Poppatomus
2007-05-27, 09:20 PM
This is a PrC in the making. It still needs a lot of work, and some of the aspects of the class have been left blank or ambiguous because they have not been decided yet. Any advice is appreciated, even if its just a "yes I would play it" or "no, it's ridiculous."
The daoist is based on an ancient Chinese philospher and is designed to provide a melee progression based on "trusting the force" and allowing the universe to guide your actions. The class provides a unique, as far as I know, approach to feats and skills, and often allows a fairly powerful boost in exchange for a temporary loss of character control.
Hit Die: d8
Restrictions: Any non lawful. Must have a permanent or long term disability, including level loss or ability score drain. Special benefit for true neutral (see text) lvl 8.
Skills: 2d4 + intelligence modifier. Class skills:
Armor/weapon proficiencies: Same as base class
{table="head"]Level|BAB|Fort|Ref|Will|special
1st|+0|+0|+2|+0|Serendipity, there is a space; disability
2nd|+1|+0|+3|+0|Bonus Feat
3rd|+2|+1|+3|+1|Unfixed in the Way, training from forgetting
4th|+3|+1|+4|+1|Gift of Perspective
5th|+3|+2|+4|+2|Just another transformation
6th|+4|+2|+5|+2|Bonus Feat
7th|+5|+3|+5|+3|Unfixed in the way
8th|+6|+3|+6|+3|Gift of Perspective
9th|+6|+4|+6|+4|improved training from forgetting
10th|+7|+4|+6|+4|Bonus Feat
[/table]
Disability: The Daoist’s requisite disability becomes permanent, if not already, and can not be healed or suppressed even by spells such as wish or miracle. If the disability is not normally noticable it manifests physically in some way at the DMs descretion (e.g. negative levels might cause the character to appear jaundiced, dex reductions might cause the character to shake)
Serendipity: This ability is of the same power level as prestidigitation and is a free action. It allows the outcome of any trivial event to be in the daoists favor, no matter how unlikely, so long as it is possible. Examples might include correctly predicting the result of 50 coin flips in a row, shuffling a mixed deck back into perfect order, or making a trick shot, out of combat, with an untrained weapon. The Daoist can use this ability once per day per level of Daoist. With a bonus use per day if they are true neutral.
Unfixed in the Way: Upon reaching levels 3 and 7, The Daoist is permitted to remove one feat from their permanent feat list and select another feat to replace it. At the discretion of the Daoist, he may choose to have two feats removed at random from his list and gain 3 feats in replacement. The removed may not be rechosen. If a prerequisite feat is removed, any feat that depends on it cannot be used until that feat is regained.
Gift of perspective: The Daoist gains a feat however they are not limited in their selection by any level, skill, proficiency, racial or attribute requirement that would otherwise prevent them from taking the feat. This does not apply to epic feats, class specific feats, metamagic feats, and it does not allow a daoist to take a feat that requires another feat as a prerequisite, unless the daoist meets that prerequisite.
Training from forgetting: beginning at level 3 the daoist’s gains the ability to prepare feats as a cleric does spells. To gain this benefit the daoist must spend at least one hour in meditation or mindless activity (fishing, play). On a day where they are able to meditate the daoist may “prepare” one feat for every 3 levels of daoist they possess and are considered to have access to that feat for one day. True neutral daoists gain access to an additional feat per day at level 6.
Improved Training from forgetting: The daoist gains an additional “virtual” feat, which can be used to meet the prerequisite for another feat they wish to prepare. the daoist does not gain any benefit that would normally be derived from that virtual feat.
Just another transformation: One per day per two levels, as a free action, the Daoist may choose to emphasize their disability. For one minute any character attempting to take a hostile action against the daoist must make a will save with a DC equal to 10 + Daoist’s character level + attackers own int bonus. Any character that fails this roll becomes indifferent to the daoist and does not consider them to be a threat. This effect lasts for one day or until the daoist takes a hostile action against that character or their allies. While indifferent the character will not voluntarily take any additional hostile action against the daoist. That character also does not consider the daoist as “in combat” for the purposes of being flanked or threatened.
There is a space: Starting at level one the Daoist is able to tap into this ability at will a number of time a day equal to their daoist level. When used out of combat the ability provides one of the following effects:
{table="head"]effect
1. Attempt any non- knowledge skill check, even if it would usually require advanced training or special tools.
2. Add their wisdom modifier to their next skill check on top of any other bonuses.
3. Take a 10 when it would otherwise not be permitted or take a 20 in the amount of time it would normally require to take a 10.
4. Any effect as per serendipity (above) but including non-trivial events (pulling a royal straight in a life or death card game) this costs one use of serendipity as well as of this ability, and in addition to story effects can be used to gain a +10 bonus to any non-INT based skill check.
[/table]
There is a space can also be used in combat. A player chooses a bonus from the following chart and recieves that bonus for a number of rounds equal to his daoist level. for 1d4 rounds after that effect, role a d6 each round to determine the effect on the daoist at random.
{table="head"]Roll|Effect
1|Add wisdom modifier to one roll of the player’s choice
2|Take a 10 on one roll, even if otherwise not permitted; player can take no other action that round
3|Gain a bonus to dodge equal to their number of daoist levels, but their base attack bonus is reduced by the same amount
4|Threaten a critical with next successful hit (only applies to damage multiplier, not any special effects that proc on critical strikes)
5|Able to escape from any movement impeding effect, as per Freedom of motion. Can not attack that round
6|Player takes no meaningful action, The Universe is pushing them in another direction (If above level five, just another transformation automatically activates, if the daoist has uses left that day)
[/table]
The daoist is based on an ancient Chinese philospher and is designed to provide a melee progression based on "trusting the force" and allowing the universe to guide your actions. The class provides a unique, as far as I know, approach to feats and skills, and often allows a fairly powerful boost in exchange for a temporary loss of character control.
