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View Full Version : Contest Base Class Contest XXXIV - All You Can Treat



Temotei
2016-06-05, 11:44 PM
All You Can Treat

Welcome to Base Class Contest number thirty-four! Let's have fun creating some breathtaking base classes! The rules are below, as always. Make an original D&D 3.5 base class and fight for the right to keep your kneecaps!



1. You will be creating an original base class based around a theme of candy; anything is possible, from a candy (anti-?) hero to a healer who uses candy (candy-bodies and candy-viruses) instead of traditional methods to a chocoholic, so have fun with it! You may not post your entry anywhere else until after the contest is finished. If you have already posted a class under this theme, you may not enter it for this contest. You may use previous homebrew in your classes as long as no mention of the class or any part of the class was made in that homebrew. Aside from that, anything goes--psionics, martial maneuvers, spellcasting, whatever. Go crazy; new mechanics, new feats, new items, and everything else you can think of are fair game!


2. Submissions are due by 23:59 Central Standard Time (USA/Canada) on July 23rd, and should be submitted in the format shown in the next post or in another way that's easy on the eyes. Feel free to play around with fonts, images, and the like; just make sure it's not hard to read.


3. There must be a name, complete class, and fluff for both combat and role playing purposes. Incomplete entries will be disqualified.


4. Everyone is allowed only one entry per contest.


5. Plagiarism is strictly forbidden. Violators will be towed disqualified and reported.


The chat thread is here (http://www.giantitp.com/forums/showthread.php?367530-Base-Class-Challenge-Chat-Thread-IV-All-Your-Base-Class-Are-Belong-to-Us). Feel free to discuss each other's creations, give critique, or talk about what you think of this contest, but entries (and nothing else) belong in this challenge thread.

Ready?

Treat!

Temotei
2016-06-05, 11:46 PM
Base Class Name

Put an optional image of your class here (getting permission from the artist beforehand unless they explicitly allow free use)

Put a quote by or about a member of your class here!

A general description of what your class is!

Adventures: Why your class might adventure.

Characteristics: What your class is capable of.

Alignment: What alignment or alignments your class may have and why.

Religion: What deities or ideals your class follows, if any, and why.

Background: How you become part of your class and why.

Races: What races most often have members of your class, as well as any races that cannot join, along with why.

Other Classes: How your class relates to other classes, positively or negatively, and why.

Role: What your class does in and for a party.

Adaptation: How a DM might change your class to fit into their campaign or unique world setting.

GAME RULE INFORMATION
CLASS NAME's have the following game statistics.
Abilities: A brief description of what ability scores are important to your class.
Alignment: What alignments are available to your class are listed here. "Any" is a possibility.
Hit Die: dx
Starting Age: What age your class starts at level one as normally ("As barbarian," "As bard," and "As cleric" are the standard options, though feel free to put down the numbers, as well.).
Starting Gold: What amount of currency your class starts at level one with normally ("As barbarian," "As cleric," "As druid," "As fighter," "As monk," and "As sorcerer" are the standard options, though feel free to put down the numbers, as well.).

Class Skills
The CLASS NAME's class skills (and the key ability for each skill) are...

Skill Points at First Level: (x + Int modifier) x 4
Skill Points at Each Additional Level: x + Int modifier

CLASS NAME


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st

+x

+x

+x

+x
Class Ability


2nd

+x

+x

+x

+x
Class Ability


3rd

+x

+x

+x

+x
Class Ability


4th

+x

+x

+x

+x
Class Ability


5th

+x

+x

+x

+x
Class Ability


6th

+x

+x

+x

+x
Class Ability


7th

+x

+x

+x

+x
Class Ability


8th

+x

+x

+x

+x
Class Ability


9th

+x

+x

+x

+x
Class Ability


10th

+x

+x

+x

+x
Class Ability


11th

+x

+x

+x

+x
Class Ability


12th

+x

+x

+x

+x
Class Ability


13th

+x

+x

+x

+x
Class Ability


14th

+x

+x

+x

+x
Class Ability


15th

+x

+x

+x

+x
Class Ability


16th

+x

+x

+x

+x
Class Ability


17th

+x

+x

+x

+x
Class Ability


18th

+x

+x

+x

+x
Class Ability


19th

+x

+x

+x

+x
Class Ability


20th

+x

+x

+x

+x
Class Ability



Class Features
All of the following are class features of the CLASS NAME.

Weapon and Armor Proficiencies: What weapons and armor your class is proficient in the use of!

All other class features go here (Use the format shown directly below if you don't know what to do.)!

CLASS FEATURE NAME (Ex, Su, Sp, Ps):


---------------------------------Full Spellcasting Classes----------------------------------------



Base Class Name

Put an optional image of your class here (getting permission from the artist beforehand unless they explicitly allow free use)

Put a quote by or about a member of your class here!

A general description of what your class is!

Adventures: Why your class might adventure.

Characteristics: What your class is capable of.

Alignment: What alignment or alignments your class may have and why.

Religion: What deities or ideals your class follows, if any, and why.

Background: How you become part of your class and why.

Races: What races most often have members of your class, as well as any races that cannot join, along with why.

Other Classes: How your class relates to other classes, positively or negatively, and why.

Role: What your class does in and for a party.

Adaptation: How a DM might change your class to fit into their campaign or unique world setting.

GAME RULE INFORMATION
CLASS NAME's have the following game statistics.
Abilities: A brief description of what ability scores are important to your class.
Alignment: What alignments are available to your class are listed here. "Any" is a possibility.
Hit Die: dx
Starting Age: What age your class starts at level one as normally ("As barbarian," "As bard," and "As cleric" are the standard options, though feel free to put down the numbers, as well.).
Starting Gold: What amount of currency your class starts at level one with normally ("As barbarian," "As cleric," "As druid," "As fighter," "As monk," and "As sorcerer" are the standard options, though feel free to put down the numbers, as well.).

