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View Full Version : Contest Base Class Contest XXXXII - Entropy and Renewal



Temotei
2017-10-31, 11:08 PM
Entropy and Renewal

Welcome to Base Class Contest number forty-two! 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 life and death; anything is possible, from a master of positive and negative energy to a strider of the barrier between life and the afterlife to a spring-and-autumn-themed nature class, 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 December 15th December 30th January 7th March 26th, 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.

Ready?

Live it up (or don't)!

Temotei
2017-10-31, 11:09 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):

Jormengand
2017-11-07, 07:51 PM
The Brahmin

https://qph.ec.quoracdn.net/main-qimg-f60b964dcc327b72d019aeee33974900-c

"Everyone lives a thousand lives and a thousand more, and yet so few of us can remember any but this one!"

A brahmin is the reincarnated soul of many virtuous predecessors, whose infinite courage, power and wisdom he can call upon in battle and out of it. He can remember the skills and deeds of his past ancestors and use them to his advantage.

Adventures: Brahmins usually adventure to seek enlightenment or karma, or in their capacity as spiritual leaders to dispense guidance to those in need of it.

Characteristics: Brahmins have the ability to recall abilities from their past selves, which enables them to adapt to fit almost any situation. Apart from that, they are spiritual leaders, able to perform priestly functions, though they don't have innate access to divine magic. A brahmin who isn't recalling their past abilities is exceptionally weak in combat, however.

Alignment: Brahmins are usually any good alignment. A brahmin was invariably good in their past lives more often than not, as becomine a brahmin is essentially their spiritual reward. However, they can equally be lawful or chaotic - it is written that a brahmin who follows the path of righteousness but does not know the spritual law is far better than one who knows the law but flaunts the good. In any case, there's nothing stopping the brahmin from being evil, though he might not wish to forsake his reward of being a brahmin in the next life as well.

Religion: Brahmins usually worship gods of knowledge, life or rebirth.

Background: One doesn't become a brahmin through training - brahmins are born into the role. The only way to become a brahmin is to do good, and then die and be reborn.

Races: Any mortal race can have brahmins, though the same cosmic reward system that creates brahmins tends to dictate that they are more likely to be among the more well-respected races, such as humans and elves rather than goblins. Still, goblin brahmins exist. The only criterion is mortality.

Other Classes: Brahmins are respected much like other holy leaders, such as clerics, although they don't have to suffer being bothered for healing to the same extent! Their variety of abilities is also appreciated by their more practically-minded fellows, and their memory of aeons past is of great interest to wizards and their ilk. That said, there are some who dislike the brahmin's inability to stick to one speciality.

Role: A brahmin recalls a variety of different abilities to aid in whatever situation is current. While he cannot possibly specialise in exploiting the knowledge and power of all his past lives, this gives him a variety of possible abilities to use to adapt to the situation. Alternatively, a brahmin can choose to fulfil a particular party role.

Adaptation: The idea of reincarnation might not make sense for your setting. Consider making it a recollection of one's ancestors or great historical figures instead.

GAME RULE INFORMATION
Brahmins have the following game statistics.
Abilities: Any. A brahmin requires different ability scores to fully realise the powers from different lives.
Alignment: Any (usually good)
Special: Only a creature with a separate body and soul can be a brahmin, including undead which are souls detached from their bodies but not the converse (ghosts but not skeletons). Usually, outsiders and constructs cannot be brahmins.
Hit Die: d8
Starting Age: As cleric.
Starting Gold: As cleric.

Class Skills
The brahmin's class skills (and the key ability for each skill) are Autohypnosis (Wis), Climb (Str), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Heal (Wis), Knowledge (All skills, taken individually) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Spot (Wis), Swim (Str) and Use Rope (Dex)

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

BRAHMIN

LevelBABFortRefWillSpecial
Maximum Incarnation Level
Maximum Recalls
Maximum Combined Level
1st+0+0+0+0Incarnation Recall, Spiritual Might
1
1
1
2nd+1+0+0+0
1
1
2
3rd+1+1+1+1
1
1
3
4th+2+1+1+1
2
2
3
5th+2+1+1+1
2
2
4
6th+3+2+2+2
2
2
4
7th+3+2+2+2
3
2
4
8th+4+2+2+2
3
2
5
9th+4+3+3+3
3
3
5
10th+5+3+3+3
4
3
6
11th+5+3+3+3
4
3
7
12th+6/+1+4+4+4
4
3
8
13th+6/+1+4+4+4
5
3
10
14th+7/+2+4+4+4
5
4
11
15th+7/+2+5+5+5
5
4
12
16th+8/+3+5+5+5
6
4
15
17th+8/+3+5+5+5
6
4
17
18th+9/+4+6+6+6
6
4
20
19th+9/+4+6+6+6
7
5
22
20th+10/+5+6+6+6
7
5
24


Weapon and Armour Proficiency
The brahmin is proficient in no type of weapon, armour or shield except those listed in his creature type.

Incarnation Recall (Su)
The brahmin gains the ability to recall incarnations, previous lives of the brahmin or memories from those previous lives. An incarnation imparts several abilities to the brahmin, which empower him in battle and outside of it. A brahmin can recall any number of incarnations up to the maximum recalls value on Table: The Brahmin by taking a minute to meditate. The brahmin can only recall incarnations of individual levels up to the maximum incarnation level on the table, and the total level of the incarnations cannot be greater than the maximum combined level on the table. When the brahmin meditates, he can change all his recalled incarnations for any number of new ones within these parameters at once.

While recalling an incarnation, the brahmin has access to the features it grants as though those were among the class features of the brahmin. Some of these class features may give you the option to forget the incarnation, which means that you lose its benefits until you rest to recall it again.

Recalling an incarnation isn't supernatural, but changing it is. Incarnations don't go away in an antimagic field, though some of their features might, because until the brahmin recalls new incarnations, those are the brahmin's real class features.

If an ability has a minimum time between uses ("Once every ten minutes," for example) losing and then regaining the ability doesn't reset this: you must wait the full time between uses.

Spiritual Might (Su)
The brahmin's innate abilities are not strong, but he can recall a different set of abilities to aid him. By meditating for one minute, he can reassign his abilities to fit the kshatriya ("KY-stra-va"), vaishya ("VY-sha") or shudra ("SHOO-dra") arrays. The kshatriya array is designed for fighting and the shudra array focuses on defense against magic, while the vaishya array does a little of both. The arrays are as follows:

Kshatriya: You get a high base attack bonus, just like a barbarian does. You are proficient in all simple and martial weapons, all types of armour, and shields including tower shields. One of your saving throws follows the strong progression, like a monk's.
Vaishya: You get a medium base attack bonus, just like a rogue does. You are proficient in all simple weapons, plus the rapier, sap, shortbow and short sword, and with medium armour and shields, but not tower shields. Two of your saving throws follow the strong progression, like a monk's.
Shudra: You are proficient with all simple weapons and light armour. All your saving throws follow the strong progression, like a monk's.

Having an array isn't supernatural, but changing it is. They don't go away in an antimagic field because until the brahmin changes the array, those are the brahmin's real bonuses and proficiencies.

Incarnation List

1st-level Incarnations

Burning Memories
The fire in your past wells up inside you, allowing you to burn all that stands in your path. Your hands and weapons light up, doing them no harm but empowering their attacks.

Hands Afire (Su)
You have resistance to fire equal to your level, and your attacks with any kind of weapon deal extra fire damage equal to your strength modifier. Any creature or flammable object struck by your attacks must take a reflex save (DC 10+half your brahmin level + your strength modifier) or Catch on Fire. Further, you can walk through nonmagical fire without being harmed, even if your fire resistance isn't enough to do so yet.

All Shall Burn Before Me! (Su)
You can concentrate your burning rage against a stationary object within 60 feet by concentrating as a standard action in successive rounds. This deals 1d6 points of fire damage in the first round, 2d6 in the second, and so forth, up to a maximum of 1d6 points per 2 levels, plus 1d6 per point of strength modifier you have. Continuing to concentrate after this point continues to deal the maximum damage. The damage is not divided for being fire damage if the target is flammable, and it also ignores hardness in this case. In any case, if the object moves at all or you move out of range, your concentration is broken.

Flaming Bolt of Burning (Sp)
You can fire a bolt of fire at a creature or object within 90 feet, which does 1d6 points of fire damage, plus 1d6 per 3 levels, as a standard action. That creature or object must take a reflex save (DC 10 + half your brahmin level + your dexterity modifier) or Catch on Fire. The bolt doesn't deal damage to objects which aren't flammable, but carries enough force to knock objects over, potentially scattering objects on a table.

Alternatively, you can fire a single bolt which covers a 10 foot radius sphere, again within 90 feet. In this case all creatures who pass the save against catching on fire also take only half damage, but everything in the sphere is damaged. If you do this, the fire inside you burns out, and you forget this incarnation.

Rascal's Ascent
You look at the buildings before you and intrinsically know how to climb them, run on them, jump between them... you almost feel as though you're up there already.

Flawless Motion (Ex)
You gain a bonus to climb, jump and tumble checks equal to your brahmin level plus 3. You can use your dexterity modifier instead of your strength modifier for climb and jump if it's higher.

Momentous Strike (Ex)
If you move and attack in the same turn, you can add your dexterity modifier to attack and damage rolls (in addition to the possibility that you are already adding your dexterity modifier to one or both).

Great Leap (Su)
You take no damage from falling less than 30 feet. If you fall more than 30 feet, you can either take the damage as though you'd fallen 30 feet less, or take no damage and forget this incarnation.

Scholar's Thoughts
You recall memories of reading through books and libraries, researching obscure minutae which you would never actually get to use... until now.

Recall Weakness (Ex)
You can remember the weak points of enemies using your knowledge of them. Whenever you attack an enemy, make a relevant knowledge check. You add 1 to your attack and damage rolls for every 5 points of that knowledge check. If you're attacking a deathless, this doesn't work because deathless are weird and there is no relevant knowledge check. You'll manage.

Scholar's Sight (Su)
You can detect magic and read magic at will, as the spells (if it matters, the save DC is intelligence-based). You can also use identify, but if you do, forget this incarnation. You can also read written information ten times as fast as normal.

Lore (Ex)
You can recall a relevant legend or piece of lore about something just by hearing about it or seeing it, though how useful this is varies. You usually can't recall legends about things and people who aren't well-known enough to have legends about them, though you might be able to recall rumours about them. In general, you shouldn't try to recall lore about every sword you come across, for example.

2nd-level Incarnations

Breaker Aspect
You remember a feeling of violence inside you, which pushes you to a destructive urge. Your attacks take on the power of this damaging force that wells up inside you.

Strike of Fury (Ex)
Your attacks are imbued with your destructive impulse, causing you to do an extra damage with your attacks. You deal extra damage equal to 1d6 plus your strength modifier (for melee or thrown attacks) or your dexterity modifier (for projectile attacks). This extra damage increases by 1d6 per 5 levels.

Defeat Obstacle (Ex)
You get a +4 bonus, plus 1 per 3 levels, on strength- or dexterity-based checks, including skill checks, to damage or bypass some kind of object physically impeding you.

Tackle Enemy (Ex)
You can use your fury to attempt to tackle an enemy as a standard action, or the attack at the end of a charge. If you do, you must first hit them with a melee touch attack, then defeat them on an oppsed strength check. You then have two choices. Either you can send them back a single square where they fall prone (if flying, they fall 2d6 squares and take damage if this is enough to reach the ground), or you can unleash your anger fully. In this latter instance, you throw them back 2d6 squares, where they take damage equal to 2d6 plus twice your strength modifier plus 1d6 per 5 levels and then fall prone (if flying, they fall 4d6 squares and take falling damage if this is enough to reach the ground). Doing this fulfils your anger, leaving you calm inside: in this case, forget this incarnation.

Mender's Memories
You remember fixing all sorts of things, whether they be objects, buildings, or even people.

Combat Medic (Sp)
You have the ability to channel positive energy which heals people who have just taken damage or suffered misfortune. This ability has a range of touch, and heals any damage the creature took in the last round, up to 5 points per brahmin level you have. It also heals up to 2 points of ability damage the creature took in the last round, plus 1 per brahmin level after 4th, and negates the Blinded, Deafened or Sickened condition which that creature gained in the last round.

It is your responsibility to keep count of how much damage players took in the round, or to ask your allies to count how much damage they took this round (or remember how many hit points they had during your last turn).

Restore Item (Sp)
You can use the spell mending at will. Once per day, you can use the spell make whole.

I'll fix you! (Ex)
Your knowledge of anatomy and weak points is impressive. You can score critical hits against creatures who would normally have a type-based immunity and against objects (creatures who have fortification armour or an ability which grants them specific immunity are still immune). Further, the critical threat range of any weapon you wield is doubled. This does stack with a keen weapon or the improved critical feat, in which case the threat range is tripled (as it's doubled twice and isn't a real world quantity).

Towering Past
You remember being larger than this, standing over the creatures before you. You don't know whether you were a giant or something else, but you do have an overwhelming urge to throw rocks.

Powerful Build (Ex)
Your physical stature lets you function in many ways as if you were one size category larger. Whenever you are subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), you are treated as one size larger if doing so is advantageous to you. You are also considered to be one size larger when determining whether a creature's special attacks based on size (such as improved grab or swallow whole) can affect you. You can use weapons designed for a creature one size larger without penalty. However, your space and reach remain those of a creature of your actual size. The benefits of this class feature stack with the effects of powers, abilities, and spells that change the subject's size category. If you have powerful build from your race, the effects stack.

You can remember yourself as being even larger, but doing so shatters your connection to the memory. You can elect to be treated as colossal for the purposes of a single check, which is a supernatural ability used as a free action during the action relevant to the check (even if it's not your turn). If you do, forget this incarnation afterwards.

Hurl Rocks (Ex)
You gain rock hurling and improved rock hurling as bonus feats (which allows you to throw small-sized rocks, weighing 40 to 50 lbs, as a standard action with a range increment of 80 feet, dealing 2d6 points of damage plus your strength modifier). Rocks you throw deal splash damage even if they miss their target, usually dealing 2 points of damage plus damage equal to your strength modifier to each creature in an adjacent square (and the creature you attacked if you missed).

Rampage (Ex)
You can smash through anything in your way. You gain a bonus equal to half your level on strength checks to break or burst objects. You can unleash the rage inside you to double the result of a single strength check: if you do, forget this incarnation.

3rd-level Incarnations

Power of the Protector
You remember being a renowned guard, tasked with protecting some important figure.

Taunt (Ex)
You stand boldly on the front lines, daring enemies to attack you rather than your allies. At the start of the turn of each enemy who can see you, that creature must take a will save (DC 10+half your brahmin level+your constitution modifier) or be unable to attack your allies with any attack that doesn't also hit you during that round. For example, they can fire a fireball that hits a mutual enemy, that hits you and a mutual enemy, or that hits you, or that hits you and your ally, but not that hits your ally and the mutual enemy, or just your ally. You may deactivate this ability or reactivate it as a free action.

It Will Not Die! (Ex)
You are freakishly difficult to kill - any damage you would take is reduced by half your brahmin level, plus your constitution bonus (if any).

Can't Keep me Down (Ex)
You are able to put your body through unbelievable amounts of stress without it giving in. You can hold your breath, keep on running, go without food, water or sleep, or continue through other adverse conditions (at DM discretion) for twice as long. You get a +3 bonus, plus another +1 for every 3 brahmin levels after 7th, to fortitude saves, and double that bonus on fortitude saves against poison or disease. If something, including hit point damage, would cause you to become Dying, you become Stable instead. Finally, you ignore any effect based on fear or pain, as well as the sickened and nauseated conditions.

Song of the Sea
You recall yourself in a past life as having been a creature of the sea.

Like a Fish to Water
You gain a swim speed equal to your base land speed and can breathe in water. Your motion in water isn't restricted, as per the second paragraph of freedom of movement.

Fog from the Sea (Su)
You can use obscuring mist once per minute. You can instead use solid fog, but if you do, forget this incarnation.

Water blast/Storm of Bubbles (Sp)
You can fire a blast of water (if not underwater) or bubbles (if underwater) at a location within 120 feet as a standard action. Apart from the short range, that it uses water or air rather than fire and therefore does untyped damage, and that it deals 3d6 points of damage plus 1d6 per 3 brahmin levels after 7th, it works just like a fireball.

Visions from the Skies
You focus and touch the mind of the birds and the other flying creatures of this world. Through their eyes, you look down upon the world...

Form of the Hawk (Sp)
You gain access to the ability to turn into a tiny bird, which works much like the polymorph spell except that you can only turn into a hawk (or some other creature using the same statistics as a hawk), and your fly speed becomes five times your dexterity score rather than the listed fly speed of the hawk. You can turn back as a free action.

Eye of the Eagle (Sp)
You gain the ability to observe a specific location as though from the sky. You must name the location uniquely (though you cannot name the location of a specific creature, only take a guess at where they may be and target the sensor accordingly) and then spend 10 minutes in deep meditation. You view the area as though from open sky and do not gain the ability to view inside buildings or caves. You are able to view the location as though from as high or as low above the area as you wish, and can even move the sensor at a rate of up to 30 feet horizontally and up to 300 feet vertically each round.

If you have no intelligence bonus, the sensor is no better than standard human vision. If you have an intelligence bonus, then it is a number of times better than human vision equal to one plus the intelligence bonus - this means that you can view things as though you were that many times closer while still fitting the same amount into your point of view. For example, a brahmin with 14 intelligence viewing from 300 feet away still fits as much into his visual range as if he were viewing from 300 feet up, but can see in the kind of detail that he could from 100 feet away.

The sensor is directional and only visual. If you run the sensor into a barrier or someone or something moves into the sensor, it disappears. The sensor is not normally visible but can be sensed by any means that detect scrying.

Cry of the Raven (Sp)
Once per minute, you can let loose a cry which deals 1d6 points of sonic damage per level to each creature within 30 feet, except yourself. Each creature in the area must take a will save (DC 10 + half your brahmin level + your charisma modifier) or be frightened for one round; if they fail they are shaken for one round. You can unleash a more devastating cry which panicks creatures who fail the save and frightens those who pass it, but if you do, forget this incarnation. In any case, the fear effect is mind-affecting but the damage isn't.

4th-level Incarnations

I Was a Dragon Once
You recall memories of having once been a dragon in a past life. This recollection manifests with physical form, altering your appearance and abilities.

When you recall this incarnation, choose an energy type and either cone or line

Draconic Body (Ex)
You gain immunity to the energy type you chose as well as a natural armour bonus to AC equal to 4, plus 1 per 4 levels. You also have wings, which allow you to fly at a speed equal to five times your dexterity score with average maneuverability.

Draconic Mind (Ex and Sp)
You get a bonus to diplomacy and gather information checks equal to half your level, and you can gather information three times as fast. You can cast suggestion as a spell-like ability, but once you do, forget this incarnation.

Draconic Soul (Su)
You can use an energy breath weapon that deals 1d6 points of damage per level of the chosen energy type and can be used once per minute. It uses a 30 ft cone or 60 ft line, as chosen by you when you recalled the incarnation. A reflex save (DC 10 + half your brahmin level + your constitution modifier) halves the damage. In addition you may breathe a particularly strong breath weapon which in addition to the normal damage, inflicts a condition on targets who failed a reflex save based on the damage type:

Fire: Catches on Fire. The target also catches on fire even if they passed the reflex save.
Cold: Frozen Solid for one round. A creature who is Frozen Solid cannot take actions or defend themselves properly; they are denied their dexterity bonus to AC.
Acid: Sickened for one minute.
Electricity: Stunned for one round.
Sonic: Deafened for 5 rounds.

If you use this stronger breath weapon, forget this incarnation.

Memory Magic
You remember how to remember - and how to change other people's memories.

Extract Memory (Su)
You have the ability to read a creature's mind at will, with a range of 10 feet - you must extend your hand, or something vaguely hand-adjacent if you lack hands, towards the creature, and this gesture is obvious to anyone who sees it. You can, however, do it silently behind someone. Each round, you can steal one piece of information, but you have to know conceptually what you're looking for - it must, essentially, be the answer to one particular question, whether that question is "Where were you last night?" or "What are the plans for the raid on the kingdom tomorrow?" The answer, to the best of that creature's knowledge, is copied from their memory and you now know the answer. This ability doesn't protect against the possibility that the creature might be mistaken and the information in question might not be in common, or even in terms which are humanly comprehensible.

A will save, DC 10+half your brahmin level+your intelligence modifier negates the effect. If the creature hasn't noticed you, they get a feeling that something is amiss but no specific indication of what exactly it was.

Modify Memory (Sp)
Much like the ability to steal memories, you can also modify a memory, which is a more involved process. This works as the spell modify memory except that the save DC is intelligence-based and you can only use it to alter an existing memory.

Memory Overload (Sp)
You can attempt to overload a creature's memories with fake or nonsensical information as a swift action against a target within 10 feet. The creature is overwhelmed and knocked straight unconscious if their hitpoints are fewer than 1d20+your brahmin level+double your intelligence modifier, and they take that much nonlethal damage if knocked out in this way.

You can attempt to knock the creature out anyway if they have more hit points than that (although you have to make the decision before rolling) - in this case, they get a will save (DC 10+half your brahmin level+your intelligence modifier); if they succeed, they aren't knocked out unless they have few enough hit points to be knocked out anyway. Whether they pass or fail, whether they're knocked out or not, if you use this option, forget this incarnation.

Traveller's Tale
You are good at moving about as a result of recalling a past life of travelling.

Slip Through Space (Sp)
Once per 5 rounds, you can cast dimension door, except the range is your dexterity bonus (if any) times 50 feet plus your brahmin level times 10 feet (so if your dexterity is 14, the range is medium).

Devastate True Position (Sp)
Once per 5 rounds, you can use the power of your teleportation to move enemies against their will. You can pick one or more enemies within 60 feet of each other and 120 feet of you. Each one of them must take a will save (DC 10+half your brahmin level+your dexterity modifier) or be shunted 5 feet in a random direction for every single point by which they failed (use 1d3 to determine whether they go up, down or neither, then either use 1d3 to determine if they go forwards, backwards, or neither and 1d3 for left, right or neither, or if the first roll was neither, use 1d8 to determine which direction they go). A creature who would land in a solid object is not teleported and takes 4d6 points of damage, plus 1d6 per 3 levels after 10th.

Endurance (Ex)
You become more endurant - you get the benefits of the endurance feat, which stack with the actual endurance feat if you have it, and the benefits of the endure elements spell. Any damage you take from falling is reduced by your brahmin level.

5th-level Incarnations

Memento Mori
What if you could survive your own death?

Dead Alive (Ex)
As far as the universe is concerned, you are in some ways already dead. You are treated as being undead whenever this would be beneficial to you - in particular, this will generally mean that you benefit from both positive and negative energy, but may also mean that undead creatures treat you as undead.

