repose: Preserves one corpse.
Ray of Exhaustion: Ray makes subject exhausted.





Conjuration

Evard's Black Tentacles: Tentacles grapple all within 20 ft. spread.
Dimension Door: Teleports you short distance.
Minor Creation: Creates one cloth or wood object.

Evocation

Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.
Shout: Deafens all within cone and deals 5d6 sonic damage.

Necromancy

Bestow Curse: -6 to an ability score; -4 on attack rolls, saves, and checks; or 50% chance of losing each action.
Contagion: Infects subject with chosen disease.





Conjuration

Cloudkill: Kills 3 HD or less; 4-6 HD save or die, 6+ HD take Constitution damage.
Major Creation:[i] As [i]minor creation, plus stone and metal.
Wall of Stone: Creates a stone wall that can be shaped.

Evocation

Cone of Cold: 1d6/level cold damage.
Sending: Delivers short message anywhere, instantly.

Necromancy

Blight: Withers one plant or deals 1d6/level damage to plant creature.
Waves of Fatigue: Several targets become fatigued.





Conjuration

Acid Fog: Fog deals acid damage.
Wall of Iron: 30 hp/four levels; can topple onto foes.

Evocation

Chain Lightning: 1d6/level damage; 1 secondary bolt/level each deals half damage.
Otiluke's Freezing Sphere: Freezes water or deals cold damage.

Necromancy

Eyebite: Target becomes panicked, sickened, and ocmatose.
Circle of Death: Kills 1d4/level HD of creatures.





1-Level:

Ray of Enfeeblement: Ray deals 1d6 +1 per two levels strength damage.

2-Level:

Command Undead: Undead obey your commands.
Ghoul Touch: Paralyzes one subject, which exudes stench that makes those nearby sickened.

3-Level:

Halt Undead: Immobilizes undead for 1 round/level.
Vampiric Touch: Touch deals 1d6/two levels damage; caster gains damage as hit points.

4-Level:

Animate Dead: Creates undead skeletons and zombies.
Enervation: Subject gains 1d4 negative levels.
Fear: Subjects within cone flee for 1 round/level.

5-Level:

Magic Jar: Enables possession of another creature.
Symbol of Pain: Trigger rune wracks nearby creatures with pain.

6-Level:

Create Undead: Creates ghouls, ghasts, mummies, or mohrgs.
Symbol of Fear: Triggered rune panics nearby creatures.
Undeath to Death: Destroys 1d4/level HD of undead (max 20d4).

7-Level:

Control Undead: Undead don't attack you while under your command.
Finger of Death: Kills one subjct.
Symbol of Weakness: Triggered rune weakens nearby creatures.
Waves of Exhaustion: Several targets become exhausted.

8-Level:

Clone: Duplicate awakens when original dies.
Create Greater Undead: Create shadows, wraiths, spectres, or devourers.
Horrid Wilting: Deals 1d6/level damage within 30 ft.
Symbol of Death: Triggered rune slays nearby creatures.

9-Level:

Astral Projection: Projects you and companions onto Astral Plane.
Energy Drain: Subject gains 2d4 negative levels.
Soul bind: Traps newly dead soul to prevent resurrectio.n
Wail of the Banshee: Kills one creature/level.





1-Level:

Mage Armor: Gives subject +4 armor bonus.
Mount: Summons riding horse for 2 hours/level.
Summon Monster I: Calls extraplanar creature to fight for you.

2-Level:

Melf's Acid Arrow: Ranged touch attack; 2d4 damage for 1 round + 1 round/three levels.
Fog Cloud: Fog obscures vision.
Summon Monster II: Calls extraplanar creature to fight for you.
Summon Swarm: Summons swarm of bats, rats, or spiders.

3-Level:

Phantom Steed: Magic horse appears for 1 hour/level.
Sepia Snake Sigil: Creates text symbol that immobilizes reader.
Summon Monster III: Calls extraplanar creature to fight for you.

4-Level:

Secure Shelter: Creates sturdy cottage.
Solid Fog: Blocks vision and slows movement.
Summon Monster IV: Calls extraplanar creature to fight for you.

5-Level:

Mage's Faithful Hound: Phantom dog can guard, attack.
Planar Binding, Lesser:[i] Traps extraplanar creature of 6 HD or less until it performs a task.
[i]Summon Monster V: Calls extraplanar creature to fight for you.

6-Level:

Planar Binding: As lesser planar binding, but up to 12 HD.
Summon Monster VI: Calls extraplanar creature to fight for you.

7-Level:

Mage's Magnificent Mansion: Door leads to extradimensional mansion.
Phase Door: Creates an invisible passage through wood or stone.
Plane Shift: As many as eight subjects travel to another plane.
Summon Monster VII: Calls extraplanar creature to fight for you.
Teleport, Greater: As teleport, but no range limit and no off-target arrival.
Teleport Object: As teleport, but affects a touched object.

8-Level:

Incendiary Cloud: Cloud deals 4d6 fire damage/round.
Maze: Traps subject in extradimensional maze.
Planar Binding, Greater: As lesser planar binding, but up to 18 HD.
Trap the Soul: Imprisons subject within gem.
Summon Monster VIII: Calls extraplanar creature to fight for you.

9-Level:

Gate: Connects two planes for travel or summoning.
Refuge: Alters item to transport its possessor to you.
Summon Monster IX: Calls extraplanar creature to fight for you.
Teleportation Circle: Circle teleports any creature inside to designated spot.





1-Level:

Floating Disk: Creates 3-ft.-diameter horizontal disk that holds 100 lb./level.
Magic Missile: 1d4+1 damage; +1 missile per two levels above 1st (max 5).

2-Level:

Continual Flame: Makes a permanent, heatless torch.
Darkness: 20-ft. radius of supernatural shadow.

3-Level:

Daylight: 60-ft. radius of bright light.
Tiny Hut: Creates shelter for ten creatures.
Wind Wall: Deflects arrows, smaller creatures, and gases.

4-Level:

Fire Shield: Creatures attacking you take fire damage; you're protected from heat or cold.
Otiluke's Resilient Sphere: Force globe protects, but traps one subject.
Wall of Fire: Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 damage +1/level.
Wall of Ice: Ice plane creates wall with 15 hp +1/level, or hemisphere can trap creatures inside.

5-Level:

Bigby's Interposing Hand: Hand provides cover against one opponent.
Wall of Force: Wall is immune to damage.

6-Level:

Contingency: Sets trigger condition for another spell.
Forceful Hand: Hand pushes creatures away.

7-Level:

Delayed Blast Fireball: 1d6/level fire damage; you can postpone blast for 5 rounds.
Forcecage: Cube or cage of force imprisons all inside.
Bigby's Grasping Hand: Hand provides cover, pushes, or grapples.
Mordenkainen's Sword: Floating magic blade strikes opponent.
Prismatic Spray: Ray hits subjects with variety of effects.

8-Level:

Bigby's Clenched Fist: Large hand provides cover, pushes, or attacks your foes.
Otiluke's Telekinetic Sphere: As Otiluke's Resilient Sphere, but you move the sphere telekinetically.
Polar Ray: Range dtouch attack deals 1d6/level cold damage.
Shout, Greater Devastating yell deals 10d6 sonic damage; stuns creatures, damages objects.
Sunburst: Blinds all within 10 ft., deals 6d6 damage.

9-Level:

Bigby's Crushing Hand Large hand provides cover, pushes, or crushes your foes.
Meteor Swarm: Four exploding spheres each deal 6d6 fire damage.

kanachi
2014-11-01, 05:09 AM
The Architect

http://s2.postimg.org/w7f0jfyux/mineshaft_architect_by_balance_sheet_d6udrlm.png
Image Credited to :http://balance-sheet.deviantart.com/

"To achieve great things, two things are needed: a plan, and not quite enough time." - Leonard Bernstein

The architect melds the world’s many natural forms into a state of deliberate function. They sculpt, hone and manipulate the land itself until their vision becomes reality. For theirs is the legacy of civilisation itself, and through such works lives are forever changed.

Adventures: Few Architects truly heed the call of adventure; indeed most content themselves with an easy and profitably existence where they can enjoy a life of grand art and design. However, occasionally a few such individuals find themselves either forced or lured through circumstance towards a life of adventure. Perhaps such individuals seek the secrets and wonders that lay hidden within the long forgotten places of the world, or maybe they merely desire an opportunity to utilise and hone their skills in a more exhilarating fashion. Regardless the skills that such an individual can bring to any adventuring group can often prove to be priceless.

Characteristics: The Architect is a master of terrain and construction, capable of dramatically reshaping the environment to their advantage. At later levels the Architect is capable of constructing creatures, known as Labourers, to aid them and can even surround themselves in a shell like armour constructed from the materials they have harvested.

Alignment: Architects have a varied moral spectrum. Many who follow the classical principles of sound mathematical construction are lawful in nature but those with more chaotic, abstract creative personalities also exist. Architects can represent the very best and worst in society and thus are unrestricted in their desires to follow the path of good or evil.

Religion: Many Architects follow the path of Urbanus, the lesser god of cities, growth and improvement. Others turn towards the path of the dwarven god Moradin who’s focus upon creation is often appealing. Within Greyhawk Kundo, who revels in the construction of buildings, counts many Architects among his followers.

Background: Most Architects learn their powers by attending specialised colleges dedicated to their art, however some are simply born with these abilities and learn to use them over time.

Races: Architects herald from many races, but the Dwarven drive towards construction causes many of their kind to follow such a calling. Humans find their endless ambition to expand their civilisation also count many Architects among their number.

Other Classes: Most Architects admire those with a more cerebral or artistic nature, for this reason they often share a mutual respect for wizards and bards. Clerics and Paladins often delight in the great temples that many famous Archtects are responsible for creating, but can often view the less religious works of their order as distasteful. Architects have little time for those who only wish to destroy, so often find themselves at odd with those barbarians or warriors who display a more bloodthirsty nature.

Role: Architects give the party the opportunity to confront their objectives in unique ways, allowing them to command their environment, providing a substantial tactical edge.

Adaptation: The architect shown here derives their powers from a mystical source, but it’s possible to convert the class to represent a class which uses advanced technologies or science to achieve similar results.

GAME RULE INFORMATION
Architect’s have the following game statistics.
Abilities: Architects don’t rely heavily on any particular ability score, but many find a respectable intelligence necessary to both support their large array of skill and their ability Of Flash and Stone. At later levels it becomes possible for an Architect to perform adequately in melee combat and thus a good strength and constitution can be very useful. The Architects lack of armour and access to the short bow also makes a good dexterity score very useful.
Alignment: Any.
Hit Die: d8
Starting Age: As bard.
Starting Gold: As bard.

Class Skills
The Architect's class skills (and the key ability for each skill) are... Appraise (Int), Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Forgery (Int), Knowledge architecture and engineering (Int), Knowledge dungeoneering (Int), Knowledge geography (Int), Knowledge history (Int), Listen (Wis), Profession (Wis), Search (Int), Spot (Wis) and Use Rope (Dex).

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

CLASS NAME


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st

+0

+0

+0

+2
Dissolve (x1), Store (+4), Reconstruct (x1), Weld


2nd

+1

+0

+0

+3
Architect’s armour, Master builder


3rd

+1

+1

+1

+3
Reform


4th

+2

+1

+1

+4
Hard Labour


5th

+2

+1

+1

+4
Dissolve (x2), Reconstruct (x2), Lightning reflexes


6th

+3

+2

+2

+5
Improved Architect’s Armour, Store (+6)


7th

+3

+2

+2

+5
Liquid Mastery


8th

+4

+2

+2

+6
Compress materials, Recall (wood)


9th

+4

+3

+3

+6
Hard task master, Transmute object


10th

+5

+3

+3

+7
Dissolve (x3), Reconstruct (x3)


11th

+5

+3

+3

+7
Recall (stone)


12th

+6

+4

+4

+8
Store (+8)


13th

+6

+4

+4

+8
Meld with materials


14th

+7

+4

+4

+9
Recall (water)


15th

+7

+5

+5

+9
Dissolve (x4), Reconstruct (x4)


16th

+8

+5

+5

+10
Of Flesh and stone


17th

+8

+5

+5

+10
Recall (iron)


18th

+9

+6

+6

+11
Store (+10)


19th

+9

+6

+6

+11
Hard life


20th

+10

+7

+7

+12
Dissolve (x5), Reconstruct (x5), Recall (lava)



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

Weapon and Armour Proficiencies: Architects are proficient with dagger, sickle, quarterstaff, light hammer, handaxe, light pick, shortbow, battleaxe, heavy pick, warhammer, greataxe, great hammer and great pick. Architects are proficient with light armour, but not with shields.


DISSOLVE (SU):
As a swift action the Architect may dissolve up to a 5 feet cubed area of non-magical solid materials within 20ft of their current location. The Architect must be able to see at least a portion of the area they wish to dissolve. The materials in question must also have a hardness no greater than 4 (+1 per Architect class level), meaning that a 1st level Architect may only dissolve materials with a hardness of 5 or less. Any materials within this area that have a hardness beyond the Architect’s ability will remain in place or fall as gravity demands.

The Architect may not target items which are either wielded or worn by a creature and equally cannot target a creature constructed from these materials. However, materials surrounding a creature that is hiding, buried or otherwise submerged may be targeted. The architect may also target any materials a creature is standing upon, climbing across, swimming through or burrowing within. As a result it is entirely possible for an Architect to free a creature suffocating within such materials or equally remove the terrain upon which creatures, objects and other pieces of terrain rely - thereby causing them to fall.

Creatures may, depending upon their awareness of their surroundings, be permitted a reflex save to evade any unexpected events that result from the Architect dissolving materials.

An Architect may also attempt a knowledge architecture skill check to discern which materials they should remove in order to inflict or abate structural damage to the surrounding environment - thus preventing or encouraging the potential collapse of such things as a result of their actions. In this way they are able to carve great self-supporting tunnels beneath the ground or strategically target the weakest points in a fortification they wish to destroy.

Later at 5th level and every 5 levels beyond (10th, 15th and 20th) the Architect may opt dissolve an additional 5 feet cubed area when performing this action.

STORE (SU):
An Architect who dissolves a material immediately de-constructs its very matter into a unique and complex cypher of supernatural energy. This energy is absorbed and stored within the Architect’s mind, staying there for a period of up to 24 hours, after which it fades beyond all remembrance.

The Architect may store a number of these cyphers within their memory equal to their Architect class level. This process of storing cyphers is not optional and an Architect who absorbs a cypher when already at their capacity will immediately forget the oldest cypher they remember in order to make the necessary space within their memory.

While an architect has a cypher stored within their memory they can mentally view the materials (both inside and out) with perfect clarity. This exceptional knowledge of these materials provides the Architect with a +4 circumstance bonus in the following situations:

When performing a Knowledge Architecture skill check to studying the terrain or construction from which the stored materials originated.

When performing a Search or Appraise skill check to examine the particular materials they have stored. It is however important to note that stored materials have no physical form or texture and cannot be interacted with, targeted or examined by any other means while stored.

When performing a Craft or Forgery skill check to replicate either the style or form of materials they have stored.

Later at 6th level and every 6 levels thereafter these bonus will increase by +2 (+6 at 6th level, +8 at 12th level and +10 at 18th level).

RECONSTRUCT (SU):
An Architect who holds a cypher of a material may, as a standard action, burn it from their mind and use it as fuel to immediately reconstruct the material exactly as they remember it.

Reconstructed materials must be placed upon or against a visible, solid and non-magical unattended object or piece of terrain within 20ft of the Architect's current location. The material may not emerge within an existing solid and cannot occupy the same area as a creature.

The placement of materials creates a lightly audible whistle as they displace the air that previously occupied their location. Placed materials will hover perfectly in state until the start of the Architects next turn, at which point they will obey the laws of gravity. During this period of stasis materials will remain whole unless damaged or manipulated by an outside force.

It is possible that the placement of the material may cause it or even the surface it has been placed against to suffer damage or fall. Depending upon their awareness of this change in their surrounding environment creatures may also be permitted a reflex save to evade any unexpected events that result from the Architect's placement of reconstructed materials.

Reconstructing a material immediately removes the associated cypher from the Architect's mind.

Later at 5th level and every 5 levels beyond (10th, 15th and 20th) the Architect may opt to reconstruct an additional 5 feet cubed area when performing this action.

WELD (SU):
When performing a reconstruct action an Architect may opt to affix their placed materials to a neighbouring surface. Once this selection is made the two materials are fused together by a near unbreakable bond, much as thought they had been designed to support one another.

Importantly this bond does not allow either material to defy the laws of physics and thus utterly preposterous geometry will cause damage to the materials (or wider construction). An Architect may of course attempt a knowledge architecture skill check to best discern how to mitigate these issues and thereby achieve the results they are attempting to create.

ARCHITECT’S ARMOUR (SU):
While an Architects powers prevent them from using their art to directly interfere with the bodies of others they are able augment their own bodies for brief periods of time. An unarmoured architect of 2nd level or greater may, as a standard action, expend a material they have stored, encasing their body in a flexible second skin of the material for period of 1 minute. As a result they gain a natural armour bonus to both their armour class equal to half (rounded down) the hardness of the material they expended. They also gain an identical bonus to their melee damage rolls and gain the benefits of the Improved Unarmed Strike feat while this ability is in effect.

The desired materials the architect has stored must at the very least be sufficient to cover the entire surface area of the architect’s body before they may use it for this purpose.

Regardless of the materials behind its construction Architect’s Armour entails no armour check penalty, arcane spell failure chance, or speed reduction. It also has no discernible weight.

THE MASTER BUILDER (SU):
Architect who attains their 2nd level has learned to use their abilities to expand and explore their art in ways far beyond the limitation of a mundane practitioner. As a result an Architect gains a competency bonus equal to their Architect class level whenever they required to perform a Knowledge architecture skill check.

REFORM (SU):
When performing a reconstruct action an Architect who has attained at least 3rd level may opt to mentally carve and reshape the materials in question. This process is immediate, allowing the Architect to reform the materials in the same moment that they are being reconstructed. Materials may never be crafted in a way that would cause them to exceed the confines of a 5 feet cubed area.

Complex manipulations such as sculpting intricate details, carving complex internal recesses or implementing simple mechanisms (pivots, hinges and the like) will require a successful craft check before the materials may be placed. An unsuccessfully crafted material may fail, collapsing or emerging incomplete as the depth of the Architects failure dictates. Mundane alterations, such as turning a lump of unworked stone into a simple chiselled stone wall are child’s play for an Architect and do not require a skill check.

Upon gaining this ability the Architect may also elect to burn multiple cyphers they have stored, combining those materials together to create a hybrid mass of material within a 5 feet cubed area. Regardless of the number of materials they combine in this way an Architect capable of reconstructing multiple times per use of their reconstruct action only ever expends one such use of their reconstruct action per mass of materials they place.

Once the architect gains the ability to reconstruct multiple materials at once they may choose to individually craft each cubic mass of materials they place. They may even burn as many cyphers as they wish, using them to make each such placement an extravagant hybrid of materials. They may also opt to place multiple materials in contact with one another, combine them together in order to create a continuous self-supporting form (such as a long wall).

Importantly the quality of results of this crafting process are always commensurate with the standard of the materials themselves. Additionally while an Architect is capable of creating great sculptures of intricate beauty in mere moments their constructions must still conform to the laws of physics and will therefore act accordingly.


HARD LABOUR (Su):

Sometimes a project is so grand in scale or pressing in need that even an Architect can’t complete it entirely alone. In order to overcome these rare situations many Architects develop the ability to create constructs, which they call Labourers from their stored materials. Labourers are often used to complete the grunt work involved in a project or provide protection while the Architect focuses upon things of greater importance.

At 4th level an Architect may, as a full round action, expend a stored material to create a construct known as a Labourer. The Labourer will appear in an empty location no more than 20ft from the Architect’s current position and acts immediately on the Architect’s turn.

While an Architect is within 60 feet of a labourer they have created they may commune with it via a pseudo telepathic link that develops between the two as a residual result of the cypher the Architect previously held. This frequency of telepathic communication is unique to the Architect and all the labourers they create, making it impossible for a labourer to communicate in this way with any other creatures that do not share this bond. Once commanded a Labourer will attempt to follow its creators commands to the best of its ability.

A Labourers existence is fleeting, continuing for only 1 round per Architect class level their creator possesses. Immediately after this period has passed the Labour will stop mid action, locking in place as though it were little more than a statue (freezing in place, tottering over or breaking apart as gravity demands).

Labourers are not summoned; they are created on the plane their creator inhabits, using the materials their creator has expended to make them. Thus, Labourers are not subject to effects that hedge out or otherwise affect outsiders; they are constructs, not outsiders.

When using this ability an Architect may opt to expend a number of additional materials no greater than half their Architect class level to further augment this ability, thereby creating a superior Labourer. For every additional material they spend in this way the level of the Labourer created will increases by one (to a maximum of 9). Alternatively the Architect may use some of these additionally expended materials to create multiple Labourers, dividing the total number and types of materials between them as they see fit (for example a 20th level Architect may expend a maximum of 10 materials, allowing them to craft one 5th level, two 2nd level and one 1st level Labourer). An architect may not create additional Labourers while older Labourers are operational unless the combined number of materials used in both the existing and proposed Labourers does not exceed half their Architect level (so the same 20th level Architect mentioned above would have to wait for one or more of their Labourers to perish before they could activate another).



