Vuzzmop
2007-06-28, 09:53 PM
Ovinomancer, Master of Sheep
d4
Pyromancers use fire. Necromancers use death. Ovinomancers use......Sheep. The eccentric few who take up the mantle of the ovinomancer are adept at turning powerful enemies into harmless sheep, and can themselves gain sheep-like abilities to shelter them from cold. Over time, the Ovinomancer gains such an understanding of the arcane secrets held within a sheep's woolly coat that a portion of their soul, the sorcerer or wizard's familiar, gains a sheepish appearance.
Prerequisites:
Knowledge (Arcane): 10
Knowledge (Nature): 2
Handle animal: 2
Spell focus: Transmutation
Alignment : any non-lawful
Special: Must have a familiar
Special: Able to cast 3 transmutation spells, one of which must be 3rd level or higher.
Level BAB Fort Ref Will Special Spellcasting
1 0 0 0 2 Ovinise, Insulate
2 1 0 0 3 Ovinise II 1 level of arcane spellcasting class
3 1 1 1 3 Greater Insulate 1 level of arcane spellcasting class
4 2 1 1 4 Familiar With Sheep 1 level of arcane spellcasting class
5 2 1 1 4 Mass Ovinise 1 level of arcane spellcasting class
Class Skills (2+Intelligence Modifier) : Concentration(con), Handle Animal (Cha), Knowledge (Arcane) (int),Knowledge (Nature)(int), Profession (wis), Spellcraft (int)
Class Abilities:
Ovinise: A number of times per day equal to your primary spellcasting ability modifier, the Ovivomancer may attempt to render any opponent that fails a DC 15+class level fort save within 60 feet harmless by transforming them into a sheep, as per the "baleful polymorph" spell but for the following exceptions. This ability can only transform opponents into sheep, that when transformed regard the opponent as friendly for a number of rounds equal to the Ovinomancer's class level.
Insulate: Once per day, as a move action, the Ovinomancer can grow a layer of wool which gives them energy resistance 5 cold and 5 sonic, but causes them 5 extra damage from fire. This effect lasts for 2 rounds plus the ovinomancer's class level.
Ovinise 2: As with Ovinise, but if the opponent also fails a will save (at the same DC), the sheep is under the effect of "suggestion".
Familiar with sheep: At fourth level, an Ovinomancer's familiar becomes a tiny, floating sheep with wool the colour of the pc's choice, keeping it's bonuses to skills etc, but losing any natural attacks, gaining a flight speed of 20ft with average maneuverability and the ability to speak common like the raven familiar. Once a day, as a standard action, the familiar can turn into a flying mount large enough for the Ovinomancer to ride, with a flight speed of 20 feet and clumsy manueverability. The Ovinomancer requires no ride skill check, and the transformation lasts for one minute, before the floating sheep reverts to it's tiny form.
Mass Ovinise: As with Ovinise 2, but now the Ovinomancer can Ovinise up to three opponents, no two of which can be further than twenty feet apart.
Greater Insulate : As with insulate, but the Ovinomancer now gains energy resistance 10 to cold and sonic (still taking 5 extra damage from fire), and gains a ram attack from the curled horns which sprout from their head, which deals 1d6 bludgeoning damage.
So, tell me what you think of it. and, if anyone was wondering, yes, I am a New Zealander.
d4
Pyromancers use fire. Necromancers use death. Ovinomancers use......Sheep. The eccentric few who take up the mantle of the ovinomancer are adept at turning powerful enemies into harmless sheep, and can themselves gain sheep-like abilities to shelter them from cold. Over time, the Ovinomancer gains such an understanding of the arcane secrets held within a sheep's woolly coat that a portion of their soul, the sorcerer or wizard's familiar, gains a sheepish appearance.
Prerequisites:
Knowledge (Arcane): 10
Knowledge (Nature): 2
Handle animal: 2
Spell focus: Transmutation
Alignment : any non-lawful
Special: Must have a familiar
Special: Able to cast 3 transmutation spells, one of which must be 3rd level or higher.
Level BAB Fort Ref Will Special Spellcasting
1 0 0 0 2 Ovinise, Insulate
2 1 0 0 3 Ovinise II 1 level of arcane spellcasting class
3 1 1 1 3 Greater Insulate 1 level of arcane spellcasting class
4 2 1 1 4 Familiar With Sheep 1 level of arcane spellcasting class
5 2 1 1 4 Mass Ovinise 1 level of arcane spellcasting class
Class Skills (2+Intelligence Modifier) : Concentration(con), Handle Animal (Cha), Knowledge (Arcane) (int),Knowledge (Nature)(int), Profession (wis), Spellcraft (int)
Class Abilities:
Ovinise: A number of times per day equal to your primary spellcasting ability modifier, the Ovivomancer may attempt to render any opponent that fails a DC 15+class level fort save within 60 feet harmless by transforming them into a sheep, as per the "baleful polymorph" spell but for the following exceptions. This ability can only transform opponents into sheep, that when transformed regard the opponent as friendly for a number of rounds equal to the Ovinomancer's class level.
Insulate: Once per day, as a move action, the Ovinomancer can grow a layer of wool which gives them energy resistance 5 cold and 5 sonic, but causes them 5 extra damage from fire. This effect lasts for 2 rounds plus the ovinomancer's class level.
Ovinise 2: As with Ovinise, but if the opponent also fails a will save (at the same DC), the sheep is under the effect of "suggestion".
Familiar with sheep: At fourth level, an Ovinomancer's familiar becomes a tiny, floating sheep with wool the colour of the pc's choice, keeping it's bonuses to skills etc, but losing any natural attacks, gaining a flight speed of 20ft with average maneuverability and the ability to speak common like the raven familiar. Once a day, as a standard action, the familiar can turn into a flying mount large enough for the Ovinomancer to ride, with a flight speed of 20 feet and clumsy manueverability. The Ovinomancer requires no ride skill check, and the transformation lasts for one minute, before the floating sheep reverts to it's tiny form.
Mass Ovinise: As with Ovinise 2, but now the Ovinomancer can Ovinise up to three opponents, no two of which can be further than twenty feet apart.
Greater Insulate : As with insulate, but the Ovinomancer now gains energy resistance 10 to cold and sonic (still taking 5 extra damage from fire), and gains a ram attack from the curled horns which sprout from their head, which deals 1d6 bludgeoning damage.
So, tell me what you think of it. and, if anyone was wondering, yes, I am a New Zealander.