Class Skills
The CLASS NAME's class skills (and the key ability for each skill) are...

Skill Points at First Level: (x + Int modifier) x 4
Skill Points at Each Additional Level: x + Int modifier

CLASS NAME


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
0
1st
2nd
3rd
4th
5th
6th
7th
8th
9th


1st

+x

+x

+x

+x
Class Ability
x
x
-
-
-
-
-
-
-
-


2nd

+x

+x

+x

+x
Class Ability
x
x
-
-
-
-
-
-
-
-


3rd

+x

+x

+x

+x
Class Ability
x
x
x
-
-
-
-
-
-
-


4th

+x

+x

+x

+x
Class Ability
x
x
x
-
-
-
-
-
-
-


5th

+x

+x

+x

+x
Class Ability
x
x
x
x
-
-
-
-
-
-


6th

+x

+x

+x

+x
Class Ability
x
x
x
x
-
-
-
-
-
-


7th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
-
-
-
-
-


8th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
-
-
-
-
-


9th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
-
-
-
-


10th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
-
-
-
-


11th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
x
-
-
-


12th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
x
-
-
-


13th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
x
x
-
-


14th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
x
x
-
-


15th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
x
x
x
-


16th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
x
x
x
-


17th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
x
x
x
x


18th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
x
x
x
x


19th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
x
x
x
x


20th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
x
x
x
x



Class Features
All of the following are class features of the CLASS NAME.

Weapon and Armor Proficiencies: Which weapons and armor your class is proficient in!

All other class features go here (Use the format shown directly below if you don't know what to do.)!

Spells: Explain the spellcasting mechanics your class uses!

CLASS FEATURE NAME (Ex, Su, Sp, Ps):




Base Class Name

Put an optional image of your class here!

Put a quote by or about a member of your class here!

A general description of what your class is!

Adventures: Why your class might adventure.

Characteristics: What your class is capable of.

Alignment: What alignment or alignments your class may have and why.

Religion: What deities or ideals your class follows, if any, and why.

Background: How you become part of your class and why.

Races: What races most often have members of your class, as well as any races that cannot join, along with why.

Other Classes: How your class relates to other classes, positively or negatively, and why.

Role: What your class does in and for a party.

Adaptation: How a DM might change your class to fit into their campaign or unique world setting.

GAME RULE INFORMATION
CLASS NAME's have the following game statistics.
Abilities: A brief description of what ability scores are important to your class.
Alignment: What alignments are available to your class are listed here. "Any" is a possibility.
Hit Die: dx
Starting Age: What age your class starts at level one as normally ("As barbarian," "As bard," and "As cleric" are the standard options, though feel free to put down the numbers, as well.).
Starting Gold: What amount of currency your class starts at level one with normally ("As barbarian," "As cleric," "As druid," "As fighter," "As monk," and "As sorcerer" are the standard options, though feel free to put down the numbers, as well.).

Class Skills
The CLASS NAME's class skills (and the key ability for each skill) are...

Skill Points at First Level: (x + Int modifier) x 4
Skill Points at Each Additional Level: x + Int modifier

CLASS NAME


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st

+x

+x

+x

+x
Class Ability


2nd

+x

+x

+x

+x
Class Ability


3rd

+x

+x

+x

+x
Class Ability


4th

+x

+x

+x

+x
Class Ability


5th

+x

+x

+x

+x
Class Ability


6th

+x

+x

+x

+x
Class Ability


7th

+x

+x

+x

+x
Class Ability


8th

+x

+x

+x

+x
Class Ability


9th

+x

+x

+x

+x
Class Ability


10th

+x

+x

+x

+x
Class Ability


11th

+x

+x

+x

+x
Class Ability


12th

+x

+x

+x

+x
Class Ability


13th

+x

+x

+x

+x
Class Ability


14th

+x

+x

+x

+x
Class Ability


15th

+x

+x

+x

+x
Class Ability


16th

+x

+x

+x

+x
Class Ability


17th

+x

+x

+x

+x
Class Ability


18th

+x

+x

+x

+x
Class Ability


19th

+x

+x

+x

+x
Class Ability


20th

+x

+x

+x

+x
Class Ability



Class Features
All of the following are class features of the CLASS NAME.

Weapon and Armor Proficiencies: What weapons and armor with which your class is proficient!

All other class features go here (Use the format shown directly below if you don't know what to do.)!

CLASS FEATURE NAME (Ex, Su, Sp, Ps):


---------------------------------Full Spellcasting Class----------------------------------------


Base Class Name

Put an optional image of your class here (getting permission from the artist beforehand unless they explicitly allow free use)

Put a quote by or about a member of your class here!

A general description of what your class is!

Adventures: Why your class might adventure.

Characteristics: What your class is capable of.

Alignment: What alignment or alignments your class may have and why.

Religion: What deities or ideals your class follows, if any, and why.

Background: How you become part of your class and why.

Races: What races most often have members of your class, as well as any races that cannot join, along with why.

Other Classes: How your class relates to other classes, positively or negatively, and why.

Role: What your class does in and for a party.

Adaptation: How a DM might change your class to fit into their campaign or unique world setting.