If you are undead or deathless, you instead recall actual life to the effect that you are treated as a member of your original creature type when it would be beneficial to you. If for whatever reason you had no other creature type before becoming undead or deathless, you are treated as an abberation whenever it would be helpful for you to do so. In general, undead which aren't templates tend to have an original creature type of humanoid, including allips, bodaks, devourers, ghouls, ghasts, mummies, mohrgs, shadows, spectres and wraiths.

Undeath Sentence (Sp)
You gain the ability to call down a blast of dark energy on an area which saps the living, bolsters the undead, and raises the dead. The undeath sentence is usable once every 5 rounds, and when used, it targets a 20 ft radius cylinder, 80 feet tall. Any creature caught in the blast takes 1d6 points of negative energy damage per 2 levels as well as a single negative level. Further, any creature killed in this way rises 1 minute later as a skeleton under your control for 30 minutes per level, as does any dead creature struck by the bl ast (unless that creature has already been made into an undead creature).

Seance (Sp)
You can Speak with Dead, as the spell, at will. The save DC is wisdom-based and the spell is heightened to 6th level. You can also forget this incarnation to replicate the effects of Control Undead.

6th-level Incarnations

Living the Storm
You recall a past self who died in a raging storm.

Become the Tornado (Sp)
As a standard action once per minute, you can create a whirlwind, as the spell, with a few exceptions. The whirlwind must be created while you are within 30 feet of the ground or water, and you must create it at your own location. You are pulled into it, and rise or fall to an elevation of 15 feet, within the whirlwind, which then remains constant, and you are unharmed by the whirlwind. The whirlwind doesn't move on its own: instead, you can move, whirlwind and all, up to 60 feet in any horizontal direction as a move action (you stay 15 feet above the ground, so you may move a great deal vertically as well). However, you must concentrate on the spell each round as a standard action as well to maintain the whirlwind. At the end of the spell, you fall the 15 feet to the ground but take no falling damage from doing so. The save DC is dexterity-based.

Hurricane Shield (Su)
Winds rage constantly around you, allowing you to fly (60 ft, good) and deflecting any projectile attack against you 50% of the time.

Brought on the Wind (Sp)
You can send things on the wind once per 10 minutes. Either you can emulate a whispering wind spell, or you can use a version of the spell which instead brings a physical object to the location chosen, of up to 5 lbs. In this case, the winds are fairly noticeable, and creatures may take some damage if they're impacted by a sword hurtling through the air (if only at up to 6 miles per hour).

7th-level Incarnations

Nothing is True, Everything is Permitted
What, and I suppose you thought we'd get through a class about recalling past lives without an Assassin's Creed reference?

Stay your Blade From the Blood of an Innocent (Su)
You gain the innate ability to discern the motivations and intentions of those around you. Simply looking at a bystander, ally or enemy is enough to discern which is which, and a sense of what they are planning to do and why. Further, you gain the sneak attack ability of a rogue of your level, and if you strike an enemy who was unaware of you before the attack, they must take a fortitude save (DC 10 + half your brahmin level + your dexterity modifier) or die.

If you kill an innocent or an ally, forget this incarnation.

Hide in Plain Sight (Ex)
This ability works much like others of the same name, but it literally allows you to hide even if there is nothing to hide behind. Enemies walk by you as though there were nothing there.

If you deliberately reveal yourself to an enemy for the sake of revealing yourself (rather than via an attack or in order to strike), forget this incarnation.

Never Compromise the Brotherhood (Su)
You can never be tracked or traced by any means, mundane or magical. Your enemies even lose their object permanence with respect to you if you can stay hidden from them for more than 5 rounds - they forget you exist entirely.

If you betray or compromise your allies, forget this incarnation.

Jormengand
2017-11-07, 07:52 PM
I am, on balance, quite unlikely not to need to reserve a post, so let me just do that here.

(Also, so I don't lose it, {c{N^0.7}*{l1N-9}^0.3*{l1N-14}^0.2})

ElFi
2017-11-10, 10:00 AM
The Animist

*Image to be uploaded once I find a good one*

"Those religious zealots and their fuddy-duddy deities preach that creating and destroying life are two aspects to be kept separate. In truth, they are but two sides of the same coin."- Bella Wolfe, master Animist

All is life, and everything is possessed of life, regardless of first appearances- everything from a living being to a gust of wind to a pebble on the road is suffused with a unique energy that gives it form and purpose. This is the belief espoused by the animists, a unique creed of life-venerating monastics who wield the ability to manipulate that same life energy in their hands as a potter does with clay. Many animists, even those with good intentions, can come across as odd and off-putting with their strange methods and targets of worship, but the power they possess over anything, living or not, is undoubtable.

Adventures: Many animists adventure simply for the sake of traveling, wanting to experience the world to the fullest and observe all the different sorts of life it holds. Some animists make journeys to espouse their faith to the masses, while others might do so as a motive of altruism; to heal the sick and wounded.

Characteristics: Any animist can choose to heal or destroy with but a touch, and all possess the ability to suffuse a bit of their life force into the environment to animate it to fight for them. As animists grow, their powers increase in both strength and variety, gaining new options to fix debilitating conditions (or to inflict them), increase the variety of their construct allies, or acquiring a new and better understanding of the world around them.

Alignment: Animists can be of any alignment. While most use their ability to mend almost any injury to pursue the path of healer and aid, there are also many animists that use their newfound understanding of life manipulation for the purposes of villainy and cruelty.

Religion: Most animists do not follow deities, as their vocation places far more emphasis on the reverence of life itself, regardless of mortality or divinity. The rare animist that is more religiously-inclined tends to worship nature- and healing-oriented deities above any other.

Background: How an individual becomes an animist varies. Some are classically trained in schools of thought similar to clerics or wizards, while others unlock their powers after a sudden and powerful mental revelation. The method an animist takes to achieve their status is often irrelevant compared to what they choose to do upon reaching it.

Races: Any race can become an animist, though the more reverent towards nature and the life cycle, especially elves and halflings, are particularly predetermined towards such a path.

Other Classes: The emphasis animists place on mortal life and the eternal cycle tend to see them clashing with clerics and other religious types, but they get along quite well with spiritually-minded classes such as monks and druids who follow similar philosophies.

Role: Any animist can use their gifts to mend, destroy, or create new life as they desire, but which role they choose to specialize in, if any, is dependent on their chosen path.

Adaptation: Giving an animist more traditional spellcasting would bring them in line with a less martially-oriented cleric, and they can also be given shapeshifting abilities to function like a druid.

GAME RULE INFORMATION
Animists have the following game statistics.
Abilities: All Animists will want a high Charisma score to make the most of their powers and increase their save DC's, and most will likewise want a good Wisdom score to make the most of the Heal skill. Decent Dexterity is, as always, desired for an adequate personal defense.
Alignment: Any.
Hit Die: d6
Starting Age: As cleric.
Starting Gold: As druid.

Class Skills
The Animist's class skills (and the key ability for each skill) are Autohypnosis (Wis), Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (nature) (Int), Knowledge (the planes) (Int), Knowledge (religion) (Int), Listen (Wis), Profession (Wis), Search (Int), Spot (Wis), and Survival (Wis).
Skill Points at First Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier

ANIMIST


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st

+0

+2

+0

+2
Animist's touch 1d6, animate nature, lifesense, well of spirit


2nd

+1

+3

+0

+3
Animist's path, insight


3rd

+1

+3

+1

+3
Animist's touch 2d6, indomitable health


4th

+2

+4

+1

+4
Insight


5th

+2

+4

+1

+4
Animist's touch 3d6 (ranged)


6th

+3

+5

+2

+5
Insight, path epiphany


7th

+3

+5

+2

+5
Animist's touch 4d6, healer's training, lifesense (area)


8th

+4

+6

+2

+6
Insight, path ability


9th

+4

+6

+3

+6
Animist's touch 5d6, sustained spirit


10th

+5

+7

+3

+7
Insight, path epiphany


11th

+5

+7

+3

+7
Animist's touch 6d6, enlightened body, lifesense (extraordinary)


12th

+6/+1

+8

+4

+8
Insight, path ability


13th

+6/+1

+8

+4

+8
Animist's touch 7d6, animate nature (improved)


14th

+7/+2

+9

+4

+9
Insight, lifesense (flawless)


15th

+7/+2

+9

+5

+9
Animist's touch 8d6, surge of life


16th

+8/+3

+10

+5

+10
Insight, path epiphany


17th

+8/+3

+10

+5

+10
Animist's touch 9d6, border of eternity


18th

+9/+4

+11

+6

+11
Insight, path ability


19th

+9/+4

+11

+6

+11
Animist's touch 10d6, animate nature (greater)


20th

+10/+5

+12

+6

+12
Path mastery



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

Weapon and Armor Proficiencies: Animists are proficient with simple weapons, but not with any kind of armor or shield.

Well of Spirit (Su): The animist's unique connection to the source that powers all creation causes her to be endowed with more life energy than most other living creatures. The animist possesses a well of spirit, an inner power reserve of raw creation, which contains a number of points equal to her class level + her Charisma modifier (minimum 2). Once per 1d6 rounds, as a free action that can be taken even when it is not her turn, the animist can expend a point from her well to immediately reroll a failed Fortitude save, as she channels internal power to fight off any assault on her form. In addition, the animist must also expend points from her well in order to activate some of her class abilities; she may never spend more points on any one action than what is equal to her class level (for example, a 4th-level animist may expend a maximum of 4 points in one action). The well completely refills after 8 hours of rest, and an animist can also regain points through a variety of methods depending on her chosen path (see below).

Some of the animist's abilities inflict "spirit damage" to her well of spirit, representing a large expenditure of the animist's life energy that cannot be regained without significant effort. Spirit damage temporarily reduces the amount of points the animist's well of spirit can contain equal to the damage inflicted; should the animist possess any points in excess of this new maximum, she immediately loses them (for example, an animist with a normal total of 12 points in her well of spirit and currently possessing the same number of points takes 3 spirit damage, reducing her new maximum and her new point total to 9 points). An animist can remove a single point of spirit damage with one hour of continuous meditation, and loses all spirit damage with 8 hours of rest, but does not regain any points she might have lost as a result of initially taking the damage. The exception to this is spirit damage inflicted by the animist's animate nature class feature (see below), which cannot be removed by any means until the construct created the damage was taken to create is destroyed or otherwise removed. As with points, the animist can never take more spirit damage in a single action than would be equal to her class level.

Should the animist's spirit damage total become equal to the maximum number of points in her well of spirit, she becomes significantly weaker as her very life-force stands at ebb. An animist who reaches this point cannot use any of her supernatural class features (though any constructs she has already created remain in effect) and is considered fatigued until she removes at least one point of spirit damage. The animist's spirit damage total can never exceed the maximum number of points in her well of spirit.

Animist's Touch (Su): An animist's command over life energy manifests most prominently in her ability to mend or damage the spirit of a creature with nothing but a touch and a moment of concentration. At will as a standard action, an animist may use this power, choosing whether to heal or harm every time she does so.

If the animist chooses to harm, she must succeed on a melee touch attack, and if successful, inflicts 1d6 damage to her target, plus 1d6 per every odd animist level. This damage is untyped, ignores damage reduction, and inflicts full damage to incorporeal creatures (though the animist must still succeed against incorporeal miss chance, as normal), as the animist reaches beyond a target's physical form and inflicts direct injury to their personal life-force. The animist may also add this damage as bonus damage inflicted as part of an unarmed strike or natural attack, but must succeed on an attack roll and cannot add the bonus more than once per round. The animist may not damage objects with this ability.

If the animist chooses to heal, she must touch a creature within her reach, healing 1d6 hit points plus 1d6 per every odd animist level. Unlike most healing abilities, this is not a positive energy effect, and can heal constructs and undead as if they were living creatures. However, this type of healing is not flawless, and the animist can only heal a creature up to 50% of their normal hit point total before she must tap into her internal reserves to repair a creature's life energy further. To heal a creature's hit points above 50%, the animist must expend a point from her well of spirit for every 10 points above the target's normal 50% total that she heals. The animist can use this ability to heal herself with the normal restrictions, but may do so as a swift action.

At 5th level, an animist's power grows to the point that she no longer needs to touch a target to injure or heal them. When using her animist's touch, she may choose to affect any one creature within her Close range (25 feet + 5 feet / 2 class levels), and does not need to make an attack roll when using this ability to harm.

Animate Nature (Su): Empowered by her knowledge that everything, even inanimate objects, are suffused with life energy, the animist can instill some of her own personal life-force into inanimate material to animate it into a construct to aid her in combat. [More to be added later]

Lifesense (Su): The animist's acute connection to all things living allows her to ascertain the condition of any creature with but a glance. As a swift action, the animist can make a Heal check (DC 15) to study any target she can accurately perceive. If the check is successful, the animist learns the target's current hit point total as well as any conditions (negative or positive) it is currently suffering from, including poisons, disease, and insanity. At 7th level, the animist automatically succeeds on this check, and can examine all creatures simultaneously within the radius of her animist's touch. At 11th level, this ability becomes extraordinary rather than supernatural, as the animist becomes able to naturally pick up on the movements of life energy without reliance on magic. At 14th level, the animist can use this ability as a free action and examine any number of creatures regardless of range, provided she can accurately perceive them.

Animist's Path: A critical decision presents itself to the animist from early on: she must choose what sort of path in life she desires to take as she develops her abilities further. Each path revolves around a certain focus of an animist's powers, and play an important role in determining how they develop as she grows in experience in knowledge. At 2nd level, the animist chooses between one of four paths: Creator, Destroyer, Healer, or Shaper (this decision cannot be changed once made). She immediately gains that path's 2nd-level ability and well of spirits recovery method. At 8th, 12th, and 18th level, the animist gains additional abilities associated with her chosen path. In addition, she may only select certain insights if she has chosen the path associated with them. Animist paths are detailed in their own section below.

Insight: The animist measures her progress through the acquisition of insights: new levels of understanding into the function of life energy that allow the animist to manipulate it in new and unique ways. The animist gains an insight at 2nd level and every even level thereafter except for 20th level. Insights cannot be chosen more than once unless explicitly stated, and some have prerequisites (such as other insights or a specific animist's path) that must be met before they can be selected. Insights that call for saving throws have a DC equal to 10 + 1/2 the animist's class level + her Charisma modifier, and are always supernatural in nature unless stated otherwise. Insights are detailed in their own section below.

Indomitable Health (Ex): At 3rd level, the animist adds her Charisma modifier (if any) as a bonus to all saving throws. In addition, she may use her Charisma modifier instead of Constitution modifier (if it is higher) when determining her bonus to hit points (this change is retroactive), and may substitute her Charisma modifier for any Constitution-based ability or skill checks.

Path Epiphany: At 6th, 10th, and 16th level, the animist gains a bonus insight dependent on her chosen path. She must qualify for this insight. If she already possesses all insights offered by her path at any given level, she may instead gain any one insight that she qualifies for.

Healer's Training (Su): At 7th level, the animist's control over life energy is such that she can perform complex medical aid even over a significant distance. The animist no longer needs to be adjacent to an ally to make Heal checks on them, and can instead do so from anywhere within the range of her animist's touch ability. Functions of the Heal skill which require prolonged work still necessitate that the animist remain within range of the ally throughout to gain the benefits of this ability, and any abilities that require uses of a healer's kit still do so.

Sustained Spirit (Ex): At 9th level, as a free action, the animist can expend one point from her well of spirit and take one spirit damage to stabilize her life-force in her current state, staving off any mortal concerns. An animist who chooses to do so does not need to eat, drink, sleep or breathe for 24 hours, though she still may choose to do those things, and must sleep for 8 hours to recover any lost points to her well of spirit and remove spirit damage as normal.

Enlightened Body (Su): At 11th level, the animist gains DR/- equal to half her class level (round down). In addition, as an immediate action, the animist can expend three points from her well of spirit and take three spirit damage to reinforce her life energy, and by extension her physical form, increasing her DR/- to be equal to her class level for a number of minutes equal to her Charisma modifier.

Surge of Life: At 15th level, the animist gains the surge of life ability associated with her chosen path. These abilities are detailed in the Animist Paths section.

Border of Eternity (Ex): At 17th level, the animist possesses such fine control over her own life-force that she may stop her own aging. She no longer takes ability score penalties for aging and cannot be magically aged. Any penalties she may have already incurred remain in place, and bonuses continue to accrue as she grows in age. However, an animist who does not desire to acquire immortality may instead bestow it upon another creature. In a painstaking ritual requiring 24 hours of continuous concentration and prayer, in which both the animist and a willing creature whom she wishes to make immortal must be present throughout, the animist may pass off this class ability to the chosen creature, causing them to gain all of its benefits except for the ability to transfer the ability's benefits to somebody else. The ritual is a supernatural effect, but the immortality is not.

An animist who chooses to lose her immortality in this fashion immediately ages to her true chronological age, gaining any ability penalties this would incur, then resumes aging normally. However, if her chronological age is beyond where a member of her race would die from old age normally, she immediately dies unless she possesses some other method of staving off death from old age.

Path Mastery: At 20th level, the animist has reached the apex of her power and mastery over life itself. She gains the mastery ability associated with her chosen path. Mastery abilities are detailed in the Animist Paths section.

ElFi
2017-11-10, 10:01 AM
Reserved for Animist Paths

ElFi
2017-11-10, 12:25 PM
Reserved for Insights

Lanth Sor
2017-11-10, 05:27 PM
Sanity Reached Escape Velocity.

Lanth Sor
2017-11-10, 05:29 PM
Sanity Reached Escape Velocity.

Lanth Sor
2017-11-10, 05:43 PM
Sanity Reached Escape Velocity.

Lanth Sor
2017-11-10, 05:44 PM
Sanity Reached Escape Velocity.

Lanth Sor
2017-11-10, 05:48 PM
Sanity Reached Escape Velocity.

Almarck
2017-11-13, 06:42 PM
Returned

Put an image of your class here!

Dying is only truly painful the first time.

Death is frightening, terrifying even to those who have never experienced it. Even in a world of magic and fate, and resurrection, maybe still die and succumb to the ravages of life. For many, that is the end, for others, death is only the beginning. Some remain dead, but others find themselves tormented in the afterlife or are under some sort of necromantic influence that renders them the servants to some dark powers or undying hatred. Still, rarer than those are those who return to life, not in undead, but in the twilight, between life and death.

The returned are unique individuals, people whose defining trait is that they have died and rose again, changed. Whether it be the work of some dark power that accidentally rose them with a surge of necromantic energies, the failure of traditional resurrection magic, or even the result of the natural eddies in the Sothic cycle, the returned live on borrowed time, under the understanding that their existences are a pale shadow of true life and real undeath, never truly benefiting from either and in a constant state of decay not too dissimilar to accelerated aging.

Most do not pursue their unusual condition, instead preferring to live life as they used to, considering the fluke of their existence and their frailties to be preferable to the state of death or worse, undeath. Yet every now and again, one of the returned seeks to know what truly happened to them, to exploit their unique conditions for gain and, if possible, remove the curse that afflicts them so heavily.



Adventures: The returned who travel do so out of a desire to understand their condition better, such as to find out if their existence is a fluke or part of some grander design. Most have no other choice but to do so.

Characteristics: The returned walk a complex boundary between life and death, wielding strange powers normally reserved for a lifetime of study and dedication to faith, yet are blessed by neither. A strong will is necessary to hold onto that power as is physical fortitude.

Alignment: Any. The returned exist as a fluke of fate, and as such, there are no standards, no rules, that they need to follow or align by.

Religion: The returned who worship deities favor gods who have life and or death as focus spheres, preferably both.

Background: No real background is required, save that at some point, the character experienced death and a resurrection that makes no sense.

Races: All mortal races are able to have returned. Only immortal races that cannot die or be resurrected cannot make returned.

Other Classes: Religious classes have a tangled relationship with returned. Many have a hard time sorting out what returned even are supposed to be, whether or not they should be treated as real undead or as plague victims, sometimes within the same fate.


Role: Returned bring an array of magical and physical abilities, with the most notable of which being their sheer staying power despite possessing one of the biggest drawbacks in the game. Expect your typical returned to act in an up close fashion, similar to a paladin.


[Spoiler=Class Table and Information]
GAME RULE INFORMATION
Returned have the following game statistics.
Abilities: Returned favor high constitution and wisdom in equal measure. Constitution increases the duration effectiveness of Surging. While Wisdom advances the Returned’s magical prowess.

Hit Die: d12 (roll twice pick highest)

Starting Gold: 1d6x10 gp
StartingAge: Special (See The Withering)


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

Skill Ranks per Level: (x + Int modifier)


Returned


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st

+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):
s


Half-Life:
The returned suffers a bizarre condition that leaves him between life and death.

The returned will always gravitate his hit points towards 1/2 his his maximum total. If he is under half, he has fast healing equal to his returned level. If he is above ½ his maximum total, he loses enough hitpoints to place him at half hitpoints within an hour since the last time his hitpoints changed. Temporary hitpoints are lost as well and counted towards the return’s maximum.

Also, positive or negative energy effects that affect hitpoint totals such as Heal, Cure, Inflict, or Harm will always perform damage instead of healing.

The returned may not be resurrected and has a bonus equal to half his class level to resisting death effects.





The Wasting:
The returned’s condition threatens to consume everything. It leaves him a withered husk eventually.

Regardless of the character’s actual age, the youngest age the returned can be is Middle-Age.
At 8th level, the wasting forces the returned to becoming Old. At 16th, to Venerable. At 20th level, if the returned does not obtain immortality within a month of gaining 20th, he dies of old age.

He gains the penalties for older age, but does not gain bonuses for aging prematurely in this fashion. All class levels the returned possesses count for the purposes of advancing The Wasting.

Effects that would alter the returned’s age last at most 24 hours unless said effect is Epic level, grants immortality or some other form of eternal life,

At every level up, there is a 50% chance that the returned must trade one of his or her class levels in another class for another level in returned, recalculating hitpoints, saving throws, class features, feats, skill, ect as needed. This occurs regardless what class the returned was leveling.



The Stillbirth:
At 10th level, many of the returned tire of their burden and instead abandon the path to redemption entirely.

At any point between 10th level and 19 level, the returned may choose to exchange all of his levels in returned for an equal number of levels in a single valid base class, retraining class features, feats, skills, ect in order from start to finish as he needs. He loses all returned class features except The Wasting. The Wasting only causes him to age prematurely and die of old age if possible; it does not cause him to trade class levels for returned levels.





The Rebirth:
At 20th level, the returned has his victory; he is made whole and has been given the chance to remake himself as his his heart desires.


The Returned loses the Wasting class feature. His physical age changes to whatever suits him, gaining the attribute modifiers he desires and he becomes ageless and immortal.

