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View Full Version : Contest Base Class Contest XXXXI - It's in Our Nature



Temotei
2017-07-28, 10:08 PM
It's in Our Nature

Welcome to Base Class Contest number forty-one! 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 nature; anything is possible, from a literal tree hugger to a landscaper to a (natural) disaster master, 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 September 22nd 29th, 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. Anyone can participate. 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?527915-Base-Class-Contest-Chat-Thread-V-I-Scored-at-the-Top-of-My-Base-Class). Feel free to discuss each other's creations, give critique, or talk about what you think of this contest there, but entries (and nothing else) belong in this challenge thread.

Make like a tree!

...Go!

Temotei
2017-07-28, 10:09 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):

Knitifine
2017-07-30, 04:46 AM
The Egregore

I am the hive mind, the primal collective consciousness and overseer of all lesser creatures. I speak for the swarming masses, and I will use my power to hold this world in balance. - Egregore Druidic Oath

The Egregore is a psionicist who uses their great telepathic power to control the millions of minds at a time. Egregores form a unique kinship with swarms of weak willed animals that traditionally have proved too numerous and hard to control to a traditional psionicists. Because of their relationship to natural creatures Egregores find themselves at home in the wilds, away from monasteries and crystalline psionic academies that other psionic users might rely upon to hone their natural abilities. Because the Egregore's mind controlling powers are more akin to the wild empathy of druids than the powers of enchanters and even telepaths these individuals are likely to flock to places in which nature is revered rather than exploited, in such society the egregore functions similar to the druid or shaman.

Adventures: Egregores can find themselves assailed on all sides. Traditional psionicists can think of egregores as primitive, or even dangerous given their vast psionic abilities, while druids can see their use of telepathy as evil and exploitative, combined with the fear many common folk have of magic users of all stripes it easy for an Egregore to find themselves without a home to go back to, and so adventuring offers the only way out. In other societies where an egregore is more accepted they can be seen as a guide to the places nature has reclaimed or a bulwark against aberrant and undead forces seeking to defile the world, in both scenarios falling into adventuring is a natural path of progression.

Characteristics: An egregore combines the abilities of a druid and telepath in order to command vast hordes of minions. Their abilities are shaped most thoroughly by the swarms that they naturally find themselves drawn to and the kinship resulting form their relationship provides them with many immunities and resistances. Though the egregores powers are great, they have many limitations and are much more inflexible than either of their contemporaries.

Alignment: Egregores must be neutral in at least one aspect. This is as much a need to find balance within themselves as enforce the balance of the world. A scant few egregores find this balance by chance, never contemplating why their ambivalence towards the struggles of law and chaos or good and evil are more essential to the maintaining of their powers than their dedication to their select alignment.

Religion: Egregores may worship gods of nature, psionics, neither or both. Their faith comes from their relationships to their abilities and may instead be focused upon the love of nature and the world itself in all it's manifestations. Gods who focus on balance and meditation may also draw in egregores, and conversely those of great and unrestrained power can find a home within the heart of many egregore who have trouble controling their own abilities.

Background: Every egregore begins their life in the same way a telepath does. How their society treats such psionicists is an important first step to understanding their origin. Beyond that many find themselves drawn to nature at an early age, even when that nature is reviled by those around them as swarms are more often considered pets than they are companions. A young egregore may acquire a pet rat and over time accumulate their swarm from that single member, but mroe often egregores unrestrained telepathy results in them being cast out into the wild where they are either taken in by druids or forced to learn to control their powers the hard way.

Races: Among the nonpsionic races egregores are about as common as sorcerers and equally misunderstood. Elans and duergar are rarely drawn to the class having a very structured and disciplined way of understanding the world that is often at odds with the natural cycle of things. Maenads great emotional states can need to balance make them quite suited for their class, likewise dromites and thri-kreen find that their psychology and society have great commonalities with those of many swarms and thus take to the class as an extension of their heritage.

Other Classes: Egregores chaff against traditionalists and zealots such as paladins, wizards and psions. They find their greatest companionship among the odd and emotional and thus are akin to barbarians, sorcerers and wilders. Though they can get along well with some druids others can find their way of life distasteful and the relationship can quickly turn sour. Egregores are most distant from warlocks, necromancers and others who seek to break the natural order.

Role: An egregore is primarily a psionicist, though their limited powers known and specialized class features allow them to fill a role more akin to the druid. An egregore has more healing abilities than most psionicists but is unlikely to serve well as the only source of recovery within the party. Some of an egregores later class abilities allow them to perform great feats of trickery, but they are still likely to want a more skillful companion for routine execution of such cappers.

Adaptation: An egregore can be given sorcerer casting instead of any manifesting abilities and be essentially the same class, likewise changing the mental ability score their powers are based on does little to change the flavor of the egregore. Additionally, the egregores alignment restrictions might be lessened or tightened in order to give them a more specific or general place in the world. Finally, a egregore's bonus languages can be altered to fit whatever setting they fit into and their role in that setting.

GAME RULE INFORMATION
Egregores' have the following game statistics.
Abilities: A egregore requires a wisdom score for manifesting powers, and good physical ability scores for not dying.
Alignment: Any neutral.
Hit Die: d8
Starting Age: As druid.
Starting Gold: As druid.

Class Skills
The Egregore's class skills (and the key ability for each skill) are Autohypnosis (Wis), Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nature) (Int), Knowledge (psionics) (Int), Listen (Wis), Profession (Wis), Psicraft (Int), Ride (Dex), Spot (Wis), Survival (Wis), and Swim (Str).

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

Egregore


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Power Points/Day
Powers Known
Maximum Power Level Known


1st

+0

+2

+0

+2
Swarm Companion, Nature Sense, Swarm Telepathy

2

1

1st


2nd

+1

+3

+0

+3
Swarm Stride

6

2

1st


3rd

+1

+3

+1

+3
Trackless Step

11

3

1st


4th

+2

+4

+1

+4
Shape Swarm (Line)

17

4

2nd


5th

+2

+4

+1

+4
Resist Telepathy

25

5

2nd


6th

+3

+5

+2

+5
Shape Swarm (Expand)

35

6

3rd


7th

+3

+5

+2

+5
Disease Immunity

46

7

3rd


8th

+4

+6

+2

+6
Shape Swarm (Condense)

58

8

4th


9th

+4

+6

+3

+6
Venom Immunity

72

9

4th


10th

+5

+7

+3

+7
Swarm Persistence

88

10

5th


11th

+5

+7

+3

+7
Second Swarm

106

11

5th


12th

+6/+1

+8

+4

+8
Within the Swarm 1/Day

126

12

6th


13th

+6/+1

+8

+4

+8
A Thousand Bodies

147

13

6th


14th

+7/+2

+9

+4

+9
Within the Swarm 2/Day

170

14

7th


15th

+7/+2

+9

+5

+9
Improved Swarm Companion

195

15

7th


16th

+8/+3

+10

+5

+10
Within the Swarm 3/Day

221

16

8th


17th

+8/+3

+10

+5

+10
Timeless Body

250

17

8th


18th

+9/+4

+11

+6

+11
Within the Swarm 4/Day

280

18

9th


19th

+9/+4

+11

+6

+11
Third Swarm

311

19

9th


20th

+10/+5

+12

+6

+12
One Always Remains

343

20

9th



Class Feature
All of the following are class features of the Egregore.

Weapon and Armor Proficiency: Egregores are proficient with all simple weapons, and the scimitar. They are also proficient with light armor and medium armor, and with shields (except tower shields). A egregore cannot wear an excessive amount of metal (including armor or shields) without losing their connection to their swarm companion.

Power Points/Day: A egregore’s ability to manifest powers is limited by the power points they has available. Their base daily allotment of power points is given on Table: Egregore. In addition, they receive bonus power points per day if they have a high Wisdom score (see Table: Ability Modifiers and Bonus Power Points). Their race may also provide bonus power points per day, as may certain feats and items.

Powers Known: An egregore begins play knowing one egregore power of your choice. At every even-numbered class level after 1st, they unlock the knowledge of new powers.

Choose the powers known from the egregore power list. (Exception: The feats Expanded Knowledge and Epic Expanded Knowledge do allow a egregore to learn powers from the lists of other classes.) An egregore can manifest any power that has a power point cost equal to or lower than her manifester level.

The total number of powers an egregore can manifest in a day is limited only by their daily power points.

An egregore simply knows their powers; they are ingrained in their mind. They do not need to prepare them (in the way that some spellcasters prepare their spells), though they must get a good night’s sleep each day to regain all their spent power points.

The Difficulty Class for saving throws against egregore powers is 10 + the power’s level + the egregore’s Wisdom modifier.

Maximum Power Level Known: An egregore begins play with the ability to learn 1st-level powers. As they attains higher levels, they may gain the ability to master more complex powers.

To learn or manifest a power, a egregore must have a Wisdom score of at least 10 + the power’s level.

Bonus Languages: An egegore’s bonus language options include Sylvan, the language of woodland creatures. This choice is in addition to the bonus languages available to the character because of her race.

A egregore may also knows Druidic, a secret language known only to druids, which she may learn upon becoming a 1st-level egregore. Druidic is a free language for an egregore; that is, she knows it in addition to her regular allotment of languages and it doesn’t take up a language slot. Egregore are considered druids for the knowledge and restriction of this language. An egregore may choose not to have learned druidic due to unusual background, but a druid or egregore can teach them without the Egregore having to spend points on Speak Language, they simply gain the language the next time they level up. Druids are forbidden to teach this language to nondruids.

Druidic has its own alphabet.

Swarm Companion: At Egregore may begin play with a swarm from the following list: Ant Swarm, Bat Swarm, Bee Swarm, Rat Swarm, or Spider Swarm. If the campaign takes place wholly or partly in an aquatic environment, the following swarms are also available: Jellfish swarm, or piranha swarm. This swarm is a loyal companion that accompanies the egregore on their adventures.

A egregore companion starts with the statics listed under it's entry in Swarm Companions as well as all the traits given on the table for 1st level. As a egregore advances in level, the swarm’s power increases as shown on the table. If a swarm releases their companion from service, they may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer or meditation. This ceremony can also replace an swarm companion that has perished.

Nature Sense: A egregore gains a +2 bonus on Knowledge (nature) and Survival checks.

Swarm Telepathy (Su): A egregore can communicate with and improve the attitude of a swarm. This ability functions just like a Diplomacy check made to improve the attitude of a person. The egregore rolls a Handle Animal check in place of a Diplomacy check. Swarms typically have a starting attitude of unfriendly to the egregore.

To use swarm telepathy, the egregore and the swarm must be within 30 feet of one another under normal conditions. Generally, influencing an swarm in this way takes 1 minute but, as with influencing people, it might take more or less time.

The egregore's class abilities and psionic powers ignore immunity to mind-affecting abilities granted by the vermin creature type, and may treat the swarm as being one creature with a single mind for the purpose of all telepathy powers and abilities.

Swarm Stride (Ex): Starting at 2nd level, a egregore can move through any natural swarm without fear of being attacked. A egregore is immune to swarm damage from swarms of the animal and vermin type. Additionally, they are unaffected by the distraction ability possessed by swarms of these types.

Trackless Step (Ex): Starting at 3rd level, a egregore leaves no trail in natural surroundings and cannot be tracked. They may choose to leave a trail if so desired.

Shape Swarm (Ex): At 4th level, you can command your swarm to shape itself into unusual formation in order to gain different benefits. You gain the Line swarm shape, which allows the swarm to shape itself into a continuous line of 5ft. squares up to the total it would take up when in it's regular shape (usually four). While in this shape the swarm the swarm is treated as difficult terrain and deals automatic swarm damage to any creature who enters it's square.

At 6th level, you can command your swarm to expand, causing it to take up a space 5 ft. larger in each dimension. (Most swarms become 15 ft. by 15 ft. when using this ability). The swarm deals only half damage with it's swarm attack, but the DC for it's distraction ability increases by 2.

Finally, at 8th level, you can command your swarm to condense, causing it to take up a a space 5 ft smaller in each dimension. (Most swarms become 5 ft. x 5 ft. when using this ability). The swarm deals double damage with it's swarm attack, but the DC for it's distraction ability decreases by 2.

Resist Telepathy (Ex): Starting at 5th level, a egregore gains a +4 bonus on saving throws against telepathy powers and enchantment spells, and similar effects.

Disease Immunity (Ex): At 7th level, a egregore gains immunity to all diseases (including magical diseases).

Venom Immunity (Ex): At 9th level, a egregore gains immunity to all poisons.

Swarm Persistence (Ex): At 10th level, a egregore's swarm inflicts swarm damage twice per round, and creatures within the swarm must make a save against the distraction ability twice each round as well.

Second Swarm: At 11th level, a egregore gains a second swarm companion of the same type. Both companions must always share the same type. The second swarm is identical to the first in all respects except that it does not benefit from the Improve Swarm Companion and Swarm Persistence class features.

Within the Swarm (Su): At 12th level, the egregore gains the ability to dissolve their body and possess their swarm companion. At a full round action they may touch their swarm companion, transforming their body into a possessing spirit that acts as a purely mental entity. The swarm and egregore both retain their own set of actions. The egregore cannot move or take damage, having not physical ability scores at all while in this form. The egregore may still perform any purely mental actions, such as manifesting psionic powers. Powers manifested by the egregore originate from any one square within the swarm at the egregore's discretion. When this ability ends the egregore appears bodily in any one square within the swarm with the same hit points and ability scores they began with. This ability may be used once per day and lasts for one hour per egregore level. At 14th, 16th and 18th level the egregore may use this ability one more time per day.