Hit Die: d8
Restrictions: Any non lawful. Must have a permanent or long term disability, including level loss or ability score drain. Special benefit for true neutral (see text) lvl 8.
Skills: 2d4 + intelligence modifier. Class skills:
Armor/weapon proficiencies: Same as base class
{table="head"]Level|BAB|Fort|Ref|Will|special
1st|+0|+0|+2|+0|Serendipity, there is a space; disability
2nd|+1|+0|+3|+0|Bonus Feat
3rd|+2|+1|+3|+1|Unfixed in the Way, training from forgetting
4th|+3|+1|+4|+1|Gift of Perspective
5th|+3|+2|+4|+2|Just another transformation
6th|+4|+2|+5|+2|Bonus Feat
7th|+5|+3|+5|+3|Unfixed in the way
8th|+6|+3|+6|+3|Gift of Perspective
9th|+6|+4|+6|+4|improved training from forgetting
10th|+7|+4|+6|+4|Bonus Feat
[/table]
Disability: The Daoist’s requisite disability becomes permanent, if not already, and can not be healed or suppressed even by spells such as wish or miracle. If the disability is not normally noticable it manifests physically in some way at the DMs descretion (e.g. negative levels might cause the character to appear jaundiced, dex reductions might cause the character to shake)
Serendipity: This ability is of the same power level as prestidigitation and is a free action. It allows the outcome of any trivial event to be in the daoists favor, no matter how unlikely, so long as it is possible. Examples might include correctly predicting the result of 50 coin flips in a row, shuffling a mixed deck back into perfect order, or making a trick shot, out of combat, with an untrained weapon. The Daoist can use this ability once per day per level of Daoist. With a bonus use per day if they are true neutral.
Unfixed in the Way: Upon reaching levels 3 and 7, The Daoist is permitted to remove one feat from their permanent feat list and select another feat to replace it. At the discretion of the Daoist, he may choose to have two feats removed at random from his list and gain 3 feats in replacement. The removed may not be rechosen. If a prerequisite feat is removed, any feat that depends on it cannot be used until that feat is regained.
Gift of perspective: The Daoist gains a feat however they are not limited in their selection by any level, skill, proficiency, racial or attribute requirement that would otherwise prevent them from taking the feat. This does not apply to epic feats, class specific feats, metamagic feats, and it does not allow a daoist to take a feat that requires another feat as a prerequisite, unless the daoist meets that prerequisite.
Training from forgetting: beginning at level 3 the daoist’s gains the ability to prepare feats as a cleric does spells. To gain this benefit the daoist must spend at least one hour in meditation or mindless activity (fishing, play). On a day where they are able to meditate the daoist may “prepare” one feat for every 3 levels of daoist they possess and are considered to have access to that feat for one day. True neutral daoists gain access to an additional feat per day at level 6.
Improved Training from forgetting: The daoist gains an additional “virtual” feat, which can be used to meet the prerequisite for another feat they wish to prepare. the daoist does not gain any benefit that would normally be derived from that virtual feat.
Just another transformation: One per day per two levels, as a free action, the Daoist may choose to emphasize their disability. For one minute any character attempting to take a hostile action against the daoist must make a will save with a DC equal to 10 + Daoist’s character level + attackers own int bonus. Any character that fails this roll becomes indifferent to the daoist and does not consider them to be a threat. This effect lasts for one day or until the daoist takes a hostile action against that character or their allies. While indifferent the character will not voluntarily take any additional hostile action against the daoist. That character also does not consider the daoist as “in combat” for the purposes of being flanked or threatened.
There is a space: Starting at level one the Daoist is able to tap into this ability at will a number of time a day equal to their daoist level. When used out of combat the ability provides one of the following effects:
{table="head"]effect
1. Attempt any non- knowledge skill check, even if it would usually require advanced training or special tools.
2. Add their wisdom modifier to their next skill check on top of any other bonuses.
3. Take a 10 when it would otherwise not be permitted or take a 20 in the amount of time it would normally require to take a 10.
4. Any effect as per serendipity (above) but including non-trivial events (pulling a royal straight in a life or death card game) this costs one use of serendipity as well as of this ability, and in addition to story effects can be used to gain a +10 bonus to any non-INT based skill check.
[/table]
There is a space can also be used in combat. A player chooses a bonus from the following chart and recieves that bonus for a number of rounds equal to his daoist level. for 1d4 rounds after that effect, role a d6 each round to determine the effect on the daoist at random.
{table="head"]Roll|Effect
1|Add wisdom modifier to one roll of the player’s choice
2|Take a 10 on one roll, even if otherwise not permitted; player can take no other action that round
3|Gain a bonus to dodge equal to their number of daoist levels, but their base attack bonus is reduced by the same amount
4|Threaten a critical with next successful hit (only applies to damage multiplier, not any special effects that proc on critical strikes)
5|Able to escape from any movement impeding effect, as per Freedom of motion. Can not attack that round
6|Player takes no meaningful action, The Universe is pushing them in another direction (If above level five, just another transformation automatically activates, if the daoist has uses left that day)
[/table]