Salasay
2015-01-20, 11:23 AM
Verrück Balancer
"They thought me Mad. They thought me Insane. I have now removed that possibility. It has changed Nothing and Everything. It has made me Pure and Vile. It has made me, Me"
NOTE: The abilities of a Ausgleichn are demonic or celestial. They are not good or evil. They may be dark or light, but they should only be referred to as demonic or celestial
The Verrück who learn to harness the magic of both parents become Balancers, or Ausgleichn. These Ausgleichn learn to use powerful celestial and demonic abilities. However, if the Ausgleichn favors one side too much, his very blood fights him, enfeebling him while he leans to one side or the other. Verrück Balancers are occasionally referred to as Grey Monks in works of art.
BECOMING AN AUSGLEICHN
Verrücken have a tendency to go insane later in life. This is due to the literal war that their blood wages on itself. An Ausgleichn learns to prevent that. While not all sane Verrücken are Balancers, all have at least cursory training in meditation techniques. Most Ausgleichn are educated Verrücken who realize early on that they will become mad later in life. Wisdom and Constitution are both important abilities for Ausgleichn, as well as Dexterity to aid in evasion and Strength to aid in damage. Most Ausgleichn come from other lightly armored classes such as Monks and Rangers.
ENTRY REQUIREMENTS
Alignment: Chaotic Neutral, Lawul Neutral, or True Neutral
Base Attack Bonus: +7
Race: Verrück (http://www.giantitp.com/forums/showthread.php?393868-Planetouched-Verr%FCck-PEACH-%28Yet-Another-Aasimar-Tiefling-Hybrid%29)
Skills: Concentration 4 ranks
Feats: Two-Weapon Fighting, Improved Two Weapon Fighting
Special: Constitution 12, Wisdom 16
Class Skills
The Ausgleicgn's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Escape Artist (Dex), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (arcana) (Int), Knowledge (religion) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Tumble (Dex).
Skills Points at Each Level: 6 + int
Hit Dice: d8
AUSGLEICHN
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
0
1st
2nd
3rd
4th
5th
1st
+1
+0
+2
+2
Balanced Blood, Grey Meditation, Yin-Yang Swords +1
3
1
-
-
-
-
2nd
+2
+0
+3
+3
Heal/Harm
3
2
-
-
-
-
3rd
+3
+1
+3
+3
Yin-Yang Bolt 2d6, Shield/Curse
3
2
1
-
-
-
4th
+4
+1
+4
+4
Yin-Yang Swords +2, Insightful Balance
4
3
2
-
-
-
5th
+5
+1
+4
+4
Greater Two Weapon Fighting, Improved Heal/Harm
4
3
2
1
-
-
6th
+6
+2
+5
+5
Yin-Yang Bolt 3d6
4
3
3
2
-
-
7th
+7
+2
+5
+5
Yin-Yang Swords + 3, Root/Cripple
4
4
3
2
1
-
8th
+8
+2
+6
+6
-
5
4
3
3
2
-
9th
+9
+3
+6
+6
Yin-Yang Bolt 4d6, Greater Heal/Harm
5
4
4
3
2
1
10th
+10
+3
+7
+7
Yin-Yang Swords +4
5
4
4
3
3
2
All of the following are class features of the Ausgleichn.
Spells: To cast a particular spell, you must have an Wisdom score of at least 10 + the spell's level. Your bonus spells are based on your Wisdom. Saves to avoid the effects of your spells have a DC of 10 + the spell's level + your Wis bonus (if any).
You cast spells as a Sorcerer does. Ausgleichn know all spells on the following lists, and are only limited by the number of spells per day they have. An epic Ausgleich’s number of spells per day does not increase after 10th level.