A Thousand Bodies (Su): At 13th level, a egregore gains a number of followers. These followers are loyal clones of the egregore and share all of the egregore's physical ability scores, but have 1 HD (8 + Con HP), no skills, poor BAB and saves and all of their mental ability scores are 6. As long as the followers are within 100 ft of the egregore, they may possess one of these clones, transferring their HD, current and Maximum HP, BAB, Saves, class features and skills to the clone. This ability has no duration, the original body of the egregore and the currently possessed body are considered to be one in the same for spells and abilities that care about such things.

Followers


Level
Duplicates


13th

25


14th

30


15th

35


16th

40


17th

50


18th

60


19th

75


20th

90


Improved Swarm Companion (Ex): At 15th level, the egregore's swarm companion's space increases by 5 ft in each direction. This has no effect on the size of the individual creatures of the swarm.

Timeless Body (Ex): After attaining 17th level, a egregore no longer takes ability score penalties for aging and cannot be magically aged. Any penalties they may have already incurred, however, remain in place.

Bonuses still accrue, and the egregore still dies of old age when her time is up.

Third Swarm: At 19th level, a egregore gains a third swarm companion of the same type. All companions must always share the same type. The third swarm is identical to the first in all respects except that it does not benefit from the Improve Swarm Companion and Swarm Persistence class features.

One Always Remains (Ex): At 20th level, a egregore and their companions become almost unkillable. Whenever a spell or ability would kill the egregore they may choose to jump to follower’s body in the area as a free action. Whenever a spell or ability would kill one of the egregore's swarm a single component creature escapes the blast unharmed and may return to the egregore. Once returned the egregore may rebuild the swarm from the escaped creature in a ritual that takes 8 hours.

Ex-Egregore
An egregore who ceases to revere nature, changes to a prohibited alignment, or teaches the Druidic language to a nondruid loses all egregore class feature (including her animal companion, but not including weapon, and armor proficiencies) except for their psionic powers. They can no longer control their powers, which manifest randomly throughout the day until the egregore's power point reserve is drained. They can continued to gain levels as an egregore, but their only gain access to new (and old) class features once they atone (see the atonement spell description).

Knitifine
2017-07-30, 04:47 AM
Swarm Companion
Every egregore has a swarm companion. This companion may be of the animal or vermin type but has unique statistics representing the psionic influence of the egregore, though swarm companions are not magical beasts they are not typical examples of their kind either, in the same way that a fighter is not a typical example of his race. A swarm companion remains loyal to an egregore in anti-magic fields, dead magic zones, or other areas where their telepathic link is interfered with.

Swarm Companion


Level/HD
Base Attack Bonus
Fort Save
Ref Save
Will Save
Skills
Feats
Natural Armor Adj.
Str/Dex/Con Adj.
Distraction DC
Special


1st

+0

+2

+2

+0

1

1

+0

+0

12
Share powers, telepathic link


2nd

+1

+3

+3

+0

2

1

+1

+0

13
-


3rd

+2

+3

+3

+1

3

2

+1

+1

13
Evasion


4th

+3

+4

+4

+1

4

2

+2

+1

14
Ability Score Increase


5th

+3

+4

+4

+1

5

2

+2

+1

14
-


6th

+4

+5

+5

+2

6

3

+3

+2

16
Devotion


7th

+5

+5

+5

+2

7

3

+3

+2

16
-


8th

+6/+1

+6

+6

+2

8

3

+4

+2

17
Ability Score Increase


9th

+6/+1

+6

+6

+3

9

4

+4

+3

17
-


10th

+7/+2

+7

+7

+3

10

4

+5

+3

18
-


11th

+8/+3

+7

+7

+3

11

4

+5

+3

18
-


12th

+9/+4

+8

+8

+4

12

5

+6

+4

20
Ability Score Increase


13th

+9/+4

+8

+8

+4

13

5

+6

+4

20
-


14th

+10/+5

+9

+9

+4

14

5

+7

+4

21
-


15th

+11/+6/+1

+9

+9

+5

15

6

+7

+5

21
Improved Evasion


16th

+12/+7/+2

+10

+10

+5

16

6

+8

+5

22
Ability Score Increase


17th

+12/+7/+2

+10

+10

+5

17

6

+8

+5

22
-


18th

+13/+8/+3

+11

+11

+6

18

7

+9

+6

24
-


19th

+14/+9/+4

+11

+11

+6

19

7

+9

+6

24
-


20th

+15/+10/+5

+12

+12

+6

20

7

+10

+6

25
Ability Score Increase



Ant Swarm, Giant
Starting Statistics
Size Tiny; Speed 20 ft., climb 20 ft.; AC +3 natural armor; Attack swarm (1d6 plus poison); Ability Scores Str 2, Dex 13, Con 14, Int -, Wis 12, Cha 2; Special Attacks poison (initial and secondary effect 1d3 Str damage, Con-based DC), Special Qualities half damage from slashing and piercing, low-light vision, swarm traits, vermin traits

Bat Swarm
Starting Statistics
Size Tiny; Speed 5 ft., fly 40 ft. (good); AC +2 natural armor; Attack swarm (1d6 plus bleed); Ability Scores Str 2, Dex 15, Con 14, Int 2, Wis 12, Cha 2; Special Attacks Bleed (swarm, 1). Special Qualities blindsense 30 ft., half damage from slashing and piercing, low-light vision, scent, swarm traits

Bee Swarm, Giant
Starting Statistics
Size Tiny; Speed 5 ft., fly 30 ft. (poor); AC +3 natural armor; Attack swarm (1d6 plus poison); Ability Scores Str 2, Dex 13, Con 14, Int -, Wis 12, Cha 2; Special Attacks poison (initial and secondary effect 1d3 Dex damage, Con-based DC), Special Qualities half damage from slashing and piercing, low-light vision, swarm traits, vermin traits

Rat Swarm
Starting Statistics
Size Tiny; Speed 20 ft., climb 20 ft.; AC +2 natural armor; Attack swarm (1d6 plus disease); Ability Scores Str 2, Dex 15, Con 14, Int 2, Wis 12, Cha 2; Special Attacks filth fever (incubation period 1d4 days, 1d3 Dex and 1d3 Con damage, Con-based DC), Special Qualities half damage from slashing and piercing, low-light vision, scent, swarm traits

Spider Swarm, Giant
Starting Statistics
Size Tiny; Speed 20 ft., climb 20 ft.; AC +3 natural armor; Attack swarm (1d6 plus poison); Ability Scores Str 2, Dex 13, Con 14, Int -, Wis 12, Cha 2; Special Attacks poison (initial and secondary effect 1 Con damage, Con-based DC), Special Qualities half damage from slashing and piercing, low-light vision, swarm traits, tremor sense 30 ft., vermin traits

WIP [Like all the other posts]

1ST-LEVEL EGREGORE POWERS
Attraction
Bite of the Wolf
Call to Mind
Catfall
Charm, Psionic
Claws of the Beast
Conceal Thoughts
Control Light
Create Sound
Daze, Psionic
Deceleration
Deja Vu
Demoralize
Detect Psionics
Disable
Distract
Empathy
Empty Mind
Entangling Ectoplasm [or Entangle, Psionic]
Float
Grease, Psionic
Know Direction and Location
Mindlink
Mind Thrust
Missive, Mass
Sense Link
Synesthete
Telepathic Projection

2ND-LEVEL EGREGORE POWERS
Animal Affinity
Aversion
Bestow Power
Biofeedback
Body Equilibrium
Brain Lock
Chameleon
Cloud Mind
Detect Hostile Intent
Ego Whip
Empathic Transfer
Feat Leech
Id Insinuation
Identify, Psionic
Inflict Pain
Levitate, Psionic, Mental Disruption
Read Thoughts
Recall Agony
Sense Link, Forced
Share Pain
Sustenance
Suggestion, Psionic
Thought Shield
Tongues, Psionic

3RD-LEVEL EGREGORE POWERS
Body Adjustment
Body Purification
Crisis of Breath
Danger Sense
Dispel Psionics
Ectoplasmic Cocoon
Empathic Transfer, Hostile
False Sensory Input
Mental Barrier
Mind Trap
Psionic Blast
Share Pain, Forced
Solicit Psicrystal [Solicit Swarm?]
Ubiquitous Vision

4TH-LEVEL EGREGORE POWERS
Aura Sight
Correspond
Death Urge
Detect Remote Viewing
Dominate, Psionic
Empathic Feedback
Freedom of Movement, Psionic
Intellect Fortress
Metamorphosis
Mindlink, Thieving
Mindwipe
Modify Memory, Psionic
Personality Parasite
Power Leech
Psychic Reformation
Psychic Vampire
Schism

5TH-LEVEL EGREGORE POWERS
Adapt Body
Catapsi
Ectoplasmic Shambler
Incarnate
Leech Field
Metaconcert
Mind Probe
Power Resistance
Psychic Crush
Restore Extremity
Shatter Mind Blank
Tower of Iron Will

6TH-LEVEL EGREGORE POWERS
Aura Alteration
Cloud Mind, Mass
Contingency, Psionic
Co-opt Concentration
Fission
Fuse Flesh
Mind Switch
Overland Flight, Psionic
Remote View Trap
Mind Switch

7TH-LEVEL EGREGORE POWERS
Decerebrate
Crisis of Life
Ectoplasmic Cocoon, Mass
Insanity
Mind Blank, Personal
Oak Body
Phase Door, Psionic

8TH-LEVEL EGREGORE POWERS
Astral Seed
Bend Reality
Mind Blank, Psionic
Mind Seed
Recall Death
True Metabolism

9th-LEVEL EGREGORE POWERS
Affinity Field
Apopsi
Assimilate
Genesis
Metamorphosis, Greater
Mind Switch, True
Psychic Chirurgery
Reality Revision
Timeless Body

Lanth Sor
2017-08-08, 02:12 PM
Harbinger

https://s-media-cache-ak0.pinimg.com/736x/9c/f5/b0/9cf5b0860b5ccb0f5f6460403cd4554a--fantasy-world-dark-fantasy.jpg

Foolishly you cling to the same, color, shapes, lights, all the same. I bring change to your shores, I bring fate, I bring order, I bring the Bizltgohtthz to your world." - Zztrekxt Harbinger of Bizltgohtthz the 32nd universe.

Harbingers are bringers of natural aspects of the universe even if we do not understand the aspects they bring.

Adventures: Harbingers natural state is adventuring a herald rarely find the place they would call home the place they need to be.

Characteristics: Due to the nature of the harbingers clear defined characteristics are only identifiable between harbingers of the same aspect.

Alignment: Moral and ethical approaches vary widely, but True Neutral is the most common.

Religion: Harbingers religion is almost always the force they herald.

Background: Heralds are a rare breed, their level of devotion to a singular idea is uncommon even among most organized religion. While one may be a lost orphan that finds the truth of death, or a pyromaniac burning villages finds the true goal of flame. Each force has a single truth the harbinger is tasked with spreading.

Races: As a whole any race is equally likely to become a harbinger. The major difference is harbingers of earth are rarely flying races and dwarves are far more likely to become harbingers of Earth then Air.

Other Classes: Non-harbingers bring most unease as few favor the true nature of habingers, the few pious whos will aline consider them near massiahs, but those they oppose consider them the most dangerous manifestation of the enemy.

Role: The Villain. Great or small even if they help the heroes today they are the end, or a new begining.


GAME RULE INFORMATION
Harbingers have the following game statistics.
Abilities: Charisma is the most important attribute as it governs many class abilties and dexterity aids in their offensive and defensive capabilities and constitution ensures best chance of survival. While more agressive habingers would value strength, intelegence and wisdom sever the polytising kind well.
Alignment: Any
Hit Die: d8
Starting Age: As barbarian
Starting Gold: As cleric

Class Skills
The Harbinger's class skills (and the key ability for each skill) are Bluff (CHA), Concentration (CON), Craft (INT), Diplomacy (CHA), Disguise (CHA), Heal (Wis) Intimidate (CHA), Jump (STR), Knowledge (Arcana) (INT), Knowledge (religion) (INT), Knowledge (the planes) (INT), Profession (WIS), Preform(Orator) (CHA), Sense Motive (WIS), Spellcraft (INT), Use Magic Device (CHA)

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

HARBINGER


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Invocations


1st

+0

+0

+0

+2
Master and Servant, Esoteric Blast, Invocation (least)

2 + 0


2nd

+1

+0

+0

+3
Salient Property I

2 + 1


3rd

+2

+1

+1

+3
Limited Anathematic Secrecy, Manifestation

3 + 1


4th

+3

+1

+1

+4
-

4 + 1


5th

+3

+1

+1

+4
A Veil Drawn Thin, Manifestation

4 + 2


6th

+4

+2

+2

+5
Invocation (least or lesser)

5 + 2


7th

+5

+2

+2

+5
Manifestation

6 + 2


8th

+6/+1

+2

+2

+6
-

6 + 3


9th

+6/+1

+3

+3

+6
Anathematic Secrecy, Manifestation

7 + 3


10th

+7/+2

+3

+3

+7
Avatar Takes Form

8 + 3


11th

+8/+3

+3

+3

+7
Invocation (least, lesser, or greater), Manifestation

8 + 4


12th

+9/+4

+4

+4

+8
-

9 + 4


13th

+9/+4

+4

+4

+8
Manifestation

10 + 4


14th

+10/+5

+4

+4

+9
-

10 + 5


15th

+11/+6/+1

+5

+5

+9
Nature Changed, Manifestation

11 + 5


16th

+12/+7/+2

+5

+5

+10
Invocation (least, lesser, greater, or esoteric)

12 + 5


17th

+12/+7/+2

+5

+5

+10
Manifestation

12 + 6


18th

+13/+8/+3

+6

+6

+11
-

13 + 6


19th

+14/+9/+4

+6

+6

+11
Manifestation

14 + 6


20th

+15/+10/+5

+6

+6

+12
True Avatar Manifest

14 + 7



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

Weapon and Armor Proficiencies: Harbingers are proficient with all simple and master's favored weapons, all types of armor (light), and with shields (but not tower shields).

