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View Full Version : D&D 3.x Class Cherisher: The Arcane Empath



LastCenturion
2016-04-18, 05:04 PM
The Cherisher


LevelBaBFortRefWillSpecialMaximum Spell Level1st+0+0+0+2Familiar, Detect Feelings,Spellcasting02nd+1+0+0+313rd+2+1+1+3Basti on of Clarity14th+3+1+1+425th+3+1+1+426th+4+2+2+5Inspire Determination37th+5+2+2+538th+6/+1+2+2+6Judge Guilt49th+6/+3+3+3+6410th+7/+2+3+3+7Mental Fortitude511th+8/+3+3+3+7Persuasive512th+9/+4+4+4+8613th+9/+4+4+4+8Force Haste614th+10/+5+4+4+9715th+11/+6/+1+5+5+9716th+12/+7/+2+5+5+10Intimidating817th+12/+7/+2+5+5+10818th+13/+8/+3+6+6+11Underlying Cause919th+14/+9/+4+6+6+11920th+15/+10/+5+6+6+12Disheartening Presence9
Alignment: Any non-lawful
Hit Die: 1d8

Class Skills:
The cherisher's class skills (and the skills associated with each skill) are Diplomacy (Cha), Escape Artist (Dex), Intimidate (Cha), Listen (Cha*), Perform (all individually)(Cha), Sense Motive (Cha*), Appraise (Int), Bluff (Cha), Hide (Dex), Move Silently (Dex), Forgery (Int), and Concentration (Cha*)
*Associated skill different for this class
Skill Points at First Level: (6 + Int modifier) x 4
Skill Points at Each Additional Level: 6 + Int modifier

Weapons and Armor Proficiencies:
Cherishers are proficient in all simple weapons, light martial weapons, rapiers, and all light armors, as well as Hide armor, Scale mail armor, and bucklers.

Spellcasting: Cherishers learn spells when the attain a new level, casting them spontaneously the way a Sorcerer might.

Familiar: Cherishers possess a familiar, as per the Wizard class feature. While within 15' of their familiar, Cherishers gain an empathetic bonus equal to their level to all handle animal checks and all diplomacy checks involving animals of their familiar's base genetic clade.

Detect Feelings: Cherishers can sense the emotions of those around them. At any time, they have a level one effect from this feature. As a full-round action, a cherisher may increase the level of this feature by one, or sustain it as a standard action. If neither action is taken, the level of this feature is lowered by one.
Level 1: You gain a sense of the feelings of those around you. You can feel which, if any, of the following emotions is being felt by a creature within 15' of you: Anger, Disgust, Fear, Happiness, Sadness, and Surprise. Level 2: You can pinpoint the sources of each emotion felt within 20' of you. The range of emotions you experience is expanded to the following: Hateful, Aggressive, Frustrated, Distant, Skeptical, Disapproving, Revolted, Guilty, Despairing, Lonely, Bored, Optimistic, Calm, Proud, Exuberant, Amazed, Confused, Excited, Scared, Humiliated, Dismaying, Skeptical, Distracted. Level 3: Same as level 2, but you can sense the precise emotions from each creature within 25' and know them verbatim as the creatures might describe them or as from the list above at your own choice. Above Level 3: The same as level 3, but the range expands to equal 10' + 5'/level of this feature.
As a full-round action, a cherisher can focus this feature to apply it at the current level, centered on any space within a number of miles equal to her class level. When doing this, she gains a fuzzy mental image of any creatures she specifically detects. This action counts as maintaining the power of this feature; the level does not decrease if a cherisher takes this action.

Bastion of Clarity: A Cherisher's mastery of their emotions makes it easier for them to cast spells. A cherisher of at least third level may ignore Arcane Spell Failure chance from light armors, treat the same from medium armors as one-fifth what it is, and halve the chance from heavy armors. The Cherisher also takes no Arcane Spell Failure chance from bucklers.

Inspire Determination: A cherisher of sixth or higher level grants all of her allies within 5' a +1 morale bonus to AC.

Judge Guilt: After using their magic, a cherisher of a level greater than or equal to eighth remains connected to their targets. For a number of minutes equal to one half the spell level, a cherisher gains a bonus to her Sense Motive check concerning the target equal to twice her cherisher level on checks concerning the target of her spell.

Mental Fortitude: Once a cherisher reaches 10th level, she has such a mastery of her emotions that she is perpetually in control. She gains a bonus to her Will save equal to the highest level spell slot she has remaining, and a bonus to saving throws against Enchantment-school spells equal to half of her class level. She may also use her Cha bonus instead of her Wis bonus for Will saves.

Persuasive: Extensive practice lets a cherisher of 11th level instinctively manipulate emotional reactions to her presence. She gains a bonus equal to half her cherisher level to her Diplomacy, Bluff, and Intimidate skills.

Force Haste: Fear or delight at her presence lets a 13th level cherisher inspire greater working speeds. She can cast Work Quickly as a swift action, without the material component, a number of times per day equal to one half of the highest level Cherisher spell she can cast.