Celestial Spells:
0—Cure Minor Wounds, Daze, Light
1st—Cure Light Wounds, Divine Favor, Shield of Faith, Shield, Burning Hands
2nd—Daylight, Cure Moderate Wounds, Shield Other, Flaming Sphere, Scorching Ray, Blur
3rd—Cure Serious Wounds, Remove Disease, Remove Curse, Fireball, Displacement, Slow
4th—Cure Critical Wounds, Confusion, Stoneskin, Fire shield, Wall of Fire
5th—Cure Light Wounds (Mass), Heal, Flame Strike, Hold Monster, Interposing Hand
Demonic Spells:
0—Inflict Minor Wounds, Touch of Fatigue, Ray of Frost
1st—Bane, Inflict Light Wounds, Command, Chill Touch, Ray of Enfeeblement
2nd—Darkness, Inflict Moderate Wounds, Hold Person, Scare, False Life, Touch of Idiocy
3rd—Inflict Serious Wounds, Contagion, Curse, Vampiric Touch, Suggestion, Ray of Exhaustion
4th—Inflict Critical Wounds, Enervation, Ice Storm, Fear, Crushing Despair
5th—Inflict Light Wounds (Mass), Harm, Cone of Cold, Dominate, Mass Suggestion
Neutral Spells:
0—Resistance, Virtue, Prestidigitation, Dancing Lights
1st—Endure Elements, Obscuring Mist, Faerie Fire, Magic Missile, Expeditious Retreat
2nd—Resist Energy, Owl's Wisdom, Hypnotic Pattern
3rd—Telepathic Bond, Lesser, Fly, Haste
4th—Air Walk, Divine Power, Rainbow Pattern, Greater Invisibility, Dimension Door
5th—Plane Shift, Righteous Might, Telepathic Bond, Waves of Fatigue, Wall of Force
Balanced Blood (Su): A Verrück Ausgleichn must maintain a balance of his demonic and celestial sides. Whenever he uses an ability with the (Celestial) or (C) modifier, he gains one "Celestial" point. Whenever he uses an ability with the (Demonic) or (D) modifier, he gains one "Demonic" point. If he has Demonic points and uses a Celestial ability (or vise versa), he instead looses a Demonic point. Thus one Balance Point pool will be at 0 at all times. Consult the following Table to determine benefits and penalties for Demonic points. Celestial points have the same effects, but with (C) and (D) switched.
Balance
Points
Name
Effect
0-1
Fully Neutral
+2 Con, +1 caster level
2-3
Neutral
—
4-5
Demonic Leaning
-2 Con, +1 caster level for (D), -1 caster level for (C)
6-7
Demonic Aligned
-4 Con, +2 Str, +2 caster level for (D), -2 caster level for (C)
8-9
Fully Demonic
-6 Con, +4 Str, +3 caster level for (D), -3 caster level for (C), -1 caster level for all.
10-11
Overly Demonic
-8 Con, +6 Str, +4 caster level for (D), -4 caster level for (C), -2 caster level for all.
After 11 Balance Points, every 2 levels gives an additional -2 Con, +2 Str, +1 caster level for Demonic abilities and spells, -1 caster level for Celestial abilities and spells, and -1 caster level for all abilities and spells. Balance Points can stack up until the Verrück Ausgleichn dies from the Constitution penalties.
Grey Meditation: An Ausgleichn gains Fast Movement and Unarmed Strike as a Monk of half his level +2. If he already has levels in Monk, every two levels of Verrück Balancer counts as one additional level of Monk to determine Fast Movement, Unarmed Strike, and Flurry of Blows. The Ausgleichn may multi-class with monk freely. Additionally, the Ausgleichn increases his effective druid level by his base attack bonus. This can only effect his ranger animal companion (if he has one), not any druid animal companions.
Yin-Yang Swords (Su): As a move action, an Ausgleichn can create two semisolid blades composed of celestial and demonic energy distilled from his own blood (the demonic one is black, the celestial one is white). The blade which is in your main hand is chosen upon summoning, and may be switched at will. The blades are identical in all ways (except visually) to Sabreknives of a size appropriate for their wielder, except that the celestial sword deals +1 fire damage and the demonic sword deals +1 cold damage (bonus damage increases at higher levels). Ausgleichn who are smaller or larger than Medium create Yin-Yang blades identical to Sabreknives appropriate for their size, with a corresponding change to the blade’s damage. The wielder of a Yin-Yang blade gains the usual benefits to his attack roll and damage roll from a high Strength bonus, as well as adding half of his class level (to a maximum of his wisdom mod) to attack rolls.