Esoteric Blast (Su): The harbinger’s connection with their master manifests in his ability to generate an aura about their person, using its aura to attack their foes. The harbinger may summon the master's element to his hands at a moment’s notice, allowing him to channel this power through a touch or through an unarmed strike. Alternately, the character may project this energy in a ray as a ranged touch attack. Used as a ray, the character may make iterative attacks if using it as a full attack. The character must make a touch attack (if unarmed) or a melee attack (if using an unarmed strike) to use this ability and it can be added to any touch or unarmed melee attack the character makes as part of that action, including all attacks on a full attack action. esoteric blast may not be combined with any other special ability (such as martial maneuvers) unless specifically mentioned (such as shape and essence invocations). esoteric blast inflicts 1d6 points of energy damage at 1st level, and it increases by 1d6 points of damage every odd level (to a maximum of +10d6 at 19th level). When used as a touch attack or as a ranged touch attack, esoteric blast scores a critical threat on a natural 20 and inflicts x2 damage on a confirmed critical. When channeled through a weapon (through use of certain blast shape invocations), weapon damage is multiplied as normal, but esoteric blast damage is never multiplied. This is a supernatural ability and is not subject to spell resistance.

Invocations: In combat, a harbinger harnesses the esoteric power of his faith in the form of invocations. The harbinger does not prepare or cast spells as other wielders of mystical forces do. Instead, he possesses a repertoire of attacks, defenses, and abilities known as invocations that require him to focus the raw energy generated by his faith. A harbinger can use any invocation he knows at will, with the following qualifications: A harbinger's invocations are spell-like abilities; using an invocation is therefore a standard action that provokes attacks of opportunity. An invocation can be disrupted, just as a spell can be ruined during casting. A harbinger is entitled to a Concentration check to successfully use an invocation if he is hit by an attack, just as a spellcaster would be. A harbinger can choose to use an invocation defensively, by making a successful Concentration check, to avoid provoking attacks of opportunity. A harbinger's invocations are subject to spell resistance unless an invocation's description specifically states otherwise. A harbinger's caster level with his invocations is equal to his harbinger level. The save DC for an invocation (if it allows a save) is 10 + equivalent spell level + the harbinger's Charisma modifier. Since spell-like abilities are not actually spells, a harbinger cannot benefit from the Spell Focus feat. He can, however benefit from the Ability Focus feat. as well as from feats that emulate metamagic effects for spell-like abilities, such as Quicken Spell-Like Ability and Empower Spell-Like Ability.
The four grades of harbinger invocations, in order of their relative power, are least, lesser, greater, and esoteric. A harbinger begins with knowledge of one invocation, which must be of the lowest grade (least). As a harbinger gains levels, he learns new invocations, as summarized on the class progression table. A list of available invocations can be found following the class description.
At any level when a harbinger learns a new grade of invocation, he can also replace another invocation of the same or a lower grade. At 6th level, a harbinger can replace a least invocation he knows with a different least invocation (in addition to learning a new invocation, which could be either least or lesser). At 12th level, a harbinger can replace a least or lesser invocation he knows with another invocation of the same or lower grade (in addition to learning a new invocation, which could be least, lesser, or greater). At 16th level, a harbinger can replace a least, lesser, or greater invocation he knows with another invocation of the same or a lower grade (in addition to learning a new invocation, which could be least, lesser, greater, or esoteric).

Master and Servant (Su): Upon taking the first level in harbinger a deal is made with an aspect of reality that is nigh unescapable. The Harbinger becomes the sign of the force's coming. The force corrupts the habinger slowly changing them to align with the master. The harbinger gains thier first manifestation at the first level and an additional manifestation each level there after. The harbinger adds 1/2 class level to saves vs corruption.

Limited Anathematic Secrecy (Su): Starting at the 3rd level the harbinger begins to gain some protections their master garners. The harbinger gains immunity to divination spells or effects of a spell level equal to their class level, cast by divine spell caster or creature benefiting from divine power, Arcane and other magic cast by a nondivine spellcaster work normally.

A Veil Drawn Thin (Su): Starting at the 5th level the harbinger becomes the center of the master's sign, the faint level affecting 51.5625 ft radius (rounded down). Each level past 6th the radius doubles, 103.125 ft at 6th, 206.25 ft at 7th, 412.5 at 8th, 825 ft at 9th, etc. Additionally the harbinger begins to bear traits related to their master, master of Terranis my become stony in appearance or covered in dirt, a harbinger of Goth gain a alabaster complexion or gaunt hollow features. The harbinger is concidered a minor avatar of their master.

Anathematic Secrecy (Su): Starting at the 9th level the harbinger becomes immune to any divine spell or effect of the divination school.

Avatar Takes Form (Su): Starting at the 10th level the harbinger becomes a greater locus of their master's power. After a long ritual, the harbinger becomes an lesser avatar of their Master. The harbinger doubles the range of signs their feint sign, and manifests the moderate sign out to the normal sign range. The ritual cast time is reduced based participant or special condition for the master is met. Lesser avatars manifest the moderate sign instead of the faint sign. When taking the form of the avatar the harbinger must immediately make a corruption check DC 25+



Condition Met
Participants
Cast time
Participants
Cast time
Participants
Cast time
Participants
Cast time
Participants
Cast time
Min. Cast time



None

None

30 Days

1-15

-1 day each

16-255

-1 hour each

256-831

-10 mins each

832-2211

-1 min each

1 hour



1

None

7 days

1-7

-12 hours each

8-63

-1 hour each

64-159

-10 mins each

160-849

-1 min each

30 min



2

None

24 hours

1-12

-1 hour each

13-60

-10 min each

61-240

-1 min each

241-690

-1 round each

15 min



3

None

12 hours

1-6

-1 hour each

7-30

-10 min each

31-120

-1 min each

121-370

-1 round each

5 min



4

None

1 hour

1-5

-10 min each

6-15

-1 min each

16-24

-1 round each

-

-

1 round



Nature Changed (Su): Starting at the 15th level the harbinger's connection grows stronger. When preforming the ritual to become a avatar of the master the harbinger can become a greater avatar. The harbinger's type changes to Outsider(Native) and they gain additional benefits based on their master. When trying to manifest a lesser avatar of their master they are treated as having complete 2 of the special requirements. Greater avatars manifest the strong sign instead of faint sign.

True Avatar Manifest (Su): Starting at the 20th level the harbinger gains the ability to become a true avatar upon completeing the avatar ritual. Additionally when trying to become a greater avatar the harbinger is treated as having complete 2 conditions, and having complete 4 conditions for a lesser avatar. True avatars manifest the overwhelming sign instead of faint sign.

Masters:
Bizltgohtthz, the 32nd Universe
Granted Invocations: 2nd - Force to Now, 5th - Call the Future Children, 8th - Vault of Futures, 11th - Nightmares Made Real, 14th - Devour Magic, 17th - Dark Foresight, 20th - Shape Alter To Be
Salient Property: Sense Alter To Be: The harbinger gains an unnearing detection of one of the 78 peices of the Alter To Be. This detection is equivalent of Discern Location using the harbinger's class level as their caster level for the effect. Once the peice is found a new peice is attuned to.

Sign: A World Remade
Faint: The first signs come when the world that wakes does not. While sleeping anyone with in the sign must make a will save DC 10 + 1/2 source HD + Source Cha mod or suffer form dreams of the 32nd universe, they are awaken several times during the night awakening fatigued on failed save. Most belive them to be nightmares, but those tainted by the future's corruption know and find the dreams comforting, not needng to make a will save and instead wake refreshed as if effected by Restful Sleep (http://www.d20pfsrd.com/magic/all-spells/r/restful-sleep/).
Moderate: -2 caster level to creation effects and 1d6 damage per day to everthing as it changes to its state in the 32nd universe.
Strong: The damage is dealt every hour and -4 to the caster level of creation and transmutation effects.
Overwhelming: Transmutation and creation effects cease to function unless for making things of the 32nd universe. Additionally everything takes 2d6 damage per 1d4 minutes as it rapidly changes to match the 32nd universe.


Ignius, the Forger of Worlds
Fable: When the stars were young the first gods known as Law-bringers needed a tool to make world more efficiently. This need brought forth the essence of a titan the Forger of Worlds, while not the true titan but just a echo of the one before it still boe more than enough might to serve and they name it Ignius.
Granted Invocations: 2nd - Conjure Flame, 5th - Searing Blast (http://www.giantitp.com/forums/showsinglepost.php?p=12688921&postcount=1), 8th - Vault of Futures, 11th - Infinite Armory, 14th - Swallowing Blast (Gluttony) (http://www.giantitp.com/forums/showthread.php?439696-Flaws-of-the-Fallen-Invocations), 17th - Externalize Soul (http://www.giantitp.com/forums/showthread.php?417958-Make-A-Contract-With-Me!-Invocations), 20th - Forge of Existence
Salient Property: Forge of the Titans: The harbinger gains the ability to heat an object to up to 900 degrees, allowing for the forging of bronze with out a heat source. Upon gaining the A Veil Drawn Thin the temperature doubles allowing the forging of Iron. Avatar takes form grants the ability to forge mythril, and other precious metals of common hardness. Nature changed expands to adamantine and other high hardness metals. True avatar manifest allows forging of any material as if effected by shape stone but is not limited to stone.
Sign: Heat of the Forge
Faint: Fire based effects treat the level of the user as 2 highter, for spells this would be +2 caster level. Additionally, any fire burns much brighter and hotter then normal, roughly a 50% increase in tempurature. The increase in intesity does not effect the burn time as the actual increase comes from the plane of fire. Any natural flame deals 50% more damage, and skill cheks for any cooking and other skills interacting with fire have their DC increased by 5. The increase in tempurature has no effect while in the plane of fire.
Moderate: Fire creatures begin to come through the holes in reality. There is a 20% chance each day a creature from the plane of fire will enter any nearby affected flames. The creature must be less than 1/6th the size of the fire, where a campfire may only have a fireflies, while a large house fire may be invaded by a salamander or efreeti. Water based effects treat the level of the user as 2 lower, for spells this would be -2 caster level. Additionally any body of water in range is halved in volume each day it is in the area of the sign as pure flame burns it away. Lakes and streams lower without drought, close water bottles dry, heavy rains become light showers, and wells run dry. The receeding water has no effect while in the plane of water.
Strong: As moderate but the chance is increased to 60% each day, additionally the tempurature increase becomes 100% hotter, increasing the DC by 10 instead of 5, additionally natural flame does 100% more damage, and the bonus to level based fire effects is increased to 4. The rate
Overwhelming: The tie to the plane of fire is so severe the air constaintly flashes with buring insects and other small objects, and the heat causes the air to be aird and dry even in a dense ran forest. Wildfires are quite common in the sign and many avoid the source unless there is a dire need. The chance of creature becomes 100% each day and fire are ten times their normal tempurature and deal ten times the normal damage. the DC for skills is increased to 50. The bonus to level based fire effects is increased to6


Invocations (http://www.giantitp.com/forums/showsinglepost.php?p=22340882&postcount=17)

sengmeng
2017-08-09, 08:30 PM
Feyblessed

http://i67.tinypic.com/308y7vk.png

I drew this

I will smite you, trespasser! You have committed crimes against nature and also I'm bored.

A druid-like gish powered by the favor of fey spirits.

Adventures: Feyblessed adventure for whatever reason anyone might have, but while the fey spirits that grant their power do not compel them to act in any certain way, they do try to pick someone with an inclination to guard nature to bestow the Feyblessed abilities on.

Characteristics: Feyblessed cast spells from the Duid spell list, and can have different combat styles and roles, but aren't suited to tanking or ranged combat.

Alignment: The Fey are capricious (that's not news) and they may grant their blessings to just about anyone, but often like calls to like, so there are many more chaotic Feyblessed than non chaotic.

Religion: Feyblessed can and do worship any god, but many revere the fey spirits that grant them their powers or other nature spirits, or nature gods.

Background: Feyblessed are chosen by the Fey. Their reasons are unknown, but they most often bless those who live near them. Feral children are especially likely to be Feyblessed. Feral or not to begin with, the Feyblessed must live a natural, animalistic lifestyle thereafter, usually in the wilderness, but not necessarily. Some Feyblessed live in urban areas and see themselves as ambassadors of nature to the civilized folk.

Races: Most Feyblessed are elves. They live near nature and are much like the Fey in temperament. Humans who live a similar lifestyle are also likely. Few dwarves, halflings, half-orcs or gnomes become Feyblessed, but it's not impossible and the Fey's actions can rarely be predicted or understood.

Other Classes: Feyblessed are typically motivated by protecting nature, and get along well with rangers, but have a rivalry with druids. Still, a druid's neutrality lends them to not judge the Feyblessed too harshly for their odd approaches to the same goals. Other classes rarely share goals or interests with them that lead to any interesting rivalries or interactions.

Role: The Feyblessed is a spell caster and melee combatant.