He may then choose to stay as a returned or to exchange all returned levels for a new class.

If he chooses to stay as a returned, he no longer gravitates towards 1/2 his maximum hitpoints, he will always trend towards maximum hit points.

If he chooses to remake himself, the turned dissolves himself in his current form and returns as a new being. He may choose a new race, exchange all of his feats, skills, and levels in returned for any changes he would like to make. He may even shuffle the base values of his attributes around to better suit his new life. This includes, but is not limited to taking monster classes and monstrous races with level adjustments. The returned has free reign to “reinvent” himself (or even herself… or itself. Really, free reign means free reign) provided to the total effective level of the changes is 20 and the changes are legal.

Regardless of what else, the returned may no longer use the Stillbirth class feature.

Almarck
2017-11-13, 06:43 PM
Reserved for class entry.

Malapterus
2017-12-30, 11:27 PM
USURY MAGE

Life is about give & take - and I live quite well-Darius Blackthorn, Human Usury Mage

The name ‘Usury Mage’ is a bit of a misnomer. Usury mages are not actually arcane casters; their power comes from divine sources. These casters, however, do not have any connection nor commitment to a proper deity, and are bound to no code of conduct based on the powers they receive. Clerics and Paladins appreciate them going by ‘mage’, as they do not wish to be associated with these unique spellcasters. Usury mages adopted it to begin with to avoid association with said holier-than-thou types in the first place.

This spellcaster accesses the realm of the divine through obscure backdoors and shortcuts. This requires special knowledge, as well as assistance from certain extraplanar or powerful beings. This lends the class an unsavory predisposition; the concept that they cheat and trick their way into power precedes them. Given the mentality required to become a usury mage, too many of them help confirm this prejudice. Faithful divine casters especially show this distaste, while heavy physical combatants are more likely to overlook it in favor of having a reliable healer at their shoulder.

Usury mages adopt a certain, curiosity, unbecoming of the faithful. They reject the hyperbole of things such as 'good and evil’ – as much as is possible in a world where these are very tangible things. Many of these mages want to explore the grey area that exists between any two extremes, and expose themselves to either path in the process. Many still are less concerned with the grand philosophy and see the class for its other major aspect – business. Any party can benefit from a usury mage of any alignment can always find work with any party able to overlook the stigma of the class.


Adventures: Business and pleasure are equal motivations for the usury mage. Some simply want the wealth or prestige of an adventurer without sticking their neck out, swearing fealty, or studying into their golden years. Others seek to explore the extremes of the world and question the status-quo. Dedicated usury mages eventually find themselves on the other side of the coin, getting power from younger adventurers who are working their way down this path.

Characteristics: The primary function of the usury mage is a combat healer. Despite their low BaB, they can move around a considerable amount of damage with simple touch attacks. As a supportive spellcaster, they pick up a large and diverse array of spontaneous spells that they may cast a few times per day. Their high Wisdom scores serve them well for various perceptive skills & their class skills give them a decent chance for standing in for a rogue or bard in social situations.

Alignment: Usury Mages must be neutral in some aspect. Being unable to look both left and right is anathema to the concepts they get their abilities from. In addition to this, their tendency to firmly believe that the ends justify the means requires some neutrality.

Religion: Almost no usury mage would follow a deity & almost no deity would have them; that is, at least, until they stop taking levels in the class. The rare devout usury mage usually follows Boccob.

Background: Have you ever met someone who is too smart for their own good? Someone who can see so many steps ahead that they miss a few that are at their feet? Usury mages often start out as someone who was looking for an easy way into the life of adventure & prestige. All-too-often they overlook what powerful beings they might be offending, what societies they might be drifting from, and what unknown entities they may be trucking with. Your usury mage probably thinks quickly & believes he knows more than everyone else; attributes that may have made him unwelcome in his home town to begin with. From initiation, usury mages find the class quickly and immediately rewarding; you give a set something, you get a set something. The promise of getting ever more and paying ever less tends to take people by the nose and they follow grinning into the deeper reaches of this life.

There is, however, a notable second sort of common usury mage. Quite often, a character will start out as this class to get a feel for the world around them. A slightly agnostic young man who wants to believe may take a few levels of usury mage before committing to becoming a full Cleric. A young lady may use a few levels of the class to truly understand evil and chaos before taking her oath as a Paladin. Great wisdom and a broad worldview can be attained with just a few levels of this class, and nearly any adventurer can reap some benefit from a small dip.

Races: Humans and gnomes are popular members of this class. While the role of usury mage is not appreciated by their society, many elves also join this class in lieu of becoming a wizard; half-elves tend to come in from being denied wizard training. The class opens its doors to virtually any race, however, and usury mages can be found from kobolds to storm giants. Dwarves rarely join this class, as their society discourages bending the rules. Half-Orcs are rarely cerebral enough to consider this class, but those few that do find it pairs well with their aggressive nature.

Other Classes: Clerics, paladins, and other devout divine casters frown heavily upon the usury mage. While the class alone is usually not enough to make such a character refuse to work with a usury mage, they will be on the lookout for any reason to distance themselves from the mage. Wizards tend to dislike and distrust usury mages as well, partially because of the false title of ‘mage’ and partially because of the speed and ease at which they gain magical prowess. Even sorcerers can find themselves concerned about where the magic comes from when working with a usury mage. Druids and Rangers are often more understanding of the give-and-take relationship, as much as they are prone to trusting anyone. The usury mage is most accepted by melee classes that deal with little or no supernatural abilities; when presented with a healer that can also weaken their enemies & doesn’t need protection, your human swordsman doesn’t care where he came from & your half-orc barbarian thinks it’s funny that his fresh hit points were sucked out of his enemy.

Role: Combat healer is where it’s at for the usury mage; virtually any way of building them fulfills this role. With a focused build, the usury mage can also make an acceptable stand-in for having a primary spellcaster if a proper wizard or cleric is not available. A wealth of secondary roles is available for the usury mage, depending on the domains selected & their associated powers.

Adaptation: The most obvious alteration would be to change the Diversified Domains list to more suit their setting, or to restrict certain pairings that are out of place in the campaign. They might raise or lower the power of the hit point transferring abilities based on the number of viable targets; a campaign heavy in constructs might raise it to a d12 and one virtually lacking non-targets might be reason to drop it to d8.

Table: The Usury Mage


Level
BaB
Fort Save
Ref Save
Will Save
Special
Spells lvl 1
Spells lvl 2
Spells lvl 3
Spells lvl 4
Spells lvl 5
Spells lvl 6
Spells lvl 7
Spells lvl 8
Spells lvl 9


1
+0
+2
+0
+2
Diversified Domains, Alignment Protection, Soul Draft 1d10, Divine Deposit, Overhead 50%
2
-
-
-
-
-
-
-
-


2
+1
+3
+0
+3

3
-
-
-
-
-
-
-
-


3
+1
+3
+1
+3
Soul Draft 2d10, Spiritual Reserve 2x
4
-
-
-
-
-
-
-
-


4
+2
+4
+1
+4

4
2
-
-
-
-
-
-
-


5
+2
+4
+1
+4
Soul Draft 3d10, Overhead 40%
4
2
-
-
-
-
-
-
-


6
+3
+5
+2
+5
Diversified Domains, Distance Banking 30 ft., Spiritual Reserve 5x
4
3
1
-
-
-
-
-
-


7
+3
+5
+2
+5
Soul Draft 4d10
4
4
2
-
-
-
-
-
-


8
+4
+6
+2
+6

4
4
3
1
-
-
-
-
-


9
+4
+6
+3
+6
Soul Draft 5d10, Overhead 30%
4
4
4
2
-
-
-
-
-


10
+5
+7
+3
+7
Base Assets 4
4
4
4
3
1
-
-
-
-


11
+5
+7
+3
+7
Diversified Domains, Soul Draft 6d10, Distance Banking 60 ft.
4
4
4
4
2
-
-
-
-


12
+6/+1
+8
+4
+8
Investment Option
4
4
4
4
3
1
-
-
-


13
+6/+1
+8
+4
+8
Soul Draft 7d10, Overhead 20%
4
4
4
4
4
2
-
-
-


14
+7/+2
+9
+4
+9

4
4
4
4
4
3
1
-
-


15
+7/+2
+9
+5
+9
Soul Draft 8d10, Junior Partner
4
4
4
4
4
4
2
-
-


16
+8/+3
+10
+5
+10
Base Assets 6
4
4
4
4
4
4
3
1
-


17
+8/+3
+10
+5
+10
Soul Draft 9d10, Overhead 10%
4
4
4
4
4
4
4
2
-


18
+9/+4
+11
+6
+11
Liquidize Assets
4
4
4
4
4
4
4
3
1


19
+9/+4
+11
+6
+11
Soul Draft 10d10
4
4
4
4
4
4
4
4
2


20
+10/+5
+12
+6
+12
Management Track
4
4
4
4
4
4
4
4
4



Abilities: Wisdom is the spellcasting attribute for usury mages. Intelligence and Charisma are important for skill-based characters, and Dexterity is important for touch attacks and armor class.

Alignment: Chaotic Neutral, Lawful Neutral, Neutral, Neutral Evil, Neutral Good

Hit Die: D8

Starting Age: As Sorcerer

Starting Gold: As Sorcerer

Class Skills: The usury mage’s class skills are Appraise (Int), Balance (Dex), Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Knowledge (Religion) (Int), Profession (Wis), Search (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Spot (Wis), and Tumble (Dex).

A usury mage who chooses the Animal or Plant domain adds Knowledge (Nature) to the usury mage class skills listed above. A usury mage who chooses the Knowledge domain adds all Knowledge skills to the list. A usury mage who chooses the Travel domain adds Survival to the list. A usury mage who chooses the Trickery domain adds Disguise to the list.

Skill Points at 1st Level
(4 + Int modifier) ×4.

Skill Points at Each Additional Level
4 + Int modifier.

CLASS FEATURES

Weapon & Armor Proficiency: Usury Mages are proficient with all simple weapons & light martial weapons. They are proficient with light armor and the buckler.

Spells
A Usury Mage casts divine spells.

To cast a spell, the usury mage must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a usury mage’s spell is 10 + the spell level + the usury mage’s Wisdom modifier.

Like other spellcasters, a usury mage can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Usury Mage. In addition, he receives bonus spells per day if he has a high Wisdom score. His caster level is equal to his Usury Mage level.

A usury mage need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his spells per day for that spell level. He does not have to decide ahead of time which spells he’ll cast.

The usury mage’s spells come from his Diversified Domains class feature (below). He cannot use his usury mage spell slots to cast spells from domains acquired from other classes.

A usury mage must spend one hour to regain his spell slots. During this hour he must be uninterrupted as he deals with the entities that facilitate his powers. The first time he recharges his spells for a day, he must sacrifice 10% of his maximum HP (not including his Spiritual Reserve, below). The usury mage can recharge his spells additional times in a day, but each time requires another hour and the cost doubles each time; 20% for a second time, 40% for a third, 80% for a fourth, etcetera.

Diversified Domains
A usury mage’s knowledge lies in balance. For every particular thing he knows, he must understand the opposite of that thing. Usury mages get their spells from domains. These domains are not granted by any particular deity and instead reflect knowledge gained by the usury mage. Domains selected by the usury mage are not restricted by his alignment. At first level, the usury mage selects a domain from column A in Table: Diversified Domains. They get the granted power of this domain and the spells of the domain become available for them to cast when they reach appropriate level. When they choose this domain, they also receive the opposing domain in column B, gaining the domain power & ability to cast those spells when of proper level. The usury mage is considered a cleric of his level for the purpose of domain abilities. At sixth level, the usury mage chooses a second domain from column A and receives the opposing domain; he chooses a third time at level 11.
Usury Mages may not take the ‘Bonus Domain’ feat.

Turn or Rebuke Undead (Su)
A usury mage can turn or rebuke undead as a Cleric of level equal to their usury mage level. They may do this once per day. Regardless of alignment, the usury mage can choose to turn or rebuke on a case-by-case basis and is not locked into the choice at character creation.

Alignment Protection (Su)
In a world where many things are very black-and-white, usury mages stand out against inherent labels. No act is inherently evil, no good; there is order in chaos & an exception to every rule. A Good usury mage knows that paralyzing an enemy with pain or fear is better than killing him; an Evil one knows that providing bread to the masses is a fine distraction from less savory works.

Usury Mages are not at risk of having their alignment changed by casting spells that oppose their alignment. Changes to their alignment are based on their desired outcome, not the magic they use to get there. This protection does not apply as much to actions outside spellcasting, but usury mages should not be penalized for their meandering logic.

When a usury mage casts a spell that agrees with their alignment, he is treated as having +1 Caster level. When he casts a spell that conflicts with his alignment, he is treated as having -1 Caster Level. Because usury mages must be neutral in some aspect, a spell cannot conflict with both sides of their alignment, however, see ‘Former Usury Mages’, below.

Soul Draft (Su)
The primary feature of the usury mage is his ability to transfer about the life force of himself and others. The first half of this is his Soul Draft ability. Soul Draft is a touch attack that drains hit points from the target and adds it to the usury mage’s own hit point total or his Spiritual Reserve (below). Points in excess of the usury mage’s maximum hit points & Spiritual Reserve can be spent on Overhead (below); further points are NOT lost by the victim. Creatures that are immune to healing or negative energy are also immune to the Soul Draft. Soul Draft cannot take more hit points than a target has. Using Soul Draft on a creature with a negative energy life-force, such as an Undead, draws negative energy into the usury mage. The creature still loses hit points, but a living usury mage takes damage from this. Soul Draft is a standard action. Soul Drafts are subject to Overhead.

At first level, the Soul Draft drains 1d10 hit points from the target. The amount goes up by 1d10 every third level to a maximum of 10d10 at level 19.

Divine Deposit(Su)
The Divine Deposit removes hit points from the usury mage’s hit point total or Spiritual Reserve and adds them to a touched target. This is a ranged touch attack and a standard action. Hit points cannot be transferred into a creature who is not a valid target for Soul Draft. Hit points transferred are considered to be positive energy for the purpose of creatures that are damaged by positive energy. Divine Deposits are subject to Overhead. A usury mage can transfer up to five hit points per usury mage level in a single use of Divine Deposit; this number is calculated before Overhead.

Facilitators
The magic of usury does not come from any specific deity, nor even any specific entity per use. Usury is facilitated by an eclectic collection of outsiders, fey, elementals, ancient dragons, and even powerful spellcasters. Each time the usury mage attempts to recharge his spells or use his Soul Draft or Divine Deposit, a random appropriate being will anonymously answer the call and handle the transaction. The usury mage does not know with whom or what he is dealing, however, entities of conflicting alignment will not deal with the mage. A Good mage does not have to worry about unknowingly dealing with a devil and an Evil one needs not fear the secret hand of an angel.

Why do they do it? For the most part, it’s business – a way to get a little power from the mortal world without any grand expectations on either side. For more neutral entities, sometimes that’s all it needs to be. Some entities do it for enjoyment, getting to pretend they are some sort of minor god with followers. Angels and demons may have more complex considerations; a demon may like the idea of putting Evil magic in the hands of a Good man, and an Angel might be inspired to see how that same Good man uses those dark powers for the benefit of others.

Overhead
In a business relationship, nothing is free. In lieu of worship, the Facilitators get a fraction of every transaction they make. They are the ones who receive the 10% of hit points sacrificed to restore the usury mage’s spells. They also skim off the top of all transactions made through Soul Draft and Divine Deposit. At first level, any HP drained by Soul Draft or given through Divine Deposit are reduced by 50%. Every 4 levels, this fee reduces by ten percentile; 40% at fifth level, 30% at ninth level, 20% at thirteenth level, and 10% at seventeenth level. When dealing with Facilitator fees, be they spell slot restoration, Overhead, or any other arrangement, always round the numbers in their favor – it’s just the cost of doing business.

Spiritual Reserve (Su)
Beginning at third level, the usury mage gains a reserve of temporary hit points. Any hit points gained over the usury mage’s maximum hit points go into this reserve. These temporary hit points never fade, but also do not refill from resting. The maximum the usury mage can hold is equal to 2x his class level.
At sixth level, this increases to 5x class level.


Distance Banking (Su)
Starting at sixth level, the usury mage can perform a Soul Draft or a Divine Deposit as a ranged touch attack, with a range of thirty feet. When using the ability this way, calculate Overhead as if the usury mage was four levels lower.
At eleventh level, the range increases to sixty feet.

Base Assets (Su)
A usury mage of tenth level can dabble in commodities more varied than HP. A usury mage can make a touch an opponent to give them a -4 usury penalty on a single attribute. Usury penalties do no stack. This is a touch attack and a standard action. The victim is entitled to a save to negate the effect (DC= 15+1/2 usury mage level + Wisdom modifier). If the usury mage is attempting to drain Strength, Dexterity, or Constitution, the save is Fortitude; Intelligence, Wisdom, and Charisma are defended by a Will save.
After draining an attribute, the usury mage gets a +4 Usury bonus to the same attribute. Usury bonuses do not stack. As another standard action, the usury mage may touch another creature and transfer this bonus to them. Regardless of whether it is kept or shared, the penalty and bonus fade one minute after they begin. If the attribute taken was at less than 4 to begin with, the attribute drops to zero for the duration but the usury mage gets no bonus.
Use of Base Assets costs the mage 10 hit points, both for taking from a target and giving to another.
A usury mage cannot use Base Assets against a creature that is not a valid target for a Soul Draft. A usury mage cannot use this ability to give an ability bonus to a creature that lacks the given ability.
At sixteenth level, the bonus and penalty increase to 6.

Investment Option
At twelfth level, the usury mage gets an option to improve how he does business. This comes in the form of a bonus feat, and a related class feature. The usury mage may take the bonus feat even if they do not meet the prerequisites, or may take the class feature even if they already have the feat. In the latter case, the feat can be taken if it can be taken more than once. See the list of Investment Options below.

Junior Partner (Su)
A usury mage of fifteenth level is on his way to becoming a Facilitator himself. When a character within 60 feet of the usury mage casts a Cure or Inflict spell, or a Heal or Harm spell, they may choose to offer it to the usury mage instead of discharging it into a target themselves. As a free action, the usury mage may accept this and either keep the points or transfer them to another creature with a touch attack, or a ranged touch attack with a range of sixty feet. Whether the usury mage keeps or shares the points, the Overhead is only paid once. Transferring the points from the usury mage to another at range incurs the same Overhead as using Distance Banking.

Liquidize Assets (Su)
At eighteenth level, the usury mage can transfer in points of his Usury Bonus for hit points. As a standard action, he can trade any number of points from his Usury Bonus and receive ten hit points. If he has a Usury Bonus to more than one attribute, he may spend them at the same time. When a bonus is spent this way, the associated penalty lasts for an additional two minutes.

Management Track (Su)
At twentieth level, the usury mage gets closer to his destiny. As a full-round action, he can open himself for business to lesser usury mages on his plane. This requires Concentration as per casting a spell, but the usury mage may take the Total Defense action while doing so. At the end of his turn, roll a 1d100. See Table: Management Track for the results. He may choose to collect hit points as per his Soul Draft ability, or points of a chosen attribute per his Base Assets ability. Overhead does not apply to this transaction – essentially, he is charging Overhead to someone else. This ability can be used once per day, plus one additional time per day per 2 points of the usury mage’s wisdom modifier.

INVESTMENT OPTIONS

Toughness: the character gains the Toughness feat. They may now add half their Constitution bonus to their Soul Draft rolls.

Two-Weapon Fighting: The character gains the two-Weapon Fighting Feat. They may now us their primary hand to make a Soul Draft or Divine Deposit attack, and then use their off-hand to make the opposite action. This works with Distance Banking. Overhead applies to both actions.

Improved Familiar: The character gains the Familiar class feature as per a Wizard of their level, and may make an appropriate choice from the Improved Familiars selection. Their Familiar gains the Soul Draft and Divine Deposit abilities of a usury mage half their master’s level, though they use their master’s Overhead calculation. They do not gain Distance Banking. They get a Spiritual Reserve equal to one point per their master’s caster level. A creature that cannot be a valid target for Soul Draft can still be a familiar, but does not gain the usury mage abilities.
If the usury mage already has a familiar, they can improve it with a feat or simply gain an additional familiar.

Domain Focus: You gain the Domain Focus feat for one of your domains, and it applies to the opposing domain as well. Additionally, you can use the granted power of each of these domains one additional time per day.

Weapon Focus: You gain Weapon Focus with a melee weapon that you are proficient with. You may also channel your Soul Draft and Divine Deposit through this type of weapon. You may make a nondamaging touch attack within the weapon’s reach, or you may use the ability as part of an attack with that weapon. Either way, the ability can only be used once per round.

UNDEAD AND OTHER USURY MAGES

A creature that is not a valid target of a Soul Draft cannot take this class.

A creature whose life force is negative energy, such as an Undead, operates slightly differently in this class. If they use Soul Draft on a living creature, the creature loses hit points but the undead usury mage takes damage instead of gaining hit points. Using Soul Draft on a fellow negative creature removes hit points from the creature and adds them to the undead usury mage. Using Divine Deposit transfers negative energy instead of positive, harming leaving creatures and healing the undead.

If a creature has special rules for spells of the Healing school, such as a Warforged, these apply to Soul Draft and Divine Deposit as well, whether said creature is the usury mage or the target.

Table: Diversified Domains


LIST A
LIST B


Balance
Madness


Cold
Fire


Community
Competition


Courage
Fear*


Creation
Destruction


Feast
Hunger


Good
Evil


Healing
Slaying*


Joy
Hatred


Law
Chaos


Liberation
Domination


Light*
Darkness


Luck
Fate


Peace*
War


Pleasure
Pain


Protection
Tyranny


Purification
Corruption


Renewal
Death


Sanctified
Slime


Strength
Suffering


Wealth
Pestilence



*new domain for this class

Table: Management Track

d%
Hit Points
Attribute


1%-10%
No Effect
No Effect


11%-50%
Gain 3d10 HP
+1d4 Usury Bonus to selected attribute


51%-80%
Gain 5d10 HP
+2d3 Usury Bonus to selected attribute


81%-100%
Gain 8d10 HP
+2d3 Usury Bonus to selected attribute & another +2d3 usury bonus to another attribute.







NEW DOMAINS

Fear Domain
Granted Power: A cleric with the fear domain can terrify those around them. As a full-round action, they can produce an effect identical to a chromatic dragon's Frightful Presence ability as though they were a Medium dragon with HD equal to their cleric level. They need not charge or make any other action to create the effect. This ability is useable once per day.

1.Bane
2.Vertigo
3.Engulfing Terror
4.Adoration of the Frightful
5.Spiritwall
6.Wail of Doom
7.Death Dragon
8.Absolute Terror*
9.Weird
*New spell for this domain


Light Domain
Granted Power: Clerics with the Light Domain can cause their entire body to glow at will, shedding light as a torch. Activating or deactivating this power is a Move action.