When crafting a Labourer the Architect may assemble the desired creature from a menu of choices, as specified in the construct’s statistics block (see below). A creator can always substitute two choices from a lesser menu for one of its given abilities. Multiple selections of the same menu choice do not stack unless the ability specifically notes that stacking is allowed.

Regardless of the menu choices selected a Labourer will always have an appearance and physical properties commensurate with the materials from which it was crafted. For example a Labourer made mainly from wood will burn with greater ease than one crafted from less flammable materials and a laboured made from materials utterly unsuitable for its purpose may fail, break or perish as the DM sees fit.

A Labourer does not need to meet the prerequisites for a feat granted by a menu choice.



Labourer Menu A

A creator crafting a 1st-level, 2nd-level, or 3rd-level Labourer can choose one special ability from this menu.



Bolt Launcher (Ex)
The Labourer is equipped with a light crossbow appropriate to its size and 10 bolts. It also gains the Rapid reload feat when using this weapon. This weapon and its bolts are intricately interwoven with the constructs body and cannot be separated from it in a usable form.

Climb (Ex)
The Labourer has hooks, ropes or appendages designed for climbing and stabilising itself while climbing as a result it gains a climb speed of 30 feet.

Effective Armour (Ex)
The Labourer’s armour is masterfully crafted to offer superior protection. As a result the Labourer receives a +1 Enhancement bonus to Armour Class.

Flight (Ex)
The Labourer has physical wings or rotors which enable flight at a speed of 20 feet (average).

Intricate Tools (Ex)
The Labourer is equipped with sophisticated tools, specially designed for intricate operations and gains a +5 competency bonus to both disable device and open lock skill checks.

Improved Bull Rush (Ex)
The Labourer is sturdily built and firmly set. It gains the Improved Bull Rush feat.

Improved Drive (Ex)
The Labourer’s method of locomotion is improved, allowing it to move more rapidly. Its land speed is increased by 10 feet.

Improved Slam Attack (Ex)
The Labourer’s limbs or form are heavily set, allowing it to attack with greater ease. It gains the Improved Natural Attack feat.

Mobility (Ex)
The Labourer gains the Mobility feat.

Dig (Ex)
The Labourer has physical shovels or drills which enable a burrow speed of 20 feet.

Power Attack (Ex)
The Labourer gains the Power Attack feat.

Resistance (Ex)
Choose one of the following energy types: fire, cold, acid, electricity, or sonic. The Labourer gains resistance 5 against that energy type.

Sensory Array (Ex)
The Labourer is crafted with intricate optical lenses, a wondrously complex inner ear or other such boon. It gains a +5 competency bonus to spot and listen skill checks.

Seaworthy (Ex)
The Labourer is watertight and has a population method, such as a rotor, paddles or turbine. It gains a swim speed of 30 feet.

Sturdy Construction (Ex)
The Labourer gains an extra 5 hit points.

Track (Ex)
The Labourer gains the Track feat and a +5 competency bonus to all survival skill checks.

Trapfinding (Ex)
The Labourer gains the Trapfinding class feature (see the rogue) and a +5 competency bonus to all search skill checks.

Trip (Ex)
If the Labourer’s limbs are hooked, or its joints are set in a fashion allowing it to easily trip its foes. If the Labourer hits with a slam attack, it can attempt to trip the opponent as a free action without making a touch attack or provoking attacks of opportunity. If the attempt fails, the opponent cannot react to trip the Labourer.




Labourer Menu B

A creator crafting a 4th-level, 5th-level, or 6th-level Labourer can choose one special ability from this menu. Alternatively, the Labourer can have two special abilities from Menu A.



Calculated Strike (Ex)
Once per day the Labourer can make one attack which gains a +20 insight bonus to its attack roll.

Extra Attack
If the Labourer is Medium or smaller, it gains two slam attacks instead of one when it makes a full attack. Its bonus on damage rolls for each attack is equal to its Strength modifier, not its Strength modifier × 1½. If the Labourer is Large or larger, it gains three slams instead of two when it makes a full attack. Its attacks are otherwise unchanged.

Heavy Bolt Launcher (Ex)
The Labourer is equipped with a heavy crossbow appropriate to its size and 10 bolts. It also gains the Rapid Reload and Precise Shot feats when using this weapon. This weapon and its bolts are intricately interwoven with the constructs body and cannot be separated from it in a usable form.

Heavy Deflective Armour (Ex)
The Labourer gains a +4 Enhancement bonus to Armour Class.

Improved Damage Reduction (Ex)
The Labourer’s surface is highly resilient to damage and provides an additional 3 points of damage reduction (or damage reduction 3/magic if it does not already have damage reduction).

Improved Dig (Ex)
The Labourer has physical shovels or drills which enable a burrow speed of 30 feet.

Improved Flight (Ex)
The Labourer has physical wings or rotors which enable flight at a speed of 40 feet (average).

Improved Seaworthiness
The Labourer is watertight and has a propulsion method, such as a rotor or turbine which allows it to gain a swim speed of 60 feet.

Improved Scout (Ex)
The Labourer gains a +10 competency bonus to spot and listen skill checks.

Improved Spy (Ex)
The Labourer gains a +10 competency bonus to hide and move silently skill checks.

Improved Track (Ex)
The Labourer gains the Track feat and a +10 competency bonus to all survival skill checks.

Powerful Frame (Ex)
The Labourer gains a +4 bonus to its Strength score.

Reinforced Frame (Ex)
The Labourer gains an extra 15 hit points.

Trample (Ex)
As a standard action during its turn each round, a Large or larger Labourer can literally run over an opponent at least one size smaller than itself. It merely has to move over the opponent to deal bludgeoning damage equal to 1d8 + its Str modifier. The target can attempt a Reflex save (DC 10 + ½ Labourer’s Hit Dice + Labourer’s Str modifier) to negate the damage, or it can instead choose to make an attack of opportunity at a -4 penalty.

Trapsmith (Ex)
The Labourer gains the Trapfinding class feature (see the rogue) and a +10 competency bonus to all search skill checks. Additionally The Labourer gains a +10 competency bonus to both disable device and open lock skill checks.



Labourer Menu C

A creator crafting a 7th-level, 8th-level, or 9th-level Labourer can choose one special ability from this menu. Alternatively, the Labourer can have two special abilities from Menu B. (One or both of the Menu B choices can be swapped for two choices from Menu A.)


Adaptive Camouflage (Su)
The Labourer is constantly invisible, even when attacking. This ability is inherent and not subject to the invisibility purge spell.

Blindsight (Ex)
The Labourer has blindsight out to 60 feet.

Confound Magic Device (Ex)
The Labourer gains a +20 competency bonus to use all use magic device skill checks.

Energy Discharge (Su)
Once per day the Labourer may cast the lightning bolt spell with a caster level equal to its own level.

Extreme Damage Reduction (Ex)
The Labourer’s surface forms hard, armour-like plates and provides an additional 6 points of damage reduction.

Perfected Armour (Ex)
The Labourer gains a +8 Enhancement bonus to Armour Class.

Perfected Construction (Ex)
The Labourer gains an extra 30 hit points.




Labourers use the same statistics tables as Astral Constructs (except they use the above menu choices instead). The stat blocks for Astra Constructs can be found here (http://www.d20srd.org/srd/psionic/monsters/astralConstruct.htm).



LIGHTNING REFLEXES (EX):
An Architect who reaches 5th level is aware of the precarious and potentially fatal hazards involved in construction. As a result they gain the lightning reflexes feat as a bonus feat.


IMPROVED ARCHITECT’S ARMOUR (SU):
Upon reaching 6th level the Architect learns to expend an additional material in order to augment their armour, imbuing it with a power appropriate to the additional material they expended. The Architect may select one armour improvement from the list below provided that the additional material they expended matches the improvements material type requirements.



Absorbing


Material type required: Liquids or runny solids, like water or slime.

Power: The architects armour shimmers with a thick liquid coating that dampens the impact of incoming attacks. While their armour is active the Architect receives Damage Reduction 5/-.


Bladed


Material type required: Glass, ice, metal or crystalline materials.

Power: The armour sprouts numerous sharp blades and spikes. The Architect is considered to be both wearing and proficient with Armour Spikes. The Architect also receives a bonus to their melee attack rolls equal to half their Architect class level.


Buoyant


Material type required: Materials that float on water, like wood.

Power: The Architect's mass becomes so light they float an inch or two above all liquid. The Architect is deemed to be under the effects of a Water Walk spell while their armour is active.


Burning


Material type required: Very hot materials, like lava.

Power: The Architect’s armour is alight with a layer of flickering flame. While their armour is in effect the Architect is considered to have Damage Reduction 5/cold. Additionally any creature who strikes the Architect with its body or a handheld weapon receives 1d6 points of fire damage +1 additional point of fire damage per Architect class level the Architect possesses.


Displacing


Material type required: Loose solid materials constructed from a great many particles, like dust or sand.

Power: A swirling mass of particles enshrouds the Architect, making their anatomy and form difficult to discern. While their armour is active the Architect is considered to be under the effects of a protection from arrows spell and have concealment (20% miss chance).


Frozen


Material type required: Very cold materials, like ice or snow.

Power: The Architect’s armour is glazed in a frosted layer. While their armour is in effect the Architect is considered to have Damage Reduction 5/fire. Additionally any creature who strikes the Architect with its body or a handheld weapon receives 1d6 points of cold damage +1 additional point of cold damage per Architect class level the Architect possesses.


Reinforced


Material type required: A solid materials with a hardness of 5 or more.

Power: The Architect’s armour is strengthened by thick plates of hardened material. The Architect gains a +4 bonus to their armour class.


Viscous


Material type required: Solid materials that have a tacky or gelatinous form, like mud of slime.

Power: The Architect gains the ability to have their armour secrete a sticky texture, allowing them to act as though under the effect of a Spider Climb spell while their armour is active.




LIQUID MASTERY (SU):
An Architect who attains 7th level has learned how to dissolve, store and reconstruct liquids. Liquids can be reformed (or strategically evaporated) but will immediately respond as liquids do once or it has been reconstructed. Liquids can not be welded like solids, but can be placed within or around a material as desired. Like other materials liquids can be used in conjunction with any other materials an Architect has stored, allowing them to craft a working mechanisms that relies upon liquids, such as a water wheel, pump or clock (should the available materials allow it).


COMPRESS MATERIALS (SU):

An Architect who reaches 8th level may, when reconstructing a material, choose to compress two similar types of material (two mainly stone materials for example) into a single mass. Doing so will cause the resultant materials in question to emerge with its hardness improved by 50%.

While it is possible for an architect to dissolve this compressed material any attempt to further compress it will result in the material immediately shattering as soon as it is reconstructed. A material that shatters due to over compression does so explosively, casting debris in a 10 feet radius from its point of origin. All creatures and objects within this area must overcome a reflex save with a DC equal to 8 + the compressed materials hardness. Failure to overcome this save results in 1d6 points of damage for every 2 points of hardness the material had. Even those who do evade such an explosion still sustain half damage (unless they have evasion of course).

For example stone has a hardness of 8 so compressed stone has a hardness of 12 and would therefore shatter with a DC of 20 and inflict 6d6 points of damage to those who fail to dodge its explosion.


RECALL (SU):

At 8th level the Architects continued work with materials has allowed them to unlock the secrets of their cyphers. The architect may as a standard action add a 5 foot cubed area of wood to their list of stored materials, no source or reference is required to use this ability, the material is simply constructed within the Architects mind.

Later at 11th level the Architect unlocks the secrets of stone and every 3 levels thereafter they learn the secrets of yet more materials. Water at 14th level and iron at 17th level and finally lava at 20th level.

An architect may only store a maximum of 1 recalled material of each type they know within their memory.


HARD TASK MASTER (SU):

At 9th level the Architect has learned how to imbue one of their labourers with a far longer life span, allowing them to increase the period the labourer remains active for to 10 minutes for every two Architect class levels they possess. Only one labourer may have its activation period extended in this way at a time and this extended period must be applied at the moment of their creation.


TRANSMUTE OBJECT (SU):

An architect who attains 9th level has learned to enthuse objects with the properties of their stored materials. The Architect may, as a standard action, immediately turn a non-magical object or piece of terrain they are in physical contact with into a material they have stored, for example turning a wooden door, bow or wall into a stone one. The target may not be larger than a 5 feet cubed area. Using their power in this way expends the chosen material.


MELD WITH MATERIALS (SU):

Upon reaching 13th level the Architect’s knowledge of the materials they place has become so sophisticated that they can meld and move within those materials at will. The architect can move through any materials they have placed without hindrance or injury. Whilst traveling through these materials they may move in any direction as though flying with perfect manoeuvrability.

The Architect may not end their movement within these materials however and will sustain 3d6 points of damage and be forcefully expelled in the most expeditious direction should they do so.


OF FLESH AND STONE (SP):

At 16th level the Architect has learned to both bind creatures within stone and release them. The architect may, three times a day, cast either Flesh to Stone or Stone to Flesh as though they were a wizard of equal level. Neither of these spell like abilities require the use of material components.


HARD LIFE (SU):

An Architect of 19th level has learned to grant one of their Labourers with permanent automation. The Architect may only infuse one Labourer with such energy and, should it perish, must wait 24 hours before they provide this gift to another. A Labourer given this increased lifespan does not count towards the Architect’s limit of active Labourers.

The Labourer itself gains sentience and while initially subservient to the Architect will evolve its own identity, motivations and sense of purpose. As a result the Labourer is deemed to be a living construct.

The process of granting a Labourer life requires the Architect to apply it at the moment of the Labourer’s creation.

kanachi
2014-11-01, 05:10 AM
Placeholder in case the class overruns.

r2d2go
2014-11-09, 02:08 AM
Dungeon Engineer

It's a trap!

The Dungeon Engineer is a skilled craftsman, capable of building both intricate, durable and permanent defenses as well as quick and temporary contraptions for combat.

Adventures: Dungeon Engineers are always looking for more money, because more money means better materials, which means more options to build. They might also be looking for a dungeon to forcefully inherit and set up with their own defenses, or a specific item that will help them with their endeavors. Regardless, they are quite capable of holding their own in and adventuring party.

Characteristics: Dungeon Engineers have a variety of contraptions for use, as well as some magical abilities. They do well as support characters with their gear-enhancements and battlefield control, as well as having high damage output with their powerful melee and ranged contraptions.

Alignment: Dungeon Engineers come in all alignments, having no unifying moral.

Religion: As Alignment, Dungeon Engineers come in all religions.

Background: Intelligent characters who don't have the magical skill or money for education to become a Wizard might become a Dungeon Engineer instead, especially since their improvised contraptions can be made from scavenged scrap materials.

Races: Humans and gnomes have the most natural aptitude for the mechanical constructions of a Dungeon Engineer, while some varieties of Elves have the intellect, though often not the desire to get their hands dirty.

Other Classes: Dungeon Engineers and Wizards might ending up having intellectual discussions, or they might end up clashing over their philosophical or arcane versus mundane differences. Otherwise, most classes treat Wizards and Engineers similarly, though martial classes might have some more respect for those who choose to enhance their combat ability and enter the melee of fights.

Role: Dungeon Engineers make good support characters with their gear-enhancements and battlefield control, as well as having good damage with their ranged and melee contraptions.

Adaptation: Most settings can use Dungeon Engineers, but if their level of technology is undesirable, most of their abilities can be turned into spells.

GAME RULE INFORMATION
Dungeon Engineers have the following game statistics.
Abilities: Intelligence is the most important statistic, while constitution, dexterity and possibly strength are important for survival, aiming some contraptions, and physical combat respectively.
Alignment: Any.
Hit Die: d8
Starting Age: As Cleric.
Starting Gold: As Sorcerer.

Class Skills
The Dungeon Engineer's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Disguise (Cha), Hide (Dex), Knowledge (Architecture and Engineering) (Int), Knowledge (Dungeoneering) (Int), Knowledge (Geography) (Int), Knowledge (Local) (Int), Knowledge (Nature), Open Lock (Dex), Profession (Int), Search (Wis)

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

Dungeon Engineer



Saves

Contraptions per Day


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
1st
2nd
3rd
4th
5th
6th



1st

+0

+0

+2

+2
Contraptions
2
-
-
-
-
-


2nd

+1

+0

+3

+3

3
-
-
-
-
-


3rd

+2

+1

+3

+3
Arcane Trap
4
-
-
-
-
-


4th

+3

+1

+4

+4

5
0
-
-
-
-


5th

+3

+1

+4

+4
Camouflage +1
6
1
-
-
-
-


6th

+4

+2

+5

+5
Spell Turret
6+1
2
-
-
-
-


7th

+6

+2

+5

+5

6+1
2
0
-
-
-


8th

+6

+2

+6

+6
Camouflage +2
6+1
3
1
-
-
-


9th

+6

+3

+6

+6
Bonus Augment Feat
6+1
3
2
-
-
-


10th

+7

+3

+7

+7

6+1
3+1
2
0
-
-


11th

+8

+3

+7

+7
Camouflage +3
6+1
3+1
3
1
-
-


12th

+9

+4

+8

+8
Bonus Augment Feat
6+1
3+1
3+1
2
-
-


13th

+9

+4

+8

+8

6+1
3+1
3+1
2
0
-


14th

+10

+4

+9

+9
Camouflage +4
6+2
3+1
3+1
3
1
-


15th

+11

+5

+9

+9
Bonus Augment Feat
7+2
3+1
3+1
3+1
2
-


16th

+12

+5

+10

+10

7+2
4+2
3+1
3+1
2
0


17th

+12

+5

+10

+10
Camouflage +5
7+2
4+2
3+2
3+1
3
1


18th

+13

+6

+11

+11
Bonus Augment Feat
7+3
4+2
4+2
4+1
3
2


19th

+14

+6

+11

+11
Craft Wondrous Item
7+3
4+3
4+3
4+2
4
3


20th

+15

+6

+12

+12
Engineered Form, Camouflage +6
7+3
4+3
4+3
4+3
4
4



Class Features
All of the following are class features of the Dungeon Engineer.

Weapon and Armor Proficiencies: The Dungeon Engineer is proficient in all simple weapons, the light and heavy crossbow, and light and medium armor.

Contraptions (Ex): Dungeon Engineers use contraptions enhance their attacks and armor, assault enemies with turrets and explosives, and create mechanical allies to assist in combat. Each day, they may prepare a certain number of Contraptions, similar to spells per day.

A Dungeon Engineer gains contraptions per day as a Bard has spells per day, with the exception that instead of 0th level spells, they get that many 1st level Contraptions. For example, at third level, instead of three 0th level spells and one 1st level spell, a Dungeon Engineer gets four 1st level Contraptions. Dungeon Engineers with high Intelligence gain additional Contraptions as a spellcaster would gain bonus spells.

Arcane Trap (Sp): While Dungeon Engineers prefer mundane methods, they are capable of integrating magic into their traps. They can place Arcane Traps, effectively a normal Trap with a trigger of Area ([Spell Area], [Spell's Range]), and an effect equal to a stored spell. If the spell has an area of effect, the trigger can also be contingent on a certain number of people being within the area. Touch and Personal spells are considered a range of 0, while single-target spells have an area of 5 feet by 5 feet. Spells that require an attack automatically hit if done at a range of 0, while having an attack bonus of your Int mod + Spell Level if at a longer range.

Arcane Traps are limited in a similar manner to spells. The Dungeon Engineer can gain arcane traps per day in any level that he has at least one base Contraption in, but only bonus arcane traps. For example, a 4th level Dungeon Engineer with 20 intelligence gets two 1st level arcane traps per day. At 5th level, he gains a single 2nd level arcane trap per day. The spells are drawn from any classes' spell list (as normal, subject to DM approval), and have their save DCs based on the Dungeon Engineer's intelligence modifier.

Because they have no "base" traps per day, Arcane traps are not noted on the Contraptions per Day table.

Camouflage (Ex): Dungeon Engineers must be skilled at hiding their traps, or many become next to useless. As a result, at 5th level, and every four levels thereafter, their traps become harder to find, gaining a +1 bonus to Spot DCs. The Dungeon Engineer also becomes better at hiding themselves with preparation, allowing them to gain the noted bonus to Hide by spending 5 minutes of preparation. This bonus is lost if the area being hidden in changes greatly (i.e. from a city to a forest).

Spell Turret (Sp):A step up from the Spell Trap, a Spell Turret continuously fires a given spell at a target point each round. It is equivalent to a Summon/Trap with a trigger of Area ([Spell Area], [Spell's Range]), and an effect equal to the spell selected, cast at a CL of your TL -4. It has 10+5 hitpoints/TL, and makes any attacks with a bonus of your Int mod + Spell Level. You may change the target as a standard action if you are within 30 feet of the turret.

Spell Turrets are limited in a similar manner to spells. The Dungeon Engineer gains spell turrets per day as a Ranger gets spells per day, but without bonus spells from a high ability score. The spells are drawn from any classes' spell list (as normal, subject to DM approval), and have their save DCs based on the Dungeon Engineer's intelligence modifier.