GAME RULE INFORMATION
CLASS NAME's have the following game statistics.
Abilities: A brief description of what ability scores are important to your class.
Alignment: What alignments are available to your class are listed here. "Any" is a possibility.
Hit Die: dx
Starting Age: What age your class starts at level one as normally ("As barbarian," "As bard," and "As cleric" are the standard options, though feel free to put down the numbers, as well.).
Starting Gold: What amount of currency your class starts at level one with normally ("As barbarian," "As cleric," "As druid," "As fighter," "As monk," and "As sorcerer" are the standard options, though feel free to put down the numbers, as well.).

Class Skills
The CLASS NAME's class skills (and the key ability for each skill) are...

Skill Points at First Level: (x + Int modifier) x 4
Skill Points at Each Additional Level: x + Int modifier

CLASS NAME


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
0
1st
2nd
3rd
4th
5th
6th
7th
8th
9th


1st

+x

+x

+x

+x
Class Ability
x
x
-
-
-
-
-
-
-
-


2nd

+x

+x

+x

+x
Class Ability
x
x
-
-
-
-
-
-
-
-


3rd

+x

+x

+x

+x
Class Ability
x
x
x
-
-
-
-
-
-
-


4th

+x

+x

+x

+x
Class Ability
x
x
x
-
-
-
-
-
-
-


5th

+x

+x

+x

+x
Class Ability
x
x
x
x
-
-
-
-
-
-


6th

+x

+x

+x

+x
Class Ability
x
x
x
x
-
-
-
-
-
-


7th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
-
-
-
-
-


8th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
-
-
-
-
-


9th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
-
-
-
-


10th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
-
-
-
-


11th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
x
-
-
-


12th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
x
-
-
-


13th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
x
x
-
-


14th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
x
x
-
-


15th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
x
x
x
-


16th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
x
x
x
-


17th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
x
x
x
x


18th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
x
x
x
x


19th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
x
x
x
x


20th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
x
x
x
x



Class Features
All of the following are class features of the CLASS NAME.

Weapon and Armor Proficiencies: Which weapons and armor your class is proficient in!

All other class features go here (Use the format shown directly below if you don't know what to do.)!

Spells: Explain the spellcasting mechanics your class uses!

CLASS FEATURE NAME (Ex, Su, Sp, Ps):

sengmeng
2016-06-09, 05:03 PM
The Candy Man (https://www.youtube.com/watch?v=rgbdVihagWg)

http://i67.tinypic.com/28k0vw0.png
I drew it


Who can take a sunrise
Sprinkle it with dew
Cover it with choc'late and a miracle or two
The Candy Man
Oh, the Candy Man can
The Candy Man can
'Cause he mixes it with love
And makes the world taste good
Who can take a rainbow
Wrap it in a sigh
Soak it in the sun and make a groovy lemon pie
The Candy Man
The Candy Man can
The Candy Man can
'Cause he mixes it with love
And makes the world taste good
The Candy Man makes everything he bakes
Satisfying and delicious
Now you talk about your childhood wishes
You can even eat the dishes
Oh, who can take tomorrow
Dip it in a dream
Separate the sorrow and collect up all the cream
The Candy Man
Oh, the Candy Man can
The Candy Man can
'Cause he mixes it with love
And makes the world taste good (https://www.youtube.com/watch?v=rgbdVihagWg)

The Candy Man can make any adventure sweet.

Adventures: The Candy Man can be found on a dungeon crawl, but most prefer to set up shop somewhere and supply those who need their wares.

Characteristics: The Candy Man can provide all sorts of buffs, protection, and healing as needed. He does not cast spells, but encapsulates them in the form of sweets.

Alignment: The Candy Man can be of any alignment. The surest tell of whether he is good or evil is whether or not he raises his prices as demand for his candies goes up.

Religion: The Candy Man can worship any god, but usually worships one of bounty, indulgence, gluttony, or an alignment appropriate deity. The Candy Man can emulate many divine spells, but he does not need a link to a divine entity.

Background: The Candy Man can come from all walks of life, but he usually starts off as a common tradesmen with a bit of magical talent. The Candy Man is alos quite mysterious; no one knows quite where he picks up the secrets of making such delicious treats.

Races: The Candy Man can be any race, but the naturally indulgent halflings and naturally magical gnomes produce the most.

Other Classes: The Candy Man can find just the right sweets for any other class, and usually gets along with any customer. He primarily buffs others (although he can buff himself as well, his baseline stats usually mean buffing others makes more sense), so he relies on enhancing his teammates to accomplish his goals.

Role: The Candy Man can take over many of the support and utility functions of a wizard or a cleric.

Adaptation: The Candy Man can fit into most campaigns quite well, but his trade assumes a certain level of civilization to support a business like his. In a truly primitive campaign, he could be the lone example of a more civilized society.

GAME RULE INFORMATION
The Candy Man has the following game statistics.
Abilities: Charisma defines the limits of the Candy Man’s candy effects, but he also needs some Wisdom for Profession (Confectioner) checks if he wants to craft additional candies per day.
Alignment: The Candy Man can be of any alignment.
Hit Die: d4
Starting Age: As Wizard
Starting Gold: As Wizard

Class Skills
The CANDY MAN’'s class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Knowledge (arcana) (Int), Perform (Cha), Profession (Wis), and Spellcraft (Int).