Intimidating: A cherisher's very presence makes her foes more likely to cooperate. Once per day, a cherisher of at least 16th level may, as a swift action, force a target within 20' to make a will save opposed by her Bluff or Intimidate check or be forced to act as if under the effects of the Charm Person spell for a number of minutes equal to the highest level spell slot the cherisher has remaining (minimum 1).

Underlying Cause: Starting at 18th level, a cherisher has enough experience with emotions to be able to intuit the source. As a standard action, she can imagine a symbol representing the source of emotions being experienced by a creature she can see. The symbol is something vague, yet definite (e.g. a menacing figure with a sword for threat of death, a generic family portrait for family, a house fire for vengeance on an arsonist, et cetera). As a full round action, the cherisher can glean a verbatim cause for the emotion, as if expressed by the creature itself. The cherisher's Detect Feelings Feature also progresses at double the speed, and decays at half the rate.

Disheartening Presence: A Cherisher of 20th level gives off a radiance of disquiet, giving enemies within a 50 foot radius a -1 morale penalty to Intimidate, Bluff, and Diplomacy checks, and you gain a +2 morale bonus to saves and AC against attacks you are aware of.


Spells/Day


Level
0th
1st
2nd
3rd
4th
5th
6th
7th
8th
9th


1st
5
-
-
-
-
-
-
-
-
-


2nd
5
3
-
-
-
-
-
-
-
-


3rd
5
4
-
-
-
-
-
-
-
-


4th
6
4
3
-
-
-
-
-
-
-


5th
6
4
4
-
-
-
-
-
-
-


6th
6
5
4
2
-
-
-
-
-
-


7th
7
5
4
3
-
-
-
-
-
-


8th
7
5
5
4
3
-
-
-
-
-


9th
7
6
6
4
4
-
-
-
-
-


10th
8
6
6
5
4
2
-
-
-
-


11th
8
6
6
5
4
3
-
-
-
-


12th
8
6
6
5
4
3
2
-
-
-


13th
9
7
6
5
4
3
2
-
-
-


14th
9
7
6
5
4
4
3
3
-
-


15th
9
7
7
5
5
4
3
3
-
-


16th
10
8
7
6
5
4
3
3
2
-


17th
10
8
8
7
6
5
5
4
3
-


18th
10
8
8
7
6
6
5
5
4
2


19th
11
8
8
8
6
6
5
4
4
2


20th
11
9
8
8
6
6
5
5
5
3



The cherisher learns spells when she gains a new level, either picked or chosen randomly (at the DM's discretion) from the list beneath. Optionally, the DM can also open the Enchantment and Illusion schools of magic to a cherisher, although spells can be rebarred at the choice of the DM.



Level
0th
1st
2nd
3rd
4th
5th
6th
7th
8th
9th


1st
2
-
-
-
-
-
-
-
-
-


2nd
2
1
-
-
-
-
-
-
-
-


3rd
2
2
-
-
-
-
-
-
-
-


4th
3
2
2
-
-
-
-
-
-
-


5th
3
3
3
-
-
-
-
-
-
-


6th
4
4
3
2
-
-
-
-
-
-


7th
4
4
4
3
-
-
-
-
-
-


8th
5
4
4
3
1
-
-
-
-
-


9th
5
5
4
3
2
-
-
-
-
-


10th
5
5
5
3
3
3
-
-
-
-


11th
5
5
5
4
3
2
-
-
-
-


12th
6
5
5
4
3
2
2
-
-
-


13th
6
6
5
4
3
3
2
-
-
-


14th
6
6
6
5
3
3
3
2
-
-


15th
7
7
6
6
5
4
3
3
-
-


16th
7
7
6
6
5
5
4
3
2
-


17th
7
7
7
6
6
5
5
4
3
-


18th
8
7
7
6
6
6
5
4
3
2


19th
8
7
7
7
6
6
5
4
4
2


20th
9
8
7
7
7
6
5
5
5
3

LastCenturion
2016-04-18, 05:05 PM
Unless otherwise stated, the targets of these spells are not aware that they are under the affects of these spells. Unless otherwise stated, these spells are all mind-influencing. All of these spells are from the Enchantment school.

Break Thought
Level: Cher 0
Components: V, S
Casting Time: 1 standard action
Range: Sight
Target: One creature
Duration: special
Saving Throw: None
Spell Resistance: Yes

The target of this spell has their thoughts scattered, losing their focus. They take a -1 morale penalty to their next Will save.

Special: A creature can be affected by any number of instances of this spell. The penalties stack, but each one wears off after being in place for an hour.



Foresight
Level: Cher 0
Components: V, S
Casting Time: 1 standard action
Range: Sight
Target: One creature
Duration: special
Saving Throw: None
Spell Resistance: Yes

You gain a +10 insight bonus to AC against the next attack the target makes against your AC. This bonus does not stack with other instances of this spell, and you cannot have it be in effect against multiple targets. This spell is not mind-influencing, but it cannot target creatures without intelligence or charisma scores.