Turrets per day are noted as +X on the Contraptions per Day table.

Improvisation (Ex): At 7th level, the Dungeon Engineer starts being able to improvise his contraptions, allowing him to make a number of contraptions without preparing them before hand. For contraptions 2 or more levels below the Dungeon Engineer's maximum contraption level, any bonus contraptions from Intelligence do not need to be prepared, instead allowing any contraption of that level to be used.

Bonus Augment Feat (Ex): At 9th level and every third level thereafter, the Dungeon Engineer gains a free Augment Feat - similar to a Metamagic feat, they modify and improve contraptions at the cost of a higher level contraption slot being used.

Craft Wondrous Item (Ex): At 19th level, in preparation for entering his Engineered Form, a Dungeon Engineer gains Craft Wondrous Item as a bonus feat.

Engineered Form (Ex): At 20th level, the Dungeon Engineer may transcend the mortal flesh and become a construct himself. The construct requires 50000 gold pieces of materials and spell components, as well as a month of solid work. At the end, the Dungeon Engineer will have created a body similar to a medium sized Iron Golem, but even more durable and filled with contraptions and tools. Then, in a ritual costing him 5000 exp, he will transfer his consciousness to the body, becoming a construct.

The Dungeon Engineer gains half his intelligence bonus to hit dice, as ingenious design allows him to make the body even more durable. He also gains all Construct Traits other than proficiencies, but not Construct Features, and has his strength set to 24 and his dexterity set to 18, while his mental ability scores remain the same. Lastly, his contraptions become essentially part of him, allowing him to use himself as their point of origin.

An especially ambitious Dungeon Engineer can make an even stronger body. By making a Golem of any type, he may transfer his consciousness to it, giving him its physical ability scores, traits and size while retaining his mental ability scores, number of hit dice, feats, and gaining half his intelligence bonus to hit dice.


Name:
Type (level):
Setup Time:
Trigger (range) (trap only):
Duration:
Target (instant/gear only):
Effect:
Save:

Types:
Instant - Has a one-time effect, immediately.
Construct - Creates an ally, lasting for some time.
Trap - Has a trigger and a generally one-time effect.
Gear - Improves or creates equipment as a continuous effect for some time.

Triggers (Traps only):
None - Effect can occur immediately after making the contraption.
Area (Length x Width, Range) - Effect triggers when an enemy enters the noted area. Range indicates how far away the target can be from the origin of the effect. A range of 0 indicates that the trap trigger area is the same as its effect area.
Contingent (Cause) - Effect triggers when (cause) occurs.
Contingent Area (Cause, Length x Width, Range) - As Area, except only if (cause) is in effect.
Remote (Range) - Effect triggers with a free action that can be used outside of the Engineer's turn.

Note: Save DCs are (10+Contraption Level*2+Int Mod). Unless otherwise noted, traps require a DC (15+Contraption Level+Int Mod) spot check or that DC -5 search check to find.


Crossbow Turret:
Type: Construct/Trap 1
Setup Time: 1 Standard Action
Trigger: None, Area (5x5, 100)
Duration: 1 minute
Save: None

You place an automatically firing turret on the ground, setting it to fire at a certain area. Creates a medium sized turret with 6 AC and 7+3/Engineer level hit points, which attacks at enemies who enter or begin their turn in the targeted or trapped square with an attack bonus of Int+TL, dealing 1d8 damage on a hit. You may redirect the targeted square as a standard action.

As long as you are adjacent to the turret, you apply crossbow feats to its attacks.

At TL 5, and every five levels thereafter, the turret increases one size category (gaining appropriate modifiers, including increased damage) as well as 20 bonus hit points and 5 armor class.

The turret is extremely easy to see, and takes no check to see with line of sight.

Alchemical Trap:
Type: Trap 1
Setup Time: 1 Standard Action
Trigger: Area (5x5, 100), Remote
Duration: Instantaneous
Save: None

You set up a small launcher to fling alchemical substances at an enemy. Upon trigger, the trap make a touch attack at the triggering enemy with any single grenadelike weapon.

At TL 4, and every three levels thereafter, you may put an additional weapon in the trap.

This trap is easy to see, lower the spot and search DC to find it by 5.

Freezing Burst:
Type: Instant/Trap 1
Setup Time: 1 standard action
Trigger: None, Area (5x5, 100), Remote
Duration: Instantaneous
Target: 5x5 square
Save: Fortitude Half (See Text)

You set up or throw a container of liquid ice, freezing a small area. Those in the area take 1d6 Cold damage and are slowed for 1 round (Fortitude negates).

At 4th level and every 3 levels thereafter, the damage increases by 1d6 and the slow duration increases by 1 round. Additionally, at 4th level and beyond, the saving throw halves the damage and reduces the slow duration to 1, instead of negating the effect.

Flame Trap:
Type: Trap 1
Setup Time: 1 Full-Round Action
Trigger: Area (5x5, 0), Remote
Duration: 1 minute
Save: Reflex Half

You set up a small area with flammable oil. Upon trigger, the trapped five foot square lights on fire, dealing 1d6 damage and lighting enemies on fire.

At TL 4, you may increase the area to (10x10), and make the trap trigger only if a certain number of enemies are standing upon the , as well as increasing damage to 2d6. Every three levels, this area increases by +5/+5 and the damage increases by 1d6.

Charged Gauntlets, Extended:
Type: Gear 1
Setup Time: 1 minute
Duration: 24 hours
Target: Personal
Save: None

You equip yourself with a sort of power-charged, armored glove, allowing them to make unarmed strikes for lethal damage. Additionally, by reducing the duration of the gear by 1 round, you may charge the glove with energy, dealing an additional 1d6 untyped damage with an unarmed strike.

At TL 4, and every 3 levels thereafter, the additional energy damage increases by 1d6.

This Gear is used as the base of several higher-level Gears. Without it, those Gears do not function. Anything that refers to an "already-charged gauntlet" refers to this Gear as a prerequisite.

Swinging Blade:
Type: Trap 1
Setup Time: 1 round
Trigger: Area (5x5, 0), Remote
Duration: Instantaneous
Save: Reflex Partial

You set a single blade connected to hinged arms against the walls, making sure their painted camouflage is in place. When the trap triggers, the blade releases, slashing at the victim with a bonus to attack equal the normal trap DC - 10. On hit, it deals 2d6 + Int mod damage to the victim.

Ice Slick:
Type: Instant/Trap 1
Setup Time: 1 round
Trigger: None, Area (5x5, 0)
Duration: Instantaneous
Save: Reflex Partial

You setup or throw a bag of Razor Ice. Upon trigger or use, a 5x5 square of Razor Ice is created, dealing 1d6 damage to victims passing through the square and otherwise having effects as Grease (http://www.dandwiki.com/wiki/SRD:Grease).

Pitfall:
Type: Trap 1
Setup Time: 5 minutes
Trigger: Area (5x5, 0)
Duration: Instantaneous
Save: Reflex Negates

You dig a short, spiked pit trap, camouflaging it. The pit trap requires a DC (15+Int Mod+1/2 TL) spot check, or a search check of 5 less. If an enemy falls in, they take 2d6 damage, and must spend a move action which provokes attacks of opportunity to get out.

At TL 4, you may increase the area to (10x10), and make the trap trigger only if a certain number of enemies are standing upon the area, as well as increasing damage to 3d6. Every three levels, this area increases by +5/+5 and the damage increases by 1d6.

Charged Armor, Extended:
Type: Gear 1
Setup Time: 5 minutes
Duration: 24 hours
Target: Personal
Save: None

You rig your armor with various supporting mechanisms, granting the same bonuses as Mithril, as well as an additional +2 to the armor bonus. Only you can use this armor, as the many nuances of the design are difficult to manage.

This Gear is used as a base for many higher-level Power Armor. Without it, those other gears do not function. Any Gear that references "already-charged armor" has this as a prerequisite.

At TL 5, and every 5 levels thereafter, the bonus to armor increases by 1.

Clockwork Construct I:
Type: Construct 1
Setup Time: 1 full round
Duration: 1 minute
Save: None

You craft a clockwork creature, quickly assigning it a task and letting it run. This is equivalent to Summon Monster or Summon Nature's Ally of the same level, except that the resulting creature is a construct. This removes all (Su), (Sp) or (Ps) abilities, but hit dice, saves, base attack bonus, feats, and skills do not change. Hit points remain mostly unchanged, but all Construct traits, including bonus hit points are gained.

Rocket Jump:
Type: Instant 1
Setup Time: 1 move action
Duration: Instantaneous
Target: Personal

You use a rocket to boost yourself into the air, allowing you to move as if running with a full round action with a Fly speed of 60 feet.


Wreath of Barbs:
Type: Trap 2
Setup Time: 1 standard action
Trigger: Area (5x5, 0)
Save: Reflex Partial, Fortitude Partial

You set up a trap to wrap a victim in barbed wire, restraining them and ripping into their flesh if they struggle. Without a Fortitude save, they cannot act at all, as if Paralyzed, as they cannot bring themselves to act with such barbs hooked in their flesh. With a Fortitude save, the victim can act as if only Entangled for the round, but take 3d6 damage if they do. They are allowed a fortitude save each round for this purpose.

An ally can free the victim with a full-round action, though this inflicts 3d6 damage to both involved. By spending a full minute instead, neither party takes damage.

Dust Bomb:
Type: Instant/Trap 2
Setup Time: 1 standard action
Trigger: None/Area (See Text), Remote
Duration: 1 minute/Instantaneous
Target: 5x5 square/None
Save: None/Reflex Half

You throw, launch or detonate a dust bomb, creating a cloud of blinding dust that limits sight as Obscuring Mist (http://www.dandwiki.com/wiki/SRD:Obscuring_Mist) within 10 feet of the origin. Additionally, this cloud can be lit on fire, causing a sizeable explosion. Those within the cloud take 2d6 fire damage (no save), while those within 10 feet may make a reflex save for half.

The dust bomb can be thrown as a grenadelike weapon (range increment 30 feet), set to be flung at a particular square (Area 5x5, 100), or set to detonate when enough creatures are within the blast radius (Contingent Area, X creatures in area, 20x20, 0). It can also be set to light immediately upon impact, making it effectively an explosive.

Charged Gauntlets, Combat:
Type: Gear 2
Setup Time: 1 swift action
Duration: 1 minute
Target: 1 willing creature
Save: None

As Charged Gauntlets, Extended except as noted above.

Alchemical Turret:
Type: Construct/Trap 2
Setup Time: 1 standard action
Trigger: None/Area (5x5, 100), Remote
Duration: 1 minute
Save: None

As Alchemical Trap, but instead of firing once, it fires once a round for 1 minute. Other than this, the turret is identical to Crossbow Turret (see above) in targeting, durability, and size. It may fling an additional grenadelike weapon at TL 8 and every four levels thereafter.

Blast Turret:
Type: Construct/Trap 2
Setup Time: 1 standard action
Trigger: None/Area (30 foot cone, 0), Remote
Duration: 1 minute
Save: Reflex Half

This turret fires a blast of a type of energy (chosen at preparation) in a set 30 foot cone, repeatedly firing every round for one minute. Enemies caught in each blast take 2d6 damage, with a reflex save for half. The turret's durability and size and targeting are identical to the Crossbow Turret, and each size increase also increases the blast size by 15 feet.

At TL 7 and every 3 levels thereafter, the damage increases by 1d6. Additionally, at TL 10, the blast also has the following stacking effects for 1 minute on a failed save:

Acid: Lower AC by 1.
Cold: Lower Movement Speed by 1/3 (minimum 5)
Electricity: Impose -1 penalty to attack.
Fire: Light on fire.

At TL 17, the blast gains an even more powerful, though nonstacking effect on a failed save:

Acid: Sickened for 1d4+1 rounds.
Cold: Slowed for 1 round.
Electricity: Entangled for 1d4+1 rounds.
Fire: Dazed for 1d2-1 rounds (minimum 0).

Charged Armor, Combat:
Type: Gear 2
Setup Time: 1 swift action
Duration: 1 minute
Target: 1 willing creature
Save: None

As Charged Armor, Extended, except as noted.

Power Armor: Speed
Type: Gear 2
Setup Time: 1 standard action
Duration: 1 minute
Target: Personal (See Text)
Save: None

You fit already-charged armor with movement-enhancing motors, granting you a nonmagical Haste effect. Additionally, you may expend 2 rounds of the duration to move up to your speed as a free action, once per round.

At TL 7, you may instead fit an ally with this Gear, though it takes a full-round action. At TL 13, it is reduced to a standard action.

Power Armor: Strength
Type: Gear 2
Setup Time: 1 standard action
Duration: 1 minute
Target: Personal (See Text)
Save: None

You fit already-charged armor with strength-enhancing motors, granting you a +4 bonus to Strength. Additionally, you may expend 2 rounds of the duration to gain use of the Power Attack feat for 1 round, with the additional benefit of being allowed to convert any amount of the penalty to Attack into penalty to AC instead.

At TL 7, you may instead fit an ally with this Gear, though it takes a full-round action. At TL 13, it is reduced to a standard action. Additionally, at TL 7 and every third level thereafter, the strength bonus increases by 1.

Power Armor: Defense
Type: Gear 2
Setup Time: 1 standard action
Duration: 1 minute
Target: Personal (See Text)
Save: None

You fit already-charged armor with force-plating, granting you an additional +3 to your armor bonus to AC. Additionally, you may expend 2 rounds of the duration to deflect a single attack, gaining a +4 deflection bonus to AC against it as a free, immediate action.

At TL 7, you may instead fit an ally with this Gear, though it takes a full-round action. At TL 13, it is reduced to a standard action. Additionally, at TL 7 and every third level thereafter, the AC bonus of the both effects increases by 1 (up to +6 each).

Repair Bots:
Type: Gear/Summon 2
Setup Time: 1 standard action
Duration: 5 minutes
Target: Up to 1 willing creature/TL
Save: None

You let loose a small swarm of friendly bots, who go to work on bandaging, disinfecting, and otherwise healing targeted allies, granting them Fast Healing 3 for the duration of the summon. Treat this as a Diminutive Swarm with 2/TL hit points that continuously surrounds the ally. If the swarm is injured, the Fast Healing is reduced to 1d4-1 for the rest of the duration.

The healing bots have tripled effects on constructs you create, as well as doubled effect on all other constructs.

At TL 7, and every 3 levels thereafter, the Fast Healing and the die size increased by 2, up to Fast Healing 11 and 1d12-1.

Attack Bots:
Type: Instant/Summon 2
Setup Time: 1 standard action
Duration: 5 minutes
Target: Up to 1 creature/TL
Save: See Text

You let loose a small swarm of offensive bots, who attack enemies with tiny knives, claws, and other weapons. Treat this as a Diminutive Swarm with 2/TL ht points that continuously surround targeted enemies. Their Swarm attack deals 1d6 damage, and they have a Distraction effect that causes a -2 penalty to attack rolls, AC, and saves (Will negates).

At TL 7, and every 3 levels thereafter, the Swarm attack deals an additional point of damage.

Repair Construct, Extended
Type: Instant 2
Setup Time: 5 minutes
Duration: Instantaneous
Save: None (Harmless)

You spend a few minutes repairing a construct, healing it for 1d4 hit points per TL. Additionally, for a construct of your creation, this improves to 1d8 per TL.

Clockwork Construct II:
Type: Construct 2
Setup Time: 1 full round
Duration: 1 minute
Save: None

You craft a clockwork creature, quickly assigning it a task and letting it run. This is equivalent to Summon Monster or Summon Nature's Ally of the same level, except that the resulting creature is a construct. This removes all (Su), (Sp) or (Ps) abilities, but hit dice, saves, base attack bonus, feats, and skills do not change. Hit points remain mostly unchanged, but all Construct traits, including bonus hit points are gained.

Crusher Bot I:
Type: Construct 2
Setup Time: 1 full-round action
Duration: 1 minute
Save: None

You create a five-foot tall automaton, which immediately begins following instructions you programmed upon creation. This is functionally an Astral Construct (http://www.d20srd.org/srd/psionic/monsters/astralConstruct.htmAstral) of 2nd level, with the appropriate menu abilities.


Ballista Turret:
Type: Construct/Trap 3
Setup Time: 1 standard action
Trigger: None/Contingent Area (X creatures, 15x15, 300), Remote
Duration: 10 minutes
Save: Reflex Half

You create a massive turret capable of firing boulders, set to assault enemies. Once triggered, it fires at the targeted area each round, dealing 4d6 damage to a 15x15 area, with a reflex save for half. The turret is considered a Huge size Crossbow Turret in terms of durability, size, and targeting.

At TL 13 and 19, the size (and thus damage and durability) increases by a step.

Brawler Gauntlets:
Type: Gear 3
Setup Time: 1 standard action
Duration: 1 minute
Target: Personal (See Text)
Save: None (Harmless)

You fit already-charged gauntlets with a number of nasty gimmicks to stab, slice, smash and otherwise better maim your enemies. While active, you deal an additional 1d6 damage in bludgeoning, piercing and stabbing damage (total 3d6). Additionally, by expending 1 round of the duration as part of an unarmed melee attack, you can gain a burst of strength, dealing an additional 3d6 untyped damage.

At 10th level, and every three levels thereafter, the gauntlets improve, adding an additional 1d6 untyped damage to both the continuous bonus and the additional bonus. Additionally, at 13th level, you can target any willing creature with the contraption.

Element Gauntlets
Type: Gear 3
Setup Time: 1 standard action
Duration: 1 minute
Target: Personal (See Text)
Save: None (Harmless), see text

You fit already charged gauntlets with a variety chemicals to create a various elemental effects. While active, you can fire off a blast as a standard action, dealing 3d6 damage (Reflex Half) to a 10 foot radius, as well as applying a stacking status effect for 1 minute based on the element chosen when firing:

Acid: Lower AC by 1, Fortitude negates.
Cold: Lower Movement Speed by 1/3 (minimum 5), Fortitude negates.
Electricity: Impose -1 penalty to attack, Reflex negates.
Fire: Light on fire, Reflex negates.

Additionally, you may expend 2 rounds of the contraption as a free action to upgrade this effect to one of the following:

Acid: Sickened for 1d4+1 rounds, Fortitude reduces to 1 round.
Cold: Slowed for 1 round, Fortitude negates.
Electricity: Entangled for 1d4+1 rounds, Reflex reduces to 1 round.
Fire: Dazed for 1d2-1 rounds (minimum 0), Reflex negates.

At 10th level and every 3 levels thereafter, the damage increases by 1d6.

Blast Gauntlets:
Type: Gear 3
Setup Time: 1 standard action
Duration: 1 minute
Target: Personal (See Text)
Save: None (Harmless)

You fit already-charged gauntlets with a more offensive version of the above Element Gauntlets, simply firing explosive blasts at opponents. This allows you to use the Gauntlets as a ranged weapon that deals 3d6 (19-20/x2) blunt damage, has a range increment of 50 feet, and grants a bonus to attack equal to your intelligence.

Additionally, you may expend 1 round of the duration as a free action to enhance a single attack, making it have doubled damage, attack bonus from intelligence, and range.

At 10th level and every 3rd level thereafter, the damage increases by 1d6.

Gas of Lucifer
Type: Instant/Trap 3
Setup Time: 1 standard action
Trigger: None/Contingent Area (10 foot radius circle, 0), Remote
Duration: Instant
Target: 10 foot radius circle
Save: Reflex Partial (See Text)

You set a trap or ready a bomb filled with a nasty chemical gas, carefully stabilized until released. Upon trigger or detonation, the gas lights essentially anything in the area on fire, dealing 6d6 fire damage (Reflex Half). The substance continues to burn on those even partially damaged, dealing 2d6 damage each round for 1 minute (Reflex save each round). Even on a successful save to end the effect, it lasts one more round before finally ending.

At 11th level, and every four levels thereafter, the initial damage increases by 3d6 and the continuous damage increases by 1d6.

Repair Construct, Combat
Type: Instant 3
Setup Time: 1 standard action
Duration: Instantaneous
Save: None (Harmless)

As Repair Construct, Extended (see Level 2 Contraptions), except as noted.

Rapid Crossbow Turret:
Type: Construct/Trap 3
Setup Time: 1 Standard Action
Trigger: None, Area (5x5, 100)
Duration: 1 minute
Save: None

You place an automatically firing turret on the ground, setting it to fire at a certain area. This functions as a Crossbow Turret of one size below what it would normally be. However, in addition to this, the turret can fire multiple times a round, as if it had a base attack bonus of your TL. For example, at TL 13, it can attack at +13/+8/+3 plus Int mod.

Maw of Blades
Type: Trap 3
Setup Time: 1 standard action/10 minutes (see text)
Trigger: Area (5x5, 0), Remote
Duration: Instantaneous
Save: Reflex Partial

You set a few dozen blades connected to hinged arms against the walls, making sure their painted camouflage is in place. When the trap triggers, the blades release, tearing into the flesh of the unfortunate target and dealing 8d6 slashing damage. Thereafter, they are restrained by the blades, restraining them (treat as Entangled). A reflex save allows the victim to take half damage, and land adjacent to the trap rather than be trapped.