The blades cannot be broken - any time they should be broken ( such as if the Ausgleichn were to use one as a crowbar), it becomes immaterial for and instant. The moment he relinquishes his grip on his blade, it dissipates. Yin-Yang blades are considered magic weapons for the purpose of overcoming damage reduction.
An Ausgleichn can use feats such as Power Attack or Combat Expertise in conjunction with the Yin-Yang blades just as if they were normal weapons. He can also choose Yin-Yang blades for feats requiring a specific weapon choice, such as Weapon Specialization. Powers or spells that upgrade weapons can be used on Yin-Yang blades.
Even in places where magic effects do not normally function, Yin-Yang blades function normally. A monk Ausgleichn may treat his Yin-Yang blades as monk weapons.
An Ausgleichn may also, as a swift action, fire the energy which makes up one of his blades at an opponent (this action can only be made if he has not yet attacked with that blade). Like magic missile, this bolt strikes its target perfectly. It deals 1d6+1 damage of the same type as the sword it came from (fire for celestial, cold for demonic). The damage for this bolt increases by 1d6 at 3rd, 7th, and 9th levels. After this bolt has been fired, he does not re-summon his blade until the next turn, and cannot convert his Yin-Yang blade into a bolt for 2d2 rounds. Using this bolt ability gives him one Balance Point in the appropriate pool.
Heal/Harm (Sp): A second level Ausgleichn gains his first dual ability. This ability may be used in either form, but not both at the same time. After using a specific form, he my not use that form again for 2d2 rounds. However, he may use the other form during the cool-down time; the second form then would not be able to be used for 2d2 rounds.
Heal (C) (Sp): As cure light wounds, using his regular caster level - 1.
Harm (D) (Sp): As inflict light wounds, using his regular caster level - 1.
Shield/Curse (Sp): This ability may be used in either form, but not both at the same time. After using a specific form, he my not use that form again for 2d4+1 rounds. However, he may use the other form during the cool-down time; the second form then would not be able to be used for 2d4+1 rounds. This ability is touch range, and requires a standard action.
Shield (C) (Sp): Subject gains a +3 deflection bonus to AC. Every bonus caster level he gains from Balance Points adds an additional +1 (to a maximum of +5) and every negative caster level he gains from Balance Points reduces the bonus by 1 (to a minimumn of +1). This ability lasts for 1 minute per caster level.
Curse (D) (Sp): Target must make a Will save (DC 15 + Wis bonus ± bonus caster levels) or get a -3 penalty penalty on attack rolls, saves, ability checks, and skill checks permanently. Every bonus caster level he gains from Balance Points adds an additional -1 (to a maximum of -5) and every negative caster level he gains from Balance Points reduces the bonus by 1 (to a minimumn of -1) The curse bestowed by this ability cannot be dispelled, but it can be removed with a break enchantment, limited wish, miracle, remove curse, or wish spell.
Insightful Balance (Ex): Verrück grow up with constant distractions and such from the competing impulses in their blood. The art of maintaining balance allows the Verrück Ausgleichn to cut out those distractions and, because he is used to them and has adapted to dealing with them, the Verrück Ausgleichn can pay much more attention to his surroundings than a normal person when his blood is balanced. While he is Fully Neutral, he may add two points of his wisdom bonus per 3 class levels (+2 at 4th, +4 at 6th, +6 at 9th) to his AC and initiative rolls. While he is only Neutral, he may add half of that bonus to AC.
Improved Heal/Harm (Sp): The cure and inflict spells from Heal/Harm increase to moderate wounds, and the -1 to caster level is negated
Root/Cripple (Sp): This ability may be used in either form, but not both at the same time. After using a specific form, he my not use that form again for 1d6+1 rounds. However, he may use the other form during the cool-down time; the second form then would not be able to be used for 1d6+1 rounds. This ability has a range of 20ft, and requires a standard action.
