Jormengand
2016-02-16, 08:18 AM
Another class made in just 30 minutes: behold, the energist!
LevelBABFortRefWillSpecial1st+0+0+2+2Energy Manipulation2nd+1+0+3+3Energy Shape3rd+1+1+3+34th+2+1+4+4Energy Shape5th+2+1+4+46th+3+2+5+5Energy Shape7th+3+2+5+58th+4+2+6+6Energy Shape9th+4+3+6+610th+5+3+7+7Energy Shape11th+5+3+7+712th+6/+1+4+8+8Energy Shape13th+6/+1+4+8+814th+7/+2+4+9+9Energy Shape15th+7/+2+5+9+916th+8/+3+5+10+10Energy Shape17th+8/+3+5+10+1018th+9/+4+6+11+11Energy Shape19th+9/+4+6+11+1120th+10/+5+6+12+12Energy Shape
Alignment: Any
Hit Die: 1d8
Class Skills:
Energists take many different professions in life. Their class skills always include Knowledge (all skills, taken individually) (Int), profession (Wis) and Spellcraft (Int), but they can choose any 4 other skills as class skills.
Skill Points at 1st Level: (4 + Int modifier) × 4
Skill Points at Each Additional Level: 4 + Int modifier
Weapon and Armour Proficiency
Energists are proficient in the unarmed strike, but no other weapons or shields, but are proficient in all types of armour. Energists need both hands free to use their abilities.
Energy Manipulation (Su)
Energists with both hands free can use blasts of energy at will. A blast of energy can affect a single target within medium range (100 ft + 10 ft/level). The energist learns to use one type of energy per level. See the list of energy types to see the actual effect of hitting something with a blast of energy.
Energists with a number of hands other than two must still have each hand or similar appendage free.
The save against an energy effect is 10+1/2 the energist's level+the energist's charisma modifier.
Energy Shape
At second level, and every second level thereafter, the energist learns an energy shape to apply to blasts of energy. This means that they may be able to affect different targets from normal. The energist can apply one energy shape per blast used.
List of Energy Types:
Acrid Trail: Target takes 1d6/level acid damage.
Cold Shot: Target takes 1d6/level cold damage.
Destructive Energy: Target takes 1d6/level negative energy damage. Creatures can only be healed once per day each in this way.
Dispulsion: You take a dispel check to dispel each spell on the target, using your own level as your caster level.
Fire Bolt: Target takes 1d6/level fire damage and catches on fire.
Illumination: Target radiates bright light 10 feet/level and shadowy illumination the same distance beyond that. Will negates.
Knockdown Blast: Target takes fortitude save or is dragged back up to 5 feet/level and falls prone.
Lightning Blast: Target takes 1d6/level electricity damage.
Light Shift: You knock the image of a creature out of their body, meaning that they appear 5 feet/level away from their real location. This lasts 1 minute/level. Will negates.
Memory Blast: You change a round of target's memories per level. This is a mind-affecting ability. Will negates.
Mobilising Strike: Target moves level squared times ten feet to location of your choice. Will negates, and the target knows where your sending it before deciding whether to save. You can't get rid of sections of buildings in this way.
Pure Tide: Target takes 1d6/2 levels damage.
Rebuilding Wave: Target object or construct regains 1d6/level hit points. Creatures (not objects) can only be repaired once per day each in this way.
Resilient Shell: Target gets DR/- and resistance to everything equal to your level.
Sonic Boom: Target takes (1d6-1)/level sonic damage ignoring hardness.
Time Ray: Target disappears for 1 round/level and then reappears in its original location, in its original state. Will negates. You can't get rid of sections of buildings in this way.
Transmuting Shot: You transmute part of an object into some other kind of material. A creature takes 1 point of damage per level and must take a will save or be nauseated (Creatures who can't be nauseated are disabled instead) for one round. An object is either weakened or strengthened. You can give an object the properties of a special material (not a material such as paper, only a material listed as a special material). If you try to use this on an attended or magical object, it can take a will save to stop you. The effect lasts one minute/level.
Tether: You grab onto the target. If it's a large object (like a building), you pull yourself up onto it. If it's a small object, you grab it into your hands using your charisma as your strength and your level as your base attack bonus for the disarm attempt (the energy is two-handed). If it's a creature, you grapple it, similarly using your charisma and level. You can't put an energy shape on tether, except twin shot to make two disarms, two grapples, or one of each, or long ray to make a disarm or grapple.
True Death: Target takes 1d6/3 levels true damage. True damage cannot be prevented, mitigated or resisted.
Vital Energy: Target takes 1d6/level positive energy damage. Creatures can only be healed once per day each in this way.
List of Energy Shapes:
Chain of Power: The range is short (25 feet + 5 feet/2 levels) but afterwards you can resolve it again, treating your level as halved, against a creature within short range of the target. You can keep resolving it again and halving your level each time until your level becomes zero, but you can't target a creature more than once in this way.
Cone: The area is a 5 ft/level cone.
Burst of Power: The area is a 20 ft radius sphere but the range is short.
Ego Strike: The area is a 5 ft/level burst centred on you. You can choose not to be affected.
Empty Ray: You can use the ability with one fewer hand, but you treat your level as 1 lower.
Line of Energy: The area is a 10 ft/level line.
Long Ray: The range is long (400 feet + 40 feet/level) but your level is halved for the effect.
Power Blast: The range is just 5 feet/2 levels, but your level is doubled for the effect.
Sky Hammer: The area is a 10 ft radius cylinder, 40 ft high but the range is short.
Twin Shot: The range is short (25 feet + 5 feet/2 levels) but you can fire twice.
Weaponise: You craft a weapon that has this effect, but that breaks when used. You can only weaponise one energy manipulation at once, and the weapon degrades after 24 hours.