Skill Points at First Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier

CLASS NAME


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
0
1st
2nd
3rd
4th
5th
6th
7th
8th
9th


1st

+0

+0

+0

+2
Craft Candy
3
1
-
-
-
-
-
-
-
-


2nd

+1

+0

+0

+3

4
2
-
-
-
-
-
-
-
-


3rd

+1

+1

+1

+3

4
2
1
-
-
-
-
-
-
-


4th

+2

+1

+1

+4

4
3
2
-
-
-
-
-
-
-


5th

+2

+1

+1

+4

4
3
2
1
-
-
-
-
-
-


6th

+3

+2

+2

+5

4
3
3
2
-
-
-
-
-
-


7th

+3

+2

+2

+5

4
4
3
2
1
-
-
-
-
-


8th

4

+2

+2

+6

4
4
3
3
2
-
-
-
-
-


9th

+4

+3

+3

+6

4
4
4
3
2
1
-
-
-
-


10th

+5

+3

+3

+7

4
4
4
3
3
2
-
-
-
-


11th

+5

+3

+3

+7

4
4
4
4
3
2
1
-
-
-


12th

+6

+4

+4

+8

4
4
4
4
3
3
2
-
-
-


13th

+6

+4

+4

+8

4
4
4
4
4
3
2
1
-
-


14th

+7

+4

+4

+9

4
4
4
4
4
3
3
2
-
-


15th

+7

+5

+5

+9

4
4
4
4
4
4
3
2
1
-


16th

+8

+5

+5

+10

4
4
4
4
4
4
3
3
2
-


17th

+8

+5

+5

+10

4
4
4
4
4
4
4
3
2
1


18th

+9

+6

+6

+11

4
4
4
4
4
4
4
3
3
2


19th

+9

+6

+6

+11

4
4
4
4
4
4
4
4
3
3


20th

+10

+6

+6

+12

4
4
4
4
4
4
4
4
4
4



Class Features
All of the following are class features of the CANDY MAN.

Weapon and Armor Proficiencies: The Candy Man can use clubs, daggers, crossbows, quarterstaves, and slings. They are not proficient with any armor or shield.

Craft Candy (Su): The Candy Man can craft magical sweets which emulate spells when eaten. Only living creatures which eat can benefit from this candy. He has a fixed list of spell effects given below, and knows all spells on the Candy Man list. He does not cast spells, but rather spontaneously creates candy a number of times per day, given on the Candy Man class table. He must have a Charisma score of 10 + the level of the spell he emulates, and he gains bonus candies per day for high Charisma. Eating one candy is a swift action that provokes an attack of opportunity; being damaged while eating candy forces a concentration check which will cause the candy to fail if it is not passed. Creating candy takes the same action that casting the equivalent spell would, and also consumes any material or xp costs that the spell has. It requires somatic and verbal components if the emulated spell does. The Candy Man’s ability to create candy is advanced by prestige classes that advance spellcasting, and the caster level of his candies’ effects is equal to his Candy Man levels. He is counted as being able to cast spells to qualify for prestige classes and feats, and for the purposes of item creation. For most Candy Man spell effects, the eater is the target, whether that is the Candy Man himself or another. Candies can be altered by metamagic feats as if they were spells. Candies created spontaneously lose their matgic when the Candy Man refreshes his candies per day. The Candy Man refreshes his spontaneous candy creation slots with 8 hours of rest. The Candy Man can also make a Profession (Confectioner) check to craft candies that do not count against his candies per day. The DC is 15 + twice the level of the spell emulated, and it costs 50 gold pieces and 50 xp per level of the spell, multiplied by the caster level, and takes 1 hour per spell level. Failing the Profession (Confectioner) check wastes half the gold, but not the experience. Candies created with the Profession (Confectioner) skill do not lose their magic until consumed. Candy that becomes inert due to the Candy Man refreshing his candy slots has no value or effect beyond what a normal sweet would. The Candy Man can create candy in an antimagic field, but it will not be useful until it leaves the field.

Candy Man Spell List
Cure Minor Wounds, Detect Magic, Detect Poison, Guidance, Light, Read Magic, Resistance, Virtue
Bless, Comprehend Languages, Cure Light Wounds, Deathwatch, Detect Chaos/Evil/Good/Law, Detect Undead, Detect Secret Doors, Disguise Self, Divine Favor, Endure Elements, Enlarge Person, Entropic Shield, Expeditious Retreat, Feather Fall, Jump, Mage Armor, Magic Aura, Obscuring Mist, Protection from Chaos/Evil/Good/Law, Reduce Person, Remove Fear, Sanctuary, Shield of Faith, True Strike
Aid, Alter Self, Augury, Bear’s Endurance, Bull’s Strength, Calm Emotions, Cat’s Grace, Cure Moderate Wounds, Darkvision, Delay Poison, Detect Thoughts, Eagle’s Splendor, Find Traps, Fox’s Cunning, Invisibility, Lesser Restoration, Locate Object, Mirror Image, Owl’s Wisdom, Protection from Arrows, Resist Energy, See Invisibility, Silence, Spider Climb, Undetectable Alignment
Arcane Sight, Blink, Clairaudience/Clairvoyance, Create Food and Water, Cure Serious Wounds, Dispel Magic, Displacement, Heroism, Fly, Gaseous Form, Haste, Invisibility Purge, Locate Object, Magic Circle against Chaos/Evil/Good/Law, Magic Vestment, Meld into Stone, Nondetection, Obscure Object, Protection from Energy, Remove Blindness/Deafness, Rage, Remove Curse, Remove Disease, Speak with Dead, Tongues, Water Breathing, Water Walk
Air Walk, Cure Critical Wounds, Death Ward, Detect Scrying, Dimension Door, Discern Lies, Divination, Divine Power, Fire Shield, Freedom of Movement, Inflict Critical Wounds, Locate Creature, Neutralize Poison, Polymorph, Repel Vermin, Restoration, Spell Immunity, Stoneskin
Atonement, Break Enchantment, Commune, Contact Other Plane, Dispel Chaos/Evil/Good/Law, Overland Flight, Righteous Might, Seeming, Spell Resistance, True Seeing, Prying Eyes
Antimagic Field, Find the Path, Greater Dispel Magic, Greater Heroism, Heal, Heroes’ Feast, Legend Lore, Repulsion, Shadow Walk, Transformation, True Seeing, Wind Walk
Greater Arcane Sight, Greater Spell Turning, Project Image, Ethereal Jaunt, Regenerate, Repulsion, Statue, Simulacrum, Vision,
Antipathy, Cloak of Chaos, Clone, Discern Location, Greater Spell Immunity, Holy Aura, Iron Body, Mind Blank, Moment of Prescience, Polymorph Any Object, Protection from Spells, Shield of Law, Sympathy, Unholy Aura
Astral Projection, Etherealness, Foresight, Mage’s Disjunction, Shapechange, Time Stop