Adaptation: Rather than Fey, any natural spirit or even animal totems may be substituted as the source of the Feyblessed's power.

GAME RULE INFORMATION
FEYBLESSED have the following game statistics.
Abilities: Charisma is important for a Feyblessed's spellcasting. They also tend to pick a style of melee combat and Strength or Dexterity may be more important to that style. Constitution helps as they are lightly armored and not as hardy as most front line combatants.
Alignment: Any
Hit Die: d8
Starting Age: As sorceror
Starting Gold: 6d4

Class Skills
The FEYBLESSED's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Spellcraft (Int), Spot (Wis), Survival (Wis), and Swim (Str)

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

+1

+2

+2

+2
Natural Oath, Nature's Strike
3
1
-
-
-
-
-
-
-
-


2nd

+2

+3

+3

+3
Fey Path
4
2
-
-
-
-
-
-
-
-


3rd

+3

+3

+3

+3
DR 1/-
4
2
1
-
-
-
-
-
-
-


4th

+4

+4

+4

+4
Fey Grace
4
3
2
-
-
-
-
-
-
-


5th

+5

+4

+4

+4
Fey Path
4
3
2
1
-
-
-
-
-
-


6th

+6

+5

+5

+5
DR 2/-
4
3
3
2
-
-
-
-
-
-


7th

+7

+5

+5

+5

4
4
3
2
1
-
-
-
-
-


8th

+8

+6

+6

+6
Fey Path
4
4
3
3
2
-
-
-
-
-


9th

+9

+6

+6

+6

4
4
4
3
2
1
-
-
-
-


10th

+10

+7

+7

+7
Fey Path
4
4
4
3
3
2
-
-
-
-


11th

+11

+7

+7

+7
DR 3/-
4
4
4
4
3
2
1
-
-
-


12th

+12

+8

+8

+8
Fey Path
4
4
4
4
3
3
2
-
-
-


13th

+13

+8

+8

+8

4
4
4
4
4
3
2
1
-
-


14th

+14

+9

+9

+9
Fey Path
4
4
4
4
4
3
3
2
-
-


15th

+15

+9

+9

+9
Dr 4/-
4
4
4
4
4
4
3
2
1
-


16th

+16

+10

+10

+10
Fey Path
4
4
4
4
4
4
3
3
2
-


17th

+17

+10

+10

+10

4
4
4
4
4
4
4
3
2
1


18th

+18

+11

+11

+11
Fey Path
4
4
4
4
4
4
4
3
3
2


19th

+19

+11

+11

+11
Path Affinity
4
4
4
4
4
4
4
4
3
3


20th

+20

+12

+12

+12
Fey Path, DR 5/-
4
4
4
4
4
4
4
4
4
4



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

Weapon and Armor Proficiencies: None.

Spells: A Feyblessed casts divine spells, which are drawn from the druid spell list. To cast a spell, the Feyblessed must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Feyblessed’s spell is 10 + the spell level + the Feyblessed’s Charisma modifier. She receives bonus spells per day if she has a high Charisma score. She does not have access to any domain spells or granted powers, as a cleric does. A Feyblessed casts spontaneously, like a sorcerer and knows a limited amount of spells, learning new spells from the druid spell list at the same rate that a sorcerer does, except all Feyblessed know all Cure spells. Feyblessed fuel certain other abilities by using a spell slot. A Feyblessed regains all her spell slots after 8 hours of communing with nature.

Natural Oath: The Feyblessed is not proficient in, nor allowed by her oath to use, any weapon or armor. The Natural Oath allows the Feyblessed to own things, unlike the Vow of Poverty, but not to benefit from weapons or armor. The Feyblessed loses all Feyblessed extraordinary abilities and spellcasting if she breaks her natural oath by wearing armor or using a manufactured weapon. This does not extend to other types of magical or mundane items, but does include grenade-like weapons. A Feyblessed who breaks her natural oath can atone, but the atonement spell must be cast by a druid or other Feyblessed.

Nature's Strike (Ex): At level one, the Feyblessed gains a natural slam attack unless her race normally has a natural weapon. This attack deals damage two dice sizes higher than her race's normal unarmed strike, normally 1d6. If her race has natural weapons that deal less than 1d6 for medium or larger Feyblessed or 1d4 for small Feyblessed, her normal natural weapons increase to 1d6 or 1d4 respectively. She does not gain an additional natural weapon if her race already has one, however. She may deal lethal or nonlethal damage at her option with her slam attack. If she had a bite or claw attack, only the damage dice size is potentially affected. She cannot choose to make a normal unarmed strike anymore, and abilities that enhance or otherwise modify only unarmed strikes do not apply to her. At 10th level, the Feyblessed gains a second slam attack.

Fey Path (Ex): At level two, the Feyblessed are granted abilities by the fey spirits that constantly watch over them. These abilities reflect affinity to a particular animal and match the temperament and role of the Feyblessed. A Feyblessed picks a path at 2nd level, gaining the first ability on that path. Wherever it says "Fey Path" on the Feyblessed's progression table, they gain another ability, either the next one on a previous path, or the first ability from a new path. They will necessarily specialize in more than one path. Any Fey Path ability that refers to level or levels is dependent only on levels in Feyblessed.

First ability: The Feyblessed gains Powerful Charge.

Second ability: The Feyblessed gains a gallop speed of 50 feet, unless their base land speed is greater than 50 feet, in which case they gain a gallop speed of their base speed +15 feet. Galloping is just like their base land speed but requires that their hands be free.

Third ability: The Feyblessed gains a climb speed of 20 feet in forested areas and a +8 bonus to Jump and Climb checks.

Fourth ability: The Feyblessed gains a bonus to damage on charge attacks equal to the number of feet they moved before making the attack, but no more than twice her level.

Fifth ability: If the Feyblessed provokes a save versus massive damage, she may lose a spell to cause the DC to be 10 + the lost spell's level + her strength modifier.

First ability: The Feyblessed gains the Improved Grapple feat.

Second ability: The Feyblessed adds her class level to all grapple damage.

Third ability: The Feyblessed may take a penalty to their grapple check to gain a bonus to grapple damage equal to twice the penalty.

Fourth ability: The Feyblessed may throw an opponent with a successful grapple check. This deals double damage, including the base damage, bonus damage from high strength, and bonus damage from Bear Path abilities. The opponent ends the turn in a square of the Feyblessed's choosing ten to fifteen feet away and are no longer grappled, even if they are still within the Feyblessed's reach.

Fifth ability: If the Feyblessed succeeds on a grapple check by ten or more, she may lose a prepared spell and force that opponent make a Fortitude save equal to 10 + the spell's level + her Strength modifier or die. Only opponents subject to critical hits can be affected by this ability.

First ability: The Feyblessed gains the Endurance and Diehard feats.

Second ability: The Feyblessed can lose prepared spells to go into a rage identical to a Barbarian's rage. The bonus to Strength and Constitution is equal to the spell's level. It lasts for 3 rounds plus the Feyblessed's (improved) constitution bonus.

Third ability: The Feyblessed adds +2d6 to all damage rolls with all natural weapon attacks. This extra damage is multiplied on a critical hit. This increases to +3d6 at 15th level.

Fourth ability: The Feyblessed gains +1 to the threat range of all natural weapons. She gains another +1 to their threat range at 18th level.

Fifth ability: The Feyblessed gains an extra multiplier on critical rolls with natural weapons. She gains another multiplier at 20th level.

First Ability: The Feyblessed gains the Alertness and Stealthy feats.

Second ability: The Feyblessed gains Sneak attack damage of +1d6/4 levels.

Third ability: The Feyblessd gains Pounce.

Fourth ability: The Feyblessed gains +2d6/4 levels sneak attack damage.

Fifth ability: The Feyblessed can designate a sneak attack on an unaware opponent to be a death attack. If the opponent is damaged, the Feyblessed can lose a prepared spell to force them to make a Fortitude save of 10 + the spell's level + her Dexterity modifier or die. Only opponents subject to critical hits can be affected by this ability.

First Ability: The Feyblessed gains the Endurance and Expert Swimmer feats

Second Ability: Before an attack with a natural weapon, the Feyblessed may lose a spell to cause extra bleeding damage equal to the lost spell's level. This damage will repeat each round until the struck opponent receives a Heal check of DC 10 + the lost spell's level or magical healing equal to the lost spell's level. The extra damage from this ability stacks with itself, but it is cured by a single Heal check or use of healing magic equal to the highest sacrificed spell. Creatures immune to critical hits are not affect by this ability.

Third Ability: While underwater, the Feyblessed gains Blindsight equal to one foot per level and a bonus to Spot and Listen checks equal to her level.

Fourth Ability: The bleeding damage the Feyblessed inflicts from the first path ability is doubled, and tripled if that opponent is in the water.

Fifth Ability: The Feyblessed gains the ability to breathe underwater and a swim speed equal to her land speed or +10 feet to their swim speed, whichever is higher.

First ability: The Feyblessed gains the Vexing Flanker feat.

Second ability: The Feyblessed gains +1d6 pack damage/6 levels. If she hits an opponent with a melee attack after an ally has struck that same opponent that round, she gains this damage, and if the Feyblessed hits an opponent, any allies gain the same damage if they attack that opponent later that round with any attack that deals hitpoint damage and requires an attack roll. If both you and an ally have pack damage, it is added together (i.e., if you hit an opponent and have +3d6 pack damage, and an ally hits that opponent who has +2d6 pack damage, their bonus is +5d6, as well as anyone who hits that opponent after them). Pack damage is not precision based and can affect any opponent. It is not multiplied on a critical hit and is of the same damage type as the weapon that is used to attack.

Third ability: The Feyblessed and adjacent allies gain +2 to AC against opponents for each ally that threatens that opponent.

Fourth Ability: The Feyblessed gains pack damage +2d6/6 levels.

Fifth Ability: As a full-round action, the Feyblessed may lose a spell and make one attack at their highest base attack bonus against an opponent they threaten with a bonus to attack and damage equal to twice the level of the spell lost. Any attack by an ally that hits that opponent is a critical threat with the same bonus to the confirmation roll.

First ability: The Feyblessed gains the ability to lose a prepared spell to change into a small or medium animal as the Druid's Wild Shape ability. They may change as many times as the spell's level that is sacrificed. Changing back to their normal form doesn't count against their uses.

Second ability: The Feyblessed may take the form of a Tiny animal as well. They gain the ability to turn into a Large animal at 12th level.

Third Ability: The Feyblessed may take the form of a Plant creature. They gain the ability to turn into a Small, Medium, or Large elemental at 16th level.

Fourth Ability: The Feyblessed gains +4 Strength in any alternate form.

Fifth ability: The Feyblessed may take the form of a Huge elemental.

Damage Reduction: The Feyblessed's natural lifestyle and constant braving of the elements toughens her. She gains Damage Reduction 1/- at third level, and it increases by 1 at levels 6, 11, 15, and 20.

Fey Grace (Ex): At fourth level the Feyblessed gains a deflection bonus to AC equal to her Charisma bonus.

Path Affinity (Ex): At 19th level, the Feyblessed gains an ability based on which Fey Path she has learned the most abilities of. If more than one are tied for the most abilities known, she picks one.
Ape Path: She gains the Improved Bull-rush feat. If you already have this feat, choose any feat you meet the prerequisites of.

Bear Path: She gains the Powerful Build special quality.

Leopard Path:She gains Low-light vision. If she has Low-light vision, gain darkvision 60 feet. If she has Darkvision, gain 30 feet to the range.

Boar Path: She dies at -20 hitpoints instead of -10.

Wolf Path: Double the bonus from the Aid Another action whether using it to help an ally or receiving help.

Shark Path: Track as a bonus feat, with a bonus to the Survival check equal to any ongoing bleeding damage the creature suffers from. If she already has Track as a feat, choose any feat she meets the prerequisites of.

Shifter Path: A Thousand Faces as the druid ability.



---FEATS---

Beast Mode
Prerequisites: 2nd ability in the Ape, Bear, Boar, Leopard, Shark, or Wolf Fey Path.
Benefit: You gain the ability to shift into the form of the animal whose fey path(s) you have the second or higher ability in. It works the same as the Shifter path ability, sacrificing spell slots to transform.


Beast Self
Prerequisites: Natural Oath class ability, Humanoid creature type.
Benefits: You gain the Animal creature type in addition to your normal creature type. You count as both or either, whichever is more advantageous to you at the time. For instance, Charm Person wouldn't affect you because you can choose to not count as a humanoid at the time, but Charm Monster would affect you because it affects both Humanoids and Animals. You may also take 10 on any Survival checks.
Special: If you break your Natural Oath, you lose the benefit of this feat, until you atone.

Mangles
2017-08-09, 10:43 PM
Swagman
https://upload.wikimedia.org/wikipedia/commons/f/fd/A_Swagman_%282715952698%29.jpg

"You'll never catch me alive." - He

The Swagman is a bush traveler. Always on the move, he carries all of what he needs on his back in his tucker bag. Due to their uncouth nature they are often considered vagrants by the law.

Adventures: Swagmen spend their lives traveling through the bushlands, seeking stories and poems around campfires, and creating a few of their own in their wake.

Characteristics: Swagmen are excellent porters, and make great campmates, helping speed up healing and providing environmental protection. They are also skilled with bardic music and natural divine casting, able to bring both to bear in a fight.

Alignment: Swagman are non-lawful and tend towards chaotic neutral. They prefer the freedom that travelling with what they can carry offers. That said they tend to operate within the bushmans code. There doesn't exist any official wording of the code but respect for those that you camp with is considered a minimum. Good swagmen will share not only their camsite but meals, songs and poems as well. Evil swagmen will use their camps "safety" to lure unsuspecting victims.