Hopeful Murmur
Level: Cher 0
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: One creature
Duration: One minute/level
Saving Throw: No
Spell Resistance: No

The target gains one temporary hit point per cherisher level. The target is aware of being targeted by this spell.



Lethargic Veil
Level: Cher 0
Components: S
Casting Time: 1 Full-found action
Range: sight
Target: One creature in range
Duration: One day
Saving Throw: Will, see text
Spell Resistance: Yes

The target feels a tiredness sink in; when he sleeps, he needs at least 12 hours of sleep to be fully rested, as opposed to eight. A successful Will save reduces the time required by fifteen minutes for every point that the save exceeded the DC, to a maximum of four hours less. Creatures that do not need to sleep are immune to this spell.



Minor Annoyance
Level: Cher 0
Components: S
Casting Time: 1 standard action
Range: 15 ft.
Target: One creature in range
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: No

The target becomes irritable, getting angry with the slightest provocation. Its attitude is shifted one step towards hostile for every creature it can see. It also gains a +2 power bonus to Intimidate checks.



Minor Anxiety
Level: Cher 0
Components: V, S
Casting Time: 1 Standard action
Range: 15 feet + 10 feet/level
Target: One Creature
Duration: 4 rounds/level
Saving Throw: Will negates
Spell Resistance: Yes

The target of this spell becomes nervous about everything, paranoid, and slowly becomes overwhelmed by the world. All targets of the spell gain a +3 morale bonus to Spot and Listen checks, but take a -3 penalty to Sense Motive and Concentration. After half of the duration has elapsed, the target becomes dazed. While dazed, the target has a +4 power bonus to initiative. While dazed, the target loses the morale bonus to Spot and Listen checks. After the spell ends, the target becomes aware that it was influenced by a spell.



Starve
Level: Cher 0
Components: V, S
Casting Time: 1 Standard action
Range: 15 feet + 10 feet/level
Target: One Creature
Duration: 1 round/level
Saving Throw: Fortl negates
Spell Resistance: Yes

The target is disabled, as if at 0 hit points. This spell is not mind-influencing. Creatures that biologically don't need to eat are immune to this effect.
Break Bonds
Level: Cher 1
Components: V
Casting Time: 1 Standard Action
Range: 15 feet + 5 feet/level
Target: One restrained creature
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes

A emotional surge makes the target feel--and thus be--liberated. The target immediately makes an Escape Artist check as a free action with a +10 morale bonus. The target is aware of being targeted by this spell, and does not provoke attacks of opportunity from making the check. Casting this spell also does not provoke an attack of opportunity.



Give Life
Level: Cher 1
Components: V, S, M
Casting Time: 1 Full-round Action
Range: Touch
Target: One living creature below 0 hit points
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

The target is restored to one hit point, and cannot become helpless for a number of rounds equal to the number of hit points below zero he was when targeted by this spell. As part of this spell, the target can take a free action to stand.



Inspire Elucidation
Level: Cher 1
Components: V, S
Casting Time: 1 Standard Action
Range: Touch
Target One creature
Duration: 10 minutes/level
Saving Throw: Will negates
Spell Resistance: Yes

The target of this spell is able to connect their thoughts better, awaking new talents. For the duration of this spell, they have a number of skill ranks in a skill of your choosing equal to your caster level -3 (minimum 2) and a +4 Morale bonus to that skill.



Moment of Shame
Level: Cher 1
Components: V, S
Casting Time: 1 Standard Action
Range: 15 feet + 5 feet/level
Target: One creature
Duration: 1 day/level
Saving Throw: Will negates
Spell Resistance: Yes

The target of this spell is suddenly seized by a terrible feeling that they've disappointed everyone they have ever met, and though the moment passes they remain doubtful. The target is subjected to a penalty of -2 every time they make a Sense Motive or Concentration check. The target also gains a -2 morale penalty to AC. When the spell has expired, the target is aware that they were the target of this spell.



Surprise
Level: Cher 1
Components: S
Casting Time: 1 Standard Action
Range: 15 feet + 5 feet/level
Target: One creature
Duration: 1 round
Saving Throw: Will negates
Spell Resistance: Yes

The target is flat-footed.
Affectation of Greed
Level: Cher 2
Components: V, S
Casting Time: 1 Full-round action
Range: 20 feet/level
Target: One humanoid creature with Intelligence 8 or higher.
Duration: 10 minutes plus 5 minutes/level
Saving Throw: Will negates
Spell Resistance: Yes

While under the effects of this spell, the target gains a +10 power bonus to Appraise checks, treat all items as vaguely or intimately familiar (at the DM's choosing) and is compelled to Appraise two objects not yet appraised within a radius equal to her movement speed every round. At the beginning of each of her turns, the target is compelled to move towards the most valuable object within range and attempt to claim it. The spell ignores items with an arbitrary value (e.g. a platinum piece is worth almost nothing compared to a statue that might only cost 8 GP, while a gemstone worth 9 GP is prioritized over the statue). While under the effects of this spell, the target sees everything through an orange haze, and is aware that they are under the effects of a spell.