A trapped target takes damage whenever they try to act, taking 4d6 more slashing damage. They may spend a full-round action to escape, though this deals the damage for acting. Otherwise, they (and any other creature crossing the area) may spend two full-round actions to carefully navigate through the blades.

This trap works best in hallways - If it is used in another area, you must either accept lowered damage (4d6/2d6) and less restraints (requiring only a move action to quickly cross, or a full-round action to carefully cross), or set up an intricate pit trap to accompany it, taking 10 minutes. However, the pit trap has the benefit of also dropping the victim 5 feet, forcing a DC climb check for each action they make while within.

Shock Collar:
Type: Gear 3
Setup Time: 1 minute
Duration: 1 day/TL
Target: One creature
Save: See Text

With a successful touch attack, you attach a small, self-camouflaging contraption onto a humanoid victim, stuffed with ways to instantly kill as well as a sedative. On a failed Fortitude save, the victim immediately falls, paralyzed, allowing you to program the contraption - otherwise you must knock the victim unconscious in some other manner.

This allows you to set conditions for the victim's actions, forcing them to comply lest the contraption kill them in one of it's many ways. If the contraption is removed or tampered with, it will similarly trigger. Finally, it contains a store of another drug that helps push the victim into acquiescence. The victim must comply unless they succeed on a Will save, and even if they do succeed, the contraption will kill them if they disobey.

Decoy:
Type: Construct 3
Setup Time: 1 standard action
Duration: 1 minute
Save: None

You set up a humanoid-looking, medium-sized construct, applying both mundane disguises and minor glammer to it. Upon activation, the construct acts as the person it was programmed to mimic would, acting as a decoy. This acts as a Major Image of the person, but has the advantage of being an actual creature. It is a Construct (and has all Construct traits and features, except as noted), a base AC of 18 (before size and Dexterity modifiers), and your base saving throws. It is also proficient in any weapon it carries and can attack as if with a BAB equal to your TL, and has a Strength and Dexterity equal to your Intelligence.

By spending an hour on setting the contraption up, instead of 1 standard action, you can have the construct last for 1 day/TL, and give a somewhat convincing imitation of the person it is mimicking in speech. A Sense Motive check (DC equal to your normal save DC) reveals something amiss, but it is not obvious unless the check exceeds the DC by 10 or more.

At 10th level, you may make the construct Small sized. At 13th level, you may make it Large, at 16th, Tiny, and at 19th, Huge. These increase or decrease the construct's health as if it gained or loss constitution (e.g. Large Decoys get +2 hp/TL), and increase or decrease the construct's strength and dexterity.

Overclock: Targeted
Type: Instant 3
Setup Time: 1 standard action
Duration: 1 minute (see text)
Target: 1 creature (Touch Attack, Ranged 30 feet or Melee)
Save: Will/Fortitude Partial

With a thrown or thrust needle, you stab into the mind of any creature you successfully strike and overload their thought processes. The mental and physical stress puts the victim into paralysis for a short time, along with dealing 2d6 damage to each ability score. However, a successful Will or Fortitude save negates all but one round of the paralysis, and gets rid of the damage to the mental damage (Will) or physical damage (Fortitude). Two successful saves completely negates the effect.

Facade:
Type: Trap 4
Setup Time: 1 standard action
Trigger: Area (5x5, 0)
Duration: Instantaneous
Save: None

You setup a trap that carefully conceals another, making it all but impossible to detect. Not only does this hide the other trap, increasing the Search or Spot DC to find it by 20, it is also carefully designed to frustrate someone searching for it, forcing a Will Save to avoid being unable to search for traps for 1 hour.

Crusher Bot II:
Type: Construct 3
Setup Time: 1 full-round action
Duration: 1 minute
Save: None

You create a five-foot tall automaton, which immediately begins following instructions you programmed upon creation. This is functionally an Astral Construct (http://www.d20srd.org/srd/psionic/monsters/astralConstruct.htm) of 4th level, with the appropriate menu abilities.

Clockwork Construct III:
Type: Construct 3
Setup Time: 1 full round
Duration: 1 minute
Save: None

You craft a clockwork creature, quickly assigning it a task and letting it run. This is equivalent to Summon Monster or Summon Nature's Ally of the same level, except that the resulting creature is a construct. This removes all (Su), (Sp) or (Ps) abilities, but hit dice, saves, base attack bonus, feats, and skills do not change. Hit points remain mostly unchanged, but all Construct traits, including bonus hit points are gained.

r2d2go
2014-11-09, 02:12 AM
Lotus Disk:
Type: Instant 4
Setup Time: 1 standard action
Duration: Instantaneous
Target: 20 ft radius circle
Save: None

You mount several automatic crossbows on a disk, setting them to fire their one clip into a general area. When thrown, this contraption "attacks" each enemy in the target area. Due to the huge amounts of bolts flying, the attack is resolved with a modified attack roll with an additional +5 bonus to attack, dealing 1d8 damage per point the attack roll exceeds the target's armor class.

Blast Turret II:
Type: Construct/Trap 4
Setup Time: 1 round
Trigger: None/Area (30 foot cone, 100), Remote
Duration: 1 minute
Save: Reflex Half

This acts as Blast Turret, but enhanced to fire at a range and deal greater damage. It deals 1d6 damage per TL instead of the normal scaling (up to 10d6), and has an additional effect at TL 13 and 20 instead of 10 and 17.

Power Armor: Impact
Type: Gear 2
Setup Time: 1 standard action
Duration: 1 minute
Target: Personal (See Text)
Save: None

You fit already-charged armor with strength-enhancing motors, granting you a +8 circumstance bonus to Strength as well as Powerful Build and Power Attack. Additionally, as a free action once per round, you may spend 2 rounds of the duration to gain a secondary slam attack for 2d6 damage for one round, as well as shifting any amount of Power Attack penalty from your attack to your armor class.

At TL 13, you may instead fit an ally with this Gear, though it takes a full-round action. At TL 17, it is reduced to a standard action. Additionally, at TL 13 and every third level thereafter, the strength bonus increases by 1.

Power Armor: Celerity
Type: Gear 4
Setup Time: 1 standard action
Duration: 1 minute
Target: Personal (See Text)
Save: None

You fit already-charged armor with movement-enhancing motors, granting you a nonmagical Haste effect. Additionally, you may expend 2 rounds of the duration to cast the equivalent of Celerity, once per round.

At TL 13, you may instead fit an ally with this Gear, though it takes a full-round action. At TL 17, it is reduced to a standard action.

Power Armor: Distortion
Type: Gear 4
Setup Time: 1 standard action
Duration: 1 minute
Target: Personal (See Text)
Save: None

You fit already-charged armor with complex light distortion augments, making you functionally invisible. Additionally, you may expend 2 rounds of the effect to create additional images of yourself nearby, equivalent to a casting of Mirror Image. By doing so, enemies will only be able to hit random images until they are gone, at which point it becomes obvious you are invisible or have otherwise disappeared.

At TL 13, you may instead fit an ally with this Gear, though it takes a full-round action. At TL 17, it is reduced to a standard action.

Improvisation Gauntlets:
Type: Gear 4
Setup Time: 1 standard action
Duration: 1 hour
Target: Personal (See Text)
Save: None (Harmless), see text

You fit already charged gauntlets with a shapeshifting substance such as Shapesand, allowing you to create mundane objects for your use. With these gauntlets, you can produce any mundane object weighing less than 10 lbs/TL and worth less than 10 gp/TL as a standard action. These objects crumble to dust at the end of duration, but are otherwise identical to the normal object.

Unlike with spells such as Stone Shape, objects with complex parts can be made with no risk of failure with this contraption. Additionally, you get a bonus equal to your TL (up to +15) with any craft checks to make a complex object.

Crusher Bot III:
Type: Construct 4
Setup Time: 1 full-round action
Duration: 1 minute
Save: None

You create a five-foot tall automaton, which immediately begins following instructions you programmed upon creation. This is functionally an Astral Construct (http://www.d20srd.org/srd/psionic/monsters/astralConstruct.htm) of 6th level, with the appropriate menu abilities.

Clockwork Construct IV:
Type: Construct 4
Setup Time: 1 full round
Duration: 1 minute
Save: None

You craft a clockwork creature, quickly assigning it a task and letting it run. This is equivalent to Summon Monster or Summon Nature's Ally of the same level, except that the resulting creature is a construct. This removes all (Su), (Sp) or (Ps) abilities, but hit dice, saves, base attack bonus, feats, and skills do not change. Hit points remain mostly unchanged, but all Construct traits, including bonus hit points are gained.



Maw of Destruction
Type: Trap 5
Setup Time: 1 standard action/1 full round action
Trigger: Area (5x5, 0), Remote
Duration: Instantaneous
Save: Reflex Partial

You set blades of force to tear into any victim. When the trap triggers, the blades rip the unfortunate victim into pieces. On a failed Reflex save, any victim with a constitution score is immediately slain. Even if they save, the blades restrain the victim (treat as Entangled) and take 1d6/TL damage (up to 15d6).

A trapped target takes damage whenever they try to act, taking 4d6 more force damage. They may spend a full-round action to escape, though this deals the damage for acting. Otherwise, they (and any other creature crossing the area) may spend two full-round actions to carefully navigate through the blades.

This trap works best in hallways - If it is used in another area, you must choose between weakened effect (1d6/TL damage up to 15d6 on a failed save, and half that on a successful one) and less restraints (requiring only a move action to quickly cross, or a full-round action to carefully cross), or set up an intricate pit trap to accompany it. Unlike with less magically-assisted traps, this one can be set up quickly, taking only a full-round action.

Lotus Crossbow:
Type: Augment/Construct/Trap 5
Setup Time: 1 Standard Action
Trigger: None, Area (5x5, 100)
Duration: 1 minute
Target: Personal/None
Save: None

You mount several automatic crossbows onto a single firing mechanism, creating a huge turret or gauntlet-enhancement that fires dozens of bolts a second. As a Trap or Construct, this contraption functions as a Huge crossbow turret in durability and aiming. However, due to the huge amounts of bolts flying, the one attack each round is instead resolved with a modified attack roll with an additional +10 bonus to attack, dealing 1d8 damage per point the attack roll exceeds the target's armor class.

If used as a Gear, you can use the turret as a two-handed ranged weapon. This allows you to make attacks as if using an automatically-reloading crossbow with the Splitting enhancement (doubling each attack). Additionally, when firing this way, you attack as if with base attack bonus equal to your level. Alternatively, you may simply use it in the manner described for Trap or Construct, except that you aim it as a free action and fire as a full-round action. Because you are aiming the crossbow, you gain an additional +5 bonus to attack, on top of the normal bonus.

As a Gear, this contraption requires Charged Gauntlet to function.

Gas of Lucifer II:
Type: Instant/Trap 5
Setup Time: 1 standard action
Trigger: None/Contingent Area (20 foot radius circle, 0), Remote
Duration: Instant
Target: 20 foot radius circle
Save: Reflex/Fortitude Partial (See Text)

By enhancing Gas of Lucifer with a mixture of dioxygen flouride, you create an even more potent explosion, as well as a corrosive cloud of acid that eats away the flesh of your enemies. This is as Gas of Lucifer, but acid damage is appended (functionally doubling the damage dealt). Additionally, the acid damage takes Fortitude save, rather than Reflex save, to halve the initial damage or end the continuous damage per round.

At TL 15, as well as every 2 levels thereafter, the damage increases by 3d6 total (e.g. 12d6 to 15d6 at first), and the damage over time increases by 1d6 (e.g. 4d6 to 5d6 at first).

Petalstorm:
Type: Instant/Construct 5
Setup Time: 1 standard action
Duration: 1 minute
Target: Up to 1 creature/TL
Save: See Text

You let loose a swarm of tiny bots, each appearing to be a flitting, curved blade. Treat this as a Diminutive Swarm with 2/TL ht points that continuously surround targeted enemies. Their Swarm attack deals 10d6 damage, and they have a Distraction effect that causes a -4 penalty to attack rolls, AC, and saves (Will negates).

You may divide up this contraption, splitting the damage into any number of portions. Any target that takes 5d6 damage or more takes the full Distraction penalty, while targets taking less take half the penalty.

Crusher Gauntlets:
Type: Gear 5
Setup Time: 1 standard action
Duration: 1 minute
Target: Personal (See Text)
Save: None (Harmless, See Text)

You fit already-charged gauntlets with a larger casing and energized steel. While active, you deal an additional 3d6 damage bludgeoning and 3d6 untyped damage with your unarmed melee attacks. Additionally, by expending 2 rounds of the duration as a standard action, you may punch the ground and create a shockwave, dealing your melee damage to all within 30 feet (Reflex Half), as well as knocking those who fail their save prone and stunning them for 1 round.

At 16th level and every 3 levels thereafter, you deal an additional 1d6 of each type of damage with each attack.

Overseer Gauntlets:
Type: Gear 5
Setup Time: 1 standard action
Duration: 1 minute
Target: Personal (See Text)
Save: None (Harmless, See Text)

You rig already-charged gauntlets with powerful chemical mixtures and targeting systems, allowing you to fire a blast as a standard action, dealing 3d10 damage (Reflex Half) to a 10 foot radius, as well as applying a stacking status effect for 1 minute based on the element chosen when firing:

Acid: Sickened for 1d4+1 rounds, Fortitude reduces to 1 round.
Cold: Slowed for 1 round, Fortitude negates.
Electricity: Entangled for 1d4+1 rounds, Reflex reduces to 1 round.
Fire: Dazed for 1d2-1 rounds (minimum 0), Reflex negates.

Additionally, you may expend 2 rounds of the contraption as a free action to gain a nonmagical True Seeing effect for 1 round.

At 16th level and every 3 levels thereafter, the damage increases by 1d10.

Hellfire Gauntlets:
Type: Gear 5
Setup Time: 1 standard action
Duration: 1 minute
Target: Personal (See Text)
Save: None (Harmless, See Text)

You rig already-charged gauntlets with the heavy chemical explosives, allowing you to fire powerful blasts of energy. This allows you to use the Gauntlets as a ranged weapon that deals 3d10 (19-20/x2) untyped damage, has a range increment of 50 feet, and grants a bonus to attack equal to your intelligence. Additionally, each attack deals half splash damage to those within 5 feet (reflex half), including the target if the attack misses.

Additionally, you may expend 1 round of the duration as a free action to enhance a single attack, making it have doubled damage, attack bonus from intelligence, range and area.

At 16th level and every 3rd level thereafter, the damage increases by 1d10.

Colossus Armor:
Type: Gear 5
Setup Time: 1 standard action
Duration: 1 minute
Target: Personal (See Text)
Save: None (Harmless)

You rig already-charged armor with an exoskeleton to make you massive, granting you a nonmagical size increase, with normal statistic gain (e.g. +8 strength, +4 constitution, -2 dexterity for medium to large). Additionally, you gain a Trample attack for 4d6 damage that can be used on any creature less than your size.

Crusher Bot IV:
Type: Construct 5
Setup Time: 1 full-round action
Duration: 1 minute
Save: None

You create a ten-foot tall automaton, which immediately begins following instructions you programmed upon creation. This is functionally an Astral Construct (http://www.d20srd.org/srd/psionic/monsters/astralConstruct.htm) of 7th level, with the appropriate menu abilities.

Clockwork Construct V:
Type: Construct 5
Setup Time: 1 full round
Duration: 1 minute
Save: None

You craft a clockwork creature, quickly assigning it a task and letting it run. This is equivalent to Summon Monster or Summon Nature's Ally of the same level, except that the resulting creature is a construct. This removes all (Su), (Sp) or (Ps) abilities, but hit dice, saves, base attack bonus, feats, and skills do not change. Hit points remain mostly unchanged, but all Construct traits, including bonus hit points are gained.



Power Armor: Juggernaut
Type: Gear 6
Setup Time: 1 standard action
Duration: 1 minute
Target: Personal (See Text)
Save: None (Harmless)

You rig already-charged armor with living steel, making you unstoppable in combat. This grants you a +12 bonus to strength, as well as a +20 bonus to breaking things and bull rushes. Additionally, you may spend 2 rounds of the duration to gain the ability to charge through obstacles, gaining a free bull rush on them if a creature that deals 2d6+str damage on an attack, and a free break attempt on inanimate obstacles.

Power Armor: Wraith
Type: Gear 6
Setup Time: 1 standard action
Duration: 1 minute
Target: Personal (See Text)
Save: None (Harmless)

You rig already-charged armor with half mechanical, half magical parts to make yourself entirely free in your movement. This grants you the equivalent of Etherealness that can be toggled as a free action as well as Freedom of Movement. Additionally, you may expend 1 round of the duration as a free action to make a single attack from Etherealness - this makes the attack a touch attack as well as from invisibility.

Power Armor: Bastion
Type: Gear 6
Setup Time: 1 standard action
Duration: 1 minute
Target: Personal (See Text)
Save: None (Harmless)

You rig already-charged armor with nearly indestructible plating, making you nigh-invincible. This grants you a +10 armor bonus to AC on top of existing armor, as well as granting you DR/- equal to your TL. Additionally, you can expend 2 rounds of the duration as an immediate action to make yourself completely immune to all attacks for the rest of the round. However, if you do, you cannot make further actions for that round.

Crusher Bot V:
Type: Construct 6
Setup Time: 1 full-round action
Duration: 1 minute
Save: None

You create a fifteen-foot tall automaton, which immediately begins following instructions you programmed upon creation. This is functionally an Astral Construct (http://www.d20srd.org/srd/psionic/monsters/astralConstruct.htm) of 9th level, with the appropriate menu abilities.

Clockwork Construct VI:
Type: Construct 6
Setup Time: 1 full round
Duration: 1 minute
Save: None

You craft a clockwork creature, quickly assigning it a task and letting it run. This is equivalent to Summon Monster or Summon Nature's Ally of the same level, except that the resulting creature is a construct. This removes all (Su), (Sp) or (Ps) abilities, but hit dice, saves, base attack bonus, feats, and skills do not change. Hit points remain mostly unchanged, but all Construct traits, including bonus hit points are gained.

Improvised Contraption
Type: All 6
Rest: See Text

You instantly mimic a contraption of a lower level with spare parts, making it without previously preparing it. This allows you to set up any contraption of 5th level or lower.

Augments function as Metamagic, except they modify Contraptions instead. Like Metamagic Feats, they modify the Contraption Level and thus the slot it takes up in the Dungeon Engineer's daily allotment of contraptions. The following Augments are what I have translated or created, but most metamagic feats can be made into Augments.

Enlarge Blast:
Cost: 1 level
This Augment doubles the size of any effect and trigger areas of the contraption (but not trigger range, nor trigger areas of 5x5). For example, a Dust Bomb would explode in a 20 foot radius of dust, followed by an explosion that hits all within 20 feet of the cloud. Additionally, the trigger area at range 0 (20x20) would increase. However, the range would not increase, and the trigger area of the launched dust bomb (5x5) would not increase.

Advanced Contraption:
Cost: X levels
This Augment advances a contraption in order to increase saving throw DCs, as well as increasing its strength. For each contraption level raised, you create the contraption at +1 TL, in addition to increasing saving throw DCs and other contraption-level based variables.

Seeking Turret:
Cost: 2 levels

This Augment makes it so that a Turret (a summon that generally only fires in one area) will aim at enemies. You may aim it at any square or creature as a free action, up to once per turn.

Enhance Summon:
Cost: 0 levels
This Augment increases the strength and constitution of any Summon by 4. If it is a Turret, the turret deals +1 damage per die of damage instead, and gets +2 to any attack rolls.

Power Contraption:
Cost: 1 level
This Augment functions as Empower Spell for a Contraption.

Piercing Contraption:
Cost: 1 level
This Augment makes contraptions better at piercing defenses. A contraption augmented this way ignores DR and energy resistance, and deals half damage against an enemy immune to a type of energy.

Swift Contraption:
Cost: 2 levels
This Augment allows you to set a contraption as a Swift action instead of a Standard action, or a Move action instead of a Full-Round action.

Extended Contraption:
Cost: 1 level
This augment greatly increases the duration of a Contraption. Durations measured in rounds become measured in minutes, minutes become measured in hours, and hours are multiplied by 10.

Twin Contraption:
Cost: 2 levels
This augment allows you to make two copies of a Contraption to be set with a single action. This means that the contraptions have functionally the same point of origin, the same area, the same triggers, ect.

Elemental Contraption:
Cost: 0 levels
This augment allows you to add a certain type of elemental energy to a Contraption, making any damage (even physical damage) dealt become that energy type.

Enhanced Elemental Contraption:
Cost: 2 levels
Prereq: Elemental Contraption
This augment allows you to deal the energy type noted in Elemental Contraption in addition to the normal damage of the contraption, effectively doubling the damage.

Lasting Construct:
Cost: 1 or 2 levels
This augment allows a Construct contraption of your choice to last a full day. If you spend 1 level, the Construct requires a swift action to direct each turn, and if you spend 2 levels, the Construct is fully autonomous.

Permanent Construct:
Cost: 2 levels
Prereq: Lasting Construct
This augment allows you to make a permanent ally with a Construct contraption. This costs you 250*Construct Level squared in gold pieces, as well as 2*Construct Level experience.