LevelBABFortRefWillSpecial1st+0+0+2+2Energy Manipulation2nd+1+0+3+3Energy Shape3rd+1+1+3+34th+2+1+4+4Energy Shape5th+2+1+4+46th+3+2+5+5Energy Shape7th+3+2+5+58th+4+2+6+6Energy Shape9th+4+3+6+610th+5+3+7+7Energy Shape11th+5+3+7+712th+6/+1+4+8+8Energy Shape13th+6/+1+4+8+814th+7/+2+4+9+9Energy Shape15th+7/+2+5+9+916th+8/+3+5+10+10Energy Shape17th+8/+3+5+10+1018th+9/+4+6+11+11Energy Shape19th+9/+4+6+11+1120th+10/+5+6+12+12Energy Shape
Alignment: Any
Hit Die: 1d8
Class Skills:
Energists take many different professions in life. Their class skills always include Knowledge (all skills, taken individually) (Int), profession (Wis) and Spellcraft (Int), but they can choose any 4 other skills as class skills.
Skill Points at 1st Level: (4 + Int modifier) × 4
Skill Points at Each Additional Level: 4 + Int modifier
Weapon and Armour Proficiency
Energists are proficient in the unarmed strike, but no other weapons or shields, but are proficient in all types of armour. Energists need both hands free to use their abilities.
Energy Manipulation (Su)
Energists with both hands free can use blasts of energy at will. A blast of energy can affect a single target within medium range (100 ft + 10 ft/level). The energist learns to use one type of energy per level. See the list of energy types to see the actual effect of hitting something with a blast of energy.
Energists with a number of hands other than two must still have each hand or similar appendage free.
The save against an energy effect is 10+1/2 the energist's level+the energist's charisma modifier.
Energy Shape
At second level, and every second level thereafter, the energist learns an energy shape to apply to blasts of energy. This means that they may be able to affect different targets from normal. The energist can apply one energy shape per blast used.
List of Energy Types:
Acrid Trail: Target takes 1d6/level acid damage.
Cold Shot: Target takes 1d6/level cold damage.
Destructive Energy: Target takes 1d6/level negative energy damage. Creatures can only be healed once per day each in this way.
Dispulsion: You take a dispel check to dispel each spell on the target, using your own level as your caster level.
Fire Bolt: Target takes 1d6/level fire damage and catches on fire.
Illumination: Target radiates bright light 10 feet/level and shadowy illumination the same distance beyond that. Will negates.
Knockdown Blast: Target takes fortitude save or is dragged back up to 5 feet/level and falls prone.
Lightning Blast: Target takes 1d6/level electricity damage.
Light Shift: You knock the image of a creature out of their body, meaning that they appear 5 feet/level away from their real location. This lasts 1 minute/level. Will negates.
Memory Blast: You change a round of target's memories per level. This is a mind-affecting ability. Will negates.
Mobilising Strike: Target moves level squared times ten feet to location of your choice. Will negates, and the target knows where your sending it before deciding whether to save. You can't get rid of sections of buildings in this way.
Pure Tide: Target takes 1d6/2 levels damage.
Rebuilding Wave: Target object or construct regains 1d6/level hit points. Creatures (not objects) can only be repaired once per day each in this way.
Resilient Shell: Target gets DR/- and resistance to everything equal to your level.
Sonic Boom: Target takes (1d6-1)/level sonic damage ignoring hardness.
Time Ray: Target disappears for 1 round/level and then reappears in its original location, in its original state. Will negates. You can't get rid of sections of buildings in this way.
Transmuting Shot: You transmute part of an object into some other kind of material. A creature takes 1 point of damage per level and must take a will save or be nauseated (Creatures who can't be nauseated are disabled instead) for one round. An object is either weakened or strengthened. You can give an object the properties of a special material (not a material such as paper, only a material listed as a special material). If you try to use this on an attended or magical object, it can take a will save to stop you. The effect lasts one minute/level.
Tether: You grab onto the target. If it's a large object (like a building), you pull yourself up onto it. If it's a small object, you grab it into your hands using your charisma as your strength and your level as your base attack bonus for the disarm attempt (the energy is two-handed). If it's a creature, you grapple it, similarly using your charisma and level. You can't put an energy shape on tether, except twin shot to make two disarms, two grapples, or one of each, or long ray to make a disarm or grapple.
True Death: Target takes 1d6/3 levels true damage. True damage cannot be prevented, mitigated or resisted.
Vital Energy: Target takes 1d6/level positive energy damage. Creatures can only be healed once per day each in this way.
List of Energy Shapes:
Chain of Power: The range is short (25 feet + 5 feet/2 levels) but afterwards you can resolve it again, treating your level as halved, against a creature within short range of the target. You can keep resolving it again and halving your level each time until your level becomes zero, but you can't target a creature more than once in this way.
Cone: The area is a 5 ft/level cone.
Burst of Power: The area is a 20 ft radius sphere but the range is short.
Ego Strike: The area is a 5 ft/level burst centred on you. You can choose not to be affected.
Empty Ray: You can use the ability with one fewer hand, but you treat your level as 1 lower.
Line of Energy: The area is a 10 ft/level line.
Long Ray: The range is long (400 feet + 40 feet/level) but your level is halved for the effect.
Power Blast: The range is just 5 feet/2 levels, but your level is doubled for the effect.
Sky Hammer: The area is a 10 ft radius cylinder, 40 ft high but the range is short.
Twin Shot: The range is short (25 feet + 5 feet/2 levels) but you can fire twice.
Weaponise: You craft a weapon that has this effect, but that breaks when used. You can only weaponise one energy manipulation at once, and the weapon degrades after 24 hours.