Special Notes on Candy functions: The Candy Man can also use the Mass version of any spell effect on his list, and in this case he produces one candy of that type per caster level (So a 20th level Candy Man can use a 9th level slot on Mass Heal, producing 20 Heal candies). However, no one consumer can benefit more than once from candies produced this way; each candy from one spell must go to a different consumer to be useful. They can, however, satisfy a consumer's candy addiction (see below). This is also how any spell on the list which affects all allies within a certain distance functions as a candy (such as Bless). Spells which normally affect more than one target produce an amount of candies equal to the number of targets they could affect. Some candies emulate spells which normally affect objects. In this case, they still affect the consumer. Others, such as detect spells, or other divinations, give the consumer the benefits of those spells as if he or she had cast them. Create Food and Water produces a number of candies that each nourish one human-sized creature for a day when consumed (equal to the number of people the spell normally feeds). Feather Fall candy can be consumed as an immediate action. Candies which emulate personal spells cause the ravages of candy addiction to take place immediately after they end when consumed by anyone other than the Candy Man who created them.

Candy Addiction: Every time someone other than the Candy Man eats one of his magical candies, they run the risk of becoming addicted. 24 hours after the last candy’s effects end, they must make a will save of a DC equal to 5 + twice the spell levels of all the candies’ effects. Failing this save results in 1d2 damage to all ability scores. This is not a disease or poison, and is not altered or neutralized by effects that deal with them. If the saving throw is passed, no more saving throws need to be made, but if it is failed, it must be repeated in 24 hours if no candy is consumed. Eating candy instantly restores the ability score damage, but any time this is done, the damage die of the ability damage increases by one step on the next failed save. This ability score damage otherwise heals at a rate of 1 point per week after a successful save and no more candy consumption.

Candy High Feats: The Candy Man can add secondary effects to all of his candies with Candy High Feats. These effects compound with the number of candies currently affecting the consumer.

Sugar Rush
Prerequisites: Craft Candy Class Feature
Benefits: The consumer gains a +1 alchemical bonus to strength for each candy that currently affects him.

Sugar Mania
Prerequisites: Craft Candy Class Feature
Benefits: The consumer gains a +1 alchemical bonus to initiative checks for each candy that currently affects him.

Hyperactivity
Prerequisites: Craft Candy Class Feature
Benefits: The consumer gains +5 feet to their movement for each candy that currently affects them.

Sweet Tooth
Prerequisites: Craft Candy Class Feature
Benefits: Each candy bestows 1 temporary hitpoint when eaten.

Tunnel Vision Focus
Prerequisites: Craft Candy Class Feature
Benefits: The Consumer gains a +1 alchemical bonus to a single skill check equal to the number of candies that currently affect him. He chooses whether to discharge this ability, and once discharged, he must eat more candy to get another bonus, but it does not negate bonuses from other Candy High feats.

Jormengand
2016-06-10, 10:35 AM
The Saccharine Slayer

It's strange, really, how much someone's willing to endure for a simple kiss...

Saccharine slayers are enticing, rogueish spellcasters, who are sweet enough that you can't help but want to kiss them... but if you do, you'll regret it.

Adventures: Saccharine slayers often seek love and affection, and because their dangerous magical kisses can be eschewed in favour of a normal kiss, they are capable of having loving relationships with those they meet. They also adventure for the thrill of seducing and killing powerful enemies, of course...

Characteristics: Saccharine slayers can convince almost anyone of anything, and when they convince a creature to give in to their powerful kisses, they can easily destroy them.

Alignment: Any nonlawful nongood. Saccharine slayers rely on questionable morality at best, seducing their foes and murdering them with magic.

Religion: Saccharine slayers almost always worship deities of sex, lust, death or murder.

Background: Saccharine slayers are usually distantly related to succubi. They manifest saccharine slayer powers where the distant descendants of dragons might manifest sorcerer powers.

Races: Tieflings are often saccharine slayers, due to their direct demonic heritage, but almost any race can produce them.

Other Classes: Sorcerers have most in common with saccharine slayers, and the two accept each other's magical talents. Most other classes treat them much like they would a sorcerer, bard or rogue, usually whichever of the three is neither best nor worst in their eyes.

Role: Saccharine slayers can either work as assassins, or take charge of social situations. In combat, they interfere with enemy attacks and force them to accept powerful, deadly kisses.

Adaptation: Saccharine slayers can fit into most settings, though if succubi don't exist, another ancestry (or no special ancestry at all) will need to be established.