1.Dawn Burst
2.Wall of Light
3.Rainbow Blast*
4.Blistering Radiance
5.Crown of Brilliance
6.Radiant Assault
7.Rejuvenating Light
8.Blinding Glory
9.Deadly Sunstroke
*Clerics of Light casting Rainbow Blast do not require the material component.

Peace domain
1.Calm Emotions
2.Awaken Sin
3. Summon Clockwork Mender Swarm*
4.Hold Monster**
5.Zone of Peace
6.Wall of Force
7.Peace Ward***
8.Aspect of the Deity****
9.Time Stop
*The Clockwork Mender Swarm summoned by a Cleric of Peace can repair objects and structures as well as constructs.
**The Hold Monster spell ends if the creature is attacked.
***New spell for this domain
**** In Deity form, the cleric may not be an aggressor. He may not attempt of deal lethal damage to (a living creature) someone who has not attempted to harm one of his allies in the current combat. If he attacks someone he does not know has attempted to harm his ally, or mistakenly attacks someone who he thought had but actually had not, the spell ends instantly. He may choose to have any damage he deals treated as nonlethal; nonlethal damage does not violate the restrictions of non-aggression.


Slaying Domain
Granted Power: You cast negative energy spells at +1 caster level.

Slaying Domain Spells
1.Inflict Light Wounds
2.Inflict Moderate Wounds
3.Inflict Serious Wounds
4.Inflict Critical Wounds
5.Inflict Light Wounds, Mass
6.Harm
7.Degenerate*
8.Inflict Critical Wounds, Mass
9.Harm, Mass
*New spell for this domain

Absolute Terror
Necromancy (Fear, Mind-Affecting)
Level: Fear 8
Components: V

Absolute Terror functions as Irresistible Dance, however, instead of dancing in place, each turn the target moves in a random direction at their base speed. They trigger attacks of opportunity as normal and will move through the spaces of other creatures or potentially harmful effects, but will stop if they encounter a barrier they cannot pass through. Running into something that would result in their likely death, such as the edge of a cliff or pool of lava, entitles the victim to a Will save to stop in the last safe square. Spell effects resume normally on the next turn if the spell has not ended. This is a Fear effect.


Degenerate
Necromancy [Evil]
Level: Slaying 7
Range: Touch

This spell functions as Wither Limb, with the following exceptions:
Range is Touch. The caster need not touch the specific part they wish to wither.
The caster may choose to target the victim’s mouth to render them unable to speak.
The caster may choose to target the victim’s ears to render them deaf.
The caster may choose to target the victim’s eyes to make them blind.
The caster may choose to target the victim’s brain to give them a -10 penalty to all Intelligence, Wisdom, and Charisma-related skill checks.
The caster may choose to target the victim’s body to give them a -4 penalty on attack rolls, saves, ability checks, and skill checks. This also reduces their movement speeds by half, to a minimum of 5 feet.

Regardless of the targeted body part, the spell deals 4d8 +1 point per caster level (maximum 35) negative energy damage to the target. If the target is suffering exhaustion or fatigue, they remain exhausted or fatigued permanently (until Degenerate is dispelled). Finally, any nonlethal damage they are suffering turns to lethal damage.

The effects of Degenerate can be restored to normal by a successful Dispel Magic or Remove Curse from a spellcaster of a level higher than the level of the Degenerate caster. Individual castings of Degenerate must be removed individually.


Peace Ward
Abjuration (Good)
Level: Peace 7
Components: S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level

This spell grants the user the benefits of the Vow of Peace feat. Breaking the tenements of the Vow reduce the duration of the spell by 1 round per infraction; this increases to 2 rounds per infraction if the violation was intentional.

Material Component: Two handfuls of white feathers that are tossed into the air.


Development Notes:

I have wanted to make the Usury Mage pretty much since I entered the foray of homebrew. I picked up the word ‘Usury’ from Wraith the Oblivion & used its innocent meaning but distasteful reputation to flavor the class.

I reduced the spells-per-day from Sorcerer by roughly 2 per day to make up for the Soul Draft ability; that ability I attempted to balance against the Warlock’s Eldritch Strike. Soul Draft does more ‘damage’, but starts out as a touch attack & has a decent list of targets it does not work well or at all against, so I gave it a bigger die.

They do know a lot of spells in the end; 54 to be exact, but of those 54 spells they technically only get to pick three of them, and are otherwise stuck with whatever shows up in the associated domains.

I was trying to do polar-opposite skills; it did not work out very well. Still, I am satisfied with the skills the usury mage has as a sneaky in-the-fray spellcaster.

I created some domains I felt were lacking to help balance out existing domains that definitely needed to be included. The ‘Death’ domain does not particularly mirror the ‘Healing’ domain, so ‘Slaying’ came to pass. I chose Engulfing Terror for the ‘Fear’ domain – I know it’s not a proper fear spell and there are probably plenty of more appropriate options, but the name sold me. On top of that, conjuring a gelatinous cube into a crowded area would definitely cause the fear and panic a Fear-worshipper would crave. Also, I know ‘Summon Clockwork Mender Swarm’ isn’t the first thing that comes to mind when you think of ‘Peace’, but consider what they do; As a swarm, they are very hard to damage with brute violence. Their venom does Dexterity damage, which can leave enemies paralyzed but very much alive. Finally, their primary purpose is to fix and repair; the modified version the Peace domain gets can repair buildings & restoration is an important thing once the violence has been stopped.

I hope that my banking-term-names for abilities tickled you enough for the effort, and that you all enjoy my submission.

-Malapterus

rferries
2018-03-21, 06:11 PM
The Nameless One

0. Class
1. Tattoos (http://www.giantitp.com/forums/showsinglepost.php?p=22936569&postcount=17)
2. Spells (http://www.giantitp.com/forums/showsinglepost.php?p=22936658&postcount=18)

https://i.imgur.com/j2ITx4P.jpg

What can change the nature of a man?


There are some adventurers who are so afraid of death (or the afterlives awaiting them) that they seek immortality at any cost. Through bargains with fell spirits, these adventurers gain the eternal life they seek, but at the cost of their own memories - in time, even their own names. These cursed wretches are the Nameless Ones.

Nameless Ones possess supernaturally strong life-forces. This generally allows them to return to life if slain, though they risk losing their memories each time they resurrect. A Nameless One who has forgotten the entirety of his past life is called a new "incarnation", and may go through many such incarnations in this way. However, a Nameless One retains traces of these lost memories deep within their subconscious, and can draw upon the skills of their past incarnations in their adventuring careers.

Adventures: Nameless Ones have all the time in the world, but soon find immortality to be a curse. Although they can often rise again if slain, each "death" costs them a bit more of their mind and soul. Nameless Ones soon seek ways to mitigate or even reverse their curse, setting out to scour the planes for answers.

Characteristics: Nameless Ones have forgotten more in their long lives than most adventurers ever learn. By drawing upon memories from their past incarnations, they can be skilled warriors, thieves, or mages.

Alignment: Nameless Ones can adopt any alignment (and in fact often cycle through all alignments in their various incarnations).

Religion: While Nameless Ones can of course multiclass as divine spellcasters, they tend to shy away from religious practices - they originally sought immortality out of fear of the gods, after all.

Background: Nameless Ones join the class out of a fear of death - whether they need immortality to accomplish ambitious goals in life or simply to escape the tortures of the Lower Planes after a life of villainy. They are in danger from the start of every new incarnation, as they may be hunted by enemies they no longer remember.

Races: Individuals of any race can become Nameless Ones, but the path is most attractive to humans due to their inherently short lifespans.

Other Classes: Nameless Ones have a curious affinity for all other adventurers. They tend to shape events around themselves over the course of their many incarnations, and they entangle friend and foe alike into their destinies

Role: Nameless Ones can fill the roles of spellcaster, martial, or trickster. Their higher-level spells are based almost entirely around combat, and they can produce magical tattoos for the party (in addition to influencing party members directly).

Adaptation: This class is best suited to gothic horror or urban fantasy (e.g. Planescape), but can be adapted for any high-magic setting. The tattoos and spells in particular will need to be tailored for unique campaigns - a DM might draft up Faction (e.g. Godsmen, Sensates, etc. ) feats to use certain Nameless One tattoos and abilities.

GAME RULE INFORMATION
Nameless Ones have the following game statistics.

Abilities: Due to their multifaceted spellcaster, thief, and warrior natures, a Nameless One makes good use of Constitution, Dexterity, Intelligence, and Strength scores. Charisma and Wisdom also help them enhance their fellow party members.
Alignment: Any.
Hit Die: d8
Starting Age: As cleric (apparent age only, since due to their immortality a Nameless One can can be arbitrarily old).
Starting Gold: As monk. A Nameless One often begins play as an amnesiac rising from the dead, waking to find the possessions from their last incarnation have all been looted.
Class Skills
All skills are class skills for a Nameless One.

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

Nameless One


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st

+0



+0



+0



+0


Immortal, Rapid Healing, Retraining, Scars, Spells


2nd

+1



+0



+0



+0


Lore, Sensory Touch


3rd

+1



+1



+1



+1


Influence


4th

+2



+1



+1



+1


Tattoos (minor)


5th

+2



+1



+1



+1


Stories-Bones-Tell


6th

+3



+2



+2



+2


Greater Lore


7th

+3



+2



+2



+2


Specialisation


8th

+4



+2



+2



+2


Tattoos (lesser)


9th

+4



+3



+3



+3


Fast Healing


10th

+5



+3



+3



+3


Dual-Classing, True Lore


11th

+5



+3



+3



+3


Improved Influence


12th

+6/+1



+4



+4



+4


Double Specialisation, Tattoos (moderate)


13th

+6/+1



+4



+4



+4





14th

+7/+2



+4



+4



+4





15th

+7/+2



+5



+5



+5





16th

+8/+3



+5



+5



+5


Tattoos (greater)


17th

+8/+3



+5



+5



+5





18th

+9/+4



+6



+6



+6


Greater Influence


19th

+9/+4



+6



+6



+6





20th

+10/+5



+6



+6



+6


Tattoos (major), Transcendent One



Class Features
All of the following are class features of the Nameless One.

Weapon and Armor Proficiencies
Nameless Ones are proficient with all simple and martial weapons but not with any type of armour or shield. Armor of any type interferes with a Nameless One’s movements, which can cause his spells with somatic components to fail.

Immortal (Su)
A Nameless One is difficult to kill permanently. At first level he gains regeneration 0 (treat this as standard regeneration, save that the Nameless One doesn't automatically heal nonlethal damage each round). This regeneration is overcome by magic weapons, spells, and any form of energy damage.

A Nameless One that loses a limb or body part can reattach it by holding the severed member to the stump. Reattachment takes 1 minute. If the head or some other vital organ is severed, it must be reattached within 10 minutes or he dies. A Nameless One cannot regrow lost body parts.

Whenever a Nameless One is slain, he automatically rises the next night as if by raise dead (assuming his body is in suitable condition, he was not killed by a death effect, and so on). Whenever he would lose a level due to being raised in this way, he may choose to instead exchange a level of a non-Nameless One class for a level of Nameless One. In any event, a Nameless One reduced to 0 Constitution by this ability is either truly dead, or is lost to the world and reawakens elsewhere with no memory of his past life, friends, or enemies.

A Nameless One is immune to magical aging and aging penalties to his physical ability scores, and never dies of old age. A Nameless One loses all aging bonuses to his mental ability scores each time he rises from the dead (to represent the loss of life experience).

Rapid Healing (Su)
A Nameless One heals hit points and ability damage every hour rather than every day.

Fast Healing
At 9th level, a Nameless One gains fast healing equal to his Constitution bonus (if any).

Retraining (Ex)
By spending one hour reflecting upon his past lives and/or learning new tricks from other party members, a Nameless One can gain the benefits of one of the following archetypes. This ability may only be used once per day and lasts until the next time he uses it.

Mage: The Nameless One's class Will save increases to one-half his class level +2 and he gains a bonus wizard feat for which he meets the prerequisites. He gains a competence bonus equal to one-half his class level on Concentration, Knowledge (all skills), and Spellcraft checks and may use those skills untrained.

Thief: The Nameless One's class base attack bonus increases to three-quarters of his class level, his class Reflex save increases to one-half his class level +2, and he gains the Sneak Attack and Trapfinding class features as a rogue of one-half his class level. He gains a competence bonus equal to one-half his class level on Disable Device, Hide, Move Silently, Open Lock, Search, and Sleight of Hand skill checks and may use those skills untrained.

Warrior: The Nameless One's class base attack bonus increases to equal his class level, his class Fortitude save increases to one-half his class level +2, and he gains a bonus fighter feat for which he meets the prerequisites. He gains a competence bonus equal to one-half his class level on all Strength-based skill checks and ability checks.


Dual-Classing
At 10th level a Nameless One gains any two of the sets of benefits from retraining, rather than just one.

Scars (Ex)
A Nameless One's cadaverous flesh is hideously scarred from mortal wounds he suffered in past incarnations. While unarmored, the Nameless One adds his Constitution bonus (if any) as a circumstance bonus to his Intimidate checks and as a natural armour bonus to his AC. The value of these bonuses increases by +1 at 5th level and every five levels thereafter.

Spells (Ex)
A Nameless One casts arcane spells just as a wizard can (including spells per day), save that his spell list is extremely restricted (see Nameless One Spell List) and he does not automatically learn any spells upon gaining a level. Levels of Nameless One stack with levels in all other spellcasting classes when determining caster level (both for Nameless One and for those classes).

Lore (Ex)
At 2nd level a Nameless One (re)gains the ability to know legends or information regarding various topics, just as a bard can with bardic knowledge. The Nameless One adds his level and his Intelligence modifier to the lore check, which functions otherwise exactly like a bardic knowledge check.

Greater Lore (Ex)
At 6th level, a Nameless One gains the ability to understand magic items, as with the identify spell.

True Lore (Ex)
At 10th level, once per day a Nameless One can use his knowledge to gain the effect of a legend lore spell or an analyze dweomer spell.

Sensory Touch (Su)
At 2nd level a Nameless One may draw upon his own eternal life-force to heal an ally. Treat this ability as a paladin's Lay On Hands, save that it may only be used once per day, may only heal hit points to a friendly creature (whether living, construct, or undead), and the Nameless One takes damage equal to the number of hit points healed in this way.

Influence (Su)
At 3rd level a Nameless One gains a curious power over the destinies of his companions, binding their fates to his own. He gains the ability to use atonement and raise dead each three times per day, but only on his closest allies (i.e. other party members).

Improved Influence (Su)
At 11th level Nameless One's allies add his Wisdom bonus (if any) as an insight modifier to their attacks and Armour Class, and add his Charisma bonus (if any) as a morale bonus on their saves. This benefit functions only for party members within 100 feet than can see, hear, or otherwise perceive the Nameless One.

Greater Influence (Su)
At 18th level a Nameless One's allies are inextricably bound to his fate. He may use true resurrection on them instead of raise dead.

Tattoos (Ex)
Beginning at 4th level a Nameless One gains the ability to craft magical tattoos imbued in his own leathery hide, which he may then remove and graft on to other party members. The Nameless One can craft more powerful types of tattoo at 8th level and every four levels thereafter. See Tattoos, below, for details.

Stories-Bones-Tell (Su)
Beginning at 5th level a Nameless One becomes so in tune with his unnatural nature that he can converse with the dead as easily as the living. He may use speak with dead at will as a supernatural ability (with no limit to the number of questions he may ask). He may even speak with undead creatures in this way, though they are under no obligation to answer honestly.

Specialisation (Ex)
At 7th-level a Nameless One's current incarnation specialises in a particular archetype. He gains any one of the following benefits permanently (regardless of his current Retraining for that archetype):

Mage: +2 Intelligence.

Thief: +2 Dexterity.

Warrior: +2 Strength and a bonus fighter feat for which he meets the prerequisites (levels of Nameless One count as levels of fighter for the prerequisites of this bonus feat).

Double Specialisation
At 12th-level a Nameless One may choose to gain an additional specialisation he didn't choose at 7th-level, or to specialise further in the same archetype (see below). In either case, all benefits stack.

Mage: +4 Intelligence, +2 Wisdom, +5 bonus on Lore checks.

Thief: +4 Dexterity, +1 luck bonus on attacks, saves, Armour Class, and skill checks.

Warrior: +2 Strength, +4 Constitution, and a bonus fighter feat for which he meets the prerequisites (levels of Nameless One count as levels of fighter for the prerequisites of this bonus feat).


Transcendent One (Ex)
At 20th level a Nameless One regains his mortality, becoming more than the sum of his parts. He loses his Immortality class feature, his type changes to outsider (recalculate skill points appropriately), he gains the [Native] subtype, and he gains the benefits of all three archetypes from his Retraining ability. Finally, a Transcendent One may benefit from any number of tattoos simultaneously.

Nameless Ones and Multiclassing
Most Nameless Ones begin play at 1st level, having forgotten all their past incarnations once again. However, it is possible for other characters to take levels of Nameless One. It is simply assumed that they were Nameless Ones all along, just with suppressed abilities and memories (much as a high-level character can take their first level of sorcerer to activate latent sorcery).

rferries
2018-03-21, 06:12 PM
Nameless One Tattoos
These grotesque magic items are fashioned from the Nameless One's own skin. They may be (painfully) removed from or grafted to a willing creature as a full-round action. A creature may benefit from up to three such tattoos at the same time (additional tattoos cannot be applied to such a creature until at least one other tattoo is removed).

A tattoo functions only for the Nameless One, his personal friends and allies, and other Nameless Ones. Unless otherwise specified, all benefits of tattoos stack with each other.

Crafting a tattoo takes 24 hours and the expenditure of the indicated amount of gold pieces (to buy rare inks, enchanted needles, and so forth). Each tattoo is uniquely tied to one of the Nameless One's memories and cannot be duplicated, though it may be replaced if lost or destroyed. Tattoos are otherwise treated as wondrous items radiating necromancy magic (caster level = Nameless One's caster level, saving throw DCs 10 + 1/2 caster level + Nameless One's Charisma modifier).

The format of the tattoo entries is as follows:

Tattoo Name
Flavour text.

Cost
The gp and other prerequisites for crafting the tattoo.

Prerequisites
The classes, alignments, skill ranks, and other requirements for benefiting from the tattoo.

Benefits
The benefits (constant and/or use-activated) of the tattoo.


Number of Ku'u Yin
"This is a tattoo of a number, an intricate weaving of ink and flesh. It squirms when held, as if it sought out a host. It is the number of Ku'u Yin, a personal identifier that radiates Law. When applied, the tattoo works itself into the skin of its owner, protecting it against the depredations of strongly chaotic creatures."

Cost
300 gp, must have encountered a creature with the [Law] subtype or its remains.

Prerequisites
Non-chaotic alignment.

Benefits
The bearer gains protection from chaos.

Razor Angel Ink
"This tattoo is a reminder of the aid you gave to the Razor Angels in the Alley of Dangerous Angles. Your strike against the evil in the heart of the Alley now grants you some protection against those with spite in their hearts."

Cost
300 gp, must have assisted a group of good-aligned rogues or urban commoners.

Prerequisites
Non-evil alignment.

Benefits
The bearer may use protection from evil once per day.

Tattoo of Accuracy
"This tattoo has two concentric rings with lines radiating from the center. When inscribed on the skin, the wearer's perceptions of distance and balance become heightened, giving their attacks greater accuracy."

Cost
300 gp.

Prerequisites
None.

Benefits
The bearer gains a +1 bonus on attack rolls.

Tattoo of Action
"This tattoo gives the wearer's reflexes an additional edge, making him more difficult to hit."

Cost
300 gp.

Prerequisites
None.

Benefits
The bearer gains a +2 bonus to Dexterity.

Tattoo of Action
"This tattoo has a barbed whip inscribed on it. When the wearer strikes an opponent in combat, the tattoo flares and the whip takes an extra 'bite' out of the opponent."

Cost
300 gp.

Prerequisites
None.

Benefits
The bearer gains a +1 bonus on damage rolls.

Tattoo of Dreams of Es-Annon
"For some reason, the tale of the Crier of Es-Annon filled you with a strange nostalgia, which you have related to Fell. This tattoo draws upon both this nostalgia and the perseverance of the Criers of Es-Annon, granting you a boon to your health and your endurance.

Artistically, this is some of Fell's best work: although this tattoo shows the barest image of Es-Annon that you heard from the Crier of Es-Annon, you can almost *feel* the great spiraling parks and avenues of light through this intricate symbol. This tattoo helps preserve the memory of the city and the dream of its people that its majesty might be remembered."

Cost
300 gp, must have comforted a refugee or survivor.

Prerequisites
None.

Benefits
The bearer gains a +1 bonus on saves against spells and Toughness as a bonus feat.

Tattoo of Devouring Vermin
"This tattoo represents your inhuman appetite for vermin. It also raises your body's resistance to acidic attacks and poison, mostly because of the powers of your cast iron stomach has been externalized."

Cost
300 gp, must have survived on a diet solely of rats and vermin for at least a week.

Prerequisites
None.

Benefits
The bearer gains a +1 bonus on saves against poison and acid resistance 5.

Tattoo of Enduring
"This tattoo grants the wearer a slight bonus to health, making them more difficult to knock unconscious."

Cost
300 gp.

Prerequisites
None.

Benefits
The bearer gains Toughness as a bonus feat.

Tattoo of Graves of Es-Annon
"This tattoo is perhaps the last piece of Es-Annon that will exist... as the Criers of Es-Annon die of age and disease, their graves will be all that remains of Es-Annon. This symbol draws upon the suffering of the Criers and uses it as a shield against harm, allows you a greater chance of avoiding the Criers' fate."

Cost
300 gp, must have convinced a refugee or survivor to give up hope.

Prerequisites
None.

Benefits
The bearer gains a +2 bonus on saves against necromancy effects and Toughness as a bonus feat.

Tattoo of Health
"This tattoo gives a minor gain to the wearer's endurance and pain threshold, making him more difficult to take down in combat."

Cost
300 gp.

Prerequisites
None.

Benefits
The bearer gains a +2 bonus to Constitution.

Tattoo of Insight
"This tattoo adds a slight bonus to the user's intelligence, allowing him a greater chance of gaining memories and aiding his mage skills."

Cost
300 gp.

Prerequisites
None.

Benefits
The bearer gains a +2 bonus to Intelligence.

Tattoo of the Joining
"This tattoo tells of how you brought Corvus and Karina together. It allows you to draw upon some of their happiness in finding each other to bolster your relationships with others."

Cost
300 gp, play matchmaker for two creatures (e.g. with Diplomacy).

Prerequisites
None.

Benefits
The bearer may use eagle's splendour once per day.

