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View Full Version : Pathfinder Wound Bearer Base Class. (PEACH)



Aluenna
2015-05-22, 08:38 PM
Oh hai. This is my first attempt at building a base class, so I would really appreciate some input on the balance aspects. It is based on a class from a video game I played a long time ago that I've always loved, so I took the flavor and made a class around it.

Fluff:
Some unfortunate souls find themselves uniquely able to perceive the pain of others. With a touch, they can take the pain onto their own bodies, or put their own wounds onto others. These tormented individuals may slowly gain control over their abilities, learning to more effortlessly move wounds to heal or to harm, to do the same for afflictions, and eventually to use their innate empathy to tamper with the emotions of others. Many go insane from the constant barrage of pain surrounding them, but those Wound Bearers who maintain their sanity eventually come to a sort of personal equilibrium allowing them to function.

Role: Those wound bearers who take to adventuring use their ability to move wounds at a touch as a great benefit, essentially returning the damage done to their allies back onto their enemies. Because they must touch someone to transfer a wound, they either become reasonably adept at close quarters combat or quickly come to an end of their adventuring. Wound Bearers help to keep their allies alive while using a combination of their fists and their emotion-based spells to influence the battlefield.

Alignment: Any

Hit Die: d8

Starting Wealth: 3d6 × 10 gp (average 105gp.) In addition, each character begins play with an outfit worth 10 gp or less.

Proficient with simple weapons, light and medium armor, and shields (except tower shields). Like any other arcane spellcaster, a wound bearer wearing light armor, medium armor, or a shield incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass wound bearer still incurs the normal arcane spell failure chance for arcane spells received from other classes. Starting at third level, the wound bearer's arcane spell failure chance is reduced by a specific percentage.

Class Skills: Bluff, Diplomacy, Heal, Intimidate, Knowledge (Arcana), Knowledge (Local), Sense Motive, Spellcraft

Skill Ranks Per Level: 4 + Int modifier


Custom
LevelBABFortRefWillSpecial 0lvl1st2nd3rd4th5th6th
1st+0+2+0+2Wound Bearer's Woe 1d6, Altered Cures, Improved Unarmed Strike41—————
2nd+1+3+0+3Wound Bearer's Art42—————
3rd+2+3+1+3Dauntless Casting 10%431————
4th+3+4+1+4Wound Bearer's Woe 1d8442————
5th+3+4+1+4Dauntless Casting 15%443————
6th+4+5+2+5Wound Bearer's Art4431———
7th+5+5+2+5Dauntless Casting 20%4442———
8th+6/+1+6+2+6Wound Bearer's Woe 1d104443———
9th+6/+1+6+3+6Dauntless Casting 25%44431——
10th+7/+2+7+3+7Troll's Blood 1/day, Wound Bearer's Art44442——
11th+8/+3+7+3+7Dauntless Casting 30%44443——
12th+9/+4+8+4+8Wound Bearer's Woe 2d6444431—
13th+9/+4+8+4+8Empowered self cures544442—
14th+10/+5+9+4+9Wound Bearer's Art554443—
15th+11/+6/+1+9+5+9Troll's Blood 2/day5554431
16th+12/+7/+2+10+5+10Wound Bearer's Woe 2d85555442
17th+12/+7/+2+10+5+105555543
18th+13/+8/+3+11+6+11Wound Bearer's Art5555554
19th+14/+9/+4+11+6+115555555
20th+15/+10/+5+12+6+12Wound Bearer's Woe 2d10, Unshakable5555555


Spells Known
Level0lvl1st2nd3rd4th5th6th 1st411————— 2nd52————— 3rd5211———— 4th532———— 5th532———— 6th53311——— 7th5332——— 8th5332——— 9th533311—— 10th53332—— 11th53332—— 12th5333311— 13th533332— 14th533332— 15th54333311 16th5443332 17th5444332 18th5444433 19th5444443 20th5444444

Wound Bearers are spontaneous casters that use charisma as their casting stat. They have a spell list primarily limited to emotional effects and healing spells.

Spell List:
0 - Bleed, Daze, Detect Magic, Flare, Light, Mending, Read Magic, Stabilize

1 - Beguiling Gift, Call Weapon, Cause Fear, Charm Person, Compel Hosility, Confusion (Lesser), Cure Light Wounds, Delusional Pride, Forbid Action, Haze of Dreams, Infernal Healing, Remove Fear, Tireless Pursuit, Unbreakable Heart, Unnatural Lust, Wrath

2 - Abeyance, Aid, Blessing of Courage and Life, Blistering Invective, Blood Blaze, Calm Emotions, Compassionate Ally, Cure Moderate Wounds, Death Knell, Delay Pain, Disfiguring Touch, Enshroud Thoughts, Life Pact, Oracle's Burden, Qualm, Rage, Reckless Infatuation, Remove Paralysis, Shield Other, Soothing Word, Suggestion, Surmount Affliction,

3 - Agonizing Rebuke, Archon's Aura, Bestow Curse, Blindness/Deafness, Blood Scent, Boneshatter, Channel Vigor, Charitable Impulse, Confusion, Contagion, Crushing Despair, Curse Serious Wounds, Enter Image, False Alibi, Fractions of Heal and Harm, Geas (Lesser), Good Hope, Hydrophobia, Lesser Restoration, Lover's Vengeance, Mantle of Calm, Overwhelming Grief, Remove Blindness/Deafness, Remove Curse, Remove Disease, Sadomasochism, Transfer Regeneration,