GAME RULE INFORMATION
Saccharine slayers have the following game statistics.
Abilities: Charisma is most important, in order to cast spells, followed by the physical ability scores in any order to hold up in a fight, then intelligence for skills and wisdom for will saves.
Alignment: Any nonlawful nongood.
Hit Die: d6
Starting Age: As bard.
Starting Gold: As barbarian.
Special: Character must have exactly one mouth, and must have at least one set of reproductive organs but no more than one set of functioning reproductive organs (character can be intersex but not hermaphroditic).
Special: Saccharine slayers are always pansexual (attracted to anyone regardless of gender). If a multiclass character who is not pansexual takes a level in saccharine slayer, they always become pansexual.

Class Skills
The saccharine slayer's class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (None), Spellcraft (Int), Spot (Wis), and Use Magic Device (Cha).
Skill Points at First Level: (6 + Int modifier) x 4
Skill Points at Each Additional Level: 6 + Int modifier

Candid Slayer

LevelBABFortRefWillSpecial 0lvl1st2nd3rd4th5th6th
1st+0+0+2+2Alter Sex, Kiss of Blood, Honeyed Tongue +110—————
2nd+1+0+3+3Sugared Word: Drowse11—————
3rd+2+1+3+3Honeyed Tongue +211—————
4th+3+1+4+4Sugared Word: Fascinate110————
5th+3+1+4+4Kiss of Draining, Honeyed Tongue +3110————
6th+4+2+5+5Sugared Word: Suggest111————
7th+5+2+5+5Honeyed Tongue +41110———
8th+6/+1+2+6+6Sugared Word: Charm1111———
9th+6/+1+3+6+6Honeyed Tongue +51111———
10th+7/+2+3+7+7Kiss of the Void, Sugared Word: Beguile22110——
11th+8/+3+3+7+7Honeyed Tongue +622111——
12th+9/+4+4+8+8Sugared Word: Insinuate22211——
13th+9/+4+4+8+8Honeyed Tongue +7222211—
14th+10/+5+4+9+9Sugared Word: Incite232211—
15th+11/+6/+1+5+9+9Kiss of Pain, Honeyed Tongue +8233322—
16th+12/+7/+2+5+10+10Sugared Word: Overwhelm3333321
17th+12/+7/+2+5+10+10Honeyed Tongue +93333321
18th+13/+8/+3+6+11+11Sugared Word: Request3333332
19th+14/+9/+4+6+11+11Honeyed Tongue +103333332
20th+15/+10/+5+6+12+12Kiss of Death, Sugared Word: Enrapture3333332


Class Features
All of the following are class features of the saccharine slayer.

Weapon and Armor Proficiency
Saccharine slayers are proficient with all simple weapons, plus the short sword, the net and the whip.

Spells
A saccharine slayer casts arcane spells that are drawn directly from the saccharine slayer list. She casts spells just like a sorcerer, but unlike a sorcerer, knows all saccharine slayer spells of a level she can cast.

Alter Sex (Su)
A saccharine slayer can alter her physical sex at will as a standard action. The alteration is supernatural, but the result is not, so she will not return to her original sex in an anti-magic field, but cannot change sex in one either.

The saccharine slayer can, during this alteration, regardless of which sex she is taking on, alter the parameters of her secondary sexual characteristics (such as the size of breasts and facial hair) anywhere between nonexistent and the most that is possible a member of the sex which has the greater value. Irrespective of how much she changes this, it never has any actual effect on her abilities.

The saccharine slayer can combine male and female characteristics, or even become (or stop being) intersex, and can also make herself fertile or infertile but cannot be capable of both causing pregnancy and becoming pregnant at the same time. Saccharine slayers cannot change their sex while pregnant, but can change secondary sexual characteristics.

Saccharine slayers use this to become attractive to their intended victim.

Kiss of Blood (Su)
Saccharine slayers can deal damage to a target by kissing them as a standard action. The saccharine slayer may have her kiss deal 1d6 points of true damage per level to the hapless victim. True damage cannot be prevented, mitigated or resisted by any means. To kiss an unwilling victim, the saccharine slayer must grapple them and make a melee touch attack with her mouth (which can therefore be made even if both hands are occupied).

The saccharine slayer can also do double her kiss's effect (2d6 points of true damage) to a creature who willingly performs intercourse with the her. The saccharine slayer cannot use this version of the ability if the subject is unwilling, unconscious, or under a compulsion: they must deliberately and willingly perform with the saccharine slayer, and then, once while they are doing so, the saccharine slayer can deal damage to them. To use this form of the ability again, the saccharine slayer must use it on another instance of intercourse. Kissing the creature at the same time does not allow her to use both effects simultaneously.

The saccharine slayer can cast touch spells with her mouth, meaning that because the touch is part of the spell, she gets the effects of the kiss of blood, and the spell. If she fails the concentration check (which she invariably needs to make if she's in a grapple), she loses the spell but can still attempt a kiss as part of the same action. If she passes (or doesn't need to make one) she can choose whether the kiss of blood or the touch spell works first.

Succubi and saccharine slayers are immune to the special effects of kissing (or intercourse with) each other.

Honeyed Tongue (Ex)
At every odd level, the saccharine slayer gets a +1 bonus to bluff, diplomacy, gather information and intimidate checks, and learns an extra language.

Sugared Word

At second level, and every second level thereafter, the saccharine slayer learns a new spell-like ability which she can use at will. The save DC is 10+the spell-like ability's level+the saccharine slayer's charisma modifier.

Drowse: Lullaby (0lvl)
Fascinate: Hypnotism (1st)
Suggest: Suggestion (2nd)
Charm: Charm Monster (3rd)
Beguile: Dominate Person (4th)
Insinuate: Mass Suggestion (5th)
Incite: Quest (6th)
Overwhelm: Mass Hold Person (7th)
Request: Demand (8th)
Enrapture: Dominate Monster (9th)

Kiss of Draining (Su)
From 5th level, the saccharine slayer's kiss of blood deals 1 point of true constitution damage per 4 levels (one per 2 levels when doubled, even though that isn't a strict doubling). She may choose whether to deal normal damage, constitution damage, both, or neither.