Tattoo of Might
"This tattoo adds a slight bonus to the user's strength, making his physical attacks more damaging and allowing him to carry more weight."

Cost
300 gp.

Prerequisites
None.

Benefits
The bearer gains +2 Strength.

Tattoo of Presence
"This tattoo gives the wearer an edge when interacting with others, giving them a higher presence and leadership ability."

Cost
300 gp.

Prerequisites
None.

Benefits
The bearer gains +2 Charisma.

Tattoo of Ravel
"You have met a creature of legend, myth and mystery, and there are few who can claim to have met the night hag Ravel and NOT met some horrible fate. This tattoo tells of your encounter with the mythological figure; merely wearing it marks you as someone to be respected... and feared. In addition to the respect you now command, common terrors that would terrify a normal human being now slide off of you."

Cost
300 gp, must have encountered a legendary (i.e. 11th level or higher) evil creature.

Prerequisites
None.

Benefits
The bearer gains +2 Charisma and immunity to fear.

Tattoo of the Restless Dead
"This tattoo recognizes your efforts to calm the restless dead of the mausoleum. You may draw upon their gratitude to bless yourself or your companions."

Cost
300 gp, must have slain a necromancer, evil cleric, or intelligent undead with CR at least equal to your own.

Prerequisites
None.

Benefits
The bearer may use bless once per day.

Tattoo of Sensation
"This tattoo enhances the player's senses; as a side effect, the wearer can use their enhanced senses to pinpoint a target's vulnerable points and inflict more damage. Unfortunately, the tattoo also enhances any sensations of pain the wearer feels, so he takes more damage from physical attacks."

Cost
300 gp, must have joined an organisation devoted to knowledge and/or hedonism.

Prerequisites
Must be a member of a society devoted to knowledge and/or hedonism.

Benefits
The bearer gains a +1 bonus on all attack and damage rolls but has a -1 penalty to Armour Class.

Tattoo of the Spirit
"This tattoo adds a slight bonus to the user's wisdom, allowing him a greater chance of gaining memories and giving him a greater percentage of experience points earned."

Cost
300 gp.

Prerequisites
None.

Benefits
The bearer gains a +2 bonus to Wisdom.

Tattoo of Warding
"This tattoo is a minor ward against physical attacks. It hardens the wearer's skin, making them more difficult to hurt in combat."

Cost
300 gp.

Prerequisites
None.

Benefits
The bearer gains a +1 bonus to Armour Class.

Tattoo of the Bonesinger
"You have learned to speak with the dead and hear their stories, even from beyond the Eternal Boundary. This tattoo draws upon your powers over undeath and heightens them, allowing you to chain the undead within range with a single command."

Cost
600 gp, ability to use speak with dead.

Prerequisites
None.

Benefits
The bearer may use halt undead once per day.

Tattoo of Justice's Eye
"This tattoo tells of your efforts to help Trist and depicts the arrest and trial of Byron Pikit. This tattoo bolsters the eye and mind of the wearer - it allows the wearer to perceive injustices and grants the user the strength to correct them."

Cost
600 gp, must have proven the innocence of an unjustly-sentenced creature.

Prerequisites
None.

Benefits
The bearer gains +2 Strength and may use detect evil at will.

Tattoo of Sebastion's End
"This tattoo tells of your betrayal of Sebastion's intentions to Grosuk the abishai. This tattoo draws upon that experience, allowing you to enhance the barest trace of the abishai's evil gratitude and magnify it. When inscribed on the skin, this tattoo has the power to radiate heat away from the body."

Cost
600 gp, must have assisted an evil outsider against one of their mortal clients.

Prerequisites
None.

Benefits
The bearer may use protection from energy (fire only) once per day.

Tattoo of the Sensates
"This tattoo allows the wearer to use the Sensates' sensory touch ability one additional time per day and also gives the wearer an "intuitive feel" for some items he encounters. This tattoo has a limited number of charges. When tattoo is depleted, it will crumble to dust."

Cost
600 gp, must have joined an organisation devoted to knowledge and/or hedonism.

Prerequisites
Must be a member of an organisation devoted to knowledge and/or hedonism.

Benefits
The bearer gains a +3 bonus on Lore checks and may use the Sensory Touch class feature once per day (in addition to any other uses to which they are entitled).

Tattoo of Spite
"This tattoo symbolizes the way in which, with but a simple statement, you clipped Corvus and Karina's relationship before it had a chance to take root. This tattoo allows you to draw upon Corvus' unrequited love and turn it into a weapon against others."

Cost
600 gp, must have prevented two creatures from falling in love (i.e. with Bluff).

Prerequisites
None.

Benefits
The bearer may use tasha's unbearable derisive laughter once per day.

Tattoo of the Tale-Weaver
"Ever since you've heard Yves' tales, you can use this tattoo to draw upon some of her knowledge and her experiences. Not only does this tattoo help you identify the stories behind unidentified objects you encounter, but it also seems to make you more interesting to others, as if they somehow KNOW you have interesting stories to tell."

Cost
600 gp, must have exchanged personal stories with a non-allied bard or loremaster.

Prerequisites
None.

Benefits
The bearer gains +2 Charisma and a +5 bonus on Lore checks.

Tattoo of Trist's Saviour
"This tattoo symbolizes your efforts to win Trist's freedom. When worn, it protects the wearer from chains, paralyzation, or any other attacks that chain or hold an individual."

Cost
600 gp, arrange for the freedom of an enslaved creature.

Prerequisites
None.

Benefits
The bearer gains a +3 bonus on Escape Artist checks and any effect that freedom of movement protects against.

Tattoo of the Unbroken Circle
"This tattoo recognizes your knowledge of Zerthimon's teachings and marks you as a friend to the githzerai people. It allows you to summon the discipline and focus of Zerthimon, giving strength and accuracy to your strikes against your enemies."

Cost
600 gp, ability to cast balance in all things, missile of patience, power of one, scripture of steel, submerge the will, vilquar's eye, and zerthimon's focus.

Prerequisites
None.

Benefits
The bearer may use zerthimon's focus once per day.

Tattoo of the Anarchists
"This tattoo is created from the four symbols of the Revolutionary League. Wearing this openly is not a good idea.
The Revolutionary League believes that all power structures should be overthrown, and they have devoted themselves to seeing that this occurs. They are the natural enemies of nearly all the other factions, and so they must move quickly when identified. The problem with this tattoo, of course, is that it immediately identifies its wearer as an Anarchist. Authority figures have a problem with this."

Cost
900 gp, must have joined an organisation devoted to chaos or freedom (political or otherwise).

Prerequisites
Must be a member of an organisation devoted to chaos or freedom (political or otherwise).

Benefits
The bearer may use confusion once per day. Chaotic creatures are immune to this effect.

Tattoo of Annah
"Some of Annah's presence must be rubbing off on you, for this tattoo allows you to call upon some of her cat-like skills and grace to hone your thief abilities. Unfortunately, it also inherits some of Annah's brashness and impulsiveness, reducing your Charisma and Wisdom accordingly."

Cost
900 gp, must have had a friendly encounter with a rogue.

Prerequisites
Nameless One (currently retrained as a Thief).

Benefits
The bearer gains +2 Dexterity, -2 Charisma, -2 Wisdom, and a +1 bonus on all Disable Device, Hide, Move Silently, Open Lock, Search, and Sleight of Hand skill checks.

Tattoo of Black-Barbed Maze
"This tattoo calls upon your experience within Ravel's Black-Barbed Maze, and it echoes the terrible sensation that flooded you when you attempted to call upon the power within the maze. This tattoo allows you to call upon that power again for a limited period of time and turn it against your enemies; it seems that enemies of you are enemies of Ravel..."

Cost
900 gp, must have had a friendly encounter with a spellcaster on another plane.

Prerequisites
Nameless One (currently retrained as a Mage).

Benefits
The bearer may use black-barbed curse once per day.

Tattoo of Ignus
"Having Ignus as a companion is allowing you to see flames and madness in a different... light. When this tattoo is worn, you may draw upon Ignus' fury to shrug off flame attacks and increase your Constitution, making your threshold of pain that much higher. Unfortunately, since Ignus' strength lies in his madness, your Wisdom is impaired when this tattoo is worn upon the skin and your susceptibility to magical attacks increases."

Cost
900 gp, must have had a friendly encounter with a spellcaster that favours fire spells.

Prerequisites
Nameless One.

Benefits
The bearer gains fire resistance 5, +2 Constitution, -2 Wisdom, a -1 penalty on saves against spells, and Toughness as a bonus feat.

Tattoo of Logik Cubed
"Some of Nordom's presence must be rubbing off on you, for this tattoo allows you to tap into his (mostly) ordered and logical mind for brief periods of time. When this occurs, however, your ability to comprehend the world around you takes a fall, making it more difficult to learn from your experiences."

Cost
900 gp, must have had a friendly encounter with an arcane spellcaster.

Prerequisites
Nameless One.

Benefits
The bearer may choose to gain +6 Intelligence and -6 Wisdom for ten minutes, once per day.

Tattoo of the Lost Incarnation
"Apparently, this tattoo tells of the experiences of one of your past incarnations... the symbols and tales are unfamiliar to you, but it seems to tell of a time when you were lost and abandoned on the streets of the Hive, barely able to make a living robbing and stealing from others you encountered."

Cost
900 gp, must have found evidence of one of your past incarnations.

Prerequisites
Nameless One.

Benefits
The bearer's regeneration increases to regeneration 1.

Tattoo of Saving Grace
"Some of Fall-from-Grace's presence must be rubbing off on you, for this tattoo allows you to steady your thoughts and take events from a calm perspective, allowing you to gain more experience from your encounters. Furthermore, this tattoo helps calm the mind and allows you to control your impulsiveness, panic and harness your adrenaline rush to shrug off spells, paralyzation, and any other attacks that rely on chance to pierce your defenses."

Cost
900 gp, must have had a friendly encounter with a divine spellcaster.

Prerequisites
Nameless One.

Benefits
The bearer gains +2 Wisdom, a +5 bonus on Lore checks, and a +1 bonus on all saves.

Tattoo of Silent Coins
"Apparently, this tattoo tells of the experiences of one of your past incarnations... the symbols and tales are unfamiliar to you, but it seems to tell of a time when you lived as a thief on Sigil's streets, before being driven down into the catacombs because of your thieving nature."

Cost
900 gp, must have found evidence of one of your past incarnations.

Prerequisites
Nameless One (currently retrained as a Thief).

Benefits
The bearer gains a +2 bonus on Sleight of Hand checks.

Tattoo of the Silver Tongue
"You have met a creature of legend, myth and mystery, and there are few who can claim to have met the night hag Ravel and NOT met some horrible fate. In addition, your skills of speech and presence actually stirred Ravel's heart, marking you as a master of flattery. Although merely wearing it heightens your natural Charisma, you may call upon its power to give you superhuman charisma a limited number of times."

Cost
900 gp, must have successfully negotiated a peaceful encounter with a CR-appropriate enemy with Diplomacy.

Prerequisites
Nameless One.

Benefits
The bearer gains +2 Charisma, and may use eagle's splendour once per day.

Tattoo of the Skull
"For all Morte's faults, having him as a companion makes you seem more capable and not so much of a stranger to Sigil's streets. This tattoo reinforces that bond, giving you +2 to Charisma and, when invoked, it also lends you some of Morte's luck and his ability to shrug off anything that would otherwise cause him to stop talking (such as paralyzation or stunning). Unfortunately, it also gives the user a penalty for their Wisdom... which is not hard to understand, considering how little Morte has to spare."

Cost
900 gp, must have had a friendly encounter with a bard or intelligent undead.

Prerequisites
Nameless One.

Benefits
The bearer gains +2 Charisma, -2 Wisdom, a +1 bonus on saves against any effect that freedom of movement protects against, and a +1 luck bonus on attacks, saves, Armour Class, and skill checks.

Tattoo of Tenement Shadows
"This tattoo tells of your experiences in escaping the Tenement of the Starved Dogs; the tattoo has the same color as the Adder's Tear which Sybil gave you. It gives you an additional bonus to stealth as long as it is inscribed on your flesh."

Cost
900 gp, must have survived a hostile encounter with a group of chaotic-aligned creatures.

Prerequisites
Nameless One (currently retrained as a Thief) or rogue level 1st.

Benefits
The bearer gains a +3 bonus on Hide and Move Silently checks.

Tattoo of the Thief
"This tattoo heightens your reflexes and thief skills, giving you a greater percentage chance of success."

Cost
900 gp, must have chosen a Thief specialisation.

Prerequisites
Nameless One (currently retrained as a Thief).

Benefits
The bearer gains +2 Dexterity and a +1 bonus on Open Locks and Pick Pockets checks.

Tattoo of Avernus
"This tattoo recognizes your travels on the first layer of Baator, Avernus. It draws upon the traces of the Plane's ash and fire that still remain on your skin, and turns it outwards, giving you a bonus against all manner of fire and fear attacks."

Cost
1200 gp, must have visited a Lower Plane.

Prerequisites
None.

Benefits
The bearer gains fire resistance 10 and immunity to fear.

Tattoo of Death-In-Life
"This tattoo tells of how you saved Dimtree's life by granting him a second death. Whether it was the intensity of Dimtree's gratitude or channeling of the power in the words you spoke to free him, this tattoo now allows you to draw from that experience and pull someone back from the brink of death."

Cost
1200 gp, must have slain a willing undead creature.

Prerequisites
Nameless One.

Benefits
The bearer may use raise dead once per day.

Tattoo of Greater Action
"This tattoo bolsters the wearer's reflexes, making him more difficult to hit and adding to his thief skills."

Cost
1200 gp.

Prerequisites
Nameless One (Thief) or rogue level 1st.

Benefits
The bearer gains +4 Dexterity.

Tattoo of Greater Enduring
"This tattoo grants the wearer a bonus to health, making them more difficult to take down in combat."

Cost
1200 gp.

Prerequisites
Nameless One (Warrior) or at least one level in a full-BAB class.

Benefits
The bearer gains Toughness three times as bonus feats.

Tattoo of Greater Health
"This tattoo bolsters the wearer's endurance and pain threshold, making him more difficult to take down in combat."

Cost
1200 gp.

Prerequisites
Nameless One (Warrior) or at least one level in a full-BAB class.

Benefits
The bearer gains +4 Constitution.

Tattoo of Greater Might
"This tattoo increases the user's strength, making his physical attacks more damaging and allowing him to carry more weight."

Cost
1200 gp.

Prerequisites
Nameless One (Warrior) or at least one level in a full-BAB class.

Benefits
The bearer gains +4 Strength.

Tattoo of Greater Presence
"This tattoo makes the wearer more impressive and commanding, giving them a higher presence and leadership ability."

Cost
1200 gp.

Prerequisites
None.

Benefits
The bearer gains +4 Charisma.

Tattoo of Greater Warding
"This tattoo is a minor ward against physical attacks. It hardens the wearer's skin, making them more difficult to hurt in combat."

Cost
1200 gp.

Prerequisites
Nameless One (Warrior) or at least one level in a full-BAB class.

Benefits
The bearer gains a +2 bonus to Armour Class.

Tattoo of Grosuk's Demise
"This tattoo tells of your efforts to aid Sebastion by slaying Grosuk the abishai. This tattoo draws upon that experience and bolsters the wearer's brute strength to evade unpleasant legal entanglements."

Cost
1200 gp, must have assisted a mortal against his evil outsider patron.

Prerequisites
None.

Benefits
The bearer may use improved strength once per day.

Tattoo of Revelation
"This tattoo bolsters the user's intelligence, allowing him a greater chance of gaining memories and aiding his mage skills."

Cost
1200 gp.

Prerequisites
Nameless One (Mage) or caster level 1st.

Benefits
The bearer gains +4 Intelligence.

Tattoo of the Soul
"This tattoo bolsters the user's wisdom, allowing him a greater chance of gaining memories and giving him a greater percentage of experience points earned."

Cost
1200 gp.

Prerequisites
None.

Benefits
The bearer gains +4 Wisdom.

Tattoo of Wasting Darkness
"Apparently, this tattoo tells of the experiences of one of your past incarnations... the symbols and tales are unfamiliar to you, but it seems to tell of a time when you were seeking shelter beneath the catacombs and were forced to live as a shadow might, hiding from detection by the Sigil authorities and trying to conceal yourself from the more dangerous inhabitants of the Weeping Stone catacombs."

Cost
1200 gp.

Prerequisites
Nameless One (Thief).

Benefits
The bearer gains a +1 bonus to Armour Class, a +2 bonus on Hide and Move Silently checks, and -2 Charisma.

Tattoo of the Weeping Stones
"Apparently, this tattoo tells of the experiences of one of your past incarnations... the symbols and tales are unfamiliar to you, but it seems to tell of a time when the catacombs beneath Sigil's streets were your second home. It tells of you travelling down into the tombs, living in darkness, and coming to learn the nature of why the stones beneath Sigil weep."

Cost
1200 gp.

Prerequisites
Nameless One.

Benefits
The bearer gains a +1 bonus to Armour Class, cold resistance 5, and -2 Charisma.

Symbol of Torment
"This strip of flesh holds the symbol of Torment that you have always worn; it peeled away from your arm when you realized your true name.

"The symbol no longer rules you, and you may harness its power to bring retribution against your enemies. Merely holding it and invoking its power will summon all the pain and suffering from your past incarnations upon your foes."

Cost
3600 gp, character level 20th.

Prerequisites
Nameless One.

Benefits
The bearer may use rune of torment once per day.

Tattoo of the Art
"This tattoo enhances your natural talent for the Art, heightening your reasoning and deductive abilities, and increasing your spell memorization capacity."

Cost
3600 gp, must have chosen a Mage specialisation.

Prerequisites
Nameless One (Mage) or caster level 1st.

Benefits
The bearer gains a +2 bonus to Intelligence, a bonus 1st-level spell slot, and a bonus 2nd-level spell slot.

Tattoo of the Betrayer
"This tattoo describes the defeat of Trias the Betrayer, and how you dealt the death stroke to the corrupted deva. It represents the strength necessary to defeat him and the smarts required to outwit a deva."

Cost
1800 gp, must have slain a traitor to his own cause.

Prerequisites
None.

Benefits
The bearer gains +2 Intelligence and +2 Strength.

Tattoo of Black-Barbed Call
"This tattoo calls upon your experience within Ravel's Black-Barbed Maze, and it echoes the terrible sensation that flooded you when you called upon the power within the maze... and the Trigits answered in their own speech, something that impressed Ravel herself. This tattoo allows you to call upon that power again for a limited period of time and use it protect yourself against your enemies; it seems that enemies of you are enemies of Ravel AND the Trigits..."

Cost
1800 gp, must have had a friendly encounter with a spellcaster on another plane.

Prerequisites
Nameless One (Mage).

Benefits
The bearer may use black-barbed shield three times per day.

Tattoo of the Cutpurse
"This tattoo recognizes your mastery of the art of picking pockets, so much so that you may pick the pockets of anyone on the same plane as you – no matter where they are and whether you can even see them or not. Simply close your palm once per day, then open it, and it will be filled with a handful of coins. This ability goes just beyond picking pockets, however; when you invoke the tattoo's power, you gain an insight into the mind of the 'mark' from whom the coins were taken, giving you a small experience point bonus as well."

Cost
3600 gp, Sleight of Hand 23 ranks.

Prerequisites
Nameless One (Thief) or rogue level 1st.

Benefits
The bearer may use scrying once per day. If successful, they may make Sleight of Hand checks against the target as though they were physically present.

Tattoo of the Deceiver
"This tattoo seems to have the mark of the Deceiver upon it... it represents someone who wants to accomplish something with ease, rather than work for it."

Cost
3600 gp, must have bargained with an evil outsider and/or complained to the gods (DM).

Prerequisites
None.

Benefits
The bearer gains a +3 bonus on attack and damage rolls.

Tattoo of the Magi
"This tattoo represents the fact you have achieved the pinnacle of your skills in the arts of magic. This tattoo enhances your natural talent for the Art considerably, heightening your reasoning and deductive abilities, and doubling your spell memorization capacity for minor spells."

Cost
12,000 gp, must have specialised and double-specialised as a Mage.

Prerequisites
Nameless One (mage) or caster level 1st.

Benefits
The bearer gains +6 Intelligence and doubles all their 1st- and 2nd-level spell slots.

Tattoo of the Master Thief
"This tattoo represents the fact you have achieved the pinnacle of your skills in the stealthy arts. This tattoo gives you good fortune, heightens your reflexes, and enhances your thief skills, giving you a greater percentage chance of success."

Cost
12,000 gp, must have specialised and double-specialised as a Thief.

Prerequisites
Nameless One (Thief) or rogue level 1st.

Benefits
The bearer gains +6 Dexterity, a +1 bonus on Disable Device, Hide, Move Silently, Open Lock, Search, and Sleight of Hand checks, and a +1 luck bonus on attacks, Armour Class, saves, and skill checks. Furthermore, all luck bonuses stack for the bearer, regardless of their source.

Tattoo of Ravel's Kiss
"Your lips have touched the night hag, Ravel, and there are few who have met her and lived, much less caused her to feel some emotion other than contempt and hatred. This tattoo is blood red, and reminds you of the blood that Ravel drew when your lips touched hers. It may not have been the wisest decision, but it took tremendous bravery and strength to kiss her. When inscribed on the skin, the tattoo steels the heart and body and helps the wearer throw off the effects of paralyzation, but at the same time, it dulls your intelligence and wisdom somewhat."

Cost
1800 gp, must have had a FRIENDLY encounter with a spellcaster on another plane.

Prerequisites
Nameless One.

Benefits
The bearer gains +2 Constitution, +2 Strength, -2 Intelligence, -2 Wisdom, and a +1 bonus on saves against any effect that freedom of movement protects against.

Tattoo of the Redeemer
"This tattoo tells the story of the redemption of Trias the Betrayer, and how you steered him from the path of evil into forgiveness. It reflects your wisdom and your persuasive skills, and carries the blessing of Trias with it."

Cost
9000 gp, must have redeemed a traitor to his own cause.

Prerequisites
None.

Benefits
The bearer gains +2 Charisma, +4 Wisdom, and a +1 luck bonus on attacks, Armour Class, saves, and skill checks.

Tattoo of the Shadows
"This tattoo recognizes your mastery of stealth, making you as a shadow against anything that seeks to harm you. Although you can only invoke this shroud a limited number of times, when you invoke the tattoo's power, you gain a glimpse into the nature of shadows and darkness, giving you a small experience point bonus as well."

Cost
3600 gp, Hide 23 ranks, Move Silently 23 ranks.

Prerequisites
Nameless One (Thief) or rogue level 1st.

Benefits
The bearer may use shroud of shadows three times per day, gaining the benefits of an augury each time.