Root (C) (Sp): Your target is rooted in place, preventing them from moving. They cannot move from the square that they were in unless moved by teleportation or similar effect, cast by another character (the subject cannot teleport on his own). Once he reaches the destination of the teleportation, he becomes rooted to the spot at which he came out at. While rooted, the subject takes a –2 penalty on attack rolls, AC, and Reflex saves. This ability lasts for 1 minute per caster level.
Cripple (D) (Sp): Your target is crippled and is now slowed , fatigued, and sickened. A fortitude save (DC 17 + Wis bonus ± bonus caster levels) negates the fatigue, and sickness. This ability lasts for 1 minute per caster level (except for the fatigue, which lasts until the target gets 8 hours of complete rest).
Greater Heal/Harm (Sp): The cure and inflict spells from Heal/Harm increase to critical wounds, but the -1 to caster level is reinstated.
Ex-Ausgleichn
If the Ausgleichn ceases to be neutral, he may only use class abilities aligned with the part of his blood that caused him to cease his neutrality (DM can help determine this).
PLAYING AN AUSGLEICHN
Combat: Ausgleichn tend to fulfill the role of a supporting spellcaster. They do not do well at being the primary spellcaster, and are more adept at providing tactical combat assistance than direct damage spells (fireball, lightning bolt) or role-playing spells (Knock, Scry). However, an Ausgleichn can dish out his share of spellfyre when needed, but are better at protection and de/buffing. Most of his damage will come from his swords and bolts. Ausgleichn tend to fight near the front-lines, but not so much in the middle. While a properly balanced Ausgleichn has the health and AC to take being attacked repeatedly, he prefers not to be in that situation.
Advancement: Ausgleichn typically come from monks and rangers. The monastic training for Ausgleichn is not usually left incomplete, but can be in rare cases. Monks are the most common entrants, but rangers, scouts, and the occasional fighter make a decent showing. Almost any class is capable of becoming a Ausgleichn, but some (such as barbarians) usually lack the discipline and capability of balance to become an Ausgleichn.
Resources: Other monks or religious devotees will treat them as one of their own, often offering them to share quarters and meals. They can gain assistance from most churches, but tend to use that as a last resort.
CLASS NAME IN THE WORLD
Balance is needed to sustain sanity. Sanity is needed to sustain balance. Thinking along such lines is the path to losing both.
Notables: Janus Nkrizo was the First Ausgleichn, working out the meditative techniques for the classes balancing abilities. He came from a monk background, joining a monastery at the age of 23. Before that he had been a Wanderer, roaming Sevatim and the Badlands, surviving in the wilderness. His experiences as a Reaper spurred him to work out the meditations, and was taught by Relit to form his Yin-Yang blades. While the oft appearing Ke Kyano is often thought to be an Ausgleichn, his is actually just a tiefling soul-knife.
Organizations: The Sakura Monastery, formed by John Krehl (a fellow Reaper) and Elaine Roz, is a common place for future Ausgleichn to be trained. There is no base of operations for the Ausgleichn, but the Sakura Monastery is the most common home for them.
NPC Reaction
Ausgleichn are very inward focused, rarely speaking with NPC's and rarely drawing attention to themselves. NPC's in turn ignore the Ausgleichn, but the more bigoted and ignorant will insult and jeer at them for being Verrück. Conversely, the rare and refreshing NPC's who recognize them as Ausgleichn respect them for their accomplishments. Other monks or religious devotees will treat them as one of their own, often offering them to share quarters and meals.
CLASS NAME IN THE GAME
Adaptation: The flavor of the Verrück is an integral part of the class, so any campaign into which the Ausgleichn is transplanted must also import the Verrück themselves, a much more challenging proposition. The class could be overhauled to allow for human entrants, but doing so would require DM approved balancing (power-wise, not flavor-wise) adjustments.