Religion: Swagman don't tend to worship a particular deity but are religious after a fashion. They speak of their campsites with great reverence usually reserved for religious objects. They often say their cathedral walls are the trees, the stars their painted dome and the campfire their altars of worship. Though their ways may seem barbaric to those more enlightened, they are tolerated in their belief and often missionaries will take part in their campfire, if only for the warmth.

Background: Swagmen don't train, they just leave home one day, start wandering and never stop.

Races: Swagmen exist of all races, but the more feral races tend to have the least swagmen. You have to give up civilization to become a swagman.

Other Classes: Bards whose wanderlust outweighs their thirst for knowledge often become Swagmen. It is not uncommon for Clerics, especially those of travel and freedom, to give up their strict dogma for the looser religious tendencies of the swagman. Druids and Rangers almost never become swagman, they are already in touch with nature.

Role: Swagmen are best played as crowd control and buffers, using their spells and bardic music to buff allies and bring ruin to enemies. Outside of combat they provide many travel speed buffs and resting enhancements.

Adaptation: The class can fit in any land based campaign that would be appropriate for a ranger or druid.

GAME RULE INFORMATION
Swagmen have the following game statistics.
Abilities: Charisma is your most important stat as it is your primary casting ability and also increases your perform checks for bardic music. Strength can often be ignored as your carry weight increases as the class progresses.
Alignment: Any non-lawful
Hit Die: d8
Starting Age: As bard
Starting Gold: As druid

Class Skills
The Swagman's class skills (and the key ability for each skill) are Balance, Climb, Concentration, Disable Device, Escape Artist, Handle Animal, Heal, Hide, Jump, Knowledge (Geography), Knowledge (Nature), Knowledge (Local), Listen, Move Silently, Perform, Profession, Search, Spot, Survival, Use Rope


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

SWAGMAN


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


1st

+0

+2

+2

+2
Once a jolly swagman camped by a billabong

3
1
-
-
-
-
-
-
-
-


2nd

+x

+x

+x

+x
Under the shade of a Coolibah tree

x
x
-
-
-
-
-
-
-
-


3rd

+x

+x

+x

+x
And he sang as he watched and waited till his billy boil

x
x
x
-
-
-
-
-
-
-


4th

+x

+x

+x

+x
You'll come a Waltzing Matilda with me

x
x
x
-
-
-
-
-
-
-


5th

+x

+x

+x

+x
Chorus
x
x
x
x
-
-
-
-
-
-


6th

+x

+x

+x

+x
Down came a jumbuck to drink at that billabong

x
x
x
x
-
-
-
-
-
-


7th

+x

+x

+x

+x
Up jumped the swagman and grabbed him with glee

x
x
x
x
x
-
-
-
-
-


8th

+x

+x

+x

+x
And he sang as he shoved that jumbuck in his tucker bag

x
x
x
x
x
-
-
-
-
-


9th

+x

+x

+x

+x
You'll come a Waltzing Matilda with me

x
x
x
x
x
x
-
-
-
-


10th

+x

+x

+x

+x
Chorus

x
x
x
x
x
x
-
-
-
-


11th

+x

+x

+x

+x
Up rode the squatter mounted on his thorough-bred

x
x
x
x
x
x
x
-
-
-


12th

+x

+x

+x

+x
Down came the troopers One Two Three

x
x
x
x
x
x
x
-
-
-


13th

+x

+x

+x

+x
Whose that jolly jumbuck you've got in your tucker bag

x
x
x
x
x
x
x
x
-
-


14th

+x

+x

+x

+x
You'll come a Waltzing Matilda with me

x
x
x
x
x
x
x
x
-
-


15th

+x

+x

+x

+x
Chorus

x
x
x
x
x
x
x
x
x
-


16th

+x

+x

+x

+x
Up jumped the swagman sprang in to the billabong

x
x
x
x
x
x
x
x
x
-


17th

+x

+x

+x

+x
You'll never catch me alive said he

x
x
x
x
x
x
x
x
x
x


18th

+x

+x

+x

+x
And his ghost may be heard as you pass by that billabong

x
x
x
x
x
x
x
x
x
x


19th

+x

+x

+x

+x
You'll come a Waltzing Matilda with me

x
x
x
x
x
x
x
x
x
x


20th

+x

+x

+x

+x
Chorus
x
x
x
x
x
x
x
x
x
x



Chorus


Level/s Gained
Ability



5,10,15,20
Waltzing Matilda, Waltzing Matilda



5,10,15,20
You'll come a Waltzing Matilda with me



5
And he sang as he watched and waited till his billy boil



10
And he sang as he shoved that jumbuck in his tucker bag



15
Whose that jolly jumbuck you've got in your tucker bag



20
And his ghost may be heard as you pass by that billabong



5,10,15,20
You'll come a Waltzing Matilda with me



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

Weapon and Armor Proficiencies: Swagmen are proficient with following weapons: Boomerrang, Club, Greatclub, Harpoon, Hunting Boomerang, Longspear, Quarterstaff, Shortspear, Sling and Spear and with Light armor.

Spells
The Swagman casts divine spells, which are drawn from the druid spell list. His alignment may restrict him from casting certain spells opposed to his moral or ethical beliefs. A swagman must choose and prepare his spells in advance (see below).

To prepare or cast a spell, the swagman must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Swagman’s spell is 10 + the spell level + the Swagman’s Charisma modifier.

Like other spellcasters, a swagman can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Swagman. In addition, he receives bonus spells per day if he has a high Charisma score. He does not have access to any domain spells or granted powers, as a cleric does.

A Swagman prepares and casts spells the way a cleric does, though he cannot lose a prepared spell to cast a cure spell in its place (but see Spontaneous Casting, below). A swagman may prepare and cast any spell on the swagman spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.

Spontaneous Casting
A swagman can channel stored spell energy into summoning spells that he hasn’t prepared ahead of time. He can "lose" a prepared spell in order to cast any summon nature’s ally spell of the same level or lower.

Once a jolly swagman camped by a billabong (Su):
A Swagman may create a billabong allowing greater rest and recovery for them and their allies. With 10 minutes preparation the Swagman can affect an area of up to 40ft plus 10ft per level. The Swagman and any ally of any type can recover an extra HP per level while taking 8 hours rest in this area. The Swagman can only have 1 such area active at a time and must remain in the area for the effect to continue.

Under the shade of a Coolibah tree (Sp):
Any ally who is in the area of the Swagman's billabong is considered under the effects of the endure elements spell while they remain in the area. Additionally any ally who rests for at least 1 hour at a Swagman's billabong is affected by the endure elements spell as if cast by the Swagman on them.

And he sang as he watched and waited till his billy boil
The Swagman gains access to Bardic music as if he was a Bard of his Swagman level -2. Should he gain levels in Bard the levels of Bard and Swagman stack for determining what bardic music he can use. When the Swagman gets this ability in the chorus, he may also cast a spell while maintaining the concentration of a bardic musical ability.

You'll come a Waltzing Matilda with me (Ex)
The Swagman can now Waltz Matilda, allowing him a greater movement speed, carry weight and dodge bonus. Every time he receives this ability his movement speed increases by 5ft his carry weight increases as if his strength increased by 1 and he gets a +1 to dodge AC if he is wearing light or no armour.

Chorus
The Swagman gets all the abilities for his level listed in the Chorus table

Waltzing Matilda, Waltzing Matilda (Ex)
The Swagman gets an additional 1 mile per hour of movement during overland travel and may add half this overland travel bonus to any allies he is travelling with.

Down came a jumbuck to drink at that billabong (Su)
Animals are considered 1 step friendlier if the Swagman takes no hostile actions against them. If they enter a Swagman's billabong area they are considered 2 steps friendlier if the Swagman takes no hostile actions against them. The Swagman can now create a billabong in 1 minute.

Up jumped the swagman and grabbed him with glee (Ex)
At 7th level, a Swagman gains a Jumbuck animal companion (Use the statistics for a boar). Alternatively they may pick one off the druid animal companion list. This animal is a loyal companion that accompanies the swagman on his adventures as appropriate for its kind.

This ability functions like the druid ability of the same name, except that the Swagmans’s effective druid level is half his swagman level. A Swagman may select from the alternative lists of animal companions just as a druid can, though again his effective druid level is half his Swagman level. Like a druid, a Swagman cannot select an alternative animal if the choice would reduce his effective druid level below 1st.

And he sang as he shoved that jumbuck in his tucker bag (Su)
The Swagman can open any bag or sack and access an extradimensional space. This extradimensional space isn't part of the bag itself, but opening a bag is necessary to access it. The extradimensional space functions as a Bag of holding type II. When the Swagman gets this ability in the chorus, the extra dimensional space also has the functions of a Handy Haversack.

Up rode the squatter mounted on his thorough-bred (Ex)
Allies who have rested at your billabong in the last 24 hours get the full overland move bonus from the Waltzing Matilda, Waltzing Matilda ability instead of half.

Down came the troopers One Two Three (Su)
As a standard action the swagman can attempt to force up to three enemies in his billabongs area prone. The enemies must make a reflex save or become prone. The DC for the save is 15+Cha. The swagman can't use this ability until he spends the time required to recreate the billabong area.

Whose that jolly jumbuck you've got in your tucker bag (Su)
The Swagman may dismiss his Jumbuck into his extradimensional space or call it out again with a full round action and must have an opened bag in hand. If it spends at least 2 hours in the extradimensional space, when it reappears it is at full health, regardless of any damage it may have taken previously. The Jumbuck also appears wearing or carrying any gear it had when it was last dismissed. After the swagman gets this ability in the chorus, should the Jumbuck die it immediately disappears, leaving behind any equipment it was carrying. It can be re-summoned out of the extradimensional space at the Swagman's billabong after at least 2 hours have past.

Up jumped the swagman sprang into the billabong (Ex)
While he appears relaxed in his billabong the Swagman is always ready to act. The Swagman gains the Alertness feat and the Improved Initiative feat while in his billabong. In addition the Swagman can create a billabong as a full round action.

You'll never catch me alive said he (Su)
The Swagman is under a constant Freedom of Movement effect as the spell Freedom of Movement.

And his ghost may be heard as you pass by that billabong (Sp)
The Swagman can change to and from incorporeal at will as a standard action. When the Swagman gets this ability in the chorus he may change to and from ethereal from incorporeal at will. Doing so is a standard action.

daremetoidareyo
2017-08-10, 02:40 AM
Flawa'a Rainja フラワーアレンジャー

https://i.pinimg.com/564x/c1/a4/00/c1a400dc560513a573f4d19800c142ac.jpg

"The energy in this room is out of balance"

Where Wizards learn to intercept and manipulate magical energies through academic study and truenamers source their power through the manipulation of cosmic identity, the Flawa'a Rainja uses a holistic method of altering the fundamental fabric of nature to facilitate a change in local magical energy flows. The Flawa'a Rainja does this by incorporating ancient techniques of feng shui to change the universal source code for a small area by incorporating symbolic elements. If truenamers rewrite the source code of existence itself, Flawa'a Rainja coaxes existence itself to poetically flow in specific ways. The Flawa'a Rainja does this through the ancient art of ikebana. By truly understanding the aesthetic of the moment, the Rainja can manipulate primal energies to affect a room, a glade, or just a region by arranging a grouping of plants and shapes into an altar that fundamentally changes how regional magical ley lines and incarnum flows through a space. These altars affect every being capable of observing the universe, (non mindless creatures). As aestheticians supreme, Rainja practice their art for royalty mostly, but some hedge artisans have independently discovered that universal energies can be wielded like colors on a palette by the essence of nature, and plant life in particular.

Adventures: Flawa'a Rainjas tend to develop their arts in highly stratified heirarchical societies where there is enough resources to train someone to ponder the essence of life and how to use flowers to change a sentient being's relationship with existence. Some may be slaves or high status courtesans. Others maybe hedge herbalists. The reason for these artisans to adventure may be varied. Perhaps their kingdoms were overthrown, or their sponsors killed.

Characteristics: Flawa'a Rainjas build altars full of flowers that exude auras that affect all non-mindless beings within 30 feet of the altar. These altars change the flow of energies within the area. These altars are keyed to their precise location in space and if disturbed, lose their effects. In essence, the Rainja builds terrain anomalies that affect friend and foe alike. After developing the art, Rainjas found that their abilities had tactical battle value and they developed a method of quickly ascertaining the energy flow of an area and using their herbal knowledge to assembling altars quickly. Due to the utility of these abilities, Rainjas quickly developed a school of techniques that focus on arrangement, defense against attack, and enabling their allies to best their opponents.

Alignment: Flawa'a Rainjas can be any neutral alignment. To focus their energies, they must not present their spirit in such a way to alienate certain imperceptible forces that make ikebana work. Many Rainjas have a strong chaotic streak, but the meticulous artisans have developed the art in some amazing ways.

Religion: Flawa'a Rainjas typically follow no particular god but instead worship an ideal of nature and or art. They see the universe as theirs to exist in and tend towards animist sensibilities.

Background: Flawa'a Rainjas exist because the Kakita Clan family wielded so much political succor to powerful emperors that they all but gave up martial training and instead focused on diplomacy, politics, and refinement. This prolonged period of wealth for an entire clan begat artisan training schools for the majority of people. The best performing and most blessed students rise to the tops of these schools and are recruited by grandmasters. Various artisan master Rainjas have completely distanced themselves from government and opened their own temples. Due to their abilities, every royal court wants to have at least one low level Rainja around to provide anti-scrying ikebana in their important chambers.