Tattoo of the Shattered Lock
"This tattoo recognizes your mastery of the art of opening locks, so much so that you may touch any lock once per day and open it *without* resorting to lockpicks. This ability goes beyond just opening the lock, however; when you invoke the tattoo's power, you gain an insight into the workings of the lock you open, giving you a small experience point bonus as well."

Cost
3600 gp, Open Lock 23 ranks.

Prerequisites
Nameless One (Thief) or rogue level 1st.

Benefits
The bearer may use knock once per day, gaining the benefits of a divination each time.

Tattoo of the Source
"This tattoo recognizes your beliefs in the Godsmen, the Believers of the Source. Not only does this tattoo give you a bonus to Charisma, but it allows you see every experience for the challenge it is, enhancing your perspective and growth as a member of the Godsmen."

Cost
1800 gp, must have joined an organisation devoted to acquiring legendary or even divine status.

Prerequisites
Must be a member of an organisation devoted to acquiring legendary or even divine status.

Benefits
The bearer gains +4 Charisma.

Tattoo of the Warrior
"This tattoo enhances your natural talent for combat, making you more difficult to hit and raising your damage with every strike."

Cost
2400 gp, must have chosen a Warrior specialisation.

Prerequisites
Nameless One (Warrior) or at least one level in a full-BAB class.

Benefits
The bearer gains a +1 bonus to Armour Class, +2 Strength, and Toughness as a bonus feat.

Tattoo of the Supreme Warrior
"This tattoo represents the fact you have achieved the pinnacle of your skills in the warrior arts. This tattoo enhances your natural combat skills, making you more difficult to hit and raising your damage with every strike."

Cost
16000 gp, must have specialised and double-specialised as a Warrior.

Prerequisites
Nameless One (Warrior) or at least one level of a full-BAB class.

Benefits
The bearer gains +6 Strength, a +3 bonus to Armour Class, and gains Toughness three times as bonus feats.

rferries
2018-03-21, 07:10 PM
Nameless One Spell List
The Nameless One spell list consists only of the following spells (they cannot learn or cast sorcerer/wizard spells not on this list). New spells are described below.

0th-prestidigitation, read magic

1st-chromatic orb, fist of iron, friends, identify, mage armour, magic missile, minor embalming, missile of patience, reign of anger, scripture of steel, seeking flames, shield, sleep, submerge the will, tongues of flame, vilquar's eye

2nd-acid arrow, black-barbed curse, black-barbed shield, blood bridge, blur, bull's strength, greater embalming, ice knife, infernal orb, knock, luck, pain mirror, power of one, scare, summon swarm

3rd-ax of torment, balance in all things, ball lightning, cloak of warding, elysium's tears, fiery rain, halt undead, infernal shield, tasha's unbearable derisive laughter, vampiric touch, zerthimon's focus

4th-blacksphere, confusion, elemental strike, force missiles, improved strength, remove curse, shroud of shadows

5th-cloudkill, cone of cold, desert hell, enoll eva's duplication, fire and ice

6th-antimagic shell, chain lightning, globe of invulnerability, howl of pandemonium

7th-acid fog, bladestorm, repulsion, stygian ice storm

8th-deathbolt, ignus' fury, mechanus' cannon, meteor swarm, power word blind

9th-abyssal fury, celestial host, conflagration, elysium's fires, power word kill, rune of torment

New Spells
Chromatic Orb
Evocation [Light]
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./ 2 levels)
Target: One creature
Duration: Instantaneous; see below
Saving Throw: See below
Spell Resistance: Yes

"Long are the debates about the spectrum of color in the multiverse. "This Blue is better than Yellow!" "Pike it, berk! Of course White is the true color!" And while in the end, many generally agree that a color's greatness is in the eye of the beholder, this spell establishes the fact that some colors are deadlier than others."

You conjure up an magical orb of a particular colour and hurl it at a target as a ranged touch attack. The colour, damage, and additional effects of the orb depend on your caster level, as shown below. You can pick a color effect of your level or lower to create.



Caster Level
Colour
Damage
Effect


1
White
1d4
Blinded for 1 round (Fortitude negates).


2
Red
1d6
Sickened for 1 round (Fortitude negates).


3
Orange
1d8
1d4 additional points of fire damage (Reflex negates).


4
Yellow
1d10
Blinded for 1 round/level (Fortitude negates).


5
Green
1d12
Stunned for 1d3 rounds (Will negates).


6
Turquoise
2d4
Sleep for 1d3 rounds (Will negates).


7
Blue
2d8
Paralysed for 1d2 minutes.


10
Violet
None
Paralysed for 1 round (Will negates), and petrified for 1 minute (Fortitude negates).


12
Black
4d10
Death (if the target fails a Fortitude, Reflex, and Will save; slowed for 1 minute if they fail at least 1 save).



Fist of Iron
Transmutation (Earth)
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level

"This spell gives the caster's fist the strength and durability of iron, turning it into a living weapon. Any punches the caster does will do more damage than normal."

Your fists transform into magical iron. For the duration of the spell you gain Improved Unarmed Strike as a bonus feat and gain a +3 bonus to hit and +6 to damage when attacking with unarmed strikes. Furthermore, your unarmed strikes are treated as cold iron and magic for the purpose of overcoming damage reduction.

For the duration of the spell, you may not cast spells with somatic components.

Friends
Enchantment
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 min/level

"One's charm, one's beauty and one's charisma are oftentimes the key to gaining the trust of strangers and creating new friends."

You gain a +10 enhancement bonus on Diplomacy checks. The enhancement bonus increases to +20 at caster level 5th, and to +30 (the maximum) at caster level 9th. .

Minor Embalming
Necromancy
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Undead creature touched
Duration: 30 minutes
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)

"Embalming preserves the flesh of the dead. . . as such, this spell can preserve the flesh of the Nameless One, mending tears, off-setting decay, and making your skin more resilient to damage."

You touch an undead creature, granting it 2d4 temporary hit points and a +1 bonus to its Armour Class for 30 minutes. Nameless Ones and similar creatures count as undead for the purpose of this spell.

Missile of Patience
Evocation [Force]
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./ 2 levels)
Target: One creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

""Could this spell be any more useless??!" cried Eelnek, mage of Amnar. "The bane of mages everywhere, could this be the practical joke of an arch-mage, or living dis-proof of the old Prime Material axiom that "good things come to those who wait"?"

The spell conjures up a ghostly slingshot, which fires a single "pebble" unerringly to deal 1 force damage to a creature within range.

At 7th level, the slingshot becomes a bow firing a single "arrow" to deal 1d6 force damage.

At 11th level, the bow becomes a great ballista that fires a single "bolt" to deal 5d6 force damage.

Reign of Anger
Evocation [Force]
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./ 2 levels)
Target: One creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

"Zerthimon's teachings allow the channeling of anger into streams of unerring missiles that quickly strike those that oppose you."

This spell functions as magic missile, save that it functions at reduced range, all missiles must be aimed at the same creature, and each missile does 1d4+2 points of force damage.

Scripture of Steel
Enchantment (Complusion) [Mind-Affecting]
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: 50 ft.
Area: The caster and all allies within a 50-ft. burst, centered on the caster
Duration: 1 minute
Saving Throw: None
Spell Resistance: Yes (harmless)

"One of the earliest teachings of Zerthimon, this incantation reflects what *knowing* that flesh yields to steel achieves: bestowing a greater advantage to strike and the strength to resist damage."

All allies within 50 feet gain a +1 insight bonus on attack rolls and a +1 insight bonus on saves.

Seeking Flames
Evocation [Fire]
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: 50 ft.
Area: All enemies within 50 ft.
Duration: 1 minute
Saving Throw: Will negates
Spell Resistance: Yes

"As the maintainer of life, fire is a true blessing. Yet as it warms, it also burns; while it is a blessing, it is also a curse. Its scorching flames distract and weaken all enemies who succumb to its effects."

All enemies within 50 feet gain a -1 penalty on attack rolls and a -1 penalty on saves.

Submerge the Will
Enchantment (Complusion) [Mind-Affecting]
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 round/level
Saving Throw: None
Spell Resistance: Yes (harmless)

"When the will is submerged, new strength is gained: The strength to endure and protect against adversity. With *knowing* the teachings of the Third Circle of Zerthimon, comes greater protection against all forms of attacks."

You touch a creature, granting it a +8 armour bonus (functions as mage armour) to its Armour Class and a +1 bonus on all saving throws.

Tongues of Flame
Evocation [Fire]
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./ 2 levels)
Target: One creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

"The Flame scorches and burns. Its hatred arcs and swirls as it strikes the enemy without error."

This spell functions as magic missile, save that it functions at reduced range, all missiles must be aimed at the same creature, and each missile does 1d4+1 points of fire damage.

Vilquar's Eye
Necromancy
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./ 2 levels)
Target: One living creature
Duration: One minute
Saving Throw: Fortitude negates
Spell Resistance: Yes

"Vilquar's Eye is branded upon the one who is foolish enough to cross the caster. Vilquar's shortsightedness becomes the target's vision, and soon the world is muddled and dark."

The target creature is blinded for one minute unless it succeeds at a Fortitude saving throw at a -1 penalty.
Black-Barbed Curse
Necromancy [Evil]
Level: Druid 2, Sor/Wiz 2
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./ 2 levels)
Target: One living creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

"Ravel's maze seeks new fields in which to grow. This spell summons some of the barbed seeds from the maze to burrow inside the target's flesh. "

The spell summons a swirling mass of black barbs that grow and burrow into any target to deal 4d4 points of damage on a successful ranged attack roll. The barbs are treated as magic and evil-aligned piercing weapons for the purpose of damage reduction.

Black-Barbed Shield
Necromancy [Evil]
Level: Druid 2, Sor/Wiz 2
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level

"Those who have walked the forest paths of Ravel's maze can summon its branches to help shield them from damage."

The spell clothes you in armour made from supernatural black barbs. You gain a +2 enhancement bonus to your natural armour bonus and any creature striking you in melee takes 1d6 points of damage from the barbs. The barbs are treated as magic and evil- piercing weapons for the purpose of damage reduction.

Blood Bridge
Necromancy
Level: Sor/Wiz 2
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Living creature touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes (harmless)

"A bizarre compact of the healer's heart and the merchant's mind, this necromantic spell transforms your very body into a marketplace that barters life and death. Your life essence can be given to others... at a cost to yourself."

You touch a creature, healing it for 1d4 hit points of damage +1 point per caster level (maximum +10). You take damage equal to the amount healed.

Greater Embalming
Necromancy
Level: Sor/Wiz 2
Duration: 1 hour

"Embalming preserves the flesh of the dead... as such, this spell can preserve the flesh of the Nameless One, mending tears, off-setting decay, and making your skin more resilient to damage. This spell is a more potent version of Minor Embalming, and the mending and damage resistance it bestows lasts longer."

This spell functions as minor embalming, save that it lasts 1 hour, grants a +2 bonus to Armour Class, and grants 2 temporary hit points per caster level.

Ice Knife
Evocation [Cold]
Level: Sor/Wiz 2
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./ 2 levels)
Target: Up to five creatures, no two of which can be more than 15 ft. apart
Duration: Instantaneous; see below
Saving Throw: Fortitude partial
Spell Resistance: Yes

"Daggers of ice can be conjured that not only strike the intended target but can spread cold as ice in water."

This spell functions as magic missile, save that it functions at reduced range, each missile requires a ranged attack roll to hit, and each missile does 2d4 points of cold damage. Furthermore, regardless of whether it hits or misses each missile deals 1 point of cold damage to all creatures within 10 feet of the target square (Fortitude negates).

Infernal Orb
Evocation [Fire]
Level: Sor/Wiz 2
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./ 2 levels)
Target: One creature
Duration: Instantaneous; see below
Saving Throw: None
Spell Resistance: Yes

"A sphere of Fiery Red is called upon to weaken and slow the enemy."

You conjure up an magical orb of fire to inflict agonising burns on an enemy. On a successful ranged attack roll, the orb deals 1d6 points of fire damage and sickens the target for 1 minute.

Luck
Evocation [Chaos]
Level: Bard 2, Luck 2, Sor/Wiz 2
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Living creature touched
Duration: 1 round/level
Saving Throw: None
Spell Resistance: Yes (harmless)

"Fortune. Chance. Kismet. Whatever its name, this spell grants a boost in one's Luck for a short duration."

You grant a +2d4 luck bonus to the target's attack rolls, saves, and skill checks for the duration.

Pain Mirror
Necromancy [Evil]
Level: Sor/Wiz 2
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level or until discharged

"A near-forgotten legacy of an ancient empire, this spell reminds those who wish to harm the caster that they must be willing to suffer as well. If the caster is hurt, the same damage is inflicted on any creatures close to the caster."

The next time you take damage, all enemies within 10 feet of you take an equal amount of damage (no save).

Power of One
Enchantment (Compulsion)
Level: Sor/Wiz 2
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Living creature touched
Duration: 10 minutes/level
Saving Throw: None
Spell Resistance: Yes (harmless)

"And from Gith, the warrior-queen, came the *knowing* of oneself. And from the *knowing*, came immense power."

The touched creature gains a +2 insight bonus to Strength.
Axe of Torment
Evocation [Force]
Level: Sor/Wiz 3
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./ 2 levels)
Target: One creature
Duration: Instantaneous; see below
Saving Throw: None
Spell Resistance: Yes

"As if from the depths of Baator, Torment shall be brought upon your enemies, and with time, its strength will only grow."

You conjure up a ghostly axe to unerringly deal 1d8 points of force damage to a creature within range. In addition, the axe inflicts one of the following effects at random (roll 1d3):



Roll
Effect


1
Deal an additional 1d8 points of force damage.


2
Deal an additional 2d8 points of force damage.


3
Target is paralysed for 1d3 rounds.



At 9th level, the axe instead inflicts one of the following effects at random (roll 1d6, rerolling any 6's):



Roll
Effect


1
Deal an additional 5d8 points of fire damage.


2
Deal an additional 6d8 points of cold damage.


3
Target randomly teleported 1-100 ft. away


4
Target is petrified (Fortitude negates)


5
Deal an additional 8d8 points of force damage.



Balance In All Things
Necromancy
Level: Sor/Wiz 3
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level or until discharged

"From the Separation of the People, came the *knowing* of Two Skies. From the *knowing* of Two Skies came the realization that hurting others, hurts oneself."

This spell functions as pain mirror, save that it triggers one time per four caster levels.

Ball Lightning
Evocation [Electricity]
Level: Sor/Wiz 3
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: Up to four creatures, no two of which can be more than 15 ft. apart
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

"Spheres of electrical force shoot forth and strike your nearest foes."

This spell functions as magic missile, save that you may create up to four orbs of electrical energy and each orb deals electricty damage according to the total number of orbs created.



Number Of Orbs

Damage Per Orb



1
4d12



2
5d4



3
2d6



4

2d4




Cloak of Warding
Abjuration [Force]
Level: Sor/Wiz 3
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level or until discharged

"This spell summons a magical cloak of force around your body that absorbs damage. "

This spell functions as shield, save that it also grants you 3d4 + 1 per caster level temporary hit points.

Elysium's Tears
Evocation [Good][Fire]
Level: Cleric 3, Sor/Wiz 3
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: Up to 1 nongood creature/level, no two of which can be more than 15 ft. apart
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

"The skies of the Upper Planes shed tears when evil is done. These tears can burn even the most armored of foes."

You call down small meteors from the heavens (even if you are currently indoors or undergound), up to one meteor per caster level. Each meteor requires a ranged attack roll to hit and deals 1d2 points of bludgeoning damage and 1d4 points of fire damage to a target, and 1 point of fire damage to all creatures within 5 feet of the target (Reflex negates).

Good-aligned creatures are immune to the effects of this spell.

Fiery Rain
Evocation [Fire]
Level: Sor/Wiz 3
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: Up to 1 creature/level, no two of which can be more than 15 ft. apart
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

"Streams of fiery rain streak down upon the target, burning and crushing it into submission."

This spell functions as elysium's tears, save that it can harm good-aligned creatures.

Infernal Shield
Abjuration [Fire]
Level: Sor/Wiz 3
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level

"Even the Great Destroyer is halted by this mystical barrier. When cast, all fiery effects are absorbed and altered into healing energies."

For the duration of this spell, you become immune to fire damage. In addition, all fire damage you would normally take instead heals you for half that amount. Any excess healing is gained as temporary hit points that vanish when the spell ends.

Tasha's Unbearable Derisive Laughter
Enchantment (Compulsion) [Fear] [Mind-Affecting]
Level: Sor/Wiz 3
Components: V, S
Casting Time: 1 standard action
Range: 50 ft.
Area: All enemies within 50 ft.
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes

"What man does not feel their body fill with burning shame when mocked by a woman? Fill the ears of your enemies with the derisive scorn of a woman's laughter. Their bodies shall become clumsy and foolish, easily struck, and confidence shall be leeched from their muscles, weakening their blows."

All enemy creatures in the area become shaken for 1 round per caster level.

Zerthimon's Focus
Enchantment (Compulsion) [Mind-Affecting]
Level: Sor/Wiz 3
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: 1 creature
Duration: 1 round/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

"*Know* that through this spell, the focus and discipline of Zerthimon will be granted to you, and your blade shall strike true."

The threat range of all of the target's weapons is doubled, and the critical multiplier for each of those weapons is increased by one. This effect stacks with all other similar effects (e.g. the Improved Critical feat, the keen weapon property, etc.).
Blacksphere
Evocation [Force]
Level: Sor/Wiz 4
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: All enemies in a 30-foot radius
Duration: 1 round/level
Saving Throw: Reflex negates
Spell Resistance: Yes

"This spell illustrates the power of Force, as a wave of concussive force explodes out in a 10' radius that not only damages but imprisons as well."

A sphere of pure black force flies from your hand and explodes, dealing 1d4 + 1 per caster level points of force damage to all enemies in the area. Any creature that fails its Reflex save is also trapped as if by resilient sphere.

Elemental Strike
Evocation [Fire]
Level: Sor/Wiz 4
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: Up to 1 creature/level, no two of which can be more than 15 ft. apart
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

"Globes of elemental force fly forth and explode upon impact. Those within range are caught in its blast wave as well."

This spell functions as magic missile, save that each missile deals 2d4 points of fire damage to its target and 1 point of fire damage per caster level to all enemies within 5 feet. Additionally, the spell can create a maximum of 7 missiles (at caster level 13th).

Force Missiles
Evocation [Force]
Level: Sor/Wiz 4
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: Up to 1 creature/level, no two of which can be more than 15 ft. apart
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

"Missiles of Force accurately strike down and blast its intended victims."

This spell functions as elemental missiles, save that each missile deals 2d4 points of force damage to its target and 1 point of force damage per caster level to all enemies within 5 feet. Additionally, the spell can create a maximum of 7 missiles (at caster level 13th).

Improved Strength
Transmutation
Level: Sor/Wiz 4
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: 1 creature
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: Yes (harmless)

"Superhuman strength can be yours, regardless of prior limitations."

This spell grants the target a +8 enhancement bonus to their Strength score.

Shroud of Shadows
Illusion (Shadow)
Level: Sor/Wiz 4
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: 1 creature
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: Yes (harmless)

"This spell brings shadows to your aid, enshrouding your body from detection and physical attacks."

This target gains a +2 bonus on Hide checks, a +3 bonus to Armour Class, and any creature attempting to attack the target takes a -1 penalty on attack rolls unless they benefit from true seeing or similar effects.
Desert Hell
Evocation [Fire]
Level: Sor/Wiz 5
Components: V, S
Casting Time: 1 standard action
Range: 50 ft.
Area: All enemies within 50 ft.
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

"'Hell' is an oft-debated term. Some say Hell is Baator. Others, the Abyss. This spell proffers that nothing could be worse than the endless dunes and scorching heat of the desert."

All enemies within 50 feet take 4d10 points of fire damage (Reflex half).

Enoll Eva's Duplication
Transmutation
Level: Sor/Wiz 5
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: 1 creature
Duration: 1 round/level or until discharged
Saving Throw: None
Spell Resistance: Yes (harmless)

"This 'spell' is actually a complex mathematical equation accidentally discovered by the modron, Enoll Eva, while calculating the multiplication factor on various linear algebraic formulas. The results are devastating: This equation allows all subsequent actions to be doubled or duplicated. Hence it was found that during confrontations, all physical or magical attacks were seemingly doubled - dealing twice the amount of damage."

As haste, save that the target may also take 1 additional standard action on its turn while the spell is in effect (doing so discharges and ends the spell).

Fire and Ice
Evocation [Cold] [Fire]
Level: Sor/Wiz 5
Components: V, S
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: 30-ft.-radius spread
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes (harmless)

"A red sphere of Fire and a blue sphere of Ice shall streak forth and quickly strike down the target of your choosing."

This spell functions as fireball (maximum 15d6 damage), save that half the damage dealt is fire damage and the other half is cold.
Howl of Pandemonium
Evocation [Chaos]
Level: Sor/Wiz 6
Components: V, S
Casting Time: 1 standard action
Range: 60 ft.
Area: Cone-shaped burst
Duration: See text
Saving Throw: Will negates
Spell Resistance: Yes

"The Madness from the Howling Land – Pandemonium's Noise screams forth and bathes everyone in its cacophony."

All enemies in the area with less than 9 HD are stunned for 10d6 minutes, and all enemies with 9 or more HD are confused (as the spell).

Howl of Pandemonium counters and dispels all sonic-based spells and deflects all missile weapons (if cast as a readied action), in addition to its normal effects.
Bladestorm
Evocation [Cold] [Law]
Level: Sor/Wiz 7
Components: V, S
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: 20-ft.-radius spread
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes (harmless)

"The blackest ice from the fourth layer of Acheron is summoned to cut, shear, and slice away all who oppose you."

This spell functions as fireball (maximum 20d6 damage), save that it deals cold damage through a rain of icy shards.

Stygian Ice Storm
Evocation [Cold] [Evil]
Level: Cleric 7, Sor/Wiz 7
Components: V, S
Casting Time: 1 standard action
Range: 50 ft.
Area: All enemies within 50 ft.
Duration: Instantaneous
Saving Throw: Will partial
Spell Resistance: Yes

"Few know the true terror of Baator, let alone the gruesome Fifth Layer. This devastating spell summons the harshest cold and bitter ice of the Fifth Layer of Baator, Stygia, to annihilate all enemies within range. As the River Styx flows through the Stygian Ice, so it does in this spell as well. Perhaps if the victims are strong enough to survive this devastation they may live to tell others about the true terror... but the River Styx has a tendency to make people forget."

All enemies within 50 feet take 8d8 points of cold damage (no save), and must make a Will save or become confused (as the spell).
Deathbolt
Necromancy [Death] [Evil]
Level: Sor/Wiz 8

"Death comes in many forms, but none so painful as this. For even if you evade Death's Touch, it will always leave a mark."

