theperfect25
2016-12-13, 12:47 PM
Harmonic Wanderers
Description:Their are those that understand the balance of the world, have seen it with their very eyes. These being are wanderers, learning to harness the powers that the world gives and harnessing it into a physical form. They have learned to control the binds of harmony to sway those around them. Wherever they go, they are known to help sew the inevitable or end the unknown.
Combat: A wanderer is at their best not in the front with the attackers but right in the middle of their allies. Able to attack from a short range distance as well as able to sway the battlefield and give help to those who need it as he sees fit.
Attribute:A Harmonic Wanderer faces the world needing great wisdom and intelligence. Both of these factors contributing to their effectiveness as both a support and a debuffer. However, constitution and dexterity is needed if they wish to join the battle directly.
Alignment:A Harmonic Wanderer are almost always lawful in alignment, knowing that all things in reality have laws that they follow.
Starting gold: 2d6x10 (average 70gp)
Starting age:Complex
Health:d6
level
BAB
Fort
Ref
Will
Special
1
0
0
0
2
Orbs of power, Orb of destruction
2
1
0
0
3
Orb of harmony
3
2
1
1
3
Harmonic Defense
4
3
1
1
4
Unbound step
5
3
1
1
4
bonus feat
6
4
2
2
5
Orb of relevance
7
5
2
2
5
Powered Orb of Destruction
8
6/1
2
2
6
Transcendence
9
6/1
3
3
6
bonus feat
10
7/2
3
3
7
Mettle
11
8/3
3
3
7
Orb of Discord
12
9/4
4
4
8
Improved Unbound Step
13
9/4
4
4
8
14
10/5
4
4
9
Improved Mettle
15
11/6/1
5
5
9
Path's chosen(Journeyman)
16
12/7/2
5
5
10
17
12/7/2
5
5
10
Greater Transcendence
18
13/8/3
6
6
11
Path's chosen(expert)
19
14/9/4
6
6
11
20
15/10/5
6
6
12
Path's chosen(master)
Class Skills: (6+int, x4 first level)
Harmonic Wanderer's Class skills: Balance (Dex), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (Religion) (Int), Knowledge (The Planes) (Int), Knowledge (Nature) (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), Spellcraft (Int), and Tumble (Dex).
Class Features:
Weapon and Armor Proficiency:A Harmonic Wanderer is proficient with all simple and martial weapons, and no armor.
Orbs of power:A Harmonic wanderer Harnesses the power of harmony through small orbs that surround them at all times. These orbs are representative of their mastery and understanding of themselves and the fates that hold all. These orbs are the central resource used for all of a Harmonic warriors powers towards friend or foe.
A Harmonic wanderer starts with 2 of these orbs and gains an additional 1 every three levels starting at level 2. (max of 9 at level 20) These orbs rotate around the Harmonic wanderer in an orbit 1 to three feet away. Each orb has Hit points equal to your class level, using the Harmonic wanderer's Armor class and saves. Additionally, Whenever an orb goes beyond 30ft+5ft/lvl away from the wanderer, they are automatically destroyed. Reforming 1d10- charisma modifier rounds later (minimum 1 round)
In place of making an attack (including an attack in a full attack action but not an attack of opportunity), you may make a ranged touch attack within an orb's range to have it revolve around the target. As you use this ability you may grant the orb a single quality that you possess access to, determining the effects of the orb. A swift action may be used to recall any orb that is currently revolving around a target.
All of your orbs dissipate if you fall unconscious, if you wear armor or wield a shield, or if you carry more than a light load. In these cases, all orbs that you possessed are restored when you no longer meet any of these conditions.
Orb of destruction: Starting at 1st level, you may use your orbs of power to deliver physical harm. What a successful ranged attack you may fling an orb, up to your maximum range, dealing a d6 bludgeoning damage at medium size, (d4 for small, d8 for large.) This orb is treated as a force effect, damaging incorporeal and ethereal targets normally. The orb may not be used again until the next round, at which point it returns to you.
Orb of Harmony: Starting at 2nd level, you may bring a harmonic effect towards your orbs of power to restore health. This quality gives the target a fast heal equal to 1/2 your level in harmonic wanderer. Multiple orbs of harmony stack.
Harmonic Defense:Starting at level 3 the powers of fate and harmony are bound to the wanderer, and in doing so they provide protection to the individual. A Harmonic wanderer gains a +1 deflection bonus equal to the amount of orbs of power that currently revolve around them.
Unbound step:Starting at level 4, your body is freed from the limitations of gravity as you begin floating a few inches off of the ground. You may move across water and other unstable surfaces that would be incapable of supporting your weight. If you do not end your movement on ground that is capable of supporting your weight, however, you sink or fall through as normal for a creature of your weight.