Blinding Trust
Level: Cher 2
Components: M
Casting Time: 1 Standard action
Range: 40 foot burst
Target: 5 creatures in burst
Duration: 3 rounds + 1 round/level
Saving Throw: Will halves
Spell Resistance: Yes

The targets are subtly altered to become less guarded and more trusting. Targets take a penalty to all Sense Motive and Bluff checks equal to thrice the highest level spell slot you have remaining.

Material Component: Crushed Lavender petals and a teardrop



Emanation of Vivacity
Level: Cher 2
Components: V, S
Casting Time: 1 Full-round action
Range: 40 foot burst
Target: All creatures in burst
Duration: Special
Saving Throw: none
Spell Resistance: Yes

This power appears as an area of calmness extending in every direction from you. While in the zone, you and all of your allies along with any creatures you designate gain a +1 Morale bonus to all Reflex and Fortitude saves, and a +2 Morale bonus to Will saves. All enemies along with any creatures you designate take a -1 penalty to all Reflex and Fortitude saves, and a -2 bonus to Will saves. This spell lasts as long as you maintain concentration: Every round after the first, make a Concentration check. Success means the zone persists, failure means the spell ends. The DC for the check is 11 the first time, rising by one every turn you have maintained the spell. (e.g. on the fifth turn the spell is active, the DC for the check is 16. On the ninth, 20)



Quieted Emotions
Level: Cher 2
Components: V, S
Range: 100 feet + 10 feet/level
Area: Creatures in a 50 foot radius spread
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes

This spell calms agitated creatures. You have no control over the affected creatures, but quiet emotions can stop raging creatures from fighting or joyous ones from reveling. Creatures so affected cannot take violent actions (although they can defend themselves) or do anything destructive. Any aggressive action against or damage dealt to a quieted creature immediately breaks the spell on that creature, but leaves it flat-footed for one round. This spell automatically suppresses (but does not dispel) any morale bonuses, as well as negating a bard’s ability to inspire courage or a barbarian’s rage ability. Creatures in the area also cannot voluntarily lie, although they can still refuse to answer questions. While the spell lasts, a suppressed spell or effect has no effect. When the quieted emotions spell ends, the original spell or effect takes hold of the creature again, provided that its duration has not expired in the meantime.



Walk In Dreams
Level: Cher 2
Components:
Range: 10 feet
Target: One sleeping creature who you share at least one language with
Duration: Special, see text
Saving Throw: No
Spell Resistance: No

1d3 rounds after casting this spell, you fall asleep. If you are no longer within range of the target, the spell ends and you wake up 3d3 rounds later. If you are still within range of the target, you sleep until either the target wakes up or until 3d3 rounds after you choose to end the spell. While you sleep, you enter the dreams of the target. With a bluff or intimidate check (DC equal to the 15 plus the target's Wis modifier plus the target's level), you can manipulate the dream as if using the Alter Reality ability with 3d8 divine ranks, rolled when you fall asleep. All resting requirements for doing so are waived entirely. You can also cast Greater Invisibility and Greater Teleport on yourself at will. You can fight the target in the dream, but the target has DR 30. If the target drops to negative hit points, he wakes up at full hit points. At this point, the spell ends and you wake up in 3d3 rounds. While asleep for this spell, your physical body weighs half as much, automatically fails any saving throws it makes, but cannot die. If your body takes more than one point of damage in a round, your dream self knows automatically and can end the spell immediately, waking up in 3d3 rounds.
Crushing Despair
Level: Brd 3, Sor/Wiz 4, Cher 3
Components: V, S, M
Casting Time: 1 standard action
Range: 30 ft.
Area: Cone-shaped burst
Duration: 1 min./level
Saving Throw: Will negates
Spell Resistance: Yes

An invisible cone of despair causes great sadness in the subjects. Each affected creature takes a -2 penalty on attack rolls, saving throws, ability checks, skill checks, and weapon damage rolls. A Cherisher can cast this spell without the material component, but requires a full-round action to do so. This spell counters and dispels Good Hope.

Material Component: A vial of tears



Dispel Magic
Level: Brd 3, Clr 3, Drd 4, Magic 3, Pal 3, Sor/Wiz 3, Cher 3
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target or Area: One spellcaster, creature, or object; or 20-ft.-radius burst
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

You can use dispel magic to end ongoing spells that have been cast on a creature or object, to temporarily suppress the magical abilities of a magic item, to end ongoing spells (or at least their effects) within an area, or to counter another spellcaster’s spell. A dispelled spell ends as if its duration had expired. Some spells, as detailed in their descriptions, can’t be defeated by dispel magic. Dispel magic can dispel (but not counter) spell-like effects just as it does spells. This spell functions exactly like the spell Dispel Magic from the Bard, Cleric, Druid, Paladin, and Sorcerer/Wizard spell lists.