MrNobody
2014-11-10, 08:37 AM
Trapcaster

“Think carefully about your next step: it could be your last!”. Daedalon Kydon, gnome trapcaster.

A Trapcaster is a scholar who devotes his life to the understanding of dungeons and their essence: traps. Unlike mundane trapmakers and hunters that seek to create perfect and deadly traps through their craft expertise, a Trapcaster chooses to also walk the path of magic and establish a link with the Archtypical Dungeon, a demiplane floating in the Astral plane which contains a copy of every trap ever created in the multiverse.
Channeling raw magic through this link, a Trapcaster is able to open small portals and conjure those traps at his service.


Adventures: the reasons that push a Trapcaster to adventure are almost the same that most adventures share: money, fame, duty, necessity. There are also instances of small (and arguably slightly insane) group of Trapcasters who start adventuring for the purpose of gaining enough power to travel to the Archetypical Dungeon where they intend to test their abilities, living up to their ethos “beating every trap or dying trying”.

Characteristics: a Trapcaster is a fine scholar that studies dungeons and traps in their purest form: the Archetypical Dungeon, a demiplane floating in the Astral Plane where improved duplicates of every trap existing in the multiverse are housed. He has spent years studing this demiplane composed entirely of trapped rooms and corridors and learnt to attune himself to it, thus gaining the ability to call forth traps out from it with an unique form of magic called Trapcasting, similar to summoning spells. A Trapcaster enhance continuously his link with the Archetypical Dungeon, learning how to summon increasingly deadlier traps.
In his intense studies the Trapcaster also learns to become familiar with “normal traps”, learning how to find, evade and disable them, and basic defensive combat gear such as compact armors and shields.

Alignment: Trapcaster can be of any alignment, but have a slight preference for the lawful side of the axis. This tendency can come from either the mental order required to summon the power of the Archetypical Dungeon either the connection that such demiplane has with Mechanus, the plane of Law.

Religion: Trapcaster’s faith can be directed towards a vast range of gods: patrons of secrets, patrons of craft, earth gods and Underdark deities are the most common but every god is suitable to be revered by a Trapcaster. Trapcasters that are particularly faithful to their gods often take service in hidden shrines and temples with the mission of protecting it from unwanted intruders.

Background: Becoming a Trapcaster, like becoming a Wizard, is a matter of dedication. The would-be Trapcaster must spend years trying to understand the basis of plane’s nature and to attune himself to the Archetypical Dungeon. This often requires a mentor but many Trapcaster are self-taught thanks to some kind of innate connection to that demiplane or simply for an extraordinary intelligence.

Races: Trapcasters, though uncommon, can be found within almost every races. Most famous Trapcaster were born from races usually known to dwells in dungeons, to have a special connection with craftsmanship or whose society have a reclusive attitude. Because of this Trapcasters are most likely to be elves (expecially drows), kobolds, dwarves and gnomes.

Other Classes: Trapcaster get along expecially well with scouts, rangers and other hunter and assassin-like classes: they often cooperate, as the magical traps of a Trapcasters supplement the hunting skills of those classes.
Even though they share some class abilities, Trapcasters despise rogues and barbarians that are accused of ruining their traps (via Trapfinding) or making them useless (via Trapsense).
For the same reason, Trapcasters are unlikely to cooperate with other Trapcasters, often seen as competitors and saboteurs.

Role: In combat, Trapcaster are able in ground control, being capable of filling the battleground with deadly traps in a scarce few seconds. Dungeons are their natural environement and in a fight inside its corridors and room Trapcasters can prove decisive. Out of battle Trapcasters prove good at scouting and clearing the path for their fellows, expecially in an urban or underground environement.

Adaptation: This class has a strong link with the Archetypical Dungeon, an homebrew demiplane. If the DM doesn’t want to add this plane to its cosmology, Trapcasters can be linked to the Eternal Maze, the 600th layer of the Abyss, home to Baphomet. In this case the DM may want to modify the alignment requirements for this class, opening it only to Evil or Chaotic characters..

GAME RULE INFORMATION
Trapcasters have the following game statistics.
Abilities: Intelligence is the most important ability for a Trapcaster, being the base for his Trapcasting and providing him more skill points. An high Dexterity is useful for an higher AC, initiative and some class skill while an high Constitution compensates for the low hit dice and the poor Fortitude save.
Alignment: Any.
Hit Die: d4
Starting Age: As Wizard
Starting Gold: As Rogue.

Class Skills
The Trapcaster's class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Climb (Str), Craft (any) (Int), Disable Device (Int), Escape Artist (Dex), Jump (Str), Knowledge (dungeoneering) (Int), Knowledge (architecture and engeneering) (Int), Knowledge (the planes) (Int), Listen (Wis), Open Lock (Dex), Profession (Wis), Search (Int), Spot (Wis), Tumble (Dex), Use Magic Device (Cha), Use ropes (Dex).

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

CLASS NAME


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Traps per day


1st

+0

+0

+2

+2
Trapcasting; Darts Volley; Tensing wire; Trapfinding

4 + Int


2nd

+1

+0

+3

+3
Trapsense +1

5 + Int


3rd

+2

+1

+3

+3
Poisonous Arrow

6 + Int


4th

+3

+1

+4

+4
Trapchain 1/day (2 traps)

7 + Int


5th

+3

+1

+4

+4
Trap hole

8 + Int


6th

+4

+2

+5

+5
Trapsense +2

9 + Int


7th

+5

+2

+5

+5
Magic Trap (0 -1st - 2nd)

10 + Int


8th

+6

+2

+6

+6
Trapless step

11 + Int


9th

+6

+3

+6

+6
Swinging Weapon

12 + Int


10th

+7

+3

+7

+7
Trapsense +3

13 + Int


11th

+8

+3

+7

+7
Falling cage

14 + Int


12th

+9

+4

+8

+8
Trapchain 2/day (3 traps)

15 + Int


13th

+9

+4

+8

+8
Magic Trap (3rd - 4th)

16 + Int


14th

+10

+4

+9

+9
Trapsense +4

17 + Int


15th

+11

+5

+9

+9
Rolling Boulder

18 + Int


16th

+12

+5

+10

+10
Trapchain 3/day (4 traps)

19 + Int


17th

+12

+5

+10

+10
Crushing Room

20 + Int


18th

+13

+6

+11

+11
Trapsense +5

21 + Int


19th

+14

+6

+11

+11
Magic Trap (5th - 6th)

22 + Int


20th

+15

+6

+12

+12
Trip to the Archetypical Dungeon

23 + Int



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

Weapons and armor proficiencies: a Trapcaster is proficient with simple weapons, light armors and shields (except tower shields).

Trapcasting (Sp): the main ability of a Trapcaster allows him to create a temporary link between the plane where he is and a tiny portion of the Archetypical Dungeon, summoning a trap out from it.
Every day a Trapcaster can summon a number of traps equal to 3+his level+his Int modifier. The allotment replenishes itself every morning after 8 hours of rest.

To summon a trap a Trapcaster must select a “trigger” that may be a 5 ft. square or a Tiny or smaller unattended object (typically the handle of a door or a drawer, or a movable object like a small statue). Once selected the trigger for a particular trap it cannot be changed. The type of trap that can be cast is determined by your Trapcaster level: each type of trap and the level you need to cast it is shown below. The trigger must be at close range (25 ft + 5ft for every 2 Trapcaster levels) when the trap is conjured.
Once set, the trap remains dormant until somone activate the trigger by moving through it (in the case of a square) o touching / moving it (in case of an object). When triggered, the trap reacts as written in its description. If this doesn’t occur within a number of minutes equal to your Trapcaster level the trap fails and it’s wasted.
The size of the creature that triggers the trap is not relevant because traps adapt automatically to affect it: if a trapcaster sets a trap hole trigger on a 5ft square and a colossal creature passes in that square the hole that opens in the ground is as large as the space occupied by the colossal creature.
The damage dealt by the traps is unaffected by the size of their target.

If a trap requires the target to make a save the DC is equal to 10 + half Trapcaster level + his Int. modifier. Spell Resistence applies against traps created via Trapcasting and the Trapcaster uses his class level as Caster Level.
A creature with Trapfinding can attempt to find and disable a trap created via Trapcasting: the DC for both actions is 20 + your Trapcaster level.
A trapcaster is immune to his own traps and does not trigger them. A trapcaster can dismiss one of his trap (dormant or already triggered) using a move action.

Using Trapcasting is nor arcane nor divine magic, but uses a different kind of energy that naturally flows from the Archetypical Dungeon. Because of this, a Trapcaster doesn’t need any component or focus, isnt’ required to make any concentration check and ignores the arcane spell failure imposed by armors and shields. Using Trapcasting is a standard action that doesn’t provoque attacks of oppotunity.
Trap are sensible to certain types of magic: spells that suppress magic (dispel magic, break enchantment and so forth) dispel a trap as if it were a spell. A trap works in a way similar to conjuration (summoning) spells so anything that would block a spell from that school also prevents a trap from working. A trap may be targeted with banishment, dismissal or similar spells: roll the Will save for those spells using the Trapcaster bonus. On a save the trap is dispelled.

A trap is considered an effect of the same alignment as the Trapcaster that casts it when interacting with spells like protection from evil, magic circle against evil, mantle of evil. For example traps conjured by a Chaotic Good trapcaster are considered to be good and chaos aligned effects.

Tensing wire (Level 1): [5 ft square trigger only] when a creature move through the trigger square (land speed only) a thin, trasparent (not invisible) tensing wire is summoned. A creature passing through that square must make a Reflex save or be tripped, becoming prone. Starting at 4th level, when the wire successfully trips a creature it breaks in two halves that clings around the target: resolve this as a grapple check on which the trap has a bonus equal to the Trapcaster level plus his Intelligence modifier. The broken wire continues grappling for 3 rounds and if the victim manages to escape it instantly vanishes. From 8th level the wire can adjust its position and is now able to affect even flying, burrowing or swimming targets than can now trigger the trap. A flying creature that fails its save loses 20ft of altitude: should this descent cause it to touch the ground, it falls prone and take the appropriate falling damage. Burrowing or swimming creatures that fail their save lose all their remaining movement and cannot use a move action to move in their current round. At 12th level the wire becomes made of pure force making it able to affect (trip and grapple) incorporeal creatures, who suffer the same effect as swimming creatures. The wire has hardness equal to half your Trapcaster level and HPs equals to twice your level.

Darts volley(Level 1): when a target triggers this trap a volley of darts is conjured and shot at it. The attack deals 1d4 piercing damage per class level (Reflex halves). At 4th level the Trapcaster can choose the material of the darts (adamantine, silver, cold iron, etc); at 8th level he can choose their alignment in addition to the material fo the purpose of overcoming Damage Reduction; at 12th level the darts become also able to hit incorporeals.

Poisonous arrow (Level 3): when a target triggers the trap a single arrow dripping with gooey poison is shot at it with deadly precision. Resolve this as a ranged attack, rolled with a bonus equal to the Trapcaster level plus his Intelligence modifier. On a succesful hit it deals 1d8 of piercing damage plus the Trapcaster Intelligence modifier, doubled on a critical. The trapcaster can also choose to add to the arrow any injury poison whose Craft DC is equal to or lower than 10 + Trapcaster Level.
The DC used to resist the poison is the normal DC for Trapcasting or the original DC for the chosen poison, whichever is higher.
At 7th level the arrows deals 1d10+1 and ½ Int, at 11th 2d6+ twice Int and at 15th 2d8+thrice Int.

Trap hole (Level 5): when the trap is triggered an extradimensional, huge, deep pit opens under the target. The depth of the pit is of 20ft plus 10 ft per Trapcaster level. A succesfull Reflex saves allows to avoid falling inside the pit (and the pit vanishes) but those who fail the save take falling damage as appropriate. The pit is as wide as the space occupied by the target creature and is climbable with a DC 20 Climb check (25 base for rough surface, +5 slippery, -10 you can brace agains opposite walls). A creature can fly out from the pit but cannot teleport out unless the teleportation effect works across planes. The pit vanisher 5 round after being triggered.
From 10th level the pit is filled with hurricane-like winds that halve the speed of flying and climbing creatures that fail a Fortitude check every round thet want to move. From 15th level the pit itself can use a greater dispel magic effect as an immediate action to counter or dispel any effect that prevents falling damage (such as feather fall).

Magic trap (Level 7-13-19): you can call on the power of magic to set a trap that mimic spell taken from wizard, druid or cleric list. The highest level of the spell you can mimic is set by your Trapcaster level: 0 - 1st-2nd at level 7, 3rd and 4th at level 13 and 5th and 6th at level 19. Only spells that have a target or the “area” entry in their description and has a casting time equal or lower that a fullround action can be made into traps. In the first case the target of the spell is the creature that triggered the magic trap. If the spell require an attack roll (such as shocking grasp or scorching ray), the modifier to this roll is you Trapcaster level + Int modifier.
In case of an Area of Effect spell, the area is reduced only to the square occupied by the trap.
The others details of the spell (duration, damage) works like stated in the spell description and they are cast at a Caster Level equal to your Trapcaster level.

Swinging Weapon (Level 9): when activated, the trap conjure a swinging weapon that deals huge damage (bludgeoing - hammer, slashing - scythe, piercing - lance) on a succesful melee attack (bonus on the roll equal to trapcaster level + Int modifier). The damage is 4d6+twice Int. modifier, critical multiplier x3. The weapon keeps on swinging for 3 rounds on the trigger square or in any square of the targets space (Trapcaster’s choice). The swinging weapon crosses only the chosen square: while swinging, the weapon vanishes when her movement would led her out from that space and shows up again when it crosses the square.
Every time a creature moves through that square it must make a Refl save. If it fails, roll the melee attack and resolve as usual.
At 15th the critical range becomes 19-20, the multiplier x4, and the weapon gain the following magical ability: vorpal (scythe), clouting (complete arcane, hammer), brilliant energy (lance).

Falling cage (Level 11): when activated, the trap conjures a solid cage that fall on those who passed on the selected square. The target is trapped inside an unmovable cage made of adamantium (100 pf, hardness 20) for 5 rounds. The bars of the cage are imbued with eldritich energy that deal 2d6 of damage to those who touch them with bare hands (Fort. negates) and the area inside the cage is affected by a silence spell. A succesfull reflex save negates being trapped and makes the trap vanish.
At 16th level, the area inside the cage becomes affected by an antimagic field instead of silence and the damage dealt by the bars becomes 4d6.

Rolling boulder (Level 15): when triggered the trap conjures a 5 ft radius, heavy, stony boulder that falls on the head of the creature who triggered the trap. A Reflex save halves 15d6 damage. The boulder then starts rolling on the ground straight in a direction of your choice for a distance equal to 5ft per Trapcaster level before vanishing: everything on its path must make a Reflex save to halve 10d6 damage. If the boulder hits an obstacle (a rock, a wall, a door) it inflicts normal damage and if the damage is enough to destroy the obstacle the boulder continues rolling along its path. If the obstacle is not destroyed, the boulder crumbles to pieces and vanishes (but the obstacle still takes the damage). Typically a rolling boulder can do enough damage to pass through any kind of door and, with a bit of luck, to break through some kind of walls.
At 20th level the falling boulder initial damage become 25d6, its radius is raised to 10ft and the damage taken by the creatures on his path while moving is raised to 15d6.

Crushing room (Level 17): when activated, this trap conjures four thick force walls and force floor and ceiling all around the target. A creature must make a Reflex save to avoid being trapped. A failed save means it is trapped and the “room” starts shrinking around it. After 2 rounds (in which the trapped creature may act freely but it’s considered as grappled due to the narrow space) the creature must make a Fortitude save as the walls squash it: if it fails, the creature is instantly slain. If it’s successful it takes enough damage to be brought to -1 HPs, stabilized. In both cases, after resolving the effect, the “room” vanishes. This physical crushing effect affect even incorporeal and amorphous creatures.

Trapfinding. At level 1 a Trapcaster can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.
Trapcasters can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.
A Trapcaster who beats a trap's DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.

Trapsense (Ex): Starting at 2nd level, a Trapcaster has an intuitive sense that alerts him to danger from traps, giving him a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise by +1 every four Trapcaster levels thereafter (+2 at 6th, +3 at 10th, +4 at 14th, +5 at 18th). Trap sense bonuses gained from multiple classes stack.

Trapless step (Ex): From 8th level a Trapcaster is so attuned with all existing traps that they doesn’t recognize him as a target. A Trapcaster never triggers a mundane trap, and a magical trap has 50% possibility of not being triggered by a Trapcaster.

Trapchain (Sp): at 4th level, once per day a trapcaster can spend two uses of his trapcasting as a fullround action to summon two traps of the same type, which can’t be more than 30ft apart one from the other. The traps can be of any type the Trapcaster can cast and have different triggers but must be both of the same type and use the same options. If summoning two Magic traps using this ability a Trapcaster must choose the same spell for both, if summoning a dards volley must choose the same alignment and material and so on.
At 12th level a Trapcaster gains an additional use per day of this ability and can spend 3 uses to summon 3 traps of the same type. At 16th level he gains an additional use per day and can spend 4 uses to summon 4 traps of the same type.

Trip to the Archetypical Dungeon (Sp): At 20th level a Trapcaster reaches the peak of his power, gaining the ability to send one enemy in an isolated area of the like Archetypical Dungeon from where the target can escape only through a sharp mind, lighting reflexes and a huge dose of luck. This effect, usable as a standard action, works like maze spell but each round in which a trapped creature fails its Intelligence roll to escape, the Trapcaster can choose to spend a trapcasting use as immediate action to have the creature inside the maze to be affected by one of his traps. Effects that prevents the victim from moving (Crushing room, Falling cage or a Magic trap using spells like Ghoul touch) last a maximum of 3 round during which the trapped creature cannot attempt an Intelligence roll to escape the maze.

MrNobody
2014-11-10, 08:53 AM
Additional material.

THE ARCHETYPICAL DUNGEON


It is the home of deadly traps.
It is where ominous projects found realization.
It is the perfect dungeon.
The Archetypical Dungeon is the demiplane of traps. It consists in thousand of rooms and corridors connected randomly by stairs, elevators and other joints, all concurring to form a unique giant build floating in the Astral Plane.
The demiplane exists only to fulfill the dreams of the thousands of architects and trapmakers that in their lives have built or even dreamt of a trap: every time a trap is imaginated somewhere in the multiverse (it isn’t even necessary that it is actually built), an exemplar of that trap sprouts out on the plane, often along with a copy of the room or corridor where it is housed. This trap is perfect: it works at its best, just like in the imagination of those who first thought about it.
Trap after trap, the demiplane becomes bigger and more lethal.
The Archetypical Dungeon hold a copy of every trap ever imaginated and created, ranging from the simple alarm trap on the door of a common merchant’s house to the many trapped room of the Tomb of Horrors, and because of this it is considered the deadliest dungeon in the multiverse.

Archetypical Dungeon Traits
The archetypical dungeon has the following traits.
Normal gravity.
Erratic time: each room in the Archetypical Dungeon is a more perfect version of a room existing or existed somewhere in the multiverse and is also linked to the flowing of time in the plane in which the original is located. Every time someone enters a new room, roll on the example chart given at page 10 in Manual of the planes to see how times flows inside it.
Finite, but growing: the Archetypical Dungeon is limited to the rooms that compose it. It is, in fact, a colossal building floating in the astral plane. Even if limited in space, it is not static: every time somewhere in the multiverse a new trap or builds a room or corridor protected with trapsare created, a new trap or room sprout out in the Archetypical Dungeon.
Alterable Morphic.
Mildly Law-Aligned.
Enhanced Trapcasting: a Trapcaster in the Archetypical Dungeon has the DC of the saving throws to resists the traps he conjures using the Trapcasting ability raised by 2. In addition, traps created using Trapcasting in the Archetypical Dungeon suffer no ill effect from spells like Dimensional Lock and Banishment, though they can normally be dispelled.

Archetypical Dungeon Links.
The access to the Archetypical Dungeon is easy: dozen of doors can be fond in its perimeter so anyone that is travelling in the Astral Plane could easily open one of these doors and enter the demiplane. The demiplane is also positioned halfway from both Mechanus and the Elemental Plane of Earth (where the ordaining force that comes from the first meets up with the raw stony materian produced by the second) so it’s easy to find.
Another way to reach the Archetypical Dungeon is to fall into a trap: it appears that every time an intelligent creature (Int 12 or more) fall into a trap there is a small possibility (equal to rolling 100 twice consecutively on two d100 rolls) that it vanishes and it’s teleported in the room of the Archetypical Dungeon where the replica of the trap it fell in is located.

Archetypical Dungeon Inhabitants.
The archetypical dungeon is mostly deserted, being so full of traps that only few creatures can survive inside it for more than a few hours. There are, however, some kinds of creatures who dwells inside this lethal complex.
• The “Dungeonsmashers”, a tribe composed by a few dozens of Axiomatic - Half Earth Elementals - Minotaurs Barbarians, the true inhabitants of this demiplane (both the templates are found in Manual of the planes. Apply Axiomatic first). They live for the only purpose of beating every trap inside the Archetypical Dungeon and constantly train to reach this goal. They are not evil but they tend to consider every other creature they found inside the Dungeon as a suitable way to test their abilities and they attack it without remorse. This creatures can breed but they are also generated by the demiplane itself that seems to work actively to keep their number around the hundred.
• Few Ethereal flitchers (Monster Manual) sometimes grow the odd ability to jump in the Astral Plane and, from there, to other planes and demiplanes. This little planar thieves like to use the Archetypical Dungeon as their own vault where to put their stolen treasures.
• Sometimes traps involve the presence of monsters, such as aberrations, undeads or oozes. In few occasions these creatures manage to break free and starts dwelling around in the Dungeon.