Orb of relevance: Starting at level 6, a Harmonic wanderer may bestow harmonic energy to bring benefits to those going against the target while it revolves around them. This quality which may be bestowed upon an orb of power causes the target to be outlined in glowing light, which makes all creatures invisible or in hiding to be shown and lose all benefits of such ability. As well as this, the target takes a -1 to ac. The effects of this can be temporarily removed by the remove curse spell, the spell causing all orbs to immediately be destroyed on a target. After the spell has been used, more orbs may be attached afterwards. Multiple orbs of Discord may stack on a single target.
powered orb of destruction:Starting at level 7 a Harmonic wanderer may add their intelligence modifier to the damage when using orbs of destruction.
Transcendence:Starting at level 8 a Harmonic warrior gains their Ultimate Power. This ability turns the Wanderer into a Beacon of Positive Cosmic Energy, making them glow bright with holy energy. This ability immediately brings all orbs back to the wanderer, even if they were destroyed or currently on another target. After the orbs are brought back, the Wanderer begins to float roughly 2 feet off of the ground and gain a +30ft movement bonus. The wanderer then gains a damage reduction and energy resistance equal 10+chr modifier+int modifier. All Allies, excluding the Harmonic wanderer, within range of their orbs of power gain a fast heal equal to 3x the amount of orbs the harmonic wanderer currently possesses. This state is powerful but leaves you open to attacks, you are considered flat footed while in this state and you cannot perform attack actions. It takes a full round action to go into this state, as well as takes a full round to exit it. You may only be in the state for a total 1+chr mod(minimum of 1) consecutive rounds at a time. After Transcendence has been used, you may not use it again for a 1d8+ the amount of rounds spent in Transcendence
Mettle: At 10th level and higher, a Harmonic wanderer can resist magical and unusual attacks with great willpower If he makes a successful Will save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will for half ), he instead completely negates the effect. An unconscious or sleeping Harmonic wanderer does not gain the benefit of mettle.
Orb of Discord: Starting at level 11, by channeling the polarity of harmonic energy you may bestow the discord quality to an orb of power. When an orb of discord revolves around a target, it radiates a curse that causes all damaging attacks to hit harder then they normally would. While under the effect of an orb of discord, the target takes an additional +1 damage for every dice rolled against them. ( Example. A fireball hits for 5d6 damage, it will now deal 5d6+5 damage.) The effects of this can be temporarily removed by the remove curse spell, the spell causing all orbs to immediately be destroyed on a target. After the spell has been used, more orbs may be attached afterwards. Multiple orbs of Discord may stack on a single target.
Improved Unbound Step:Starting at the 12th level, your freedom from gravity allows you to avoid most physical impediments to movement. Your movement ignores all forms of difficult terrain, save for those created by spells with a duration other than "instantaneous".
Improved Mettle:At level 14 a harmonic wanderer has learned to use the harmonic energies around them to help resist attacks of the body. They may now use the mettle ability with Fortitude saves as well as Will saves.
Greater Transcendence:
Starting at level 17 When a Harmonic wanderer is ending their transcendence they may choose to attack with all of their orbs of power at once. The Harmonic wanderer first declares the use of this ability and chooses which targets he will attack as well as how many orbs he will use per target. Then they roll one attack roll and compare it to all targets ac. Dealing damage per attack if their attack beats the targets ac. As well as this a Harmonic wanderer may subtract their wisdom modifier to the amount of rounds between their uses of the Transcendence ability.
Path Chosen: At level 15 a Harmonic Wanderer may choose to specialize down a specific path. Once a path has been chosen then they will receive all of the benefits of that path at the specified level. Once a path has been chosen they may not switch paths unless they undergo a meditative ritual that requires 100gp/level in supplies, which is expended during the ritual. The ritual itself only takes 24 hours, interruption of it will cause the ritual to be reset. A Harmonic wanderer gains additional abilities from the path that they have chosen at the levels of 15, 18, and 20. As they progress through their understanding and power of the path that they have chosen.
Gaze of the Sun:
Journeyman: A Harmonic wanderer revers in the sun, becoming a beacon of light to all of those around, those who chose this path are constantly under the effects of a sunlight spell equal to their level. themselves radiating with light. They may willingly dim the light that radiates from them to a minor glow.
Expert: A being under the Gaze of the Sun is connected with the holy energies around them and above. All attacks the Harmonic wanderer have now deal holy damage that ignore up to 10 points of damage resistance and deal double damage towards undead.