"They thought me Mad. They thought me Insane. I have now removed that possibility. It has changed Nothing and Everything. It has made me Pure and Vile. It has made me, Me"
NOTE: The abilities of a Ausgleichn are demonic or celestial. They are not good or evil. They may be dark or light, but they should only be referred to as demonic or celestial
The Verrück who learn to harness the magic of both parents become Balancers, or Ausgleichn. These Ausgleichn learn to use powerful celestial and demonic abilities. However, if the Ausgleichn favors one side too much, his very blood fights him, enfeebling him while he leans to one side or the other. Verrück Balancers are occasionally referred to as Grey Monks in works of art.
BECOMING AN AUSGLEICHN
Verrücken have a tendency to go insane later in life. This is due to the literal war that their blood wages on itself. An Ausgleichn learns to prevent that. While not all sane Verrücken are Balancers, all have at least cursory training in meditation techniques. Most Ausgleichn are educated Verrücken who realize early on that they will become mad later in life. Wisdom and Constitution are both important abilities for Ausgleichn, as well as Dexterity to aid in evasion and Strength to aid in damage. Most Ausgleichn come from other lightly armored classes such as Monks and Rangers.
ENTRY REQUIREMENTS
Alignment: Chaotic Neutral, Lawul Neutral, or True Neutral
Base Attack Bonus: +7
Race: Verrück (http://www.giantitp.com/forums/showthread.php?393868-Planetouched-Verr%FCck-PEACH-%28Yet-Another-Aasimar-Tiefling-Hybrid%29)
Skills: Concentration 4 ranks
Feats: Two-Weapon Fighting, Improved Two Weapon Fighting
Special: Constitution 12, Wisdom 16
Class Skills
The Ausgleicgn's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Escape Artist (Dex), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (arcana) (Int), Knowledge (religion) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Tumble (Dex).
Skills Points at Each Level: 6 + int
Hit Dice: d8
AUSGLEICHN
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
0
1st
2nd
3rd
4th
5th
1st
+1
+0
+2
+2
Balanced Blood, Grey Meditation, Yin-Yang Swords +1
3
1
-
-
-
-
2nd
+2
+0
+3
+3
Heal/Harm
3
2
-
-
-
-
3rd
+3
+1
+3
+3
Yin-Yang Bolt 2d6, Shield/Curse
3
2
1
-
-
-
4th
+4
+1
+4
+4
Yin-Yang Swords +2, Insightful Balance
4
3
2
-
-
-
5th
+5
+1
+4
+4
Greater Two Weapon Fighting, Improved Heal/Harm
4
3
2
1
-
-
6th
+6
+2
+5
+5
Yin-Yang Bolt 3d6
4
3
3
2
-
-
7th
+7
+2
+5
+5
Yin-Yang Swords + 3, Root/Cripple
4
4
3
2
1
-
8th
+8
+2
+6
+6
-
5
4
3
3
2
-
9th
+9
+3
+6
+6
Yin-Yang Bolt 4d6, Greater Heal/Harm
5
4
4
3
2
1
10th
+10
+3
+7
+7
Yin-Yang Swords +4
5
4
4
3
3
2
All of the following are class features of the Ausgleichn.
Spells: To cast a particular spell, you must have an Wisdom score of at least 10 + the spell's level. Your bonus spells are based on your Wisdom. Saves to avoid the effects of your spells have a DC of 10 + the spell's level + your Wis bonus (if any).
You cast spells as a Sorcerer does. Ausgleichn know all spells on the following lists, and are only limited by the number of spells per day they have. An epic Ausgleich’s number of spells per day does not increase after 10th level.