Features of the Archetypical Dungeon.
At a first glance, the Archetypical Dungeon is a patchwork of rooms and passages build in different styles coming from the most wildly different environements, both temporally, geographically and culturally: you could exit a kobold cave just to enter a room with a furniture typical of the cali****e Shoon Imperium, walk down a small, low-roofed aisle decorated with gnomish statues and come into a vast hall that emulates one you could see in Xen’drik, in the long forgotten Obsidian City.
Visitors can freely go around the Dungeon, but they must be incredibly careful: every new location not only contains the trap it was deigned for but often also houses one or more of those traps that were only imagined but never built by their creators (called “aborted traps” or “orphan traps”).
Since traps have always the role of pretecting a valuable item or place, the demiplane includes copies of legendary places (like the Tomb of Horrors or the Temple of Elemental Evil), often shatterd between its many floors, and it’s also said to keep a copy of all the relics and magical treasures that those rooms where holding.


FEATS


The feats you find in the spoiler below are meant to expand the abilities of a Trapcaster. Among them you will find general feats, feats that try to facilitate multiclassing and feats that modify the effects of traps created via Trapcasting.

Favored Trap.
The constant use of a trap you like most has enhanced it’s chances to be deadly.
Prerequisite
Trapcasting class feature.
Benefit
Choose a type of trap you can create with your Trapcasting ability. You get a +2 on the DC for the saving throws to resist the trap’s effect.

Sneaky Traps.
As expected from an experienced trap-master like you, your traps are harder to find and disable.
Prerequisite
Trapcasting class feature, Knowledge (architecture and engeneering) 5 ranks.
Benefit
The DC that a creature with Trapfinding ability must overcome to find and disable the traps you created via Trapcasting is raised to 25+your Trapcaster level.

Patient Snare.
You know the value of time and the art of waiting and you are able to make your own traps last longer before they are triggered.
Prerequisite
Trapcasting class feature, Trapcaster level 6.
Benefit
Traps you create with your Trapcasting ability can stay dormant for 10 minutes for every your Trapcaster level before wearing off.

Selective Trap.
You know that your allies could be harmed by your traps, so you learned how to protect them.
Prerequisite
Trapless step class feature.
Benefit
When you create a trap via Trapcasting you can choose a number of your allies not greater than your Intelligence modifier.
The chosen allies don’t trigger your trap if passing through of touching the trigger square or object.

Trapping Tracker.
You discovered how to mix your love for the hunt with your passion for deadly traps becoming a unstoppable killer for your favored preys.
Prerequisite
Trapcaster level 2, Favored enemy class feature.
Benefit
Your levels in Trapcaster and Ranger classes stack for the purpose of determining your Trapsense bonus (a Ranger 2/Trapcaster 8 would have Trapsense +3). They also stack when determining your Favored enemy bonus, but not for granting you extra favored enemies. A Ranger 2/Trapcaster 3 would have his favored enemy bonus raised by 2 (from +2 to +4) but wouldn’t have gained another type of favored enemy.
At last, you can add your favored enemy bonus to the DC and any damage roll of the traps you created with Trapcasting when they are triggered by a creature that is of a type (and eventually subtype) you chose as favored enemy.

Trapstealer.
By studying the different ways of magic you have learned to steal power from other spellcasters and you it to create traps against them.
Prerequisite
Magic trap class feature, Steal spell class feature.
Benefit.
Your Trapcaster and Spellthief level stack for determining the total number of traps you can cast in a day and you maximum number of stolen spell levels.
In addition, when a character with this feat steals a spell of a level he can use to create Magic trap and that meets all the requirements of that ability, he can use a swift action to use the stolen spell and conjure a Magic trap that uses it. When the trap is triggered the spell is resolved as if it was casted by the spellcaster it was stolen from and no Trapcasting use is expended.

Spiked Pit.
You fill your Trap Hole with deady spears that impale any falling victim.
Prerequisite
Trap hole class feature.
Benefit
When you conjure a Trap hole you can choose it to be a Spiked Pit. The bottom of the hole is now filled with spears: the damage taken by any falling creature is increased by one half and is considered magical piercing damage and not falling damage.

Flooded Pit.
The pits you summon are filled with water to drown your incautious enemies.
Prerequisite
Trap hole class feature.
Benefit
When you conjure a Trap hole you can choose it to be a Flooded Pit. The water inside the pit has no bottom and lowers the falling damage that a trapped creature takes on a failed save according to the “Falling into water” rule (Dungeon Master Guide, p. 303).
The water inside the pit is whirling and stormy and a trapped creature must make a Swim check against the normal DC for this trap or be pushed underwater.
The water inside the pit that is take outside from it instantly evaporate.

Acid Flood.
Instead of normal water you fill you trap hole with a deadly acid.
Prerequisite
Trap hole class feature, Flooded Pit.
Benefit
When you conjure a Trap hole modified with the Flooded Pit feat you can choose to have it flooded with acid instead of normal water. The traps works exactly as if modified by Flooded Pit with the following addition.
A trapped creature takes 5d6 acid damage when it reaches the bottom of the trap and 5d6 acid damage for every round it is immersed in the acid (Fortitude halves).

Sharp Darts.
You are able to conjure really sharp darts that deals to your enemies terrible and heavy bleeding wounds.
Prerequisite
Dards Volley class feature.
Benefit
A creature struck and damaged by your Darts Volley trap suffers terrible wound, which bleed profusely.
Every round after being affected by Darts Volley the victim suffers 1 point of damage and this blleding doesn’t stop until the victim receives the benefit of a DC 15 Heal check or any cure spell or other magical healing.
Wounds from multiple Darts Volleys result in cumulative bleeding loss.

Devastating Boulder.
No matter where your targets hide or how far they run: your crushing boulder will ever be able to find them and squash them
Prerequisite
Rolling boulder class feature.
Benefit
When you conjure a Rolling Boulder you can choose it to be a Devastating Boulder. A Devastating Boulder can move up to 10ft per Trapcaster level before vanishing and deals double damage to unattended objects and obstacles (walls, doors).

Overwhelming Boulder.
Being hit by this terrible trap is an experience that leaves its mark.
Prerequisite
Crushing boulder class feature, Devastating Boulder.
Benefit
When you conjure a Devastating Boulder you can choose it to be also an Overwhelming Boulder.
Any creature that takes damage from the boulder (even if halved) must also make a Fortitude save against the same DC of the trap to avoid being stunned for one round.

Cobra Quarrel.
The venom oozing from you trap is so dense and effective that always has some consequences.
Prerequisite
Poisonous arrow class feature.
Benefit
Any creature struck by your Poisonous arrow trap suffers a minor illness by the simple contact with the venom. Regardless of the result of the saving throw against the poison, any creature that is struck by Poisonous arrow is rendered sickened for one minute.

Grinding Room.
The force walls of your trap can now squeeze the victim beyond any limit leaving it almost no chance of surviving.
Prerequisite
Crushing room class feature.
Benefit
Even on a successful save the victim of a Crushing room is far from being safe. If the victim of this trap succedes on its Fortitude save it takes enough damage to be brought to -8 HP and it’s no longer stable.

Zaydos
2014-11-18, 09:32 PM
Ruin Delver

"Why'd it have to be snake-men? I hate snakes." - Rashemen Jorl a Ruin Delver

A Ruin Delver is a jack-of-all-trades adventurer. A specialist in working with expeditions into ancient ruins, either leading them or filling in the gaps within one. They mix arcane and divine skills with martial prowess beyond that of a bard although below that of a dedicated warrior and a versatile base of skills, and at to it their unique skills in teamwork and instruction.

Adventures: Why would someone go on expeditions into the depths of ancient ruins and dungeons? Money. Treasure. Loot. Shiny things. Why else? A Ruin Delver is a dabbler, they are, unlike a wizard, not seeking some ancient magic secrets for the sake of pure knowledge, and unlike a paladin or cleric do not have a higher religious purpose. Certainly there are some Ruin Delvers who do have a greater purpose, seekers of knowledge, seekers of enlightenment, vengeance and more. That said sheer curiosity and adventure lust are powerful motivations for Ruin Delvers and enough for some, and others even pursue their craft to prevent evil forces from obtaining the same treasures they seek.

Characteristics: A little bit of everything, but not a master of anything. Arcane spells, especially transmutations, are at their beck if not to the extent of a wizard or even a bard, divine magic, especially healing, can be called to their aid as required. They can fight alongside true warriors, if only for a short time each day, and must rely upon magical augmentation to keep up with a barbarian or even a fighter. Their greatest skills lie in their myriad capabilities, every Ruin Delver is a master of a few skills and eventually a dabbler in nearly everything. The one place they are outstanding is as an assistant, capable of bringing out the most from an assisting jab or some clever distracting positioning.

Alignment: Ruin Delvers run the gamut from Lawful Good to Chaotic Evil and everything in between. They have a tendency towards Chaos over Law, as their lifestyle puts them on the edge of society with long stints outside of it, and with no reason other than desire for gold or that they find themselves most comfortable this way. Ruin Delvers show no tendency towards Good or Evil, their goals are rather neutral in those regards and while some let their greed for gold come at the cost of others there are ruin delvers who go out of their way to help those in need.

Religion: Ruin Delvers are usually opportunistic in their piety, offering prayers to whichever god is most useful to them at the moment. They are usually very religious opportunists, well versed in the importance of a good working relation with the gods. The most pious form a special connection with a patron god, not on par with a cleric's but close, but even these are often heard to whisper prayers to other members of the pantheon. Patron deities for Ruin Delvers are often gods of wealth, adventure, or knowledge.

Background: Most ruin delvers have a history of movement from one field to another. They dabbled in arcanistry, dabbled in faith, dabbled in swordplay, and mastered the mixing of fields. They often have a background of hoping from one master or teacher to another, or direct field experience picking up skills when tempered by the flames of battle, learning sorcery by do or die experimentation, and finding faith as minor miracles save their lives.

Races: Humans are common ruin delvers, their natural adaptability conducive to learning the varied skills of a ruin delver. Elves with their tendency towards dabbling and picking up some skill in a variety of fields over their long lives are also common ruin delvers, although they are less inclined towards the actual exploration of ruins. Halflings, fueled by greed for wealth and excitement, often find themselves picking up the skills of a ruin delver. Gnomes and dwarves rarely become ruin delvers, both races valuing dedication to a single craft and reaching utmost mastery in it, although dwarves are notably less common than even gnomes.

Other Classes: Fighters and wizards often disdain Ruin Delvers as mere dabblers and imitators with no real talent. Clerics react the most negatively due to ruin delvers use of divine magic and opportunistic piety. Less dedicated specialists tend to have better relations with ruin delvers. Rangers, dabblers themselves, tend to find themselves overjoyed to have an experienced ruin delver around to keep the rest of the group quiet and with their heads down. Rogues are more than happy to have skilled allies to flank, and ruin delvers are practically rogues themselves. Barbarians recognize the value of a companion, especially one which can heal them, regardless of whether they are mere dabblers in combat or not. In general classes which value dedicated and specialized training and mastery find ruin delvers as dabblers and posers, while those who value a greater diversity and real life experience are more likely to get along with a ruin delver.

Role: A Ruin Delver is an excellent second stringer, taking on the role of assistant in all things but the primary in nothing. They serve as a secondary arcanist, capable of casting low level utility spells and transmutation based buffs, secondary healer, capable of adding a decent amount of healing each day, secondary melee combatant, using bonus feats and adrenaline surge to engage in melee, and even as primary skill monkey due to their high skill points, dabbler ability, and skill mastery. In addition, unlike with most stealth based characters, they are capable of assisting their allies in stealth or mobility skills making them valuable for maneuvering through a dungeon without expenditure of magical resources.

Adaptation: A ruin delver in a world where adventuring for loot is less common and acceptable you might emphasize instead their role as jacks of all trades and potential urban roles; this may inolve expanding their social skill set. Another potential difficulty is their role as dabblers of the divine. As divine magic comes from specialized sources and some settings have more restricted options for such. This could mean tying ruin delvers to the gods directly, making them a holy order of some god of knowledge, exploration, or wealth (Fharlanghn, Boccob and Ollidammra being options from the Core pantheon). Alternatively their divine casting could be removed and replaced; either with the psionic or shadowcasting versions (see below) or by adding their divine spells per day as additional arcane spells per day, this would include changing their conjuration (healing) slots into Transmutation slots, and their Transmutation slots into Divination slots (Int focus would then allow for Illusions in Divination slots at Advanced Aspect and Divination in Transmutation and even more Divination slots at Pinnacle). In this case you'd wish to also remove the option of Wisdom as a Mental Specialization.

Psionic Ruin Delver: Some Ruin Delvers delve into their minds' internal workings forsaking arcane or divine power. A psionic ruin delver replaces arcane spellcasting with psionic powers as shown on the table below or divine spellcasting with psionic powers as a ruin delver 1 level lower and shown on the table below. They may select their powers known from the Psion/Wilder list (but not discipline lists) and may select Metapsionic and Psionic feats as bonus feats; add Autohypnosis, Psicraft, and Use Psionic Device to a Psionic Ruin Delver's class skill list. If you replace Arcane Magic and choose an Int based focus then for Advanced Aspect you instead gain access to the Seer list and an additional 1st and 3rd level powers known which must be clairsentience powers, and at Lv 16 another additional clairsentience power (like advanced learning this is part of your manifesting directly and not purely tied to Ruin Delver level), when you gain your Mental Pinnacle you also gain additional power points equal to your Ruin Delver level which may only be used for Clairsentience powers. If you replace Divine Magic and choose a Wis based focus you gain a Psionic Mantle and a bonus power known from that mantle or another mantle you possess as a Ruin Delver when you gain Mental Aspect and at 9th and 15th level (this is a change to their manifesting directly and applies even if it is raised by PrCs), when you gain Advanced Aspect you gain a 2nd Mantle in addition to the ability to turn undead, and when you gain Mental Pinnacle you gain a 3rd Mantle and 2 additional powers known from the mantles you have access to. If you replace Arcane or Divine Magic and choose a Cha based focus you can share powers as well as spells with your familiar. A Psionic Ruin Delver may select a single 8th or lower level power as their Master Arcanum, if they do so they gain 15 power points.
LevelPower PointsPowers KnownMaximum Power Level Known
1011st
2111st
3221st
4332nd
5432nd
6642nd
7852nd
81052nd
91263rd
101473rd
111873rd
122284th
132694th
143094th
1535105th
1640115th
1745115th
1850126th
1955136th
2062136th

Shadow Ruin Delver: For a campaign where shadow magic is in use and found more suitable to ruin delvers than arcane or (more likely) divine magic one of their two forms of casting could be replaced with Shadowcasting. If replacing arcane magic they learn one fundamental at 1st level, gaining another at 5th and every 5th level thereafter and can use each fundamental 3 times per day as a supernatural ability, and they learn their first mystery at 2nd level, and gain an additional mystery at 4th, 6th, 7th, 9th, 10th, 12th, 13th, 15th, 16th, and 18th level; like a shadowcaster they must have 2 mysteries of a level one lower to select a mystery above 1st level, and must have the lower level mystery in the same path if applicable. Like a shadowcaster they gain a bonus feat (from the same list as for a shadowcaster) for every 2 paths they have mysteries from. They can use any given mystery 1/day as a spell until 12th level at which point they may use level 3 or lower mysteries as spell-like abilities and 2/day each. If they replace divine casting all abilities are gained one level later, except the additional fundamentals beyond the 1st. A Shadow Ruin Dever may select an 8th or lower level mystery as their Master Arcanum, doing so does not improve their daily uses of lower level mysteries. If you take this variant to replace Arcane casting and select Intelligence as your Mental Specialty you gain a single daily use of each of the Eyes of Shadow path mysteries as spell-like abilities when you gain your Advanced Aspect and an additional use of each of them and a single use of each Ebon Roads path mystery when you gain Mental Pinnacle; if instead you selected to replace Divine casting you simply gain two uses of each of the Eyes of Shadow path mysteries as spell-like abilities when you gain Mental Pinnacle. If you replaced Divine magic and select Wisdom as your Mental Specialty you gain 2 additional Fundamentals instead of a Domain when you gain your Mental Aspect, the use of each mystery in a single path of Apprentice mysteries as a spell-like ability 1/day as an Advanced Aspect, and the use of the 4th and 5th level mysteries from a single Initiate path as a spell-like ability 1/day as your Mental Pinnacle and ability to use each fundamental 6 times per day (instead of 3). If you select Charisma as your mental specialty you may share mysteries with your familiar even if they are used as spell-like abilities or supernatural abilities.

GAME RULE INFORMATION
Ruin Delvers have the following game statistics.
Abilities: As jacks-of-all-trades Ruin Delvers can make use of a variety of abilities. Dexterity is important for stealth skills, ranged combat, and AC, Strength is important if they wish to join into melee combat, and Constitution has its traditional importance. Among mental ability scores Ruin Delvers have a distinct choice. As they can select which score to base their magical abilities off of they can focus either on Intelligence for additional skill points (and improved Divination), Wisdom for Will saves and perception (as well as domains and turning), or Charisma for social persuasiveness (and familiars with long distance spell sharing).
Alignment: Any.
Hit Die: d8
Starting Age: As wizard; training in many diverse fields requires significant time on par with even that of a true mage.
Starting Gold: 5d4 x 10 GP.

Class Skills
The Ruin Delver's class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Escape Artist (Dex), Gather Information (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (any, each taken individually) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Speak Language (n/a), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Rope (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

RUIN DELVER


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st

+0

+0

+2

+2
Spells, Archeologist, Bonus Feat, Mental Specialty, Trap Sense +1, Trapfinding


2nd

+1

+0

+3

+3
Skill Instructor, Teamwork Skill


3rd

+2

+1

+3

+3
Quick Search, Trap Sense +2, Mental Aspect


4th

+3

+1

+4

+4
Adrenaline Surge, Bonus Feat


5th

+3

+1

+4

+4
Automatic Search, Dabbler


6th

+4

+2

+5

+5
Trap Sense +3, Improved Skill Instruction


7th

+5

+2

+5

+5
Skill Mastery, Expert Aid


8th

+6/+1

+2

+6

+6
Bonus Feat, Automatic Search (+5-ft)


9th

+6/+1

+3

+6

+6
Improved Dabbler, Trap Sense +4


10th

+7/+2

+3

+7

+7
Skill Mastery, Adept Skill Instruction


11th

+8/+3

+3

+7

+7
Advanced Aspect


12th

+9/+4

+4

+8

+8
Bonus Feat, Trap Sense +5, Automatic Search (+5-ft)


13th

+9/+4

+4

+8

+8
Skill Mastery, Instant Search


14th

+10/+5

+4

+9

+9
Expert Dabbler


15th

+11/+6/+1

+5

+9

+9
Trap Sense +6


16th

+12/+7/+2

+5

+10

+10
Bonus Feat, Skill Mastery


17th

+12/+7/+2

+5

+10

+10
Mental Pinnacle, Automatic Search (+10-ft)


18th

+13/+8/+3

+6

+11

+11
Master Skill Instruction, Trap Sense +7


19th

+14/+9/+4

+6

+11

+11
Master Dabbler, Skill Mastery


20th

+15/+10/+5

+6

+12

+12
Bonus Feat, Master Arcanum



Spells per Day:
Arcane Spells
Level01st2nd3rd4th5th6th
1-+1------
21+1-+1-----
32+1-+1-----
42+10+1-----
52+11+1-+1----
62+11+1-+1----
72+12+10+1----
82+12+11+1-+1---
93+12+11+1-+1---
103+12+11+10+1---
113+12+11+11+1-+1--
123+12+12+11+1-+1--
133+12+12+11+10+1--
143+12+12+11+11+1-+1-
153+13+12+11+11+1-+1-
163+13+12+12+11+10+1-
173+13+13+12+11+11+1-+1
183+13+13+12+11+11+1-+1
193+13+13+12+12+11+1-+1
203+13+13+12+12+12+1-+1

Divine Spells

Level01st2nd3rd4th5th6th7th
1-+1-------
2-+1-------
3-+1-+1------
41+1-+1-+1-----
52+10+1-+1-----
62+11+1-+1-+1----
72+12+1-+1-+1----
82+12+10+1-+1----
92+12+11+1-+1-+1---
102+12+11+1-+1-+1---
113+12+11+10+1-+1---
123+12+11+11+1-+1-+1--
133+12+12+11+1-+1-+1--
143+13+12+11+10+1-+1--
153+13+12+11+11+1-+1-+1-
163+13+12+11+11+1-+1-+1-
173+13+12+12+11+10+1-+1-
183+13+12+12+11+11+11+1-+1-+1
193+13+13+12+12+11+1-+1-+1
203+13+13+12+12+12+1-+1-+1

Class Features
All of the following are class features of the Ruin Delver.