Master:: A Harmonic wanderer who is a Master of the Gaze of the Sun path is no longer effected by any holy or positive energy damage. As well as when they use their Transcendence ability, all allies within range receive double the healing affect from all source, and become immune to ability drain and level drain effects while they are within the range of Transcendence.
Djinn’s Wisdom
Journeyman:A Harmonic wanderer that chooses the path of Djinn's Wisdom learns to Harness the destructive powers of fire, ice, and electricity. By spending 2 hours in meditation they may attune their bodies and mind towards a specific element of their choosing and gain 10 resistance towards the specified type as well as deal an additional 1d6 elemental damage when using their orbs of destruction. The element chosen may be changed at any time with 2 full hours of meditation.
Expert: An expert user of the path of Djinn's wisdom is able to bring their element into the world by bending the very energies around them. allowing them more control of the range of their Transcendence ability, allowing them to to make the area of affect smaller then the maximum range. As well as when in the Transcendence state they become immune to their current chosen element. as an additional effect, they may choose for all within the range of their Transcendence ability to take 3d6 elemental damage every round the ability is active.
Master:A master of the path of Djinn's Wisdom now has near complete control of their element. They are now immune to the chosen element even when they are not within Transcendence. As well as whenever they are using their Transcendence ability they may chose who is affected within range. Lastly, their control while in this state has intensified, causing all damage from their current chosen element, from any source within range,to be doubled.
Notes: This is a class based off of the video game character Zenyatta from Blizzards: Overwatch. I have made a number of the characters into dnd 3.5 form, basing them mostly off of team work and tactical use on a battlefield. If you would like to see more from the overwatch cast, comment or message me. -theperfect25
Other Overwatch classes:Tracer: http://www.giantitp.com/forums/showthread.php?507332-Overwatch-Classes-Tracer-theperfect25
Zenyatta: http://www.giantitp.com/forums/showthread.php?508838-Overwatch-Classes-Zenyatta-theperfect25
Reaper: http://www.giantitp.com/forums/showthread.php?507428-Overwatch-Classes-Reaper-theperfect25
Mercy: http://www.giantitp.com/forums/showthread.php?507439-Overwatch-Classes-Mercy-theperfect25
Pharah: http://www.giantitp.com/forums/showthread.php?508058-Overwatch-Classes-Pharah-theperfect25
McCree: http://www.giantitp.com/forums/showthread.php?507534-Overwatch-Classes-McCree-theperfect25
Description:Their are those that understand the balance of the world, have seen it with their very eyes. These being are wanderers, learning to harness the powers that the world gives and harnessing it into a physical form. They have learned to control the binds of harmony to sway those around them. Wherever they go, they are known to help sew the inevitable or end the unknown.
Combat: A wanderer is at their best not in the front with the attackers but right in the middle of their allies. Able to attack from a short range distance as well as able to sway the battlefield and give help to those who need it as he sees fit.
Attribute:A Harmonic Wanderer faces the world needing great wisdom and intelligence. Both of these factors contributing to their effectiveness as both a support and a debuffer. However, constitution and dexterity is needed if they wish to join the battle directly.
Alignment:A Harmonic Wanderer are almost always lawful in alignment, knowing that all things in reality have laws that they follow.
Starting gold: 2d6x10 (average 70gp)
Starting age:Complex
Health:d6
level
BAB
Fort
Ref
Will
Special
1
0
0
0
2
Orbs of power, Orb of destruction
2
1
0
0
3
Orb of harmony
3
2
1
1
3
Harmonic Defense
4
3
1
1
4
Unbound step
5
3
1
1
4
bonus feat
6
4
2
2
5
Orb of relevance
7
5
2
2
5
Powered Orb of Destruction
8
6/1
2
2
6
Transcendence
9
6/1
3
3
6
bonus feat
10
7/2
3
3
7
Mettle
11
8/3
3
3
7
Orb of Discord
12
9/4
4
4
8
Improved Unbound Step
13
9/4
4
4
8
14
10/5
4
4
9
Improved Mettle
15
11/6/1
5
5
9
Path's chosen(Journeyman)
16
12/7/2
5
5
10
17
12/7/2
5
5
10
Greater Transcendence
18
13/8/3
6
6
11
Path's chosen(expert)
19
14/9/4
6
6
11
20
15/10/5
6
6
12
Path's chosen(master)
Class Skills: (6+int, x4 first level)
Harmonic Wanderer's Class skills: Balance (Dex), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (Religion) (Int), Knowledge (The Planes) (Int), Knowledge (Nature) (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), Spellcraft (Int), and Tumble (Dex).
Class Features:
Weapon and Armor Proficiency:A Harmonic Wanderer is proficient with all simple and martial weapons, and no armor.