This spell functions as finger of death, save that the target takes 10d6 points of negative energy damage even on a successful save.

Ignus' Fury
Evocation [Fire]
Level: Sor/Wiz 8
Components: V, S
Casting Time: 1 standard action
Range: 100 ft.
Area: All enemies within 100 ft.
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

"Ignus draws flames from the Elemental Plane of Fire to erupt, scorch and burn."

All enemies within 100 feet take 10d10 +1 per caster level points of fire damage.

Mechanus' Cannon
Evocation [Force] [Law]
Level: Sor/Wiz 8
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: 1 creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

"The true, logical justice of Primus shall be delivered unto the illogical, as pure energy descends from Mechanus."

A portal to the plane of Mechanus opens, allowing one of the colossal cannons there to fire a bolt of energy at your target. The target takes 30d3 points of points of force damage (no save).
Abyssal Fury
Conjuration (Teleportation) [Chaos] [Evil]
Level: Sor/Wiz 9
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: 1 creature
Duration: Instantaneous
Saving Throw: Will partial
Spell Resistance: Yes

"When compared to the Tanar'ri, at least the Baatezu are more civilized. There is, perhaps, nothing more horrific than the unbounded fury of the Abyss. By use of this spell, the ground shall split open and the victim dragged into the Tanar'rian Madness. Welcome to Hell."

The target is dragged through a portal to the Lower Planes and slain by fiends, leaving behind only their echoing screams. On a successful save, the victim takes 5d10 points of damage but is not dragged through the portal.

Celestial Host
Evocation [Good]
Level: Sor/Wiz 9
Components: V, S
Casting Time: 1 standard action
Range: 100 ft.
Area: All nongood enemies within 100 ft.
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

"While the various proxies and beings of the Celestial Planes are seen as the embodiment of kindness, compassion, and benevolence, their might easily rivals those of Baator or the Abyss. Woe to those who underestimate the power of the Upper Planes!"

All nongood enemies in the area take 40d3 points of damage (no save).

Conflagration
Evocation [Fire]
Level: Sor/Wiz 9
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: 1 creature
Duration: 1 round/level
Saving Throw: None
Spell Resistance: Yes

"Burn, burn, burn."

The target catches on fire, taking 2d6 points of fire damage per round and dealing 2d6 points of fire damage to all creatures within 10 feet per round.

Elysium's Fires
Evocation [Fire] [Good]
Level: Sor/Wiz 9

"Elysium's Fires split the sky, raining streams of bright white fire down upon the earth. Each blast explodes when it strikes the ground, causing a tremendous flash and sending waves of fire rippling out from the point of impact."

This spell functions as meteor swarm, save that it summons 8 projectiles, and each projectile deals only 5d6 points of fire damage and no bludgeoning damage.

Rune of Torment
Universal
Level: Sor/Wiz 9
Components: V, S
Casting Time: 1 standard action
Range: 100 ft.
Area: All enemies within 100 ft.
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

"Pain, Agony, Suffering, Torment. When the Rune is invoked, even the earth shall resonate its anguish. Torment of the mind. Torment of the body. Torment of the soul. All will be made clear when the Circle is drawn."

All enemies in the area take 10d8+20 points of damage (no save).

This spell may only be cast by Nameless Ones.

Morphic tide
2018-03-24, 01:25 AM
Skaberen


https://cdn.pucatrade.com/cards/crops/sm/30725.jpg

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

Stitched corpses around sorrowful souls, vengeful wraiths wrapped in the flesh of those who wronged them, surgeon-priests who became ageless horrors for their cause, Skaberen are half-dead creatures that stitch parts of corpses onto themselves after stitching their souls back into their own bodies, calling on echos of minds, lingering fragments of souls, esoteric corporeal properties and sometimes merely properties attributed to the creatures rather than anything actually present to gain abilities based on the dead they find.

Adventures: Skaberen adventure largely to have less opposition to their work or presence, as adventurers are more often tolerant of unpleasant means of deriving benefit from slain foes and disfigurements from past events. The other major reason for Skaberen adventurers is that they seek exotic creatures and powerful persons to advance themselves, whether ancient priest-kings or still extant necromancers, the grave sites of long-dead dragons or taking advantage of a hunt to claim the corpse of a Manticore.

Characteristics: Corpse-stitchers by nature, Skaberen find themselves difficult to put down when they have a supply of flesh to replace damage body parts and can change their capabilities rapidly, so long as they have the right bodies around. Particularly old Skaberen

Alignment: Rarely Lawful, owing to a frequent dislike of nature and the assumption of mortality, their moral status is usually Neutral, as many of those most predisposed to becoming Skaberen commit the acts needed out of desperation and many do not abandon morality entirely, at least not before slain by authorities for breaking laws relating to treatment of the dead or attempting to slay beasts to maintain themselves.

Religion: Gods of magic, life, death, knowledge, chaos and more all find themselves with a smattering of Skaberen followers, people who took up faith to deal with their own now-horrid nature or never abandoned the faith they had in their previous lives, or following Gods they believe accept what they have done and have become.

Background: Skaberen come about most frequently from traumatic deaths that would typically create ghosts, but something allowed the spirit to repair and inhabit the body, returning to a semblance of life. Whether knowledge of Divine healing used to remove the fatal wounds without enough power to properly re-inhabit their natural form or Incarnate skills used to force the soul to continue within the body, they always come about with some skill that allows for cheating death in one way or another.

Races: Cowardly and hunted races, such as Kobolds and Goblins, more frequently encounter the conditions necessary, while long-lived and magically inclined races such as Elves and Dwarves more frequently have the skills needed to perform the self-revival. Races such as Azurin have innate talents that naturally lead to the skills needed to make the transition.

Other Classes: Clerics who worship non-Evil Gods of Death and most Druids view Skaberen with disdain, as most Skaberen find themselves robbing graves and butchering those they've fought, and Paladins are prone to assuming them true Undead or genuinely Evil and attempt to slay them for crimes, perceived or otherwise. Wizards with knowledge of Necromancy often find themselves curious about the bindings between flesh and soul, seeking either their own immortality through less prejudiced or difficult means than Lichdome or improving their own necrotic creations.

Role: Skaberen typically take up the role of a frontline damage dealer and healer, owing to abilities found in all of them, though their abilities allow them to fill any role, should they find corpses of creatures or persons with abilities conductive to the role.

Adaptation: In settings lacking afterlives, or at least spirits formed from trauma or regret, Skaberen would typically find a horrid reputation justified, as the dominant remaining method of their existence is mad necromancers and healers warping themselves to extend their lives or become more powerful. Settings lacking proper resurrection find little inherent issue with Skaberen, as they are defined by an only partially successful attempt at self-revival, born of improperly attaching the soul to the body.

GAME RULE INFORMATION
Skaberen have the following game statistics.
Abilities: The primary ability score of a Skaberen is Wisdom, as it is vital to utilizing their abilities properly, though Constitution is used for several abilities and Intelligence is a frequently useful, though optional, ability score.

Alignment: Skaberen, owing to the acts they must commit to diversify and improve, are rarely Lawful, owing to disrespect, even disdain, for nature and the dead, and frequently viewed as Evil, though they are slightly more often Neutral than genuinely Evil themselves.
Hit Die: d10
Starting Age: As Bard
Starting Gold: As Barbarian

Class Skills
The Skaberen's class skills (and the key ability for each skill) are Appraise (Int), Craft (Int), Disguise (Cha), Heal (Wis), Knowledge (History, Nature, Religion) (Int), Listen (Wis), Profession (Wis), Spot (Wis)

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
Maximum Association Level
Total Association Level


1st

+0

+2

+0

+2
Echo of the Grave, Stitched Together
1
1


2nd

+1

+3

+0

+3
Reckless Force +2
1
1


3rd

+2

+3

+1

+3
Stitcher-Surgeon (Healing)
2
2


4th

+3

+4

+1

+4
Reckless Force +3
2
3


5th

+3

+5

+2

+5
Half-Dead Horror (AC)
3
3


6th

+4

+5

+2

+5
Reckless Force +4, Stitcher-Surgeon (Ability Damage)
3
4


7th

+5

+5

+2

+5
Attentive Strikes
4
5


8th

+6/+1

+6

+2

+6
Reckless Force +5
4
6


9th

+6/+1

+6

+3

+6
Aiding the Return
5
6


10th

+7/+2

+7

+3

+7
Reckless Force +6
5
7


11th

+8/+3

+7

+3

+7
Half-Dead Horror (25% Fortification, Resistances)
6
8


12th

+9/+4

+8

+4

+8
Reckless Force +7
6
9


13th

+9/+4

+8

+4

+8
Stitcher-Surgeon (Efficient Use)
7
9


14th

+10/+5

+9

+4

+9
Reckless Force +8
7
10


15th

+11/+6/+1

+9

+5

+9

8
11


16th

+12/+7/+2

+10

+5

+10
Reckless Force +9
8
12


17th

+12/+7/+2

+10

+5

+10
Half-Dead Horror (50% Fortification, Immunities)
9
12


18th

+13/+8/+3

+11

+6

+11
Reckless Force +10
9
13


19th

+14/+9/+4

+11

+6

+11
Aiding the Return, Greater
10
14


20th

+15/+10/+5

+12

+6

+12
Reckless Force +11, Endless Perseverance
10
15



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

Weapon and Armor Proficiencies: Skaberen are proficient with all Simple weapons and Light and Medium armor, but not shields.

Echo of the Grave (Ex): The one experience all Skaberen have in common is death. Every one of them has experienced it firsthand, if only briefly, and rejected it with only partial success. Upon gaining their first level of Skaberen, a creature may become an Undead or Construct with the Augmented subtype if they choose, becoming ageless, but also becoming unable to benefit from normal healing magic or natural healing, including restoration of ability damage or drain. Undead Skaberen can be healed by Negative Energy, while Construct Skaberen can be repaired as any other Construct, using the Heal skill instead of Craft for methods that use it, such as repairing Warforged. If they would die of old age or starvation, they instead automatically become an Undead or Construct, losing their previous type entirely. In either case, they do not gain immunity to poison, death effects or mind-affecting effects. Their first Association level must have the Healing, Necromancy or Incarnum tag.

However, because Skaberen are universally dead persons who returned under their own power, one cannot gain their first level of Skaberen like an ordinary class. Instead, they must have an ability that allows them to return themselves or others to life that would not normally work to revive themselves in the circumstances of their death, but must be available to them, as well as have enough XP to gain a level. If they choose to, such a creature may choose to gain a level in Skaberen and lose a level in one other class, spending XP as if gaining a level normally, returning to life in the process. Alternatively, a non-Undead, non-Construct creature capable of creating Undead with at least as many hit dice as them can cast a spell capable of creating intelligent Undead with as many hit dice as themselves and trade a class level or racial hit die for a level of Skaberen, with their Alignment moving one step towards Chaotic.

Stitched Together (Su): While Skaberen are merely heavily scarred members of their former race when they first arise, they often rapidly find themselves using the flesh of other creatures to remove the scars and truly close the wounds of their death, finding that this both invigorates them and offers them skills they lacked previously. Many find newer wounds only healing when the flesh is replaced, or when old bones in another part of their body are changed out for "new" bones.

At 1st level, they may stitch flesh and bone from living creatures, or at least the corpses of such, into themselves in a process taking one hour, making a Heal check. This restores health equal to the result of the check multiplied by the creature's or the Skaberen's Constitution modifier, whichever is higher, with an upper limit of thrice their Skaberen level or twice the HD of the creature, whichever is higher. They may also gain Association levels connected to the creature, or retrain their existing Association levels to ones connected to the creature, up to a limit of their Constitution modifier or the creature's hit dice. This may only grant them Association levels with the Monster, Incarnum or Necromancy tags. This ability may only be used on corpses, and only once per corpse.

Reckless Force (Ex): A Skaberen's sense of touch is often twisted and their ability to use their bodies is warped to decidedly unnatural limits. This offers them the ability to push themselves much harder than normal creatures, at the cost of inflicting damage upon themselves for doing so. This does not benefit dexterity or mental acuity, but the brute force they can bring to bare has its own value.

At 2nd level, a Skaberen may add a Racial Bonus of one plus one half their class level to any roll that applies their Strength or Constitution modifier once per turn , but take Bludgeoning damage equal to half the bonus applied. Any effect that would reduce or negate this damage instead makes it nonlethal damage.

Stitcher-Surgeon (Su): Experienced Skaberen learn to adapt their skills to aid others, however unsightly the results. Because of this, they often take up jobs as healers later on in "life", whether as a cover for their other activities or out of true benevolence. Some merely do it to have something to do with excess stocks of flesh and bone, creating rudimentary grafts to replace lost limbs and masses of lost flesh.

At 3rd level, they may stitch corpse-flesh onto other living creatures in a process taking ten minutes, making a heal check. The target regains HP equal to the check times their Constitution modifier, up to a limit of twice the hit dice of the creature the flesh came from or three times the Skaberen's class level, whichever is lower, sharing use limits with Stitched Together. At 6th level, they may restore ability damage instead of health at a rate of one point per five HP the check made could restore. At 13th level, they may use a single corpse and skill check to heal any number of creatures, taking ten minutes per target. The total HP healed is increased to the HP the creature possessed in life.

If the flesh is from a creature not of the same race as the target(s), then using this ability to heal others is a DC 20 Heal check, adding the target(s)'s Fortitude save bonus to the check and the creature's CR as an increase to the DC. On a failed check, only half as much health is healed and the target(s) take 1 point of Constitution damage per 10 HP or 2 ability damage healed.

Half-Dead Horror (Ex): As Skaberen grow older and fight longer, they become ever more grisly visages of scars and fused flesh, at times having tumerous-seeming growths where wounds overlap with the scars of flesh from others. Owing to their all-but-dead nature, the lasting damage does nothing to truly harm them, instead making them resistant to further damage as the state of their flesh dwindles in importance, and their increasing distance from life renders them more resistant to harm living creatures of flesh are commonly vulnerable to.

At 5th level, a Skabaran gains Natural Armor equal to one plus their Constitution modifier (1+Con), as it becomes rarer for blows to strike anything harmful. Should they lack a Constitution modifier, they instead use their Wisdom modifier. At 11th level, they gain 25% Fortification, as the Light Fortification armor property, and gain a bonus equal to half their level to saves against Poison and Death Effects, due to fewer elements of their biology having any important role to their half-living state. At 17th level, their Fortification increases to 50% and they become immune to Poison and Death Effects, as what important parts they have left become more abnormal and harder to reach and their flesh becomes nothing but a means for them to act on the world.

Attentive Strikes (Ex): With a worsening sense of touch as nerves rot and the soul fits less and less, Skaberen often find themselves relying on their wits to know their limits. This offers some benefits as they grow used to knowing their limits intellectually instead of instinctively, allowing them to apply appropriate force much more often.

At 7th level, whenever a Skaberen uses their Reckless Force class feature and the roll is a success, they may make a DC 13+1/2 bonus Reflex save to notice how much force they need before they finish the action. If they succeed the save, the bonus offered by Reckless Force is reduced by their Intelligence modifier, to a minimum of the bonus needed to succeed the roll.

Aiding the Return (Su): As their abhorrent endurance matches and surpasses the Cadaver Golems they come to so strongly resemble, Skaberen learn to restore others to the same half-life many of them fall into, with little more than rumors and hearsay of veterans of a hundred battles and gnarled ancients who've lost sensation restoring others with only scars to show for it.

At 9th level, a Skaberen's understanding of healing with corpse-flesh advances to such a great degree that they can return the souls of others to their bodies, at the cost of losing their true life. With a DC 20+target's HD Heal check in a process lasting two hours and requiring them to restore all of the creature's health as if with their Stitcher-Surgeon feature, they can revive a person as if with Raise Dead with CL equal to their Skaberen level. If the check succeeds, then the target loses two levels and gains a level of Skaberen, with an Association level of their choice connected to a class they possess or their race. If the check fails, then they return as a Construct or Undead instead of their original type, losing half their levels or hit dice and replacing them with racial hit dice of their new type and a single Skaberen level. Additionally, the Skaberen can retrain Skaberen with less levels than them in the lesser Skaberen's other classes, and into Skaberen levels at one per day instead of one per week and with one third the normal GP cost.

At 19th level, succeeding the check instead restores the target as if with Resurrection, with a CL equal to the user's Skaberen level, and a failed check acts as if it were a successful check for the 9th level version of the feature, as their knowledge of healing with corpse-flesh is functionally absolute.

The revived person obviously has the Skaberen present to provide retraining in Skaberen levels at the discounted and accelerated rate. Party members will usually be within one or two levels of the Skaberen, bar egregious LA stacking or overly frequent revival, so failing the check means long downtime and a pile of gold to recover lost levels and being stuck as a Construct (not really a problem when you have no RHD!) or a relatively fast rebuild as a Skaberen with a large discount. That's also a Construct. With all the immunities that comes with.

Endless Perseverance (Su): Legends tell of cadaverous giants, immune to all but the darkest and most powerful of soul-slaying and mind-binding spells, utterly unable to be slain in combat as their dead flesh channels a soul older than any nation alive today for its power. What not even the faintest rumor speaks of is that such tales are of the oldest Skaberen, who wear faces as masks and own crypts to store the bones of horrors from bygone eras, in the days when they acted as lords of the battlefield.

At 20th level, a Skaberen becomes immune to Mind Affecting Effects cast from any plane other than the Ethereal, as their soul's relation to anything on the material plane becomes untraceable to even the strongest of spells. Additionally, whenever they die, they persist as a Ghost (http://www.d20srd.org/srd/monsters/ghost.htm) and may make a DC 50 Heal check to attach any soul, including their own, to any corpse, acting as True Resurrection with a caster level equal to their level in Skaberen, while they are a Ghost. On a failed check, the corpse animates as a Skeleton of the corpse's kind.

Morphic tide
2018-03-24, 03:28 PM
Acquiring Associations: The initial acquisition of Associations is defined by Associate levels, which specify tags that are available to the Associate class within features. Whenever the total Association level of a class rises, the Associate may add another Association level they already have with the class, or one connected to a non-Associate class they have or the kind of creature they are. When retraining, one may retrain Association levels to alter how many levels they have in each Association they already possess, costing half as much time and GP as a class level and not requiring a trainer.

Association Spellcasting/Manifesting/Etc. Bonus: This number is added to the class level of one class the creature with an Association has for spellcasting, manifesting or other such class features according to the following table for spells per day/PP per day, spells/powers known and caster/manifester level, or analogous values for the relevant features, such as Essentia, Chakras and Binds for Meldshaper classes:


ASB
9th level/full casters/manifesters/etc, ex. Cleric/Warblade
6th or 7th/half casters/manifesters/etc, ex. Bard/Psychic Warrior
4th or 5th/partial casters/manifesters/etc, ex. Ranger/Soulborn


+1
+1 level
+1 level
+1 level


+2
+1 level
+2 levels
+3 levels


+3
+2 levels
+3 levels
+4 levels


+4
+1 level
+4 levels
+6 levels


+5
+1 levels
+5 levels
+7 levels


+6
+4 levels
+6 levels
+9 levels


+N
+2/3rds N levels
+N levels
+1 1/2nd N levels



Without proper classes with the appropriate type of progression, Association bonuses grant their own version of the feature, using the following tables based on the feature type:


Association Spellcasting Bonus
0th level spells/day
1st level spells/day
2nd level spells/day
3rd level spells/day
4th level spells/day
5th level spells/day
6th level spells/day
7th level spells/day
8th level spells/day
9th level spells/day


+1
2
-
-
-
-
-
-
-
-
-


+2
2
0
-
-
-
-
-
-
-
-


+3
3
1
-
-
-
-
-
-
-
-


+4
3
1
-
-
-
-
-
-
-
-


+5
4
2
-
-
-
-
-
-
-
-


+6
4
2
0
-
-
-
-
-
-
-


+7
5
3
0
-
-
-
-
-
-
-


+8
5
3
1
-
-
-
-
-
-
-


+9
6
3
1
0
-
-
-
-
-
-


+10
6
3
2
0
-
-
-
-
-
-


+11
6
3
2
1
-
-
-
-
-
-


+12
6
3
2
1
0
-
-
-
-
-


+13
6
3
2
2
0
-
-
-
-
-


+14
6
3
3
2
1
-
-
-
-
-

1
+15
6
3
3
2
1
0
-
-
-
-


+16
6
3
3
2
2
0
-
-
-
-


+17
6
3
3
3
2
1
-
-
-
-


+18
6
3
3
3
2
1
0
-
-
-


+19
6
3
3
3
2
2
0
-
-
-


+20
6
3
3
3
3
2
1
-
-
-


+21
6
3
3
3
3
2
1
0
-
-


+22
6
3
3
3
3
2
2
0
-
-


+23
6
3
3
3
3
3
2
1
-
-


+24
6
3
3
3
3
3
2
1
0
-


+25
6
3
3
3
3
3
2
2
0
-


+26
6
3
3
3
3
3
3
2
1
-


+27
6
3
3
3
3
3
3
2
1
0


+28
6
3
3
3
3
3
3
2
2
0


+29
6
3
3
3
3
3
3
3
2
1


+30
6
3
3
3
3
3
3
3
3
1




Association Spellcasting Bonus
0th level spells known
1st level spells known
2nd level spells known
3rd level spells known
4th level spells known
5th level spells known
6th level spells known
7th level spells known
8th level spells known
9th level spells known


+1
4
-
-
-
-
-
-
-
-
-


+2
5
1
-
-
-
-
-
-
-
-


+3
6
2
-
-
-
-
-
-
-
-


+4
7
3
-
-
-
-
-
-
-
-


+5
8
4
-
-
-
-
-
-
-
-


+6
9
5
1
-
-
-
-
-
-
-


+7
10
6
2
-
-
-
-
-
-
-


+8
11
6
3
-
-
-
-
-
-
-


+9
12
6
3
1
-
-
-
-
-
-


+10
12
6
4
1
-
-
-
-
-
-


+11
12
6
4
2
-
-
-
-
-
-


+12
12
6
4
3
1
-
-
-
-
-


+13
12
6
5
4
1
-
-
-
-
-


+14
12
6
6
4
2
-
-
-
-
-

1
+15
12
6
6
4
3
1
-
-
-
-


+16
12
6
6
5
4
1
-
-
-
-


+17
12
6
6
6
4
2
-
-
-
-


+18
12
6
6
6
4
3
1
-
-
-


+19
12
6
6
6
5
4
1
-
-
-


+20
12
6
6
6
6
4
2
-
-
-


+21
12
6
6
6
6
4
3
1
-
-


+22
12
6
6
6
6
5
4
1
-
-


+23
12
6
6
6
6
6
4
2
-
-


+24
12
6
6
6
6
6
4
3
1
-


+25
12
6
6
6
6
6
5
4
1
-


+26
12
6
6
6
6
6
6
4
2
-


+27
12
6
6
6
6
6
6
4
3
1


+28
12
6
6
6
6
6
6
5
4
1


+29
12
6
6
6
6
6
6
6
5
2


+30
12
6
6
6
6
6
6
6
6
3







Assoication Meldshaper Bonus
Chakras
Essentia
Chakra Binds


+1

1
0


+2

1
0


+3
Chakra Bind (Crown)
2
1


+4

3
1


+5

3
1


+6
Chakra Binds (Feet, Hands)
4
1


+7

5
1


+8

5
2


+9

6
2


+10

7
2


+11

7
2


+12
Chakra Binds (Arms, Brow, Shoulders)
8
2


+13

9
3


+14

9
3


+15

10
3


+16

11
3


+17

11
3


+18

12
4


+19

13
4


+20

13
4


+21
Chakra Binds (throat, waist)
14
4


+22

15
4


+23

15
5


+24
Chakra Bind (Heart)
16
5


+25

17
5


+26

17
5


+27

18
5


+28

19
6


+29

19
6


+30

20
6




When a character has multiple Associations with the same bonus type, they learn abilities only from the most recent Association they acquire, unless they acquire multiple Associations with the bonus type at once, in which case they may choose abilities from each simultaneous Association. Additionally, abilities are only affected by the ability score attributed to them by the Association they come from, and bonuses for high scores, such as additional spell slots, use only the highest single score.