Weapon and Armor Proficiencies: A Ruin Delver is proficient in all simple weapons and one martial weapon of their choice as well as light and medium armor and shields (except Tower Shields).

Spells: A Ruin Delver gains the ability to cast limited amounts of spells. They are capable of learning, preparing, and casting spells as a generalist wizard from the wizard spell list (including rules for spell books and adding new spells to their spell book), gaining access to transmutation spells more quickly than other schools. They gain arcane spell slots as listed on the table above; spell slots marked +1 can only be used for transmutation spells and they do not gain bonus spells for high ability scores of any level of which they gain -+1, although they do gain bonus spells if they have 0+1 slots and these bonus spells may be of any school. A Ruin Delver begins with 16 cantrips in their spellbook and no other spells, whenever they gain a level they may add 2 spells of any level which they have access to transmutation spells to their spellbook (these spells do not have to be transmutation). They are also capable of preparing and casting spells as a cleric from the cleric spell list, gaining greater access to conjuration (healing) spells. They gain divine spell slots as listed on the table above; spell slots marked +1 can only be used for conjuration (healing) spells and they do not gain bonus spells for high ability scores of any level of which they gain -+1, although they do gain bonus spells if they have 0+1 slots and these bonus spells may be of any school or subschool. They are not considered to have non-Transmutation wizard spells and non-Conjuration (Healing) cleric spells above 5th level on their spell list, and are not considered to have transmutation wizard spells above 6th level or Conjuration (Healing) cleric spells above 7th level on their spell list.

Bonus spells, saving throw DCs, and maximum spell level a Ruin Delver can cast are determined by whatever ability score is associated with their Mental Specialty (see below) for both Arcane and Divine spells.

A Ruin Delver learns to cast arcane spells in light armor and suffers no arcane spell failure to do so when casting an arcane spell as a Ruin Delver and, beginning at 6th level, suffer no arcane spell failure when in medium armor. A Ruin Delver may also take Spell Mastery as if they were a wizard.

A Ruin Delver cannot use arcane spell slots to prepare divine spells or divine spell slots to prepare arcane spells, and the two are treated as separate lists and prepared separately similar to a multiclass wizard/cleric or a mystic theurge.

A 13th level Ruin Delver with 20 in the mental ability score chosen for their casting would be able to cast 4 arcane cantrips, 5 1st, 4 2nd, 3 3rd, and 2 4th level arcane spells, one spell of each level would have to be from the Transmutation school and they could learn and select these spells from the wizard spell list just as a wizard could, but for the purposes of spell completion/spell trigger items and other things which check your spell list there are no 7th level or higher spells on their spell list and only transmutation school spells of 6th level (this also means that in Epic Levels if they take feats to cast higher level slots they do not gain actual spells of those levels and must use meta-magic to fill them). They would also be able to cast 4 divine orisons, 5 1st, 4 2nd, 3 3rd, 1 4th, and 1 5th level divine spell from the cleric list and prepared in the same manner as a cleric would, but 1 spell of each level would have to be from the Conjuration (Healing) subschool and for the purposes of spell completion/spell trigger items and similar their divine spell list would not include 6th or higher spells except for Conjuration (Healing) subschool Cleric spells and even then none above 7th level.

If the same Ruin Delver increased to 14th level they would gain a single 5th level spell slot which would have to be Transmutation and despite their +5 modifier would not gain a bonus spell of that level. They would however gain a bonus 4th level Divine spell because they now have 0 normal slots of that level.

Archeologist (Ex): A Ruin Delver adds their class level as a bonus on all Appraise and Decipher Script checks and may make such checks untrained.

Bonus Feat: At 1st, 4th, 8th, 12th, 16th, and 20th level a Ruin Delver gains a bonus feat they meet the prerequisites for. This may be any Fighter bonus feat, metamagic feat, or feat from the list below: Acrobatic, Agile, Alertness, Athletic, Combat Casting, Deceitful, Deft Hands, Diligent, Endurance, Investigator, Magical Aptitude, Negotiator, Nimble Fingers, Persuasive, Self-Sufficient, Tower Shield Proficiency, Skill Focus, Scribe Scroll, Spell Mastery, Stealthy, or Track from the Player's Handbook; Appraise Magical Value, Brachiation, Expert Tactician, Extraordinary Concentration, Hear the Unseen, Improved Swimming, Quick Reconnoiter, and Tactile Trapsmith from Complete Adventurer; Combat Acrobat, Fade into Violence, Keen-Eared Scout, Master Manipulator, Vatic Gaze, and Wanderer's Diplomacy from Player's Handbook II; and Agile Athlete from Races of the Wild.

Mental Specialty: At 1st level a Ruin Delver chooses a specialty of Intelligence, Wisdom, or Charisma. Their arcane and divine Ruin Delver spells are based off of this ability score and at 3rd, 11th, and 17th level they gain an ability related to this choice.

A 1st level Ruin Delver has 14 Int and selects Int as their specialty. Their max spell level used is 4 (10 + level must be equal or lower than Int), they gain a bonus 1st and 2nd level spell of each Arcane and Divine spells once they have access to the proper spell levels, and the DC for their spells is 12 + Spell Level.

Trap Sense (Ex): At 1st level a Ruin Delver gains trap sense (as the rogue ability of the same name). The bonus from this ability begins at +1 and increases by +1 at Lv 3 and every 3rd level thereafter.

Trapfinding (Ex): A Ruin Delver can find traps as a rogue.

Skill Instructor (Ex): Beginning at 2nd level a Ruin Delver may instruct allies in the proper method of performing activities. To do so is a full round action and requires those allies to be able to hear the Ruin Delver, although continuing the instructions is a free action (talking). For as long as the Ruin Delver continues this instruction the affected allies can use the Ruin Delver's skill ranks in a single skill (the same skill for all affected creatures) if they are higher than the allies. A Ruin Delver may affect up to 1/2 their class level in allies with this ability at a single time, and all creatures affected must be within 15-ft. Beginning at 6th level a Ruin Delver may affect creatures up to 30-ft away, instruct in 2 different skills simultaneously, and the benefits last for 1 round/class level after the Ruin Delver stops instructing up to a duration of as long as the Ruin Delver was instructing (so if they were instructing for 2 rounds the creatures benefit for only 2 rounds afterwards regardless of Ruin Delver level); no single creature may benefit from two instances of the same Ruin Delver's Skill Instructor at a time. Beginning at 10th level a Ruin Delver may affect creatures up to 60-ft away, instruct in 3 different skills simultaneously, and the benefits last for 2 rounds/class level after the Ruin Delver stops instructing up to twice as long as they were instructing for. Beginning at 18th level they may instruct in 4 different skills simultaneously, and the benefits last for 1 minute/class level after they stop up to 10 times as long as they were instructing.

A lv 6 Ruin Delver and their allies must climb a cliff. To assist this the Ruin Delver begins instructing their allies in climbing and, because they can, Perform (Dance), 3 allies of the Ruin Delver's choice within 30-ft can use the Ruin Delver's ranks in Climb (or Perform Dance) in place of their own. If the Ruin Delver has 9 ranks in Climb this would mean that their allies would have a +9 + Str - Armor Check Penalty + Other misc modifiers to Climb on their climb check unless they were higher level and had higher ranks in Climb. The ruin delver instructs them in climbing and dancing for 8 rounds. Because the Ruin Delver is 6th level their allies continue to receive these benefits for another 6 rounds thereafter in addition to during the time the Ruin Delver was instructing them, so when they reach the top of the cliff (1st round after the end of instruction) an alien with a large hammer challenges them to a Dance off they may still use the Ruin Delver's ranks in Perform Dance (2 granted via Dabbler see below) instead of their own. As the party bard has 9 ranks in Perform (Dance) he will choose to use his own ranks because they are greater.

Teamwork Skill (Ex): Beginning at 2nd level the bonus granted and received by a Ruin Delver through flanking or the Aid Another action is increased by 2 (normally to +4).

A Ruin Delver uses Aid Another to assist an ally they gain a +4 to that skill, if the Ruin Delver or ally have another ability that would increase this to +4 it becomes +6 instead.

Quick Search (Ex): Beginning at 3rd level a Ruin Delver may make a Search check as a move action instead of a full-round action.

Mental Aspect: At 3rd level a Ruin Delver develops a special aspect based upon which mental ability score they selected for their Mental Specialty.

Intelligence: Lore (Ex): They gain the Lore ability as a Loremaster or Cloistered Cleric of their Ruin Delver level.

Wisdom: Domain: Select a patron deity or ideal (as a cleric) and gain a single cleric domain associated with it. You may prepare spells from that domain as if they were on the cleric spell list and gain the granted power of that domain replacing any instance of cleric level or skill list with Ruin Delver.

Charisma: Familiar: You gain the ability to call a familiar as a wizard of your Ruin Delver level.

If at Lv 1 a Ruin Delver selected Intelligence as their Mental Specialty they gain Lore, if they selected Wisdom they could gain a single domain (for example War) and prepare spells from it with their Divine spell slots (although their Conjuration (Healing) slots could not be used for this unless they were Conjuration Healing spells) and would gain their patron deity's favored weapon proficiency and Weapon Focus in it. If they selected Charisma they'd get a familiar. Yay Familiar!

Adrenaline Surge (Ex): Beginning at 4th level a Ruin Delver may call upon buried reserves of resolve. As a free action they may increase their Base Attack Bonus by 1 plus 1 for every 4 Ruin Delver levels beyond the first for 1 round; this bonus may never increase their BAB to above their effective character level. They may use this ability 3 + constitution modifier times per day.

An 11th level Ruin Delver with 15 Constitution could use their Adrenaline Surge for 5 rounds each day, which do not need to be consecutive. Their BAB would normally be +8 but when they use Adrenaline Surge it would increase to +11 giving them 3 attacks each round (+11/+6/+1). A 4th level Ruin Delver 1st level Warmage would have a BAB of +3 and using Adrenaline Surge would have a BAB of +4. A gestalt Ruin Delver|Warblade with 11 levels in each and 15 Constitution could use their adrenaline surge for 5 rounds each day, but since their BAB is +11 and they are an 11th level character it would have no effect. Alternatively a Ruin Delver 11|Warblade 8/Wizard 3 would have a +10 BAB and this would increase to +11 when Adrenaline Surge was used.

Automatic Search (Ex): A Ruin Delver's senses are keen enough to pick up the smallest disturbances. Beginning at 5th level whenever a Ruin Delver passes within 10-ft of an area to search they are entitled a free search check similar to a dwarf's Stonecunning or elf's Secret Doors. Beginning at 8th level this applies out to 15-ft, increasing to 20-ft at 12th, and 30-ft at 17th.

A 5th level Ruin Delver walks within 10-ft of a trap/secret door/other hidden clue. The DM secretly rolls Search for them and, if they found something, tells them so. The DM might want to pre-roll 10 or so rolls and mark them in order, similar to how is sometimes suggested for Spot/Listen or other secret rolls just so the players do not learn "rolling dice behind screen" = "ok I'm going to search for a trap now".

Dabbler (Ex): Beginning at 5th level Ruin Delver gains 2 virtual skill ranks in every skill. These skill ranks add to any ranks they may have but cannot increase their effective ranks above 1/2 their max ranks for class skills (this means it can increase cross-class skills to their absolute max assuming they are cross-class for all classes the Ruin Delver possesses) and do not count for qualifying for prerequisites. These virtual ranks do allow them to perform skill checks with the skill as if trained. At 9th level this increases to 4 ranks in every skill, becoming 6 at 14th level, and 9 at 19th level.

A 5th level Ruin Delver has 8 ranks in Climb, 4 ranks in Disguise (a cross-class skill), 3 ranks in Hide, 2 ranks in Move Silently, and 2 ranks in Perform (Dance) (another cross-class skill). Their Dabbler ability gives them an additional +2 ranks in all skills with limits. For purposes other than prerequisites they would have 8 ranks in Climb (Dabbler cannot raise ranks to above half max ranks), 4 ranks in Disguise (see Climb), 4 ranks in Hide (max ranks is 8, half is 4, 3 + 2 is > 4 so it is capped at 4), 4 ranks in Move Silently (2 + 2 = 4, 4 is max Dabbler can increase to), and 4 ranks in Perform (Dance) (as Dabbler cares about half their max for class skills and not the reduced cap for cross-class skills). Any skill they had 1 rank in would be increased to 3 and any skill they had 0 ranks in would be treated as 2. In effect this gives them a +2 on all skills they have 2 or less ranks in, +1 on all skills they have 3 ranks in, and the ability to make all skill checks untrained. At 7th level this would become +2 on all skills they have 3 or less ranks in and a +1 on skills they have 4 ranks in. At 9th level they'd gain the improved form of Dabbler which would grant +4 to skills they have 2 or less ranks in, +3 for 3 rank skills, +2 for 4 ranks skills, and +1 for those skills that for some reason had 5 ranks (probably Synergy bonuses).

When using Skill Instruction the ranks from Dabbler would count so if they were instructing allies in Perform (Dance) the allies would be considered to have 4 ranks in Perform (Dance) if they did not already have better when it comes time to fight the coordinated dance battle.

Skill Mastery (Ex): At 7th level and every 3rd level thereafter (10th, 13th, 16th, and 19th) a Ruin Delver may select one Ruin Delver class skill which they have at least 10 ranks in and may take 10 on when not threatened or rushed. They may take 10 on that skill even in a situation in which they would normally be unable to do so.

This works like the Rogue Skill Mastery ability except is specific on whether it works on skills like Use Magic Device and... Use Magic Device is the only one I'm certain of off the top of my head. A 7th level Ruin Delver selects one of their class skills such as Knowledge (Arcana) and can take 10 on checks of that skill even while threatened (a dragon is attacking the party, the ruin delver could take 10 on their Knowledge (Arcana) check to identify it as it eats their spleen).

Expert Aid (Ex): Beginning at 7th level whenever a Ruin Delver uses Aid Another to help a creature with a skill check which they have Skill Mastery in that creature receives an additional +2 to that check, in addition any creature that is benefiting from a Ruin Delver's Skill Instruction in such a skill and rolls an unmodified 4 or less on such a skill treats it as a 5 before modifiers.

A Ruin Delver has Skill Mastery for Climb. They use Aid Another to help an ally climb. Normally this would grant the ally +2 to their check, but because of Teamwork Skill this is increased to +4 and Expert Aid increases it to +6 for Climb because the Ruin Delver has Skill Mastery (Climb). They are also using Skill Instruction to instruct an ally (the bard) in Climb and Perform (Dance) (the latter is useless for the bard). Since they have Skill Mastery (Climb) not only does the Bard get to use the Ruin Delver's ranks for Climb instead of their own if they roll a 1-4 on the d20 it is considered a 5. If the Ruin Delver had Skill Mastery (Perform Dance) (which they cannot as it is not a Ruin Delver class skill unless they have a feat or racial ability which adds it to their Ruin Delver class skill list) the bard would not gain the benefit of the minimum roll unless they were using the Ruin Delver's (substantially less) Perform (Dance) ranks; as the Bard has 10 ranks to the Ruin Delver's 5 this would always be disadvantageous even on a natural 1.

Advanced Aspect: Beginning at 11th level a Ruin Delver's mental skills based upon their selected ability score improve.

Intelligence: 6th level wizard Divination spells are added to their arcane spell list and they may prepare and cast divination spells with their transmutation only slots.

Wisdom: They may prepare domain spells with their Conjuration (Healing) only divine spell slot and gain Turn or Rebuke Undead (based on their alignment) as a cleric of their level except that they use Wisdom instead of Charisma for turning checks, turning damage, and turning attempts per day. They may now select Divine Feats as Ruin Delver bonus feats.

Charisma: They may share spells with their familiar out to 100-ft, and if they choose to cast a spell on their familiar may cast it on their familiar without line of sight or line of effect out to medium range treating it as having a range of medium for the purposes of affecting their familiar if it would normally have less.

A 9th level Ruin Delver who selected Int would have 4/3/2/1 arcane spells (plus bonus spells for 1st and 2nd level) and while 3/2/1 of these spells could be any wizard spell (in their spellbook) the other 1 spell of each level would have to be Divination or Transmutation, if they did not select Intelligence it would have to be Transmutation, and 6th level wizard Divination spells would be added to their spell list. One who selected Wisdom would be able to turn undead as a 9th level cleric (if good, rebuke if evil) with a turning check of 1d20+Wisdom modifier and a turning damage of 2d6+9+Wisdom modifier, they would also be able to use their Conjuration (Healing) slots which they have one of each level 4 or lower to prepare domain spells from the domain they selected previously (if we're still using War as the example they'd be able to prepare Divine Power in their 4th level Conjuration (Healing) slot despite it being an Evocation). If they selected Charisma whenever they cast a personal range spell (such as Alter Self) on themselves and their familiar is within 100-ft they can have it gain the benefit for as long as it is within 100-ft, if they choose to instead cast a spell only on their familiar (for example Alter Self) instead of having the ability to cast it as a touch spell instead of its normal range they can cast it with Medium Range (190-ft at 9th level) even if they cannot see their familiar or there is a wall between them.

Instant Search (Ex): Beginning at 13th level a Ruin Delver may make a Search check as a Swift action (and/or a Move action).

Mental Pinnacle: At 17th level a Ruin Delver gains a final benefit based upon their choice of mental specialty.

Intelligence: You may prepare clerical divination spells in your Conjuration (Healing) only divine spell slots. In addition for every level in which you have at least 0 non-transmutation only arcane spell slots you gain an additional spell slot which may only be used to prepare Divination spells.

Wisdom: Select a 2nd domain associated with your god/ideal. You can cast spells from it as you can from your 1st domain and gain its domain power. In addition for every level except your highest in which you have at least 0 non-Conjuration (Healing) only divine spell slots you gain an additional spell slot which may only be used to prepare spells from one of your two domains.

Charisma: You gain Improved Familiar as a bonus feat if you do not already have it. You may share spells with your familiar from up to 1 mile and may also cast spells targeting your familiar without line of effect or line of sight up to 1 mile even if their range would normally be less. Finally your empathic link with your familiar improves to a full telepathic link allowing total mental communication between the two of you.

At 17th level a Ruin Delver who selected Intelligence could prepare clerical Divination spells in their Conjuration (Healing) slots and would have 6th and 7th level clerical Divination spells added to their spell list, in addition they'd gain a bonus arcane spell of each level 0 to 5 which could only be used for Divination. If they picked Wisdom they'd gain a 2nd Domain (Strength) and a bonus spell from level 0 to 3 which could only be used to prepare spells from one of their two domains (there are no 0 level domain spells so the slot would normally remain empty), and at level 18 they'd gain a 4th level slot usable in the same way (they do not gain a 4th immediately because they have 0+1 5th level spells). If they selected Charisma they'd gain Improved Familiar and be able to share spells with their familiar out to 1 mile and cast spells on it out to 1 mile so they could cast Heal on their familiar from 1 mile away, and with full telepathic communication could accurately communicate with it instead of relying on loose empathy.

Master Arcanum: At 20th level a Ruin Delver learns a single powerful work of magic. They may select one 8th or lower level Wizard or Cleric spell. They gain a single 8th level spell slot which may only be used to prepare it or metamagic enhanced spells from the same list. They are not considered to have any other 8th level spells on their spell list, although they are considered to have the selected spell on their spell list and if it is a Wizard spell it is added to their spellbook as if by level up. If the spell is on both the wizard and cleric list they select one to cast it as. You are not considered to have spells of this level for the purpose of feats and abilities that add to your spell list or spell slots.

A 20th level Ruin Delver gains this ability and selects Mind Blank as their spell. They add Mind Blank to their spell list and gain a single 8th level Arcane spell slot. Regardless of their casting ability score they do not gain bonus spell slots of this level. This slot could be used to prepare one of their 6th level transmutation spells, 5th level or lower arcane spells in general, Mind Blank, or a metamagic version of any of the aforementioned with a final level of 8 or lower. If they chose Limited Wish they'd still gain an 8th level spell slot even though it is only 7th level. If they took Arcane Disciple for a domain they would not gain the ability to learn the 7th or 8th level spell from that domain due to this ability and they'd be unable to prepare an 8th level sanctified spell in this slot in either case. If they choose a Divine spell it works the same way except that they can fill the slot with only divine spells.

Jormengand
2014-11-19, 07:32 PM
The Dungeon Master

http://th01.deviantart.net/fs70/PRE/i/2012/089/a/e/the_dungeon_master_by_erebusred-d4ufoaf.jpg
"The Dungeonmaster" by Erebusred.

Roll for initiative.
-Every DM ever.

All mortals fear the wrath of the legendary dungeon master. Munchkins are no match for his righteous fury.

Adventures: The DM doesn't adventure. He's the DM.

Characteristics: The DM is capable of creating interesting encounters for the player characters, as well as escaping to fight another day, because being able to kill the DM would be silly.

Alignment: Usually either painfully neutral evil, painfully lawful neutral, or painfully true neutral. Hypothetically, DMs of any alignment are possible.

Religion: Many DMs worship gods either of healing and love, or of war and judgement, or no god at all.