Orbs of power:A Harmonic wanderer Harnesses the power of harmony through small orbs that surround them at all times. These orbs are representative of their mastery and understanding of themselves and the fates that hold all. These orbs are the central resource used for all of a Harmonic warriors powers towards friend or foe.
A Harmonic wanderer starts with 2 of these orbs and gains an additional 1 every three levels starting at level 2. (max of 9 at level 20) These orbs rotate around the Harmonic wanderer in an orbit 1 to three feet away. Each orb has Hit points equal to your class level, using the Harmonic wanderer's Armor class and saves. Additionally, Whenever an orb goes beyond 30ft+5ft/lvl away from the wanderer, they are automatically destroyed. Reforming 1d10- charisma modifier rounds later (minimum 1 round)
In place of making an attack (including an attack in a full attack action but not an attack of opportunity), you may make a ranged touch attack within an orb's range to have it revolve around the target. As you use this ability you may grant the orb a single quality that you possess access to, determining the effects of the orb. A swift action may be used to recall any orb that is currently revolving around a target.
All of your orbs dissipate if you fall unconscious, if you wear armor or wield a shield, or if you carry more than a light load. In these cases, all orbs that you possessed are restored when you no longer meet any of these conditions.
Orb of destruction: Starting at 1st level, you may use your orbs of power to deliver physical harm. What a successful ranged attack you may fling an orb, up to your maximum range, dealing a d6 bludgeoning damage at medium size, (d4 for small, d8 for large.) This orb is treated as a force effect, damaging incorporeal and ethereal targets normally. The orb may not be used again until the next round, at which point it returns to you.
Orb of Harmony: Starting at 2nd level, you may bring a harmonic effect towards your orbs of power to restore health. This quality gives the target a fast heal equal to 1/2 your level in harmonic wanderer. Multiple orbs of harmony stack.
Harmonic Defense:Starting at level 3 the powers of fate and harmony are bound to the wanderer, and in doing so they provide protection to the individual. A Harmonic wanderer gains a +1 deflection bonus equal to the amount of orbs of power that currently revolve around them.
Unbound step:Starting at level 4, your body is freed from the limitations of gravity as you begin floating a few inches off of the ground. You may move across water and other unstable surfaces that would be incapable of supporting your weight. If you do not end your movement on ground that is capable of supporting your weight, however, you sink or fall through as normal for a creature of your weight.
Orb of relevance: Starting at level 6, a Harmonic wanderer may bestow harmonic energy to bring benefits to those going against the target while it revolves around them. This quality which may be bestowed upon an orb of power causes the target to be outlined in glowing light, which makes all creatures invisible or in hiding to be shown and lose all benefits of such ability. As well as this, the target takes a -1 to ac. The effects of this can be temporarily removed by the remove curse spell, the spell causing all orbs to immediately be destroyed on a target. After the spell has been used, more orbs may be attached afterwards. Multiple orbs of Discord may stack on a single target.
powered orb of destruction:Starting at level 7 a Harmonic wanderer may add their intelligence modifier to the damage when using orbs of destruction.
Transcendence:Starting at level 8 a Harmonic warrior gains their Ultimate Power. This ability turns the Wanderer into a Beacon of Positive Cosmic Energy, making them glow bright with holy energy. This ability immediately brings all orbs back to the wanderer, even if they were destroyed or currently on another target. After the orbs are brought back, the Wanderer begins to float roughly 2 feet off of the ground and gain a +30ft movement bonus. The wanderer then gains a damage reduction and energy resistance equal 10+chr modifier+int modifier. All Allies, excluding the Harmonic wanderer, within range of their orbs of power gain a fast heal equal to 3x the amount of orbs the harmonic wanderer currently possesses. This state is powerful but leaves you open to attacks, you are considered flat footed while in this state and you cannot perform attack actions. It takes a full round action to go into this state, as well as takes a full round to exit it. You may only be in the state for a total 1+chr mod(minimum of 1) consecutive rounds at a time. After Transcendence has been used, you may not use it again for a 1d8+ the amount of rounds spent in Transcendence
Mettle: At 10th level and higher, a Harmonic wanderer can resist magical and unusual attacks with great willpower If he makes a successful Will save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will for half ), he instead completely negates the effect. An unconscious or sleeping Harmonic wanderer does not gain the benefit of mettle.