Races: Elves, humans, and the occasional

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: There may be other features that a certain race develops a rapport with that can be used in place of flowers for the altar creation. Dwarven kings might have a Arock'a Rainjas, or the Illumians may develop geometric symbols that coax spirits to do the same thing. These racial variants would use a different craft skill, and their flower specialist skills would probably be different (instead of craft ikebana ranks for knowledge nature checks, a Rock'a Rainja would use it for perform, knowledge dungeoneering, knowledge architecture and engineering (stone and structures only), and survival checks to find rare minerals.

GAME RULE INFORMATION
Flawa'a Rainjas have the following game statistics.
Abilities: Intelligence is the primary stat for this class as it affects the use of their craft skill while charisma is an important for the social skills that the class yields. Strength is the least necessary of the abilities.
Alignment: Neutral, Neutral Good, Neutral Evil, Chaotic Neutral, Lawful Neutral
Hit Die: d4
Starting Age: As Wizard.
Starting Gold: As Paladin

Class Skills
The Flawa'a Rainja's class skills (and the key ability for each skill) are appraise, concentration, craft, diplomacy, gather information, intimidate, knowledge (all knowledge skills), listen, martial lore, profession, ride, search, sense motive, sleight of hand, spot, survival, swim.

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


1st

+0


+0


+2


+2

Chrysanthemum Spirit +1, Flora Specialist, Ikebana


2nd

+1


+0


+3


+3

Dynamic Aide


3rd

+1


+1


+3


+3

Speak with plants, Oaken Spirit


4th

+2


+1


+4


+4

Siphon Fate 1/day


5th

+2


+1


+4


+4

Chrysanthemum spirit +2, Improved Dynamic Aide


6th

+3


+2


+5


+5

Control plants


7th

+3


+2


+5


+5

Transport via Flower Arrangement


8th

+4


+2


+6


+6

Natural Order


9th

+4


+3


+6


+6

Fengshui


10th

+5


+3


+7


+7

Chrysanthemum spirit +3


11th

+5


+3


+7


+7

Class Ability


12th

+6


+4


+8


+8

Siphon Fate 2/day


13th

+6


+4


+8


+8

Class Ability


14th

+7


+4


+9


+9

Class Ability


15th

+7


+5


+9


+9

Chrysanthemum spirit +4, Greater Dynamic Aide


16th

+8


+5


+10


+10

Class Ability


17th

+8


+5


+10


+10

Class Ability


18th

+9


+6


+11


+11

Class Ability


19th

+9


+6


+11


+11

Class Ability


20th

+10


+6


+12


+12

Chrysanthemum spirit +5



Class Features
All of the following are class features of the Flawa'a Rainja

Weapon and Armor Proficiencies: The Flawa'a Rainja is proficient in all simple weapons, light shields, and light armor. The Rainja can choose one one handed martial weapon to be proficient in at first level.

Chrysanthemum Spirit (Su): At first level, the Flawa'a Rainja gains a +1 deflection bonus to their AC. This bonus increases by 1 on every level divisible by 5; at fifth level the deflection bonus increases to +2, at 10th level it increases to +3, at 15th level it increases to +4 and at 20th level it increases to +5.

Flora Specialist (Ex): A Flawa'a Rainja's expertise in flowers and plants is all encompassing and thorough. Flawa'a Rainja's ranks in Craft (flower arranging) can be used in place of their ranks in the following skills: Perform (ikebana), profession (herbology), Profession (farming), Knowledge nature, and Knowledge (herbology). Also, the Flawa'a Rainja can use their ranks in Craft (flower arranging) for survival checks for the following skill uses of Survival: to track through areas of significant foliage, to forage for food (all of which will be non-meat), and to locate rare herbs. Lastly, the Flawa'a Rainja is treated as being a 1st level spellcaster in regards to their ability to qualify for the Craft (Alchemy) skill.

Ikebana (Su): As a full-round action, the Flawa'a Rainja can create a flower altar that produces a supernatural effect that affects every sentient (Intelligence 3 or above) creature within 30' of the placement of the Altar by using a Craft (Flower Arranging) skill check. The first Ikebana produced in a day has a DC of 10, and each additional ikebana created on the same day increases the DC by 5, as the universal forces of balance try to correct for the imbalances caused by the willful augmentation caused by the Rainja. The first failed Skill Check causes the Rainja to be fatigued until they can gain 8 hours of rest. A second failure leaves the Rainja sickened until they can gain 8 hours of rest. A third failure in a day leaves a Rainja exhausted until they gain 8 hours rest. If the Rainja is immune to fatigue, sickening, or exhaustion, they take 2 points of int, wis, and cha damage that cannot be reduced or prevented by any means whatsoever in place of the status effect. On a failed check, the ikebana only produces an aura with a radius of 5 feet. The Rainja may take a 5 foot step when the ikebana is completed.

The aura effects happen instantaneously when the ikebana is completed, affecting all valid targets in the range. The aura does not affect mindless creatures. The aura of an ikebana affects creatures of the aberration type differently, due to the difficulty of adjusting the universe chi flow around their strange psycho-biology: Aberrations get a will save to resist the effects of an ikebana (DC=10 + Rainja's class level + Charisma modifier) if they desire.

At first level, the Rainja knows how to create three ikebana available to 1st level Flawa'a Rainjas. Each level thereafter, they learn one more ikebana. Some Ikebana effects have a minimum class level to learn, and some allow the affected creatures to make a saving throw, but typically they can not. Moving out of range of an ikebana altar immediately ends the effect of the altar on them and moving into the aura range of the ikebana immediately enstates the effect of the ikebana. The effects of an Ikebana last one hour per Rainja Class level. A Rainja can have only a single ikebana active in the universe at a time. Destroying a Rainja’s ikebana takes a standard action or a successful attack that deals 2 damage to the ikebana (AC 10, hardness 0, 2 hp) and immediately ends its effect. The ikebana is instantly attached to the exact location where it is placed where and cannot be moved in anyway or the supernatural universal hack that it relies on can’t read the area of effect correctly and it becomes inert; i.e. the Rainja can't build the ikebana on a cart and move it around to change the area affected.

Ikebana requires plant life to affect the chi-flow of a region. They may purchase a spell component pouch to provide the raw materials to create an ikebana. This flower pouch is assumed to have all the material components and focuses needed for ikebana, except for those components that have a specific cost and plants that wouldn’t fit in a pouch.

Dynamic Aide (Ex): At 2nd level, the Flawa'a Rainja's training on working in synergy with other life forces increases. When the Rainja successfully uses the aid another option in combat, their ally gains both a +2 to attack on an opponent and gains a +2 bonus to ac against that same opponent. When the Rainja uses the aid another on a skill check in combat that would typically provoke an Attack-of-Opportunity (AoO), they do not provoke an AoO themselves, although who they are aiding might still provoke the AoO.

Speak with Plants (Sp): At 3rd level, the Flawa'a Rainja can use speak with plants as the spell, with a caster level equal to his class level a number of times per day equal to their intelligence bonus (minimum 1).

Oaken Spirit (Ex): At 3rd level, the Flawa'a Rainja summons their internal chi to provide them with an ability to challenge the conviction of those they gaze at. As a standard action, the Rainja may initiate a duel of wills (Tome of Battle page 27) as a gaze attack. If the opponent submits, they may not perform any action that they know will directly affect an Ikebana within 30 feet of the Rainja and they suffer a -2 to attack rolls against the Rainja. This is a mind-affecting compulsion effect. All other effects of the duel of wills are doubled, even if the Rainja fails their opposed rolls. An opponent who averts their eyes suffers the penalties as if they had submitted to the duel of wills. If the Rainja initiates a duel of wills before the combat begins, they may choose to use this ability as a free action.

Siphon Fate (Su): At 4th level, the Flawa'a Rainja gains the ability to direct the flow of positive fate away from one target within 30 feet once per day as a free action. The target of a siphon fate takes a —2 penalty on attacks, saves, ability checks, skill checks, and weapon damage rolls for 1 hour thereafter. A successful Will save (DC 10 + 1/2 Rainja's class level + Rainja's Cha modifier) negates the effect. The winds of fortune turn this hour of bad luck of the target into good luck for the Rainja. For a number of rounds equal to half their class level, the Rainja gains access a pool of +1 bonuses equal to half the affected opponent's HD (minimum 1) to spend as a free action on any d20 roll. They must announce the use of these points before the roll is made. Multiple bonuses may be applied to a single roll, but no single roll may be modified by more than +4. At 12th level, the Rainja may use this ability twice per day.

Improved Dynamic Aide (Ex): At fifth level, the Flawa'a Rainja improves his helpful synergy. Any time the Rainja uses the aid another option, the bonus received by the recipient is increased by +1. This bonus stacks with the expert synergy option (Rules compendium page 10). Further, the skill check being performed by the recipient does not provoke an AoO when in combat if it typically would.

Control Plants (Su): At 6th level, the Flawa'a Rainja's familiarity with plants grants them the ability to affect plant creatures. The Rainja gains the ability to rebuke and command plant creatures as an evil cleric of equivalent level commands undead. The Rainja can this ability a total number of times per day equal to 3 + their Charisma modifier.

Transport via Flower Arrangement (Sp): At 7th level, the Flawa'a Rainja can set up a zen garden in an action that takes about 10 minutes and requires 500 gp worth of rare flowers. This zen garden acts as a place to which a Flawa'a Rainja can transport back to 1 time per day as Transport via Plants. The Rainja can step though an ikebana that he's set up and arrive in his zen garden. The Rainja can re use the zen garden as many times as they wish. They may not use the zen garden to transport out.

Natural order (Ex): As a swift action that lasts until it is willed to stop, a Flawa'a Rainja of 8th level is completely ignored by Mindless creatures. They carry about their business as if the Rainja is not there. However this effect is suspended for an hour if the Rainja takes any aggressive action towards the mindless creatures. Because using this ability uses up mental resources of the Flawa'a Rainja, during this time, the Rainja may not take concentration checks, that is, the Rainja is treated as if they have failed any concentration check roll.

Feng shui (Su): At 9th level, the Flawa'a Rainja has developed more astute abilities in the shape of the area affected by the ikebana that they create. When making the craft check to create the ikebana, the Rainja can add 5 to the DC to change the shape of the area of effect. The Rainja may choose to make the ikebana in a 45 foot cone, or in a square or rectangle whose dimensions may not supersede 500 square feet. More esoteric shapes incur a larger DC and DM approval.

Greater Dynamic Aide (Ex): At fifteenth level, the Flawa'a Rainja perfects his helpful synergy. Any time the Rainja uses the aid another option, the bonus received by the recipient is increased by +1. This bonus stacks with the improved dynamic aide class feature and the the expert synergy option (Rules compendium page 10).

daremetoidareyo
2017-08-10, 11:32 AM
pardon me, I don't think I'll have enough space in a single post, so this is my staging ground for the ikebana abilities.


Ikebana

Spell level equivalents (this will change, I just need to categorize my power levels in a convenient way)
The follow ikebana are available to 1st level Flawa'a Rainjas.

Ivygrass Tower: This aura exudes a penetrating energy that diminishes the saving throws of those within 30' feet of it. When crafted, the Rainja chooses a saving throw (Will, Ref, or Fort) and all non mindless beings take a -2 circumstance penalty to that save. If the Rainja succeeds on a craft check of 30 or above, this penalty increases to -4. This aura has the Vile descriptor.

Dolmenstone Yellow Moss Trapeze: A dry lichen collected from the hewn slabs of a Dolmenstone Circle channels the incarnum energies from the void and excites the ambient incarnum spirits. One of these lichens cost 25 gp if not collected personally. Beings within the range of this aura with an intelligence of 3 or above gain a single essencia point that they may immediately invest in a soulmeld, class feature, racial feature, spell, or feat, even if they may only invest essencia in that receptacle once a day. Due to the increase in ancestral spirits in range, the bonus to a Rilkan's competence bonus to racial knowledge abilities are doubled. All affected beings have the incarnum subtype while within range of this ikebana. If the Rainja's skill check exceeds DC 35, all beings instead gain 2 essencia. This aura has the incarnum descriptor.

Folded Tiger Lilly: This elegant ikebana stable fortifies the region with an aura of prosperity and success. When crafted, the Rainja chooses two skills in which he has ranks. Every non-mindless being in range is treated as trained in those skills and gains a +3 luck bonus to any checks involving the choses skills. If the craft check exceeds 25, beings with a Luck reroll from a luck feat (see complete scoundrel page 73) gain an additional luck reroll per day that can only be used while in the range of the aura. Additionally, beings with access to the domain power the luck domain or Destiny Domain (See Races of Destiny page 163) gain an addition use of their domain power per day while in the range of this ikebana. If the craft DC exceeds DC 30, the luck bonus with the chosen skills doubles to +6. If the craft DC exceeds 35, any being with a luck feat temporarily gains the benefit of one additional luck feat of their choice that they qualify for while in the range of the ikebana. This feature replaces the extra reroll of a DC 25 check. This aura has the luck descriptor.