Background: Becoming a DM involves a complicated ritual. One version of this ritual involves approaching four or so of the would-be-DM's friends, and uttering the sacred words, "Who wants to play a really cool game?" Variations on this ritual include hitting the pre-existing DM in the face with the PHB and forcing him to play a truenamer instead of DMing, just because he was a bit of a jerk if we're honest.

Races: DMs are usually human, though awakened animals are also common.

Other Classes: The DM reacts to NPC classes by controlling them mercilessly, and PC classes by controlling them in a way that lets them think they're not being railroaded horribly.

Role: The DM contributes loot and XP to the adventuring party.

Adaptation: The DM doesn't change to fit the campaign world unless they have really insistent players. On a more serious note, in a more serious campaign, the DM class can be used as a very controlling Big Bad. In a campaign with a lot of politicking and a lot more fighting people with each other's armies, consider tweaking the class to allow someone to play it.

GAME RULE INFORMATION
Dungeon masters have the following game statistics.
Abilities: Mental ability scores are more important than physical ability scores - a DM in physical combat is probably doing it wrong.
Alignment: Any, usually lawful and usually evil.
Hit Die: d3
Starting Age: 14+1d6 years
Starting Gold: As Aristocrat

Class Skills
All skills are class skills of the Dungeon Master

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

DUNGEON MASTER
LevelBABFortRefWillSpecial
Max Encounter Level
1st+0+2+2+2Create Encounter 1/day
1/2
2nd+1+3+3+3Diplomancy and Minionmancy 1
1
3rd+1+3+3+3I Brought Rope
2
4th+2+4+4+4Escape Kit 1
3
5th+2+4+4+4Diplomancy and Minionmancy 2
3
6th+3+5+5+5Turns Out He Had A Magic Item
4
7th+3+5+5+5Escape Kit 2
5
8th+4+6+6+6Diplomancy and Minionmancy 3
6
9th+4+6+6+6Advancement Mastery
6
10th+5+7+7+7Escape Kit 3, Create Encounter 2/day
7
11th+5+7+7+7Diplomancy and Minionmancy 4
8
12th+6/+1+8+8+8Template Mastery
9
13th+6/+1+8+8+8Escape Kit 4
9
14th+7/+2+9+9+9Diplomancy and Minionmancy 5
10
15th+7/+2+9+9+9I Remember This Monster
11
16th+8/+3+10+10+10Escape Kit 5
12
17th+8/+3+10+10+10Diplomancy and Minionmancy 6
12
18th+9/+4+11+11+11Rocks Fall
13
19th+9/+4+11+11+11Escape Kit 6
14
20th+10/+5+12+12+12Create Encounter 3/day, Screw this!
15


Class Features
All of the following are class features of the dungeon master.

Weapon and Armor Proficiencies: The dungeon master is proficient in the DMG, the katana, the PHB, the spiked chain, and the unarmed strike.

The dungeon master is not proficient with any type of weapon or armour.

Create Encounter (Ex)
Dungeon masters can create encounters. Once per day, a dungeon master can create an encounter with an encounter level as given on table: the dungeon master. This encounter consists of un-templated, unadvanced creatures from the monster manual and any other supplements to which the dungeon master might have access, and traps again from any source the DM might have, as well as anything else with a challenge rating (such as a cave-in that is triggered by a specific event occurring). These creatures are equipped as given in their entries, and the entire encounter must fit within 240 feet of the DM.

The encounter is not loyal to the dungeon master as such, but the traps will not trigger at his touch nor creatures attack him for defiling their location. Further, if the DM can think of a reasonable goal that these creatures might wish to accomplish, he can inspire them to do so.

The dungeon master can only have one encounter active at a time. If he creates another, the previous encounter disbands. The traps collapse into nothing, and the creatures leave at the next opportunity along with any equipment left on their person and treasure they carry with them. They are never heard from again unless the DM specifically calls them back with a later use of create encounter. Further, any DM who attempts to tackle his own encounter receives no experience for doing so, and the encounter's treasure crumbles to dust if the DM tries to take it. DMs cannot create encounters on behalf of their allies just to allow them an easy way of leveling up or gaining treasure.

At tenth level, the DM can create another encounter, and at twentieth, a third. This dictates both the number of encounters a DM can make at once and the number he can make a day. If he goes over the limit of how many he can sustain, he chooses which to disband. Encounters refuse to collaborate, and will enter conflict if they appear in the same area unless there is an obvious way to dissociate with each other (such as by moving to another floor of the same dungeon).

Example: Freddie is a 10th-level DM, entitling him to make up to 2 EL 7 encounters at once. Each encounter could be 2 CR 5 creatures, or 2 CR 3 creatures and a CR 5 trap, just to name two examples. He opts to create eight 1st-level drow warriors as one of his encounters, giving them the task of "Attack the village to the east and kill everyone there." The eight drow appear, and immediately start conspiring about the battle plan, ignoring both the DM's presence and their own sudden creation.

Then, he creates an encounter consisting of two burning hands traps and a very young red dragon, tasking her with "Prevent Bob the Fearless from crossing the Bridge of Doom." Despite not knowing who Bob is, the dragon awaits him at the bridge, and will fight him when to the best of her ability when he approaches.

The next day, Freddie finds himself fighting Bob the Fearless and his party of truenamer/monk/disciple of the word hybrids. Unable to cope with the OP-fu, Freddie is forced to drop an avalanche on them. He sets another avalanche to drop on them the moment Bob is freed, and the drow - who were mainly messing around doing nothing anyway, having completed their task - abscond, as does the dragon if Bob hasn't killed her. If he's looted her treasure, it doesn't go flying off with her, though.

Diplomancy/minionmancy and Escape Kit (Sp)
The DM's choice of spells is extremely limited, and pertains only to spells that allow him to get the hell out of whatever situation he's in, and spells which allow him to get other people into situations he wants them in. However, they have the advantage of being spell-like abilities usable once per twenty minutes.

At the levels given, on table: the dungeon master, the DM gains a single spell from one of the following spell lists, as relevant:

Diplomancy and Minionmancy
1st: Charm Person, Summon Monster I, Summon Nature's Ally I, Ventriloquism
2nd: Command Undead, Summon Monster II, Summon Nature's Ally II, Summon Swarm, Whispering Wind
3rd: Suggestion, Summon Monster III, Summon Nature's Ally III, Tongues
4th: Animate Dead, Lesser Geas, Summon Monster IV, Summon Nature's Ally IV
5th: Animal Growth, Dominate Person, Lesser Planar Binding Mage's Faithful Hound, Summon Monster V, Summon Nature's Ally V
6th: Create Undead, Planar Binding, Mass Suggestion, Quest, Summon Monster VI, Summon Nature's Ally VI, Symbol of Persuasion

Escape Kit
1st: Entangle, Expeditous Retreat, Feather Fall, Hold Portal, Mount, Obscuring Mist, Silent Image
2nd: Fog Cloud, Hypnotic Pattern, Invisibility, Levitate, Minor Image, Mirror Image, Spider Climb, Web
3rd: Blink, Haste, Hold Person, Gaseous Form, Wind Wall
4th: Air Walk, Black Tentacles, Dimension Door, Illusory Wall, Wall of Fire, Wall of Ice
5th: Cloudkill, Interposing Hand, Overland Flight, Tree Stride, Wall of force, Wall of Stone, Wall of Thorns
6th: Acid Fog, Antilife Shell, Blade Barrier, Mislead, Transport Via Plants, Wall of Iron, Wind Walk, Word of Recall*

*You can designate the location whenever you are in the location, or when you wake up after eight hours' rest.

The save DC for the Escape Kit is intelligence-based, and that for the Diplomancy and Minionmancy is charisma-based.

I Brought Rope (Ex)
From third level, the DM can set aside any amount of money to buy a cheap mundane item. Any non-magical item worth 10 gp or less can be bought instantly by the DM with this money set aside - in reality, the DM bought the item far earlier, in the knowledge that he would need it now. Taking this item out takes no more effort than if the dungeon master had bought it normally. However, once he takes the item out, he must account for it as he would any other item in his possession.

Turns Out He Has A Magic Item (Ex)
From sixth level, the DM can use I Brought Rope to gain consumable items, which may be magical. Any item with a limited total number of uses - wand, potion, arrow, feather token, bomb, and so forth - can be bought in the same way as with I Brought Rope.

More to the point, the limit is not 10 GP but level^2*100 GP, for consumable items only.

Advancement mastery
From 9th level, the DM can advance monsters, so long as a relevant CR is given for the advancement. Encounters should use the non-player character Wealth By Level guidelines.

Template Mastery
From twelfth level, the DM can use templates when making encounters, so long as the CR increase of the template is given. The effective character level and consequent wealth by level of the character increases as normal.

Example: Once Freddie hits 12th level, he can make CR 9 encounters. He could make a half-dragon drow barbarian, level 6. This monstrosity would receive the same wealth as a non-player character of the eighth level. A half-dragon drow adept, level 7, would get the wealth of a ninth-level NPC.

I Remember This Monster (Ex)
At 15th level, the dungeon master knows all about dungeoneering. He doesn't need to take a knowledge check to recognise a creature of CR less than or equal to his level plus five - instead, he simply looks at the monster's statistic block.

Rocks Fall (Sp)
Once per day from eighteenth level, the DM can declare that Rocks Fall, Everyone Dies. An area with radius 30 ft that the DM can see is immediately subject to a cave-in, with the slide zone extending a further 30 feet, even if the DM is not underground. If he is underground or in a building, the ceiling collapses, otherwise rocks simply appear.

However, this is no normal cave-in. The DC of the reflex save is 30, and the cave-in does double damage at all times. The damage is all lethal, and no constitution check is allowed for an unconscious creature - they simply keep taking lethal damage until dead or freed. The DC of the strength check to escape is 40. The rocks weigh three times as much as normal, so they take thrice as long to clear.

Screw This! (Su)
Once per day at 20th level, a dungeonmaster can decide he's had enough and flip the table. All opponents within 60 feet of the dungeon master are subject to the effects of the spells Shout, Confusion and Reverse Gravity. No save is allowed against any of these effects. They also take 10d6 damage from the table being flipped. Each creature affected then takes a DC 30 reflex save to avoid being thrown off the table. A creature who is thrown off the table dies, and its body disappears.

Zalphon
2014-11-25, 05:39 PM
The Dungeon Master

http://th01.deviantart.net/fs70/PRE/i/2012/089/a/e/the_dungeon_master_by_erebusred-d4ufoaf.jpg
"The Dungeonmaster" by Erebusred.

Roll for initiative.
-Every DM ever.

All mortals fear the wrath of the legendary dungeon master. Munchkins are no match for his righteous fury.

Adventures: The DM doesn't adventure. He's the DM.

Characteristics: The DM is capable of creating interesting encounters for the player characters, as well as escaping to fight another day, because being able to kill the DM would be silly.

Alignment: Usually either painfully neutral evil, painfully lawful neutral, or painfully true neutral. Hypothetically, DMs of any alignment are possible.

Religion: Many DMs worship gods either of healing and love, or of war and judgement, or no god at all.

Background: Becoming a DM involves a complicated ritual. One version of this ritual involves approaching four or so of the would-be-DM's friends, and uttering the sacred words, "Who wants to play a really cool game?" Variations on this ritual include hitting the pre-existing DM in the face with the PHB and forcing him to play a truenamer instead of DMing, just because he was a bit of a jerk if we're honest.

Races: DMs are usually human, though awakened animals are also common.

Other Classes: The DM reacts to NPC classes by controlling them mercilessly, and PC classes by controlling them in a way that lets them think they're not being railroaded horribly.

Role: The DM contributes loot and XP to the adventuring party.

Adaptation: The DM doesn't change to fit the campaign world unless they have really insistent players. On a more serious note, in a more serious campaign, the DM class can be used as a very controlling Big Bad. In a campaign with a lot of politicking and a lot more fighting people with each other's armies, consider tweaking the class to allow someone to play it.

GAME RULE INFORMATION
Dungeon masters have the following game statistics.
Abilities: Mental ability scores are more important than physical ability scores - a DM in physical combat is probably doing it wrong.
Alignment: Any, usually lawful and usually evil.
Hit Die: d3
Starting Age: 14+1d6 years
Starting Gold: As Aristocrat

Class Skills
All skills are class skills of the Dungeon Master

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

DUNGEON MASTER
LevelBABFortRefWillSpecial
Max Encounter Level
1st+0+2+2+2Create Encounter 1/day
1/2
2nd+1+3+3+3Diplomancy and Minionmancy 1
1
3rd+1+3+3+3I Brought Rope
2
4th+2+4+4+4Escape Kit 1
3
5th+2+4+4+4Diplomancy and Minionmancy 2
3
6th+3+5+5+5Turns Out He Had A Magic Item
4
7th+3+5+5+5Escape Kit 2
5
8th+4+6+6+6Diplomancy and Minionmancy 3
6
9th+4+6+6+6Advancement Mastery
6
10th+5+7+7+7Escape Kit 3, Create Encounter 2/day
7
11th+5+7+7+7Diplomancy and Minionmancy 4
8
12th+6/+1+8+8+8Template Mastery
9
13th+6/+1+8+8+8Escape Kit 4
9
14th+7/+2+9+9+9Diplomancy and Minionmancy 5
10
15th+7/+2+9+9+9I Remember This Monster
11
16th+8/+3+10+10+10Escape Kit 5
12
17th+8/+3+10+10+10Diplomancy and Minionmancy 6
12
18th+9/+4+11+11+11Rocks Fall
13
19th+9/+4+11+11+11Escape Kit 6
14
20th+10/+5+12+12+12Create Encounter 3/day, Screw this!
15


Class Features
All of the following are class features of the dungeon master.

Weapon and Armor Proficiencies: The dungeon master is proficient in the DMG, the katana, the PHB, the spiked chain, and the unarmed strike.

The dungeon master is not proficient with any type of weapon or armour.

Create Encounter (Ex)
Dungeon masters can create encounters. Once per day, a dungeon master can create an encounter with an encounter level as given on table: the dungeon master. This encounter consists of un-templated, unadvanced creatures from the monster manual and any other supplements to which the dungeon master might have access, and traps again from any source the DM might have, as well as anything else with a challenge rating (such as a cave-in that is triggered by a specific event occurring). These creatures are equipped as given in their entries, and the entire encounter must fit within 240 feet of the DM.

The encounter is not loyal to the dungeon master as such, but the traps will not trigger at his touch nor creatures attack him for defiling their location. Further, if the DM can think of a reasonable goal that these creatures might wish to accomplish, he can inspire them to do so.

The dungeon master can only have one encounter active at a time. If he creates another, the previous encounter disbands. The traps collapse into nothing, and the creatures leave at the next opportunity along with any equipment left on their person and treasure they carry with them. They are never heard from again unless the DM specifically calls them back with a later use of create encounter. Further, any DM who attempts to tackle his own encounter receives no experience for doing so, and the encounter's treasure crumbles to dust if the DM tries to take it. DMs cannot create encounters on behalf of their allies just to allow them an easy way of leveling up or gaining treasure.

At tenth level, the DM can create another encounter, and at twentieth, a third. This dictates both the number of encounters a DM can make at once and the number he can make a day. If he goes over the limit of how many he can sustain, he chooses which to disband. Encounters refuse to collaborate, and will enter conflict if they appear in the same area unless there is an obvious way to dissociate with each other (such as by moving to another floor of the same dungeon).

Example: Freddie is a 10th-level DM, entitling him to make up to 2 EL 7 encounters at once. Each encounter could be 2 CR 5 creatures, or 2 CR 3 creatures and a CR 5 trap, just to name two examples. He opts to create eight 1st-level drow warriors as one of his encounters, giving them the task of "Attack the village to the east and kill everyone there." The eight drow appear, and immediately start conspiring about the battle plan, ignoring both the DM's presence and their own sudden creation.

Then, he creates an encounter consisting of two burning hands traps and a very young red dragon, tasking her with "Prevent Bob the Fearless from crossing the Bridge of Doom." Despite not knowing who Bob is, the dragon awaits him at the bridge, and will fight him when to the best of her ability when he approaches.

The next day, Freddie finds himself fighting Bob the Fearless and his party of truenamer/monk/disciple of the word hybrids. Unable to cope with the OP-fu, Freddie is forced to drop an avalanche on them. He sets another avalanche to drop on them the moment Bob is freed, and the drow - who were mainly messing around doing nothing anyway, having completed their task - abscond, as does the dragon if Bob hasn't killed her. If he's looted her treasure, it doesn't go flying off with her, though.

Diplomancy/minionmancy and Escape Kit (Sp)
The DM's choice of spells is extremely limited, and pertains only to spells that allow him to get the hell out of whatever situation he's in, and spells which allow him to get other people into situations he wants them in. However, they have the advantage of being spell-like abilities usable once per twenty minutes.

At the levels given, on table: the dungeon master, the DM gains a single spell from one of the following spell lists, as relevant:

Diplomancy and Minionmancy
1st: Charm Person, Summon Monster I, Summon Nature's Ally I, Ventriloquism
2nd: Command Undead, Summon Monster II, Summon Nature's Ally II, Summon Swarm, Whispering Wind
3rd: Suggestion, Summon Monster III, Summon Nature's Ally III, Tongues
4th: Animate Dead, Lesser Geas, Summon Monster IV, Summon Nature's Ally IV
5th: Animal Growth, Dominate Person, Lesser Planar Binding Mage's Faithful Hound, Summon Monster V, Summon Nature's Ally V
6th: Create Undead, Planar Binding, Mass Suggestion, Quest, Summon Monster VI, Summon Nature's Ally VI, Symbol of Persuasion

Escape Kit
1st: Entangle, Expeditous Retreat, Feather Fall, Hold Portal, Mount, Obscuring Mist, Silent Image
2nd: Fog Cloud, Hypnotic Pattern, Invisibility, Levitate, Minor Image, Mirror Image, Spider Climb, Web
3rd: Blink, Haste, Hold Person, Gaseous Form, Wind Wall
4th: Air Walk, Black Tentacles, Dimension Door, Illusory Wall, Wall of Fire, Wall of Ice
5th: Cloudkill, Interposing Hand, Overland Flight, Tree Stride, Wall of force, Wall of Stone, Wall of Thorns
6th: Acid Fog, Antilife Shell, Blade Barrier, Mislead, Transport Via Plants, Wall of Iron, Wind Walk, Word of Recall*

*You can designate the location whenever you are in the location, or when you wake up after eight hours' rest.

The save DC for the Escape Kit is intelligence-based, and that for the Diplomancy and Minionmancy is charisma-based.

I Brought Rope (Ex)
From third level, the DM can set aside any amount of money to buy a cheap mundane item. Any non-magical item worth 10 gp or less can be bought instantly by the DM with this money set aside - in reality, the DM bought the item far earlier, in the knowledge that he would need it now. Taking this item out takes no more effort than if the dungeon master had bought it normally. However, once he takes the item out, he must account for it as he would any other item in his possession.

Turns Out He Has A Magic Item (Ex)
From sixth level, the DM can use I Brought Rope to gain consumable items, which may be magical. Any item with a limited total number of uses - wand, potion, arrow, feather token, bomb, and so forth - can be bought in the same way as with I Brought Rope.

More to the point, the limit is not 10 GP but level^2*100 GP, for consumable items only.

Advancement mastery
From 9th level, the DM can advance monsters, so long as a relevant CR is given for the advancement. Encounters should use the non-player character Wealth By Level guidelines.

Template Mastery
From twelfth level, the DM can use templates when making encounters, so long as the CR increase of the template is given. The effective character level and consequent wealth by level of the character increases as normal.

Example: Once Freddie hits 12th level, he can make CR 9 encounters. He could make a half-dragon drow barbarian, level 6. This monstrosity would receive the same wealth as a non-player character of the eighth level. A half-dragon drow adept, level 7, would get the wealth of a ninth-level NPC.

I Remember This Monster (Ex)
At 15th level, the dungeon master knows all about dungeoneering. He doesn't need to take a knowledge check to recognise a creature of CR less than or equal to his level plus five - instead, he simply looks at the monster's statistic block.

Rocks Fall (Sp)
Once per day from eighteenth level, the DM can declare that Rocks Fall, Everyone Dies. An area with radius 30 ft that the DM can see is immediately subject to a cave-in, with the slide zone extending a further 30 feet, even if the DM is not underground. If he is underground or in a building, the ceiling collapses, otherwise rocks simply appear.

However, this is no normal cave-in. The DC of the reflex save is 30, and the cave-in does double damage at all times. The damage is all lethal, and no constitution check is allowed for an unconscious creature - they simply keep taking lethal damage until dead or freed. The DC of the strength check to escape is 40. The rocks weigh three times as much as normal, so they take thrice as long to clear.

Screw This! (Su)
Once per day at 20th level, a dungeonmaster can decide he's had enough and flip the table. All opponents within 60 feet of the dungeon master are subject to the effects of the spells Shout, Confusion and Reverse Gravity. No save is allowed against any of these effects. They also take 10d6 damage from the table being flipped. Each creature affected then takes a DC 30 reflex save to avoid being thrown off the table. A creature who is thrown off the table dies, and its body disappears.



I genuinely want to play this class.