Distill Emotion
Level: Cher 3
Components: V, S
Casting Time: 1 Full-round action
Range: 15 feet + 5 feet/level
Target: One creature experiencing an emotion that can be detected with the Detect Feelings class feature
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: No

The target of this spell must be naturally experiencing one emotion more powerfully than normal. That emotion in the target becomes much more powerful; jealousy becomes blinding greed, gratitude turns into love, et cetera. At the DM's discretion, a spell of no lower than second level is chosen from the Cherisher spell list appropriate to the emotion that the target is experiencing. The target then becomes subject to that spell, with the spell being cast as a part of this spell. This spell bypasses magical protection from mind-influencing effects (e.g. Protection from Evil), but still cannot target plants, constructs, unintelligent undead, or objects.



Emotional Rupture
Level: Cher 3
Components:
Casting Time: 1 Standard action
Range: 10 feet + 5 feet/2 levels
Area: All creatures within range excluding caster
Duration: 1 round/level
Saving Throw: Will partial
Spell Resistance: No

An abnormal surge of emotion allows the caster a moment of respite from the emotions of others. All targets immediately fall asleep, as per the wizard spell Sleep. A successful Will save instead afflicts the target with the effect of the wizard spell Daze as if cast by a wizard of level 1d10. This spell bypasses unnatural immunities to mind-influencing effects, such as Protection from spells, but does not bypass racial immunities. While any creature remains under the influence of this spell, the caster acts as if under the effects of the Pacifism spell. Creatures are aware of being influenced by this spell.



Force of Will
Level: Cher 3
Components:
Casting Time: 1 Standard action
Range: touch
Target: One creature
Duration: 1 minute + 2 rounds/level
Saving Throw: Will negates
Spell Resistance: No

The target of this spell is filled with pure willpower, and gains a +4 power bonus to Will saves for the duration of the spell. Whenever the target succeeds on a Will save by 4 or less, her vision becomes tinged with green for one round.



Good Hope
Level: Cher 3, Brd 3
Components: V, S
Casting Time: 1 Standard action
Range: 100 feet + 10 feet/level
Targets: One living creature/level, no two of which may be more than 30 feet apart
Duration: 1 minute/level
Saving Throw: Will negates
Spell Resistance: Yes

This spell instills powerful hope in the subjects. Each affected creature gains a +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls. This spell counters and dispels Crushing Despair.



Lethargic Coating
Level: Cher 3
Components: S
Casting Time: 1 Full-round action
Range: sight, see text
Target: One creature in range, see text
Duration: See text
Saving Throw: Will, see text
Spell Resistance: Yes

The target feels a tiredness sink in; when he sleeps, he needs at least 12 hours of sleep to be fully rested, as opposed to eight. A successful Will save reduces the time required by fifteen minutes for every point that the save exceeded the DC, to a maximum of four hours less. The target makes Will saves every day with a cumulative +1 bonus for each day after the first until he exceeds the DC by sixteen or more. This spell can be cast into food or drink at a range of touch, and will affect whoever consumes the food or drink. The cumulative bonus to the Will save is equal to the number of creatures being affected by the same casting of the spell, so splitting the drink among eight creatures results in a +8 bonus on the Will save. Creatures that do not sleep are immune to this spell.
Break Mind
Level: Cher 4
Components: V, S
Casting Time: 1 Standard action
Range: 15 feet + 5 feet/level
Target: One creature
Duration: 5 rounds + 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes

The target loses their mind, and can no longer tell friend from foe. The target treats all creatures it can see as enemies, cannot communicate, and has an Int score of 1. The target is flat-footed for one round after the spell is cast.



Elicit Apathy
Level: Cher 4
Components: V
Casting Time: 1 Standard action
Range: 15 feet + 5 feet/level
Target: One creature
Duration: 1 minute/level
Saving Throw: Will, see text
Spell Resistance: No

While under the effects of this spell, the target finds it hard to take any actions. The target must succeed on a Will saving throw to take any standard or full round action. For a free, immediate, or swift action, the target must succeed on a Will saving throw with a +5 power bonus. While apathetic, the target loses its Dex bonus to AC, but is not considered helpless. The target also automatically fails any Listen, Spot, or Sense Motive checks, but automatically succeeds on any Concentration checks. Targets are aware of being influenced by this spell, but are unlikely to care. Upon damage, the target gets a save to break the effect with no power bonus.



Work Quickly
Level: Cher 4
Components: V, S, M
Casting Time: thirty seconds
Range: 100 feet + 10 feet/level
Target: 1 creature plus 1 additional creature/level
Duration: 30 minutes/level
Saving Throw: Will negates
Spell Resistance: Yes

The target of this spell feels a need to move faster; while under the effects of the spell, the target makes all actions as if they were one speed faster (e.g. Full-round becomes standard, standard becomes swift, etc) or half the speed if the normal time is multiple rounds. While benefitting from this spell, any roll on a d20 die by the target has 1d8 subtracted from it (minimum 1). Targets are aware of being influenced by this spell, and can only be under the effects of one copy of this spell at a time. If an action has a time component greater than one round, then the time component of the action is halved (Crafting that would otherwise take one hour instead takes but 30 minutes).