4 - Ardor's Onslaught, Aura of Doom, Blessing of Fervor, Caustic Blood, Covetous Aura, Cure Critical Wounds, Death Ward, Dominate Person, Healing Warmth, Infernal Healing (Greater), Modify Memory, Neutralize Poison, Oracle's Vessel, Spellcrash (Lesser), Suggestion (Mass), Terrible Remorse, Transplant Visage, Unwilling Shield, Virulence

5 - Cleanse, Cloak of Dreams, Contagion (Greater), Curse (Major), Curse of Magic Negation, Forbid Action (Greater), Pillar of Life, Restoration, Serenity, Slay Living, Soothe Construct, Symbol of Pain, Wall of Blindness/Deafness

6 - Break Enchantment, Breath of Life, Epidemic, Geas/Quest, Harm, Heal, Impart Mind, Joyful Rapture, Raise Dead, Regenerate, Spellcrash, Unconscious Agenda, Waves of Ecstasy

Wound Bearer's Woe (Su) - You are uniquely in tune with the pain of others. You can take their wounds onto your own body, or transfer your wounds to an enemy. As a standard action, you can transfer 1d6 + Constitution modifier hp damage. This amount goes up every fourth level as indicated. This can be used to heal an ally or wound a foe. To transfer wounds to a foe, the wound bearer must make an unarmed strike or touch attack. Wounds transferred to a foe are removed from the wound bearer and inflicted upon the foe. Wounds transferred from an ally are removed from an ally and instead damage the wound bearer. This does not count as positive energy and is not doubled when used against undead.

Altered Cures - Cure spells only work at half power when cast upon others. Casting a cure spell upon yourself, however, can be done as a swift action.

Improved Unarmed Strike (as the feat)

Dauntless Casting - The Wound Bearer is able to ignore the listed percentage of arcane spell failure chance from armor and shields.

Empowered Self Cures - 3/day you can cast a cure spell on yourself as if it were empowered by the feat. This does not change the casting time or spell level of the spell.

Troll's Blood - You gain regeneration 5 (fire, acid) for a number of rounds equal to half your wound bearer level. This ability can be used 1/day at 10th level, 2/day at 15th level. This can be started as a free action, but all rounds must be used consecutively.

Unshakable - You are completely immune to emotion based effects unless you allow yourself to be affected as a free action.


Wound Bearer's Arts: At the given levels, a wound bearer may choose a new ability. Unless otherwise noted, an ability cannot be selected multiple times.

Transfer Affliction - The wound bearer can transfer staggered, sickened, dazzled, shaken, or fatigued instead of transferring hit points. At fifth level, the wound bearer can transfer a poison or disease in place of wounds. At 10th level, they may transfer other status effects such as blindness or deafness. At 15th level, the wound bearer may transfer a curse. If transferring offensively, the target gets a will save to resist the wound bearer's attack with a DC equal to 10 + wound bearer level + CHA mod. If the target makes the save, the wound bearer still has the affliction.

Improved Triage - When using a medic kit to treat deadly wounds, it takes 10 minutes instead of an hour to do. You can use your charisma modifier instead of your wisdom modifier for this specific action as well as for the heal skill. Long term care recovers an extra hit point per level and an extra ability point.

False Channel - You are able to project a sense of well being to your allies. This acts as channel energy but the hit points provided are temporary. It provides 1d6 hit points plus an additional 1d6 for every 3 wound bearer levels beyond first. It also reduces exhaustion to fatigue, or removes fatigue. This is usable twice a day, plus an additional time at 8th level.

Light Fortification - You are so used to taking painful wounds that you are able to ignore some of the pain. You gain light fortification, giving you a 25% chance to negate extra damage from critical hits or sneak attacks. You must be sixth level to take this ability.

Natural Armor - Your skin has toughened from repeatedly taking and healing wounds. You gain +1 natural armor. At 8th level, this increases to +2.

Sympathy - You are able to link together enemies that share a similar physiology. Once linked, physical damage done to one will echo onto the other causing 50% of the hit point damage that the original took. No other effects will be transferred, just the damage itself. You can link a number of creatures equal to your CHA modifier (minimum 2) with a ranged touch attack. No two of the creatures can be more than 30 feet apart from each other, and no creature can be more than 100 feet from you.

Cursed - You can choose a curse from the Oracle's list of curses. Your level for the curse counts only your wound bearer levels since you have taken the curse. So if you take a curse at level 10, it functions as the first level of the curse and NOT the 10th level version.

Empathic Sensitivity - As a swift action, you open yourself to the emotions of others until the start of your next turn. This allows you to more accurately use your emotion affecting spells, giving you +1 DC on spells you cast with the emotion descriptor. Unfortunately this also makes you more vulnerable to the emotion effects of others, resulting in -1 to your saves against emotion spells. This increases to a +2/-2 at 8th level.

Inner Strength - You have experienced an enormous amount of pain in your life. If you make a Fortitude or Will saving throw against an attack that has a reduced effect on a successful save, you instead completely avoid the effect. You must be level 10 to take this ability.

Bonus Feat - You know exactly where to strike to cause havoc for a victim. You may choose a bonus feat from the following list: Scorpion Style, Gorgon's Fist, Bleeding Attack, Jawbreaker, Perfect Strike, Stunning Fist. You may take this ability multiple times, but each time must choose a different feat from the list. You must meet all prerequisites for the feat.