Kiss of the Void (Su)
From 10th level, the saccharine slayer's kiss of blood deals a single negative level per 10 levels (1 negative level per 5 levels when doubled, even though that isn't a strict doubling). The save DC to remove the negative level is 10+1/2 the saccharine slayer's level+the saccharine slayer's charisma modifier.

Undead take positive levels (http://archive.wizards.com/default.asp?x=dnd/glossary&term=Glossary_dnd_energycharge&alpha=) instead of negative levels. The saccharine slayer doesn't take damage from inflicting positive levels.

Again, the saccharine slayer can pick and choose which kiss effects take place.

Kiss of Pain (Su)
From 15th level, the saccharine slayer's kiss of blood imposes a true penalty to all d20 rolls and to armour class equal to the saccharine slayer's level for one round (two rounds when doubled). Once more, the saccharine slayer can choose which effects take place. True penalties ignore immunity and always stack.

Kiss of Death (Su)
From 20th level, the saccharine slayer can kill outright a creature whom she kisses; this can be prevented with a fortitude save (DC 10+1/2 the saccharine slayer's level+the saccharine slayer's charisma modifier). Rather than doubling the effect, the saccharine slayer can kill a creature with no save if they have intercourse with her.

Saccharine Slayer Spell List:

0lvl: Dancing Lights, Daze, Ghost Sound, Lullaby, Prestidigitation
1st: Charm Person, Command, Lesser Confusion, Disguise Self, Feather Fall, Hypnotism, Sleep
2nd: Alter Self, Calm Emotions, Daze Monster, Death Knell, Detect Thoughts, Eagle's Splendour, Hold Person, Invisibility, Knock, Suggestion, Tongues, Undetectable Alignment
3rd: Charm Monster, Confusion, Crushing Despair, Deep Slumber, Fly, Invisibility Sphere, Lesser Geas, Glibness, Speak with Animals
4th: Black Tentacles, Dimension Door, Dominate Person, Freedom of Movement, Hold Monster, Greater Invisibility, Polymorph (Self only)
5th: Greater Command, Dream, Feeblemind, Mind Fog, Mislead, Overland Flight, Passwall, Sending, Teleport
6th: Mass Charm Monster, Mass Eagle's Splendour, Find the Path, Quest, Insanity, Irresistible Dance, Mass Invisibility, Polymorph Any Object (Self only), Greater Teleport (Self only)

ShiningStarling
2016-06-13, 03:18 AM
✧・゚: *✧・゚:* SUCROMANCER *:・゚✧*:・゚✧



[I]"Forget the Spice and Everything Nice, I'll make do with just the sugar." ~Kira Sochume, an adept Sucromancer trying to sound witty at the annual baking convention

"Hello, the sour peach of my skin, the sweetest poison icing
so tasty it could rot your teeth and brain
The chaotic consumption, the diabetic gumption
to do a thing like make me go insane
and leave this plane of reality completely
float among the clouds of pink and blue cotton candy"
~ Jane, a poetic Sucromancer credit to PhemieC for her fansong "Sweet"

The only thing sweeter than a Sucromancer's candy is their honeyed words. Sucromancers are adept and bewitchment and transfiguration, especially when they convince their target to eat some of their candy!

Adventures: Sucromancers are often inclined to simply remain in the area of a kitchen so that they may best ply their trade, but many will travel for that very trade, being hired for as varied things as making desserts for a wedding banquet, poisoning a king, making a spirit lifting morsel for soldiers, or performing counter-intelligence by loosening a tongue or two over a good pastry. In more general adventuring, Sucromancers might be looking for a rare ingredient or two, to test their confections on others, or simply to get out of the kitchen for a while.

Characteristics: Sucromancers are pastry chefs and confectioners first and foremost, but when they put their magical talents to use they are inclined towards powerful enchantment and transmutation magic, which can be very beneficial to her allies, and very bad news to unsuspecting foes.

Alignment: Sucromancers tend toward neutrality, because food is for everyone. Only very rarely are they any of the four more polarized alignments, and when such is the case their sucromancy usually takes a back seat, or even gets retrained. Baking just takes a more accepting temperament.

Religion: Gods are for swearing by, and while Sucromancers are as prone as any to swearing by Mystra's knitting needles or Bobcob's Blessed Bugbear Beater, they tend not to be zealous about their religion, if they have one. Some get close enough to nature to becomes druidic, but almost no convent cook will ever taste the sucrotic sweets of the craft.

Background: More often than not, Sucromancers are born similarly to Sorcerers, they simply manifest the power at some point in their lives. However, unlike sorcerers, usually only bakers or cooks will ever awaken their power this way, or perhaps even a child with a severe sweet tooth in very rare cases, and it has almost nothing to do with bloodlines. Sucromancy can be trained by a Sucromancer, either via direct training or a sharing of Recipe Books.

Races: Elves, humans, and halflings dominate this class, as they are the most prone to baking of the core races. Half-elves just aren't terribly good bakers naturally, and half-orcs usually lack the patience. Dwarves believe Sucromancy is a myth, or at least those who have even heard of it think that, as the craft is utterly foreign to them, as no dwarf has ever been, or likely ever will be, a sucromancer.