Orb of Discord: Starting at level 11, by channeling the polarity of harmonic energy you may bestow the discord quality to an orb of power. When an orb of discord revolves around a target, it radiates a curse that causes all damaging attacks to hit harder then they normally would. While under the effect of an orb of discord, the target takes an additional +1 damage for every dice rolled against them. ( Example. A fireball hits for 5d6 damage, it will now deal 5d6+5 damage.) The effects of this can be temporarily removed by the remove curse spell, the spell causing all orbs to immediately be destroyed on a target. After the spell has been used, more orbs may be attached afterwards. Multiple orbs of Discord may stack on a single target.
Improved Unbound Step:Starting at the 12th level, your freedom from gravity allows you to avoid most physical impediments to movement. Your movement ignores all forms of difficult terrain, save for those created by spells with a duration other than "instantaneous".
Improved Mettle:At level 14 a harmonic wanderer has learned to use the harmonic energies around them to help resist attacks of the body. They may now use the mettle ability with Fortitude saves as well as Will saves.
Greater Transcendence:
Starting at level 17 When a Harmonic wanderer is ending their transcendence they may choose to attack with all of their orbs of power at once. The Harmonic wanderer first declares the use of this ability and chooses which targets he will attack as well as how many orbs he will use per target. Then they roll one attack roll and compare it to all targets ac. Dealing damage per attack if their attack beats the targets ac. As well as this a Harmonic wanderer may subtract their wisdom modifier to the amount of rounds between their uses of the Transcendence ability.
Path Chosen: At level 15 a Harmonic Wanderer may choose to specialize down a specific path. Once a path has been chosen then they will receive all of the benefits of that path at the specified level. Once a path has been chosen they may not switch paths unless they undergo a meditative ritual that requires 100gp/level in supplies, which is expended during the ritual. The ritual itself only takes 24 hours, interruption of it will cause the ritual to be reset. A Harmonic wanderer gains additional abilities from the path that they have chosen at the levels of 15, 18, and 20. As they progress through their understanding and power of the path that they have chosen.
Gaze of the Sun:
Journeyman: A Harmonic wanderer revers in the sun, becoming a beacon of light to all of those around, those who chose this path are constantly under the effects of a sunlight spell equal to their level. themselves radiating with light. They may willingly dim the light that radiates from them to a minor glow.
Expert: A being under the Gaze of the Sun is connected with the holy energies around them and above. All attacks the Harmonic wanderer have now deal holy damage that ignore up to 10 points of damage resistance and deal double damage towards undead.
Master:: A Harmonic wanderer who is a Master of the Gaze of the Sun path is no longer effected by any holy or positive energy damage. As well as when they use their Transcendence ability, all allies within range receive double the healing affect from all source, and become immune to ability drain and level drain effects while they are within the range of Transcendence.
Djinn’s Wisdom
Journeyman:A Harmonic wanderer that chooses the path of Djinn's Wisdom learns to Harness the destructive powers of fire, ice, and electricity. By spending 2 hours in meditation they may attune their bodies and mind towards a specific element of their choosing and gain 10 resistance towards the specified type as well as deal an additional 1d6 elemental damage when using their orbs of destruction. The element chosen may be changed at any time with 2 full hours of meditation.
Expert: An expert user of the path of Djinn's wisdom is able to bring their element into the world by bending the very energies around them. allowing them more control of the range of their Transcendence ability, allowing them to to make the area of affect smaller then the maximum range. As well as when in the Transcendence state they become immune to their current chosen element. as an additional effect, they may choose for all within the range of their Transcendence ability to take 3d6 elemental damage every round the ability is active.
Master:A master of the path of Djinn's Wisdom now has near complete control of their element. They are now immune to the chosen element even when they are not within Transcendence. As well as whenever they are using their Transcendence ability they may chose who is affected within range. Lastly, their control while in this state has intensified, causing all damage from their current chosen element, from any source within range,to be doubled.
Notes: This is a class based off of the video game character Zenyatta from Blizzards: Overwatch. I have made a number of the characters into dnd 3.5 form, basing them mostly off of team work and tactical use on a battlefield. If you would like to see more from the overwatch cast, comment or message me. -theperfect25
Other Overwatch classes:Tracer: http://www.giantitp.com/forums/showthread.php?507332-Overwatch-Classes-Tracer-theperfect25
Zenyatta: http://www.giantitp.com/forums/showthread.php?508838-Overwatch-Classes-Zenyatta-theperfect25
Reaper: http://www.giantitp.com/forums/showthread.php?507428-Overwatch-Classes-Reaper-theperfect25
Mercy: http://www.giantitp.com/forums/showthread.php?507439-Overwatch-Classes-Mercy-theperfect25
Pharah: http://www.giantitp.com/forums/showthread.php?508058-Overwatch-Classes-Pharah-theperfect25
McCree: http://www.giantitp.com/forums/showthread.php?507534-Overwatch-Classes-McCree-theperfect25