Monk's Hood on a Fat Rock: This simple ikebana aligns the laylines of the land with the chi energy of those in range, to make this the Rainja must place a heavy rock of at least 20 pounds that has been painted white as the foundation of the ikebana. While in the range of this aura, beings use their lay on hands ability or warforged substitution ability of repair damage are treated as if they had 2 more levels of whatever class grants lay on hands. Beings with the stunning fist feat gain an extra use of their stunning fist per day and are treated as having the benefits of the Rapid stunning feat (See Complete Warrior, p. 104). If the Rainja's skill check to craft this ikebana exceeds DC 30, beings with lay on hands are treated as if they had 4 more levels of whatever class grants lay on hands/repair damage and beings with the stunning fist feat instead gain 2 extra uses of their stunning fist ability per day. This aura has the Lawful descriptor

Nasturtium Squash Lantern: This robust pumpkin and colorful flower ikebana enhances chaotic positive life energy. The aura exuded by this ikebana has the chaotic descriptor. All non-mindless, non-undead beings gain 1d4 temporary hitpoints while they are in range of this ikebana. For every 5 by which the craft check roll exceeds 20, they beneficiaries gain an additional 1d4 temporary hitpoints (2d4 at 25, 3d4 at 30, 4d4 at 35, etc.). No being may be affected by this ikebana more than once per day. These temporary hit points are immediately lost if the beneficiary leaves the range of the aura. Undead creatures present when the Nasturtium Squash lantern is crafted instead immediately take 1d4 points of positive energy damage while in the aura of the ikebana. For every 5 by which the craft check roll exceeds 20, the undead take an additional 1d4 points of damage (2d4 at 25, 3d4 at 30, 4d4 at 35, etc.). They do not gain these hp back if they leave the range of the ikebana. This aura has the healing descriptor.

Blackseed Mirror: This ikebana permeates the range with paranoid shadow incarnum that shunts clarity aside. The entire 30' radius range is treated as if nondetection had been cast on it. A scrying entity must beat the DC that the Flawa'a Rainja rolled when they crafted this ikebana. The aura has the chaotic descriptor.

Hydrangea Coil and Cricket: This ikebana diverts luck energy away from the region and dampens the coils of fate. The cricket acts as a focus for the energy flow. Any effect that kills the cricket ends the effects of this ikebana. Also, it is more difficult to lie in the area of effect, all non mindless beings take a -4 circumstance penalty to bluff checks. Every being within the range of effect must treat their next roll of a natural 20 on a d20 as a roll of 2 instead. If the craft check roll exceeds DC 20, the following additional effects occur: any being with a ki pool gains an extra daily use and any sneak attack damage dealt to a victim within the range of effect for the ikebana takes an extra 1d6 damage. While in the range of the ikebana, no more than once per 10 minutes, a lurk augments can occur as a free action rather than a swift. This aura has the evil descriptor.

Lightning-Struck Bonsai Orange: This ikebana features any lightning struck bonzai tree that bears a citrus fruit, two metal rods, and sprigs from sky potatoes. It takes years to grow these bonsai's and a DC 15 profession farming check and then they have to be dealt enough electrical damage to bypass their hardness. They can also be readily purchased for 200 gp. The aura created increases the psychokinetic potential of all corporeal beings mindless and non-mindless in range illuminating them with a light blue light. This mimicks the effect of faerie fire. If the being has psionic power points, they may spend up to as many points as they have manifester levels (if not a manifester, they may only spend up to half their HD in power points) to snuff out the light generated by the ikebana as a swift action. This creates a 5' burst of electricity damage that deals 1d4 electrical damage per power point spent, reflex save (DC 10+1/2 Rainja class level + number of pp spent) for half damage. Manifesters who use their concentration skill to obtain psionic focus automatically fall under the effect of the faerie fire again. Creatures with power points automatically know how this ikebana affects them and can choose to use these powers for themselves after experiencing the effects of the ikebana for one round. This aura has the psychokinetic air and electricity descriptors.

The following ikebana are available to 3rd level Rainjas.

Live Oak Eldritch Whorl: This ikebana amplifies arcane energies by using fey manitou. Any arcane spell cast in the range of effect of this ikebana is treated as if it were cast by a caster that is one level higher. The Rainja may also choose a single school of magic to weaken in the range of effect. Reduce the save DC from spells from the named school cast within the effect of the ikebana by 2. Any fey within the range of this ikebana can change the school of magic dulled by succeeding on a DC 12 concentration check as a move action.

Floral Capacitor: While in the range of effect of this ikebana, non-mindless beings gain 1 temporary PP per round that disappears at the end of the round if it isn't used. This single pp can be used as normal. In addition, If the Rainja's craft check roll exceeds DC 25, the altar itself acts as a community crystal capacitor capable of storing 3 points. Any being within the range of the ikebana's effect can charge the floral capacitor with a single pp as a swift action. However, access to these power points in the floral capacitor is limited to only the strongest manifester in the range of effect. Whenever a manifester that wishes to access these power points goes to use them, they must win a manifester level check against every other manifester in range and their check result must be greater than DC 20.

Upside-Down Arrowroot and thyme: Sometimes called the archery tutor, this ikebana is a powerful boon. All non mindless beings in range of the ikebana gain ocular precision. Every non mindless being gains a +4 insight bonus on their spot checks, with an additional +1 on their spot checks for every 5 points by which the Rainja's craft check exceeds 15. Creatures without it gain low light vision 60. Creatures with lowlight vision gain dark vision out to the same distance as their lowlight vision. Creatures with darkvision gain the ability to see in magical darkness by 10. Beings also gain the benefit of the far shot feat if they are using a projectile weapon that they must sight to make an attack. Projectile weapons wielded from within the range of the ikebana gain a +1 insight bonus to damage per damage die of the ammunition. This aura has the divination descriptor.

Red Rose Black Aster: This ikebana inflames the passions. Every non-mindless being in the range of effect takes a -2 profane penalty to saves against enchantment and mind-affecting Ex and supernatural effects, abilities, powers, spells, and features. If the being has the rage or frenzy abilities, they gain an extra use that they can only activate while in the range of the effect. If the craft check exceeds 25, beings in the range of effect gain the benefit of the diehard feat.

Moonflower bridge: This ikebana attracts the raw power of ideas from the plane of dreams and fortifies the entities within it. All non-mindless beings with an intelligence score of 5 or above gains 5 temporary ranks in lucid dreaming and autohypnosis. Those entities also gain the benefit of the Dream Scion feat (See Secrets of Sarlona p.116) and can use their lucid dreaming skill to affect the terrain while in a dreamtouched state, this altered dream terrain can only be interacted with by other beings in a dreamtouched state. You may not pull someone into the dreamheart while in a dreamtouched state. If any creature already has the dream scion feat, they may instead choose to gain the benefit any other dreamtouched feat that they qualify for. Creatures incapable of receiving the benefit of this ikebana who witness those interacting with dream terrain, (say by climbing rock that has been turned into a palm tree) immediately justify what they witness in their mind with the most plausible story they can think of (probably magic).



3rd level: bonus feat (list:swift concentration, ),the benefits of a TOB stance,

4th level: blindness, deafness, ability enhacement, antimagic/psionic field) minor positive dominant

5th level: temporarily apply any LA+0 or LA +1 template) (draconic prophecy)(taint/corruption)

6th level: (animate with the spirit, animate dead)

7th level: (freaky friday)(refusal of divinity)

8th level: (energy transformation field)(stasis)

9th level: (apply any LA +2 template), Combine any two auras

Almarck
2017-08-16, 07:40 AM
Keeper

Put an image of your class here!

You city dwellers have spent long away from the wilds. You have long since forgotten the strength of the raging bull or the fury of the storms. Here. Let me help you remember.

The natural world has power. Everyone knows that, whether it be the sailor who uses the wind to guide his boat, the miner who feels the heat and pressure of the deep earth, or even the hunter as he stalks his deadly quarry. This power exists in a number of different places and forms, whether or be something physical such as motion, heat, and warm… or something more spiritual like emotion, concepts, ideals. Most races know how to tap into the first source of power, utilizing nature’s energy to power machinery and devices. It takes a certain kind of talent to reach for the second.

The keeper is a living conduit, a person who harnesses and channels the spiritual energies of the natural world into others so that they might benefit. A keeper is called such because her focus is to protect and guide, granting others power and then maintaining them instead of engaging himself; she ensures and nurtures the spiritual growth of those around her by connecting them to the natural world better than they could by themselves.


Adventures: Keepers often tend not to adventure, instead staying home to guide their communities. Those that do do so out of a person motive or because a task needs to be done, or because of a desire to spread their teachings. A rare few do so to explore the world to draw a connection to more of the world than just their homelands.


Characteristics: Keepers are wise and sociable. It requires a certain degree of understanding for the keeper to understand and draw upon the powers of the natural world. She also needs to be able to convince and speak to others about what they should be feeling.


Alignment: Any.

Religion: Keepers revere nature and gods of nature. It is required to revere the natural world to be a keeper at all.


Background: Keepers are often those who felt a connection to the natural world and in turn want to share this connection with others. It is a common sight to meet a keeper who was from a tribal background where in they were the village shaman or medicine man, though it isn’t mandatory.


Races: All races are able to have keepers, but elves, halflings, orcs, and half-orcs are the most common races to partake.


Other Classes: Druids mutually share a respect for keepers as both revere the same things and have the same goals.


Role: Keepers are a support class dedicated to improving other party members out of combat to give them more utilities or abilities in and out of battle. In battle, the keeper herself is geared mostly to debuff or harass the enemy. This combination of harassment and increasing the power of her allies makes up for her relative lack of offensive ability.



Adaptation: None needed for most settings. At its core, the keeper is a primalist/animist class that relies on communion with the natural world. So long as this is able to be done in some fashion, the class will function appropriately.



GAME RULE INFORMATION
Keepers have the following game statistics.
Abilities: Keepers rely on Charisma and Wisdom being their primary attributes. Charisma influences the strength and effectiveness of their ability to bind power to supplicants and Wisdom defines their effectiveness when utilizing their more innate abilities.




Hit Die: d6

Starting Gold: As druid
Starting Age: As druid



Class Skills
[Spoiler=D&D 3.5]
Climb (Str), , Craft (Int), Decipher Script (Int), Diplomacy (Cha),, Forgery (Int), Gather Information (Cha), Knowledge (Geography) (Int), Knowledge (Nature) (Int), Knowledge (Religion) (Int), Knowledge (the Planes) (Int), Listen (Wis), Open Lock (Dex), Profession (Wis), Search (Wis), Sense Motive (Wis) Speak Language, Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str), Use Magic Device (Cha)



Climb (Str), Craft (Int), Diplomacy (Cha), Knowledge (Geography) (Int), Knowledge (Nature) (Int), Knowledge (Religion) (Int), Knowledge (the Planes) (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis) , Speak Language, Spellcraft (Int), Survival (Wis), Swim (Str), Use Magic Device (Cha)



Skill Ranks per Level: (2 + Int modifier)


KEEPER




Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st
+0

+0

+0

+2
Shard Burst 1d8, Infuse Essence 1, Keeper’s Warding +4


2nd
+1

+0

+0

+3
Share Senses, Ensnaring Power


3rd
+1

+1

+1

+3
Infuse Essence 2, Keeper’s Warding +5


4th
+2

+1

+1

+4
Avatism (Head), Warding Uses per Day Increase


5th
+2

+1

+1

+4
Communion, Infuse Essence 3


6th
+3

+2

+2

+5
Shard Burst 2d8, Keeper’s Warding +6


7th
+3

+2

+2

+5
Infuse Essence 4, Avatism (Arms)


8th
+4

+6

+6

+2
Speak with Flora and Fauna


9th
+4

+3

+3

+6
Keeper’s Warding +7


10th
+5

+3

+3

+7
Twin Spirit, Avatism (Legs)


11th
+5

+3

+3

+7
Infuse Essence 5


12th
+6/+1

+4

+4

+8
Shard Burst 3d8, Keeper’s Warding +8


13th
+6/+1

+4

+4

+8
Avatism (Chest)


14th
+7/+2

+4

+4

+9
Class Ability


15th
+7/+2

+5

+5

+9
Infuse Essence 6, Keeper’s Warding +9


16th
+8/+3

+5

+5

+10
Avatism (Body)


17th
+8/+3

+5

+5

+10
Speak with the Land


18th
+9/+4

+6

+6

+11
Shard Burst 4d8,Keeper’s Warding +10


19th
+9/+4

+6

+6

+11
Class Ability


20th
+10/+5[

+6

+6

+12q
Unified Avatar







Weapon and Armor Proficiencies: The keeper is proficient with all simple weapons. She is not proficient in armor or shields.



Shard Burst (Su):
The keeper may convert some of the primal energies she controls into a short lived weapon to strike a foe. She may, as an attack action, perform a ranged touch attack against a foe within 30 feet of her (or 30 feet of a supplicant), using her Wisdom modifier instead of her Dexterity. On a successful hit, she deals 1d8 + her Wisdom modifier in piercing magic damage. This damage increases by 1d8 at every 6th level.


Shard burst may perform iterative attacks as though it were a manufactured weapon. Regardless of success or failure, the keeper’s Shard Burst maintains a number of “a

The keeper

The Keeper may only perform a number of shard bursts per minute equal to her Wisdom score (not modifier).


Infuse Essence (Su):
At 1st level, the keeper may perform a short, 5-minute ritual with another creature, therefore after called a supplicant, investing within it a degree of the supernatural energies the keeper reveres called an Essence. Essences are not often specific individual entities, but are merely the manifestations of concepts and ideals tied to nature brought forth and put into a living creature.