Material Component: A pinch of sugar
Capable
Level: Cher 5
Components: V, S, M
Casting Time: 10 minutes
Range: Touch
Target: One creature
Duration: 8 hours
Saving Throw: Will negates
Spell Resistance: No

The recipient of this spell gains the benefit of a feat chosen by the caster for the duration of the spell. The target is not required to meet all mundane requisites, but if a spell requires spellcasting ability, the recipient must also possess spellcasting ability. Metamagic feats cannot be granted with this spell.

Material Component: Crushed daffodil petals.



Inspire Depression
Level: Cher 5
Components: V, S
Casting Time: Standard Action
Range: 10 feet + 5 feet/level
Target: One creature
Duration: 1 round/level, see text
Saving Throw: Will negates
Spell Resistance: No

The target is overcome with a sense of hopelessness, and finds difficulty in doing anything. Until the spell ends, the target cannot attack or move, and loses any Dex bonus to AC. After the save against this affect, the target is also incapable of succeeding on a Will save. If the target is directly targeted by an attack (not an area spell, but a targeted one or a mundane attack), the spell ends prematurely. Another creature can rouse the target from the lethargy with a full-round action, which suppresses the spell's effects without ending the spell, also pausing the duration. Being targeted by another mind-influencing spell or spell-like ability reinstates the effects.



Siphon Will
Level: Cher 5
Components: V, S
Casting Time: 1 Standard Action
Range: 400 feet + 15 feet/level
Target: one creature/level
Duration: 1 minute/level
Saving Throw: Will negates
Spell Resistance: No

The targets feel their capabilities lessening, as you feel yours increasing. All targets take 2d2 ability score damage to an ability of your choice, and you gain a morale bonus to that ability equal to the amount of damage done. This spell is not mind-influencing.



Transfer Resilience
Level: Cher 5
Components: V, S
Casting Time: 1 Standard action
Range: Touch
Target: One creature
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes

The target is inspired to get back onto her feet. The target is healed by 15 hit points per level of the caster (maximum 225), but deals 5 damage per level of the caster to the caster.
Drought of Fatigue
Level: Cher 6
Components: S
Casting Time: 1 Full-round action
Range: touch
Target: One food or drink
Duration: Instantaneous
Saving Throw: Will, see text
Spell Resistance: No

The recipient of this spell is unaffected by it, aside from gaining the slight taste of poppies. Any creature that consumes more than a nibble or drinks more than a sip of the target becomes afflicted with a tiredness. The affected creature falls asleep 2d4 hours after becoming afflicted, and requires a Remove Curse spell to be woken. Otherwise, the creature will sleep soundly for 12d6 hours, and will awake without realizing that it has been asleep. The afflicted creature has DR 10 while asleep and cannot be the target of a coup de grace. This spell affects even creatures that do not need to sleep.



Elicit Desire
Level: Cher 6
Components: V, S
Casting Time: 1 Standard Action
Range: Touch
Target: One creature with attitude unfriendly or hostile
Duration: 1 minute/level
Saving Throw: Will negates
Spell Resistance: Yes

The target of this spell falls temporarily into love with the caster, and for the duration of the spell will volunteer any information that might be helpful, perform any task for the caster, and in general put the caster of the spell above its own comfort, albeit not above their own survival. The target will also not willingly leave the caster's side--even if doing something for the caster. To this end, the caster will have to accompany the target to any objectives.



Spiteful Affectation
Level: Cher 6
Components: V, S
Casting Time: 1 Standard Action
Range: Touch
Target: One ally
Duration: 1 minute/level
Saving Throw: Will negates
Spell Resistance: Yes

The target of this spell becomes overcome with spite, and becomes overjoyed at the fall of an opponent. Whenever a foe within the sight of the target dies or is knocked unconscious (once per enemy; you can't trigger this spell twice by killing an unconscious foe), the target of this spell gains temporary hit points equal to the CR of that enemy, and a 5' bonus to movement speed until the end of their next turn.



Years of Wear
Level: Cher 6
Components: V, S
Casting Time: 10 minutes
Range: Touch
Target: One conscious living creature, no more than Old age category
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

The target of this spell feels themselves emotionally drained, becoming older. The target's age increases by an integer number of years chosen by the caster to a maximum of 10 percent of the maximum age for their race, while the caster of this spell becomes younger by that many years.
Arouse
Level: Cher 7
Components: S
Casting Time: 1 standard action
Range: Touch
Target: One creature
Duration: Until Complete
Saving Throw: Will negates
Spell Resistance: Yes

The target of this spell is overtaken by feelings of attraction, and passively seeks romance. This spell compels the target to seek sexual contact, and the effect lasts until the target is finished. This spell counters and dispels Chastity



Chastity
Level: Cher 7
Components: S
Casting Time: 1 standard action
Range: Touch
Target: One creature
Duration: 1 year + 1 month/level
Saving Throw: Will negates
Spell Resistance: Yes

The target of this spell becomes convinced of the evil of sexual contact and actively seeks to prevent it whenever possible. This spell counters and dispels Arouse.