Celestial Spells:
0—Cure Minor Wounds, Daze, Light
1st—Cure Light Wounds, Divine Favor, Shield of Faith, Shield, Burning Hands
2nd—Daylight, Cure Moderate Wounds, Shield Other, Flaming Sphere, Scorching Ray, Blur
3rd—Cure Serious Wounds, Remove Disease, Remove Curse, Fireball, Displacement, Slow
4th—Cure Critical Wounds, Confusion, Stoneskin, Fire shield, Wall of Fire
5th—Cure Light Wounds (Mass), Heal, Flame Strike, Hold Monster, Interposing Hand
Demonic Spells:
0—Inflict Minor Wounds, Touch of Fatigue, Ray of Frost
1st—Bane, Inflict Light Wounds, Command, Chill Touch, Ray of Enfeeblement
2nd—Darkness, Inflict Moderate Wounds, Hold Person, Scare, False Life, Touch of Idiocy
3rd—Inflict Serious Wounds, Contagion, Curse, Vampiric Touch, Suggestion, Ray of Exhaustion
4th—Inflict Critical Wounds, Enervation, Ice Storm, Fear, Crushing Despair
5th—Inflict Light Wounds (Mass), Harm, Cone of Cold, Dominate, Mass Suggestion
Neutral Spells:
0—Resistance, Virtue, Prestidigitation, Dancing Lights
1st—Endure Elements, Obscuring Mist, Faerie Fire, Magic Missile, Expeditious Retreat
2nd—Resist Energy, Owl's Wisdom, Hypnotic Pattern
3rd—Telepathic Bond, Lesser, Fly, Haste
4th—Air Walk, Divine Power, Rainbow Pattern, Greater Invisibility, Dimension Door
5th—Plane Shift, Righteous Might, Telepathic Bond, Waves of Fatigue, Wall of Force
Balanced Blood (Su): A Verrück Ausgleichn must maintain a balance of his demonic and celestial sides. Whenever he uses an ability with the (Celestial) or (C) modifier, he gains one "Celestial" point. Whenever he uses an ability with the (Demonic) or (D) modifier, he gains one "Demonic" point. If he has Demonic points and uses a Celestial ability (or vise versa), he instead looses a Demonic point. Thus one Balance Point pool will be at 0 at all times. Consult the following Table to determine benefits and penalties for Demonic points. Celestial points have the same effects, but with (C) and (D) switched.
Balance
Points
Name
Effect
0-1
Fully Neutral
+2 Con, +1 caster level
2-3
Neutral
—
4-5
Demonic Leaning
-2 Con, +1 caster level for (D), -1 caster level for (C)
6-7
Demonic Aligned
-4 Con, +2 Str, +2 caster level for (D), -2 caster level for (C)
8-9
Fully Demonic
-6 Con, +4 Str, +3 caster level for (D), -3 caster level for (C), -1 caster level for all.
10-11
Overly Demonic
-8 Con, +6 Str, +4 caster level for (D), -4 caster level for (C), -2 caster level for all.
After 11 Balance Points, every 2 levels gives an additional -2 Con, +2 Str, +1 caster level for Demonic abilities and spells, -1 caster level for Celestial abilities and spells, and -1 caster level for all abilities and spells. Balance Points can stack up until the Verrück Ausgleichn dies from the Constitution penalties.
Grey Meditation: An Ausgleichn gains Fast Movement and Unarmed Strike as a Monk of half his level +2. If he already has levels in Monk, every two levels of Verrück Balancer counts as one additional level of Monk to determine Fast Movement, Unarmed Strike, and Flurry of Blows. The Ausgleichn may multi-class with monk freely. Additionally, the Ausgleichn increases his effective druid level by his base attack bonus. This can only effect his ranger animal companion (if he has one), not any druid animal companions.
Yin-Yang Swords (Su): As a move action, an Ausgleichn can create two semisolid blades composed of celestial and demonic energy distilled from his own blood (the demonic one is black, the celestial one is white). The blade which is in your main hand is chosen upon summoning, and may be switched at will. The blades are identical in all ways (except visually) to Sabreknives of a size appropriate for their wielder, except that the celestial sword deals +1 fire damage and the demonic sword deals +1 cold damage (bonus damage increases at higher levels). Ausgleichn who are smaller or larger than Medium create Yin-Yang blades identical to Sabreknives appropriate for their size, with a corresponding change to the blade’s damage. The wielder of a Yin-Yang blade gains the usual benefits to his attack roll and damage roll from a high Strength bonus, as well as adding half of his class level (to a maximum of his wisdom mod) to attack rolls.