The creature gains all of the abilities associated with the Essence regardless of if the ritual succeeds or not, granting him the “granted abilities” of the Essence bound to him. The saving throw of all granted abilities if needed is equal to 10 + ½ the infusion keeper’s level + the infusing keeper’s Charisma modifier. If the infusion fails, the supplicant still gains the granted abilities of the Essence, but is subjected to the Essence’s compulsion, which represents the Essence overwhelming or twisting the supplicant’s persona to be more conforming of the inherent force trapped inside of it. If the infusion succeeds, the supplicant is free to act as he wishes.


In order to determine the infusion ritual’s success or failure, the keeper rolls against the Essence’s power, performing an Infusion check. The keeper has a bonus equal to her keeper level + her charisma modifier on this check. The DC to Infuse a supplicant with Essence is based on whether or not the Essence is bound in an Avatism, referring to the table below.





Binding
DC


None
15


Head
19


Arms
23


Legs
27


Chest
31


Body
35




Regardless of success or failure, an Essence remains bound for 24 hours or until the keeper rests, whichever comes first. The keeper knows all Essences on her class’s list and is able to bind any of them to a supplicant at first level. She may not Infuse an Essence to herself, though another keeper may do so for her.

At 1st level, keeper may infuse 1 Essence per day onto a supplicant. The number of Essences she may bind per day increases at 3rd, 5th, 7th, 11th, and 15th level.



Keeper’s Warding (Su):
At 1st level, as a move action, the keeper may create a magical defense to shield herself from enemies. She hardens the natural aura of her own body to provide arm/. While this armor is active, the keeper has an Armor bonus of +4. This bonus increases by +1 for every 3 levels the keeper has for a maximum Armor bonus of +10 at 18th level. This is a force effect.

At 1st level, this armor may be manifested only once per day, for the duration 1 hour. hour at 1st level. At 4th level, this ability may be instead manifest number of hours each day equal to the keeper’s Wisdom modifier (minimum 1). Each hour does not need to be consecutive, but hours must be spent in intervals at least one hour long.


Share Senses (Su):
At 2nd level, the keeper may experience the senses of all of the supplicant she has bound, treating them as extensions of her own.


Ensnaring Power (su):
At 2nd level the keeper may cause the immediate area around herself or a supplicant to be flooded by unstable, primal energies. These forces hinder movement by causing the terrain to become unstable and warp, stones and trees will block and impede foes, air pressure changes quickly, and so on and so on. All creatures within 20 feet of the keeper (including in the air) or her supplicant, depending on the keeper’s choice, must make a reflex save make a reflex save or become entangled for 1 minute per keeper level. Creatures that are entangled make make a full-round action Strength or escape artist check at the same DC to escape on their turn.

Creatures other than the keeper or a supplicant treat the area afflicted as difficult terrain.

The keeper may use ensnaring power 2 times per day, plus an additional time per day for every 2 levels after 2nd she possesses.

Avatism:
At 4th level, the keeper further connects those she infuses, by binding the Essence more strongly to a specific limb or body part. Doing so grants grants the supplicant an additional granted ability for the duration of the Essence’s binding, associated with that specific body part, though doing so makes the ritual harder and forces the supplicant to change appearance in accordance of the Essence such as horns gaining when binding the Stampeding Herd to the head slot.

An Essence may only be bound to a single body part and not all Essences may be bound to every body part.

At 4th level, the keeper may bind to the Head.
At 7th level, she may bind to the Arms.
At 10th level, she may bind to the Legs.
At 13th level, she may bind to the Chest.
At 16th level, she may bind to the Body.

Communion (Su):
At 5th level, the relationship between all of the keeper and her supplicants has grown to a point where they can share even their thoughts.

The keeper and the supplicants form a closed telepathic network with each other.

Speak with Flora and Fauna(Su):
At 8th level, the keepers connection to nature has grown enough to allow her to speak with the animals and plants, functioning as a constant speak with animals or speak with plants effect.



Twin Spirits
At 10th level, the keeper becomes proficient at infusing Essences to her supplicants. Each Essence must be bound separately and neither Essence may occupy the same body part, though both can be set to be bound to no body part in particular.

Speak with the Land (Su):
At 17th level, the keeper may ask even the very land itself, whether it be a river or a mountain, and it will reply, similar to speak with plants.

Unified Avatar:
At 20th level, the keeper’s commitment to the spiritual world manifests as she learns to also partake in the same Essences bound to her allies. She may when binding Essences to her supplicants, also choose to bind a copy of that Essence to herself; both bindings are linked to the same body parts.The keeper may manifest multiple Essences bound to the same body part in this manner. She never needs to abide by the influences or compulsions of these Essences.

Almarck
2017-08-16, 07:46 AM
Reserves for essences and

Almarck
2017-08-16, 07:47 AM
Reserves for essences

Almarck
2017-08-16, 07:57 AM
Reserved Just in case

Lanth Sor
2017-08-31, 08:54 AM
New & Updated Invocations

Harbingers Share the Warlocks invocation List with the Following Additions.
Harbinger
Least


Conjure Fire
Conjure Water

Lesser


Breach the Other
Vault of Futures

Greater



Esoteric






Breach the Other
Lesser; 4th
As a standard action, tear a breach to your master's home centered on the invoker. This breach has a radius of 5ft per level creating a small area affected by the sign. The area lasts until dismissed or a new area is created. The invoker must have a master as defined by the harbinger class to choose this invocation.

Charm
Lesser Invocation; 4th; Stacking

The following is added after the last line. Each time taken allows an additional charmed target at one time.

Conjure Fire
Least Invocation; 3rd; Scaling
As Control Fire psionic power but power is automatically augmented by equal amount of pp to Inoker level -1 for both increase and decrease functions. Additionally the Habringer can invoke a tiny ball of fire to be manipulated by control fire. The ball fictions identical to produce flame, but base damage matches Control Fire's damage. Any Fire manipulated or created by Conjure Fire adds the invoker's invoker level to the damage.

Conjure Water
Least Invocation; 3rd; Scaling
As create water spell and may use the water preform a bull rush using caster level in place of BAB and Charisma instead of Strength. This bull rush gains a +1 bonus per gallon of water produced by create water, the invoker does not have to follow the target past the first 5ft. Alternatively the invoker may force the water into a hard shape making the act of being hit like hiting cement, this option does 1d8 bludgeon damage per Esoteric Blast die.

Force to Now
Least Essence; 3rd; Scaling
This esoteric essence invocation allows you to infuse your esoteric blast with the change of time and times reimanging. A creature or object struck by an annihilating blast must make a Fortitude save or take double damage. In addition, a creature or object is killed or destroyed. Its body is totally reforged into its state in the 32nd universe, leaving behind only random bits or on rare occasion strange things form the future, if a peice of the Alter To Be is in what was killed the peice takes form and can be added to their collection.

Shape Alter To Be
Esoteric Invocation; 9th
Upon collecting all 78 peices the invoker bring them together. The alter slowly begins to solidify over the course of a 24 hour ritual. Upon completion the Alter To be Takes form and is a large rasied alter capable of holding one medium creature atop it. The alter has 50 hardness and 900hp and repairs 5 damage per round. The Alter To Be projects the Sign: A World Remade to a radius of 8.8ft at overwhelming intensity. Each round the range increases by 8.8ft.

Vault of Futures
Lesser Invocation; 6th
This invocation allows you to access a personal extradimensional storage space. You can store a number of objects inside this space equal to your 5 times half your invokter level- these objects may be anything you can lift with two hands, but otherwise can be of any size or weight. As a move action you may store one object you are holding and also may retrieve one object stored in this space.




Corruptions (http://www.d20pfsrd.com/gamemastering/other-rules/corruption/)


Catalyst
Prolonged contact with Abyssal energies or demons, whether willing or otherwise, has corrupted your soul.

Progression

Demonic corruption thrives in the presence of sin. One could become initially corrupted by demonic influence through being exposed to raw Abyssal energies, accepting one too many profane gifts from a succubus, or using a wish granted by a glabrezu, but the progression of the corruption is often tied to the individual’s most powerful sin. When an opportunity arises to carry out a significant action that matches the corruption’s theme (GM’s discretion), you are tempted to take it. The action might include wanton destruction and violence, or merely tempting someone to behave in a chaotic evil manner. You must succeed at a Will saving throw (DC = 15 + your manifestation level) or succumb to this temptation and perform the action.

What counts as significant is up to the GM. If something prevents you from performing this act, the GM chooses a time over the next week when you’re compelled to otherwise further the cause of chaotic evil.

Corruption Stage 1: The first time you perform a significant act that matches the corruption’s theme, your alignment shifts one step toward chaotic evil (toward evil first, if you aren’t yet evil). Any attempt to raise you from the dead requires a successful caster level check (DC = 15 + double your manifestation level).

Corruption Stage 2: The second time you perform such an act, your alignment shifts to chaotic evil.

Corruption Stage 3: The third time you perform such an act, you become a demonic entity under the GM’s control.

Removing the Corruption

Redemption requires destoryig the creature that corrupted you or cleansing the site where you were corrupted.

Manifestations
Embers of the Forge Father
Flames of the forge burn in your eyes even when away from its heat.
Gift: You can see through fire and smoke without penalty, ignoring any cover or concealment bonuses from fire and smoke. This does not allow you to see anything you could not otherwise see (for example, invisible creatures are still invisible). You are immune to the dazzled condition.
Stain: The light of the forge causes you to treat all light as one step darker. The sunlight and magical light of a level higher than your manifestation level are unaffected.

Hide of the Smith
Your skin becomes course and craggy
Gift: You gain a +2 bonus to your natural armor. At manifestation level 5th, this bonus increases by 1.
Stain: Your flesh’s rocklike structure deadens your sensations and makes it harder for you to move. You take a –2 penalty to your Dexterity score.

Mastery of the Smith
The forge has past some of its mastery unto you.
Gift: Choose a craft or profession skill, you may craft magic items using that skill. While crafting items using the skill your caster level is equal to your skill ranks. You may only craft items if your effective caster level meets the CL for the feat required to make the item, you do not need the feat. IE you would need skill rank 12 to craft a ring as it would grant effective caster level 12. For 3.5 add 3 to all skill ranks requirements, IE 4 ranks for effective caster level 1. The caster level this manifestation provides only functions for this manifestation and cannot affect or be affected by outside sources.
Stain: -2 per manifestation level to all damage rolls vs objects and constructs.
Special: You can gain this manifestation multiple times. Each time you gain the gift, you choose a different skill, and each time you gain the stain, the penalties stack.

Trial by Fire
After a lucid dream being tested by the Forge you find its flame dont hold the same bite.
Gift: Gain fire resistance 5 per manifestation level. At manifestation level 8 the resistance becomes fire immunity and you gain the fire subtype.
Stain: Gain Cold Weakness
Special: Upon receiving this manifestation, you must take both the gift and the stain, even with the useful corruption or vile corruption variants.



Catalyst
Prolonged contact with far realm or being from the 32nd universe, whether willing or otherwise, has corrupted your being.

Progression

The 32nd universe is the only known universe to fight other iterations to come into being. One could become initially corrupted by the future through being exposed to raw Time energies, accepting one too many profane gifts from a shaper of Bizltgohtthz, or using a wish granted by a Jinn of Bizltgohtthz, but the progression of the corruption is often tied to the individual’s loss in faith of their current universe. When an opportunity arises to carry out a significant action that matches the corruption’s theme (GM’s discretion), you are tempted to take it. The action might include advancement through time of an entire plane, or merely bringing something formed to ruin. You must succeed at a Will saving throw (DC = 15 + your manifestation level) or succumb to this temptation and perform the action.

What counts as significant is up to the GM. If something prevents you from performing this act, the GM chooses a time over the next week when you’re compelled to otherwise further the cause of Bizltgohtthz.

Corruption Stage 1: The first time you perform a significant act that matches the corruption’s theme, you disappear from time for 1d10 days. Upon return you have aged an equal number of years. The time was spent in Bizltgohtthz as such you may have new alien looking armor and twisted form. The changes are cosmetic only. The alien properties you have begun to show invoking a penalty to all charisma based checks and skill with everyone not connected to Bizltgohtthz equal to manifestation level.

Corruption Stage 2: The second time you perform such an act, you disappear from time for 1d100 days. Upon return you have aged an equal number of years. The penalty doubles to charisma based checks and skills

Corruption Stage 3: The third time you perform such an act, you become a native of Bizltgohtthz under the GM’s control working to bring you new home to into being.

Removing the Corruption

Redemption requires destoryig the creature that corrupted you or cleansing the site where you were corrupted.

Manifestations

Vision Through Time

Your eyes degenerate and take on properties of Bizltgohtthz.

Prerequisites: Manifestation level 2nd

Gift: As a move action, you can force reality to appear as it does in Bizltgohtthz to your mind. You gain blindsense with a range of 5 feet × 1/2 your manifestation level until the beginning of your next turn; during that time, you negate the penalty on Perception checks from the stain and instead gain a bonus on Perception checks equal to 1/2 your manifestation level.

Stain: You gain the light blindness universal monster ability. You take a penalty on Perception checks equal to your manifestation level.



New Rules
Scaling Invocations: Scaling invocations spell level is 1 per odd invoker level to a max of 9. The invocation tier upgrades as the new tier is unlocked. The invocation has a minimum level and tier listed in the invocation.
Stacking Invocations: This invocation can be taken multiple times. Each time taken has an additive benefit listed in the invocation.

Designer Note: I find dark and divine to be too closely tied to a specific element as such I've labeled that tier as Esoteric, as Esoteric simply references the obscure nature of the invocation.

3rd party source
Invocations (http://www.giantitp.com/forums/showthread.php?255160-Homebrew-Warlock-Invocations-Compendium(WIP))