Fighting Spirit
[will be filled out later[/i]



Greed
Level: Cher 7
Components: S
Casting Time: 1 standard action
Range: Touch
Target: One creature
Duration: Until complete
Saving Throw: Will negates
Spell Resistance: Yes

The target of this spell believes that gold is the most important thing of all. They are compelled to take any action they can that enhances their own wealth. This spell remains in effect until they have collected at least 100,000 gold pieces. This spell counters and dispels Poverty.




Inspiring Soliloquy
Level: Cher 7
Components: V, S
Casting Time: 1 round/level
Range: 5 feet/level
Target: See text
Duration: Instantaneous, see text
Saving Throw: Will half
Spell Resistance: Yes

While this spell is being cast, a melody fills the air around the caster. Up to three creatures within range, chosen by the caster, regain 1d8 hit points at the start of the caster's turn. This spell can be ended early, but still takes up the same level spell slot. Unlike most positive energy effects, this spell heals undead (if it affects them at all; this spell is mind-influencing) as if it were negative energy, and living material as if positive. Targets of this spell are aware of being affected by it.



Pacifist
Level: Cher 7
Components: S
Casting Time: 1 standard action
Range: Touch
Target: One creature
Duration: 1 year + 1 month/level
Saving Throw: Will negates
Spell Resistance: Yes

This spell enforces the targets reservations, making them unable to cause or condone bodily harm to any living creature. The target will act to stop any lethal or ability damage done to a creature he or she can see. This spell counters and dispels Fighting Spirit.



Poverty
Level: Cher 7
Components: S
Casting Time: 1 standard action
Range: Touch
Target: One creature
Duration: 1 year + 1 month/level
Saving Throw: Will negates
Spell Resistance: Yes

This spell afflicts the target with an intense distaste for all things valuable. The target will not willingly wear any armor besides basic nonmagical clothing, wield any magic, masterwork, or non-simple weapons, or use any magic. This spell counters and dispels Greed.
Blinding Rage
Level: Cher 8
Components: V, S
Casting Time: 1 Full-round action
Range: 5 feet/level
Target: One creature
Duration: one round/level
Saving Throw: Will Negates
Spell Resistance: No

The target of this spell gains the ability to use the Barbarian's ability Rage, and is compelled to every time that she can. The target is also unable to cast any arcane spells, and cannot target allies with divine spells. The caster of this spell is invisible to the target for the duration of the spell.



Instant of Clarity
Level: Cher 8
Components: S
Casting Time: 1 Standard action
Range: Personal
Target: You
Duration: 1d4+1 rounds
Saving Throw: No
Spell Resistance: No

A moment of calm in battle expands into a long moment of thought. While this spell is in effect, you can take two turns on each round, one immediately after the other. This spell has the same limitations as Time Stop for the second turn you take each round.
Drain Emotion
Level: Cher 9
Components: V, S
Casting Time: 1 Full-round action
Range: 40 feet + 5 feet/two class levels
Target: up to 20 HD + 2 HD/Class level
Duration: Instantaneous
Saving Throw: see text
Spell Resistance: No

You remove all emotion from a creature, plunging them deeply into a depressive lethargy where they no longer have a will to live. The target takes Cha damage equal to its level (Will save halves), Con damage equal to half of it's maximum Con score (Fort save halves), and Str damage equal to half of its Str score (Will save halves). The target is also slowed, dazed, and flat-footed for a number of rounds equal to half of your level. The emotions you drain go somewhere, however; take true damage equal to half your maximum hit points, and you can't be healed of this damage until 1d4+1 hours after the target dies. This effect can be removed with a Wish or Miracle spell, or simply by killing the target. While under the effects of this spell's backlash, your emotions are supercharged. All Cherisher spells you cast are cast as if under the effects of metamagic chosen by a roll of 1d6: 1: Heighten Spell, 2: Extend Spell, 3: Persistent Spell, 4: Enlarge Spell, 5: Still Spell AND Silent Spell, 6: Maximize Spell. While under the effects of this spell's backlash, you lose all benefits of the Bastion of Clarity class feature, and cannot cast any 0th level spells.



Elicit Hope
Level: Cher 9
Components: V, S
Casting Time: 1 Full-round action
Range: 60 feet
Target: one creature
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: No

The target of this spell is suffused with a faint blue light, restoring her to her her maximum ability, but at the cost of her short-term combat ability. The target gains hit points equal to half her maximum, temporary hit points equal to however many hit points she is currently missing, has all negative levels restored, is cured from all lingering effects such as poison or spells, becomes instantly awake and aware of being targeted by this spell, and loses any effects of a Barbarian Rage ability, if applicable. The target also gains the ability to (at any time) take nonlethal damage in place of lethal damage, but loses this ability after 1d3 days. The target is also affected with a magical compulsion that does not let her make attacks or cast spells for 2d4 hours.



Reckless Stumble
Level: Cher 9
Components: V, S, M
Casting Time: 1 Full-round action
Range: 60 feet + 5 feet/level
Target: One creature
Duration: 1 Round
Saving Throw: Will partial
Spell Resistance: Yes

The target of this spell is overcome with confidence, and no longer feels the need to protect himself. Whenever he would roll a d20, he makes a Will save. If he fails, then he automatically rolls a natural 1 on the d20 roll. However, the positive emotions involved encourage him to succeed; any die roll other than a d20 or d% is treated as the maximum possible value.