The blades cannot be broken - any time they should be broken ( such as if the Ausgleichn were to use one as a crowbar), it becomes immaterial for and instant. The moment he relinquishes his grip on his blade, it dissipates. Yin-Yang blades are considered magic weapons for the purpose of overcoming damage reduction.
An Ausgleichn can use feats such as Power Attack or Combat Expertise in conjunction with the Yin-Yang blades just as if they were normal weapons. He can also choose Yin-Yang blades for feats requiring a specific weapon choice, such as Weapon Specialization. Powers or spells that upgrade weapons can be used on Yin-Yang blades.
Even in places where magic effects do not normally function, Yin-Yang blades function normally. A monk Ausgleichn may treat his Yin-Yang blades as monk weapons.
An Ausgleichn may also, as a swift action, fire the energy which makes up one of his blades at an opponent (this action can only be made if he has not yet attacked with that blade). Like magic missile, this bolt strikes its target perfectly. It deals 1d6+1 damage of the same type as the sword it came from (fire for celestial, cold for demonic). The damage for this bolt increases by 1d6 at 3rd, 7th, and 9th levels. After this bolt has been fired, he does not re-summon his blade until the next turn, and cannot convert his Yin-Yang blade into a bolt for 2d2 rounds. Using this bolt ability gives him one Balance Point in the appropriate pool.
Heal/Harm (Sp): A second level Ausgleichn gains his first dual ability. This ability may be used in either form, but not both at the same time. After using a specific form, he my not use that form again for 2d2 rounds. However, he may use the other form during the cool-down time; the second form then would not be able to be used for 2d2 rounds.
Heal (C) (Sp): As cure light wounds, using his regular caster level - 1.
Harm (D) (Sp): As inflict light wounds, using his regular caster level - 1.
Shield/Curse (Sp): This ability may be used in either form, but not both at the same time. After using a specific form, he my not use that form again for 2d4+1 rounds. However, he may use the other form during the cool-down time; the second form then would not be able to be used for 2d4+1 rounds. This ability is touch range, and requires a standard action.
Shield (C) (Sp): Subject gains a +3 deflection bonus to AC. Every bonus caster level he gains from Balance Points adds an additional +1 (to a maximum of +5) and every negative caster level he gains from Balance Points reduces the bonus by 1 (to a minimumn of +1). This ability lasts for 1 minute per caster level.
Curse (D) (Sp): Target must make a Will save (DC 15 + Wis bonus ± bonus caster levels) or get a -3 penalty penalty on attack rolls, saves, ability checks, and skill checks permanently. Every bonus caster level he gains from Balance Points adds an additional -1 (to a maximum of -5) and every negative caster level he gains from Balance Points reduces the bonus by 1 (to a minimumn of -1) The curse bestowed by this ability cannot be dispelled, but it can be removed with a break enchantment, limited wish, miracle, remove curse, or wish spell.
Insightful Balance (Ex): Verrück grow up with constant distractions and such from the competing impulses in their blood. The art of maintaining balance allows the Verrück Ausgleichn to cut out those distractions and, because he is used to them and has adapted to dealing with them, the Verrück Ausgleichn can pay much more attention to his surroundings than a normal person when his blood is balanced. While he is Fully Neutral, he may add two points of his wisdom bonus per 3 class levels (+2 at 4th, +4 at 6th, +6 at 9th) to his AC and initiative rolls. While he is only Neutral, he may add half of that bonus to AC.
Improved Heal/Harm (Sp): The cure and inflict spells from Heal/Harm increase to moderate wounds, and the -1 to caster level is negated
Root/Cripple (Sp): This ability may be used in either form, but not both at the same time. After using a specific form, he my not use that form again for 1d6+1 rounds. However, he may use the other form during the cool-down time; the second form then would not be able to be used for 1d6+1 rounds. This ability has a range of 20ft, and requires a standard action.