Other Classes: Sucromancers despise the table manners of barbarians, and are none too fond of clerics or druids whom have faith-based dietary restrictions against their sweets. Wizards often scoff at Sucromancers, calling them nothing but simple hedge witches, and sorcerers often look down their noses at Sucromancers as well. They do, however, have true friends in bards, for what goes better with good song and good cheer than something sweet to eat to raise the spirits even higher?

Role: Sucromancers buff mostly, but can also significantly hamper opponents with powerful effects.

Adaptation: Sucromancers can be found in all sorts of places, though the way they become the class might vary from world to world. Perhaps you can only learn the craft from generations of family recipes, or must attend a magiculinary institute, and in such cases the starting age should be adjusted accordingly.

GAME RULE INFORMATION
Sucromancers have the following game statistics.
Abilities: Charisma is the most important for Sucromancers, as it controls their spellcasting. Intelligence and Wisdom help with sweets-related Crafting and Profession, respectively. Dexterity and Constitution are as important to them as an average spellcaster. Strength is needed to be able to stand properly and to not drop your candy!
Alignment: Usually has a Neutral component.
Hit Die: d6
Starting Age: As Barbarian
Starting Gold: As Sorcerer

Class Skills
The Sucromancer's class skills (and the key ability for each skill) are...

Skill Points at First Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier

Sucromancer


Level
BAB
Fort
Ref
Will
Special
1st
2nd
3rd
4th
5th
6th
7th
8th
9th


1st

+0


+2


+0


+2

Spells, Saccharine Pact
3
-
-
-
-
-
-
-
-


2nd

+1


+3


+0


+3

Wash it Down
4
-
-
-
-
-
-
-
-


3rd

+1


+3


+1


+3

Class Ability
5
-
-
-
-
-
-
-
-


4th

+2


+4


+1


+4

Fold it in Gently
6
3
-
-
-
-
-
-
-


5th

+2


+4


+1


+4

Class Ability
6
4
-
-
-
-
-
-
-


6th

+3


+5


+2


+5

Class Ability
6
5
3
-
-
-
-
-
-


7th

+3


+5


+2


+5

Class Ability
6
6
4
-
-
-
-
-
-


8th

+4


+6


+2


+6

Class Ability
6
6
5
3
-
-
-
-
-


9th

+4


+6


+3


+6

Class Ability
6
6
6
4
-
-
-
-
-


10th

+5


+7


+3


+7

Class Ability
6
6
6
5
3
-
-
-
-


11th

+5


+7


+3


+7

Class Ability
6
6
6
6
4
-
-
-
-


12th

+6/+1


+8


+4


+8

Class Ability
6
6
6
6
5
3
-
-
-


13th

+6/+1


+8


+4


+8

Class Ability
6
6
6
6
6
4
-
-
-


14th

+7/+2


+9


+4


+9

Class Ability
6
6
6
6
6
5
3
-
-


15th

+7/+2


+9


+5


+9

Class Ability
6
6
6
6
6
6
4
-
-


16th

+8/+3


+10


+5


+10

Class Ability
6
6
6
6
6
6
5
3
-


17th

+8/+3


+10


+5


+10

Class Ability
6
6
6
6
6
6
6
4
-


18th

+9/+4


+11


+6


+11

Class Ability
6
6
6
6
6
6
6
5
3


19th

+9/+4


+11


+6


+11

Class Ability
6
6
6
6
6
6
6
6
4


20th

+10/+5


+12


+6


+12

Class Ability
6
6
6
6
6
6
6
6
6



Class Features
All of the following are class features of the Sucromancer.

Weapon and Armor Proficiencies: The Sucromancer is proficient in all simple weapons, as well as whips (how else would she make whipped cream?)

Spells: The Sucromancer cast arcane spells spontaneously, using Charisma for both bonus spells and save DCs. She has spells per day as given on the table above, and knows all spells on her spell list, given below. Cantrips she knows she may cast at will. Refer below for the class list. Sucromancers keep their spells in Recipe Books... but usually for referenece. They need to look at it once a week to be able to cast their spells, but they need not look at it every day.

Saccharine Pact: Sucromancers are bound by their powers to never eat or drink anything that is not sweet, nor to serve anything that is not sweet to anyone else. Breaking this promise causes them become sickened for 24 hours with no saving throw, and to lose all class features and spellcasting until they eat an Apology Cake, that they may only Craft after breaking the pact (DC 15+class level to bake successfully, One Eight-hour work day to make). Being force-fed something non-sweet does not cause them to lose their class features or spellcasting, but still makes them sickened, albeit only for one hour with a Will save, DC 8+class level. Non-sweet things include any food that contains no sweet components, as well as potions and magical food that are not specifically described as being sweet. In return for this magical promise, Sucromancers may be nutritionally sustained by candy, pastries, cakes, pies, sweet tea, lemonade, soda, or anything else sweet, as if they were eating nutritional and healthy food and drinking clean water.

Wash it Down (Su): A Sucromancer of at least 2nd level that has been poisoned, but has not yet had to make her second save against it, may eat a sweet and have the poison cured completely

CLASS FEATURE NAME (Ex, Su, Sp, Ps):

Check the Recipe: When a Sucromancer of at least 4th level casts a spell that normally has a casting time of less than 1 minute, she may instead take 1 minute to cast the spell while referencing her Recipe Book. If she does so, the spell is cast, but no spell slot is used.

CLASS FEATURE NAME (Ex, Su, Sp, Ps):

CLASS FEATURE NAME (Ex, Su, Sp, Ps):

CLASS FEATURE NAME (Ex, Su, Sp, Ps):

CLASS FEATURE NAME (Ex, Su, Sp, Ps):

CLASS FEATURE NAME (Ex, Su, Sp, Ps):