Material Component: the entrails of a small mammal



Slumbering Gaze
Level: Cher 9
Components: V, S
Casting Time: 1 Standard Action
Range: sight
Target: one creature with eyes
Duration: Instantaneous, see text
Saving Throw: Will, see text
Spell Resistance: Yes

The target instantly falls into a deep slumber, lasting for as long as the caster of this spell remains conscious. While sleeping, the target of this spell takes nonlethal damage instead of lethal damage in all cases, and weighs quadruple her usual weight. The spell is physically taxing on the caster though; a successful Will save by the target deals 2d10 nonlethal damage to the caster. Blind creatures are immune to the effect, but creatures with a True Seeing effect are cast deeper into the well of dreams, and cannot succeed on Will saves against this effect. Even creatures that do not normally sleep are affected by this spell. The target is aware of being affected by this spell, but may forget on waking, as chosen by the DM.



Radiance of Despair
Level: Cher 9
Components: V
Range: 5 feet/level
Area: Sphere with radius 1 foot/level, with a point on the surface of the sphere in range.
Duration: 2 rounds/level
Saving Throw: Will half
Spell Resistance: Yes

Creatures who start their turn in the area take 2d4 damage times the highest level spell slot the caster has remaining, and suffer an effect identical to Inspire Depression as cast by a level ten Cherisher. A DC 16 Spot check allows a creature to find the boundaries of the effect, which appears as a grayed-out sphere. A DC 25 Knowledge (Arcana) check allows a creature to identify the area and its effects. Targets are aware of being affected by this spell.

Rogem
2016-04-19, 08:30 AM
I don't play 3.x, so can't really give my insight on the rules portion. But for a name... Tumblmancer.

LastCenturion
2016-04-19, 02:44 PM
I don't play 3.x, so can't really give my insight on the rules portion. But for a name... Tumblmancer.

Can I ask why the name is applicable? (It's a pun on Tumblr, right? I can't think of any thing else.)

ImperatorV
2016-04-19, 06:41 PM
I've seen "Empath" used a lot for people who can read/manipulate emotions.

LastCenturion
2016-04-20, 12:40 PM
I've seen "Empath" used a lot for people who can read/manipulate emotions.

It makes sense, but it's a little bit lacking in whatever the word is. Embellishment. That's it. I picked Cherisher as the name because it sounds like something you would want to take notice of (also because I thought of the class when I was about 2/3rds of the way through Worm). Empath also sounds quite a bit psionic, which I was trying to avoid here.

Rogem
2016-04-21, 10:43 AM
Can I ask why the name is applicable? (It's a pun on Tumblr, right? I can't think of any thing else.)

Tumblr has certain reputation in regards to "feels", and that was the first thing to pop into my mind when I saw the headline. :smallbiggrin:

cathrine
2016-04-21, 11:57 AM
tumbler
very nice ideas .I really like it. finding useful

LastCenturion
2016-04-21, 04:10 PM
Tumblr has certain reputation in regards to "feels", and that was the first thing to pop into my mind when I saw the headline. :smallbiggrin:


tumbler
very nice ideas .I really like it. finding useful

I understand the idea, but I'm trying for something a little more Victorian, like the names Paladin and Cleric. Florid. That's the word. At this point I'm a lot more interested in making sure the abilities and spells are balanced than picking a name; Cherisher is growing on me.

Can you expand on "useful"?

GnomishPride
2016-04-28, 06:53 PM
This is pretty cool. Could use a handful more buffs but overall I really like the theme. I think I'll recommend this to a guy in a campaign I'm in.

LastCenturion
2016-04-29, 02:45 PM
This is pretty cool. Could use a handful more buffs but overall I really like the theme. I think I'll recommend this to a guy in a campaign I'm in.

Thanks. Any ideas for buffs (besides the standard ones like Giraffe's Endurance and Eagle's Splendor? Also, do tell how it pans out. I made one at level 20 for a campaign that was... me as DM and as the only player. I only did it to test out the class, but I'd love to hear more about how it gets applied.

Rogem
2016-04-30, 01:51 AM
As said before, not too familiar with 3.x, but you could add a damage link spell? Half of your taken damage is transferred to the linked person, and vice versa?

LastCenturion
2016-05-01, 03:35 PM
As said before, not too familiar with 3.x, but you could add a damage link spell? Half of your taken damage is transferred to the linked person, and vice versa?

That sounds pretty good, but it'll take some thought to balance... maybe I could include multiple versions? Definitely food for thought.

Side note that I am not responsible for your characters dying if they take this class and only fight undead or constructs.

LastCenturion
2016-05-26, 10:02 PM
Can somebody please give me some criticism on the rules aspect of this? I've been trying it out, but it's surprisingly hard to evaluate a class when you're DMing and playing all the characters at the same time. Solo adventures aren't very fun.

Blinkbear
2016-06-02, 09:10 AM
Not sure if I can actually help you with this, but maybe it would help to compare the class with the Beguiler class?