Root (C) (Sp): Your target is rooted in place, preventing them from moving. They cannot move from the square that they were in unless moved by teleportation or similar effect, cast by another character (the subject cannot teleport on his own). Once he reaches the destination of the teleportation, he becomes rooted to the spot at which he came out at. While rooted, the subject takes a –2 penalty on attack rolls, AC, and Reflex saves. This ability lasts for 1 minute per caster level.
Cripple (D) (Sp): Your target is crippled and is now slowed , fatigued, and sickened. A fortitude save (DC 17 + Wis bonus ± bonus caster levels) negates the fatigue, and sickness. This ability lasts for 1 minute per caster level (except for the fatigue, which lasts until the target gets 8 hours of complete rest).
Greater Heal/Harm (Sp): The cure and inflict spells from Heal/Harm increase to critical wounds, but the -1 to caster level is reinstated.
Ex-Ausgleichn
If the Ausgleichn ceases to be neutral, he may only use class abilities aligned with the part of his blood that caused him to cease his neutrality (DM can help determine this).
PLAYING AN AUSGLEICHN
Combat: Ausgleichn tend to fulfill the role of a supporting spellcaster. They do not do well at being the primary spellcaster, and are more adept at providing tactical combat assistance than direct damage spells (fireball, lightning bolt) or role-playing spells (Knock, Scry). However, an Ausgleichn can dish out his share of spellfyre when needed, but are better at protection and de/buffing. Most of his damage will come from his swords and bolts. Ausgleichn tend to fight near the front-lines, but not so much in the middle. While a properly balanced Ausgleichn has the health and AC to take being attacked repeatedly, he prefers not to be in that situation.
Advancement: Ausgleichn typically come from monks and rangers. The monastic training for Ausgleichn is not usually left incomplete, but can be in rare cases. Monks are the most common entrants, but rangers, scouts, and the occasional fighter make a decent showing. Almost any class is capable of becoming a Ausgleichn, but some (such as barbarians) usually lack the discipline and capability of balance to become an Ausgleichn.
Resources: Other monks or religious devotees will treat them as one of their own, often offering them to share quarters and meals. They can gain assistance from most churches, but tend to use that as a last resort.
CLASS NAME IN THE WORLD
Balance is needed to sustain sanity. Sanity is needed to sustain balance. Thinking along such lines is the path to losing both.
Notables: Janus Nkrizo was the First Ausgleichn, working out the meditative techniques for the classes balancing abilities. He came from a monk background, joining a monastery at the age of 23. Before that he had been a Wanderer, roaming Sevatim and the Badlands, surviving in the wilderness. His experiences as a Reaper spurred him to work out the meditations, and was taught by Relit to form his Yin-Yang blades. While the oft appearing Ke Kyano is often thought to be an Ausgleichn, his is actually just a tiefling soul-knife.
Organizations: The Sakura Monastery, formed by John Krehl (a fellow Reaper) and Elaine Roz, is a common place for future Ausgleichn to be trained. There is no base of operations for the Ausgleichn, but the Sakura Monastery is the most common home for them.
NPC Reaction
Ausgleichn are very inward focused, rarely speaking with NPC's and rarely drawing attention to themselves. NPC's in turn ignore the Ausgleichn, but the more bigoted and ignorant will insult and jeer at them for being Verrück. Conversely, the rare and refreshing NPC's who recognize them as Ausgleichn respect them for their accomplishments. Other monks or religious devotees will treat them as one of their own, often offering them to share quarters and meals.
CLASS NAME IN THE GAME
Adaptation: The flavor of the Verrück is an integral part of the class, so any campaign into which the Ausgleichn is transplanted must also import the Verrück themselves, a much more challenging proposition. The class could be overhauled to allow for human entrants, but doing so would require DM approved balancing (power-wise, not flavor-wise) adjustments.