Skills: Each Association lists skill points and association skills, which are added to the class with the Association levels. Association skills are only treated as class skills for a number of levels equal to the number of class levels a character has with the skill as a class skill plus the number of Association Levels that have it as an Association skill. This does not increase the maximum skill rank for class skills.

Saves/BAB: Association levels add their save bonuses together. If the result is higher than the combined save bonus from Associate classes a character or creature has, then the save of the Associate levels is replaced by the save from Association levels. This process repeats for Base Attack Bonus. and HP.




Connected Classes: Wizard, Dread Necrmancer, Antipaladin, Paladin of Tyranny
Connected Creatures: Undead and creatures with Necromancy SLAs

Skill Points: 1 per level
HP: 2 per level
Association Skills: Craft (Int), Concentration (Con), Knowlede (Arcana, History, Religion, Local) (Int), Listen (Wis), Profession (Wis), Spellcraft (Int) Spot (Wis), Use Magic Device (Cha)

Tags: Spellcasting, Necromancy, Leadership

Association Level
Base Attack Bonus
Association Spellcasting Bonus
Fort Save
Ref Save
Will Save
Special


1
+0
+1
+0
+0
+1
Undead Soldier


2
+1
+2
+0
+0
+1



3
+1
+3
+1
+1
+2



4
+1
+4
+1
+1
+2
Negative Energy Blast 1/day


5
+2
+5
+1
+1
+2



6
+2
+6
+1
+1
+3



7
+2
+7
+2
+2
+3



8
+3
+8
+2
+2
+3
Negative Energy Blast 2/day


9
+3
+9
+2
+2
+4



10
+3
+10
+2
+2
+4



11
+4
+11
+2
+2
+4



12
+4
+12
+3
+3
+5
Negative Energy Blast 3/day


13
+4
+13
+3
+3
+5



14
+5
+14
+3
+3
+5



15
+5
+15
+3
+3
+6



16
+5
+16
+4
+4
+6
Negative Energy Blast 4/day


17
+6/+1
+17
+4
+4
+6



18
+6/+1
+18
+4
+4
+7



19
+6/+1
+19
+4
+4
+7



20
+7/+2
+20
+4
+4
+7
Negative Energy Blast 5/day



Spellcasting: Necrocaster association levels provide Arcane spellcasting, drawing spells from the Wizard/Sorcerer spell list. Like a Sorcerer, they can cast any spell they know without preparing it like a Wizard.

To cast a spell, a Necrocaster must have an Intelligence score of 10 + the spell's level. The Difficulty Class for a saving throw against a necrocaster's spells is 10 + the spell's level + their Intelligence modifier. Like other spellcasters, a necrocaster can cast only a certain number of spells of each spell level per day. Their daily base spells are defined by their total Association Spellcasting Bonus, as defined above. In addition, they receive bonus spells for a high Intelligence score.

Undead Soldier (Su): At 1st level in the Necrocaster association, an Associate with the Necrocaster association gains an Undead cohort, a Human (or other Medium Humanoid or Monstrous Humanoid) Skeleton Warrior, with levels in Warrior equal to their total levels in Associations with the Necromancy tag. This Skeleton Warrior may not have more HD than the Associate's own hit dice total, and other Association abilities that would grant an Undead companion with other NPC class levels instead add those levels to the Skeleton Warrior. If the Warrior is destroyed, they can replace it with a 1st level spell slot, a Humanoid or Monstrous Humanoid corpse and a ten-minute ritual. The new Warrior is the same race as the corpse used to replace it.

Negative Energy Blast (Sp): At 4th level in the Necrocaster association, an Associate gains the ability to release a blast of negative energy as a standard action. This blast is treated as a 2nd level spell dealing 1d4 Negative Energy damage per caster level, healing Undead as normal, and may be a 30 ft. burst, a 25 ft. cone or a 15 ft. line with 30 ft. range. They may use it once per day per four levels in the Necrocaster Association, or expend a 3rd or higher level spell slot.




Connected Classes: Rogue, Soulborn, Psychic Rogue, Spellthief
Connected Creatures: Creatures with the Incarnum subtype, creatures with racial bonuses to Hide, Move Silently or Knowledge (The Planes)

Skill Points: 3 per level
HP: 3 per level
Association Skills: Balance (Dex), Bluff (Cha), Craft (Int), Hide (Dex), Knowledge (History, Local, The Planes) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Slight of Hand (Dex), Spot (Wis), Survival (Wis)

Tags: Incarnum, Assassination, Mobility

Association Level
Base Attack Bonus
Association Meldshaping Bonus
Fort Save
Ref Save
Will Save
Special


1
+1
+0
+1
+0
+0
Soulstrike 1d6, Track


2
+1
+1
+1
+0
+0
Spiritstalk (Fade)


3
+2
+2
+2
+1
+1



4
+3
+3
+2
+1
+1



5
+3
+3
+2
+1
+1
Soulstrike 2d6, Spiritstalk (Invisibility)


6
+4
+4
+3
+1
+1



7
+5
+5
+3
+2
+2



8
+5
+6
+3
+2
+2



9
+6/+1
+6
+4
+2
+2
Soulstrike 3d6


10
+7/+2
+7
+4
+2
+2
Spiritstalk (Flight)


11
+7/+2
+8
+4
+2
+2



12
+8/+3
+9
+5
+3
+3



13
+9/+4
+9
+5
+3
+3
Soulstrike 4d6


14
+9/+4
+10
+5
+3
+3
Spiritstalk (Intangibility)


15
+10/+5
+11
+6
+3
+3



16
+11/+6/+1
+12
+6
+4
+4



17
+11/+6/+1
+12
+6
+4
+4
Soulstrike 5d6


18
+12/+7/+2
+13
+7
+4
+4
Spiritstalk (Planeswalk)


19
+13/+8/+3
+14
+7
+4
+4



20
+13/+8/+3
+15
+7
+4
+4




Soulstrike (Su): At 1st level in the Spiritstalker Association, an Associate, when they make a melee attack roll that passes an enemy's Touch AC, may deal 1d6 Force damage, dealing half damage if the attack is not successful normally. A successful DC 12 Fortitude save by the target halves this damage, negating it if the attack did not land, and creatures that have no Constitution scores, as well as objects, take Magical Bludgeoning damage instead of Force damage, except for Spirits, such as incorporeal Undead. Essentia may be invested into this feature as if it were a Soulmeld, increasing the damage by 1d6 and increases the save DC by 1. At 5th level, and every 4 levels thereafter, the damage increases by 1d6 and the save DC increases by 1. This effect counts as Precision Damage, even though it is not negated by immunity to critical hits nor requires the enemy to lack their Dexterity modifier to AC.

Track (Ex): At 1st level in the Spiritstalker Association, an Associate gains Track as a bonus feat, ignoring prerequisites.

Spiritwalk (Su): At 2nd level in the Spiritstalker Association, an Associate learns to use the connection all souls have with the Ethereal through their manipulation of Essentia to step partway into the Ethereal Plane as a Standard Action. At first, this merely renders them more difficult to see, but those with expertise in the process can further their decent into the realm of spirits, earning more of the benefits of an Ethereal existence, with masters even more skilled learning to use the ever-present power of Incarnum to exit the Ethereal into other Planes close to the Material, such as the Plane of Shadows.

An Associate can only continually Spirit Walk for one round per point of Constitution modifier, requiring one minute fully in a Plane to resume the Spirit Walk. They may invest Essentia into Spiritwalk as if it were a Soulmeld, increasing the duration by one per point of Constitution modifier per Essentia invested.

At 2nd level, they increase the Difficulty Class of Spot and Listen checks to detect them by 1/2 their level. This increase is halved by creatures with abilities or effects that would see into the Ethereal plane, rather than be negated, as the Associate is not fully in the Ethereal and knows how to use the remaining distortion to their advantage. At 5th level, they may become fully Invisible to creatures on the Material Plane as an Ethereal creature is, sinking farther from the Material Plane, retaining the previous increase to Spot and Listen check DCs to notice them.

At 10th level, they can sink into the Ethereal plane far enough to benefit from the different gravity, becoming able to fly at their highest other movement speed while Spiritwalking, and at 15th level they can become Intangible as they fully enter the Border Ethereal Plane, being able to remain there as long as they wish. At 18th level, their mastery of using the connection between Essentia and the Ethereal Plane grows to such an extent they can enter other Planes coterminous with the Plane they entered the Ethereal from, as well as travel through the Deep Ethereal to the Border Ethereal regions of other Planes. This interplanar travel acts as the unaugmented Astral Caravan Psionic Power, only that the medium traveled through is the Deep Ethereal instead of the Astral and they cannot bring others with them.

Alabenson
2018-03-25, 04:49 PM
The Animancer

There are few forces in the multiverse that are quite as powerful as the powers of life and death. And if that’s the case, some ask, what could be accomplished if that power could be harnessed? Animancers are arcane spellcasters who have devised a method of doing just this, ripping living essence directly from their enemies and using it to fuel their spellcasting.

Adventures: Like other spellcasters, animancers are frequently driven to adventure in order to further master their magical abilities, even more so as animancer’s magical powers require them to seek out sources of life essence to siphon off.

Characteristics: Animancer’s are potent spellcasters, if not particularly versatile ones, able to manipulate the forces of life and death to heal or inflict wounds and warp the natural world around them. Rather than through careful study or inborn talent, an animancer fuels their magic by draining the lifeforce of others. Furthermore, an animancer’s study of manipulating life essence manifests in other ways as well, enabling them to readily heal their allies and reinforcing their body against harm.

Alignment: Despite the sinister nature of their abilities, animancers can be of any alignment. Good animancers focus their efforts on using the energy they take from evil creatures to heal and protect those around them. Evil animancers, meanwhile, view the living creatures around them as nothing more than fuel for their magic.

Religion: Animancers tend to gravitate towards the worship of deities of magic and death. A small number of good aligned animancers, however, gravitate towards deities of healing instead.

Background: Most animancers learn their craft by studying ancient tomes detailing the secrets of their unique approach to magic. Occasionally, an experienced animancer will take on a particularly promising individual as an apprentice, but such instances are exceedingly rare.

Races: Among the more civilized races, humans are the most likely to become animancers due to their tendency to develop a fascination with the forces of life and death. Half-orcs make up a substantial number as well, drawn to the notion of being able to simply seize power for themselves rather than having to master it through study. While few elves follow the path of the animancer, those that do are some of the most terrifying members of the class, embracing the view that the so-called “lesser races” are simply sources of magical power waiting to be exploited.

Other Classes: Animancers tend to get along best with melee classes, who appreciate the animancer’s ability to both heal their injuries and disable their opponents. They also tend to have surprisingly amicable relationships with other arcane spellcasters, who are less likely to view them as rivals than other classes due to their unique focus. Paladins tend to view even good-aligned animancers with suspicion at best, viewing their methods as only marginally better than better than actual undead.

Role: The key to an animancers magic is their ability to rip the life straight from their opponents. Once powered by stolen life energy, animancers are able to support their allies by using their magic to both heal their allies and shape the battlefield however they see fit.

GAME RULE INFORMATION
Animancers have the following game statistics
Abilities: Charisma is the most important ability for an animancer as it not only governs their spellcasting, but also determines how often they can use their lifeforce siphon ability. They also benefit from having a high Constitution and Dexterity.
Alignment: Animancers can be of any alignment.
Hit Die: D6
Starting Age: As cleric
Starting Gold: As sorcerer

Class Skills:
Bluff, Concentration, Craft, Decipher Script, Diplomacy, Disguise, Forgery, Gather Information, Heal, Intimidate, Jump, Knowledge (arcana), Knowledge (religion), Knowledge (the planes), Profession, Sense Motive, Spellcraft
Skill Points at 1st level: (4 + Intelligence Modifier) x4
Skill Points at Each Additional Level: 4 + Intelligence Modifier



[B]Level[B]BABFortRefWillSpecialMaxiumum Spell Level Available


1st+0+0+0+2 Lifeforce Siphon 1d6, Soulburn 1st



2nd+1+0+0+3 Lay on Hands 1st



3rd+1+1+1+3 Lifeforce Siphon 2d6 2nd


4th+2+1+1+4 Font of Vitality (no need to eat) 2nd



5th+2+1+1+4 Lifeforce Siphon 3d6 3rd



6th+3+2+2+5 Repulse Undead 3rd


7th+3+2+2+5 Lifeforce Siphon 4d6 4th



8th+4+2+2+6 Lay on Hands (remove conditions), Font of Vitality (no need to breath) 4th


9th+4+3+3+6 Lifeforce Siphon 5d6 5th



10th+5+3+3+7 Greater Repulse Undead 1/day 5th


11th+5+3+3+7 Lifeforce Siphon 6d6 6th



12th+6+4+4+8 Font of Vitality (immune to ability damage or drain) 6th



13th+6+4+4+8 Lifeforce Siphon 7d6 7th


14th+7+4+4+9 Greater Repulse Undead 2/day, Lay on Hands (30 ft.) 7th


15th+7+5+5+9 Lifeforce Siphon 8d6 8th


16th+8+5+5+10 Font of Vitality (death ward) 8th


17th+8+5+5+10 Lifeforce Siphon 9d6 9th


18th+9+6+6+11 Greater Repulse Undead 3/day 9th


19th+9+6+6+11 Lifeforce Siphon 10d6 9th


20th+10+6+6+12 Font of Vitality (Surge of Life), Lay on Hands (immediate action) 9th




Class Features

Weapon and Armor Proficiency: An animancer is proficient with all simple weapons. Animancers are not proficient with any type of armor or shield. Like other arcane spellcasters, an animancer wearing armor or using a shield incurs a chance of arcane spell failure.

Spells: An animancer casts arcane spells, which are drawn from the animancer spell list given below. When an animancer gains access to a new level of spells, he automatically knows all the spells for that level on the animancer’s spell list. An animancer can cast any spell he knows without preparing it ahead of time. Essentially, his spell list is the same as his spells known list.
To cast an animancer spell, an animancer must have a Charisma score of 10 + the spell’s level. The Difficulty Class for a saving throw against an animancer’s spell is 10 + the spell’s level + the ascetic’s Cha modifier.
Unlike other spellcasters, an animancer does not have a set number of spells that they can cast per day. Instead, every time an animancer uses their lifeforce siphon ability against a living opponent, they gain the ability to cast 1 spell level for each d6 the lifeforce siphon deals, plus 1 additional spell level for each 5 points of damage dealt (rounded down). Damage that would reduce a target to below -10 hp does not count towards these additional spell levels. An animancer can cast 3 level 0 spells for 1 spell level. For example, if a 7th level animancer uses their lifeforce siphon to deal 18 points of damage they would gain 7 available spell levels to cast (4 from the damage dice plus an additional 3 from the damage dealt). These spell levels are available for the animancer to cast until they rest and regain their uses of lifeforce siphon for the day.
An animancer gains specific benefits from levels in prestige classes that offer “+1 level or existing arcane spellcasting class” or “+1 level of existing spellcasting class” as a level advancement benefit. These levels stack with the animancer’s class level when determining the maximum spell level they can cast as well as the damage dice and uses per day of their lifeforce siphon.

Lifeforce Siphon (Su): At the core of the animancer’s abilities is their ability to rip the living essence from their enemies to power their magic. As a standard action, the animancer can target a living creature within 30 feet with this ability, dealing 1d6 points of damage per two class levels (rounded up) plus their Cha modifier.
An animancer can use the ability a number of times per day equal to one-half their animancer class level (rounded up) plus their Cha modifier.

Soulburn (Su): While normally an animancer fuels their magic with life essence stolen from others, in emergencies an animancer can use their own life as well. As a free action, an animancer can choose to inflict 5 or more points of damage upon themselves. In exchange, for every 5 points of damage inflicted in this way the animancer receives one available spell level.
Damage inflicted in this way cannot be magically healed until the animancer rests and regains their uses of Lifeforce Siphon for the day.

Lay on Hands (Su): At 2nd level, an animancer gains the ability to heal the wounds of living creatures (either his own or others) with a touch. Each day you can heal a number of points of damage equal to twice your class level x your Charisma bonus. For example, a 7th level animancer with a Charisma of 16 would be able to heal 42 points of damage a day. You can choose to divide this healing among multiple recipients, and you don’t have to use it all at once. Using lay on hands is a standard action.
Alternatively, an animancer may use any or all of this healing power to deal damage to undead creatures. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. The animancer decides how much of his daily allotment of points to use as damage after successfully touching an undead creature.
Beginning at 8th level, you can choose to spend some of the healing bestowed by lay on hands to remove other harmful conditions affecting the target.
For every 5 points of lay on hands you expend, you can cure 1 point of ability damage or remove the dazed, fatigued, or sickened condition from one individual.
For every 10 points of lay on hands you expend, you can remove the exhausted, nauseated, poisoned, or stunned condition from one individual.
For every 20 points of lay on hands you expend, you can remove a negative level or the blinded, deafened, or diseased condition from one individual.
You can remove multiple conditions and heal damage with the same touch, so long as you expend the required number of points.
At 14th level, the animancer gains the ability to use lay on hands on creatures up to 30 feet away. Using lay on hands in this way against an undead opponent does not require a touch attack, however the target receives a Will Save (DC 10 + 1/2 the animancer’s class level + the animancer’s Cha modifier) to negate the damage.
At 20th level, the animancer gains the ability to use their lay on hands ability 1/round as an immediate action.

Font of Vitality (Su): Starting a 4th level, the animancer’s mastery of living essence enables them to reinforce their own body. As such, they no longer have any need to eat or drink.
At 8th level, the animancer no longer needs to breathe.
At 12th level, the animancer mastery of their own body grants them immunity to ability damage or drain.
At 16th level, the animancer gains complete immunity to all death spells, magical death effects, energy drain, and any negative energy effects (such as from inflict spells or chill touch).
At 20th level, the animancer’s master of living essence reaches its pinnacle. Once per day as a swift action, the animancer can supercharge their body with living essence for a short period, rendering them nearly indestructible. When the animancer uses this ability, they gain the following benefits:
- Damage Reduction 30/epic
- Spell resistance equal to 21 + the animancer’s class level
- Acid, cold, electricity, fire and sonic resistance 50.
- +10 enhancement bonus on all saving throws.
These benefits last for 1 minute, at the end of which the animancer is exhausted.

Repulse Undead (Su): Starting at 6th level, the animancer gains the ability to emit a powerful pulse of positive energy that has the potential to harm undead and render them helpless. As a standard action, the animancer may deal 1d6 points of damage per point of Charisma modifier (minimum 1d6) to all undead within a 30 ft. burst centered on himself. Any undead damaged by this attack must also succeed on a Will save (DC 10 + 1/2 the animancer’s class level + the animancer’s Cha modier) or be dazed for 1 round.
The animancer may use this ability a number of times per day equal to 3 + their Cha modifier.

Greater Repulse Undead (Su): At 10th level, the animancer gains the ability to focus even greater power into their repulse undead ability. Once per day, the animancer can unleash a greater repulse undead in place of a regular use of repulse undead. This ability has a range of 60 ft. and undead affected must also succeed on a Fort save (DC 10 + 1/2 the animancer’s class level + the animancer’s Cha modier) or be destroyed.
At 14th and 18th the animancer gains an additional use of the ability per day.

Animancer Spell List
0: cure minor wounds, detect magic, disrupt undead, inflict minor wounds, mending, read magic, touch of fatigue

1: animate rope, cause fear, chill touch, cure light wounds, deathwatch, detect undead, entangle, expeditious retreat, hide from undead, inflict light wounds, jump, obscuring mist, produce flame, protection from chaos/evil/good/law, ray of enfeeblement, remove fear

2: aid, blindness/deafness, chill metal, command undead, cure moderate wounds, darkness, death knell, delay poison, false life, flaming sphere, fog cloud, gentle repose, ghoul touch, gust of wind, heat metal, inflict moderate wounds, make whole, pyrotechnics, remove paralysis, resist energy, restoration, lesser, scare, shatter, soften earth and stone, warp wood, wood shape

3: animate dead, bestow curse, call lightning, contagion, cure serious wounds, daylight, deeper darkness, diminish plants, dispel magic, halt undead, inflict serious wounds, magic circle against chaos/evil/good/law, meld into stone, neutralize poison, plant growth, poison, protection from energy, ray of exhaustion, remove blindness/deafness, remove curse, remove disease, searing light, sleet storm, spike growth, stinking cloud, stone shape, vampiric touch, wind wall

4: air walk, blight, control water, cure critical wounds, death ward, enervation, fear, fireball, freedom of movement, ice storm, inflict critical wounds, restoration, rusting grasp, solid fog, spike stones

5: break enchantment, call lightning storm, cloudkill, control winds, cure light wounds, mass, fabricate, inflict light wounds, mass, magic jar, passwall, slay living, telekinesis, transmute mud to rock, transmute rock to mud, waves of fatigue

6: acid fog, animate objects, antilife shell, circle of death, create undead, cure moderate wounds, mass, dispel magic, greater, disintegrate, eyebite, harm, heal, inflict moderate wounds, move earth, undeath to death, wind walk

7: animate plants, control undead, control weather, cure serious wounds, mass, finger of death, inflict serious wounds, mass, regenerate, restoration, greater, reverse gravity, sunbeam, transmute metal to wood, waves of exhaustion

8: antimagic field, clone, control plants, create greater undead, cure serious wounds, mass, delayed blast fireball, earthquake, horrid wilting, incendiary cloud, sunburst, temporal stasis, trap the soul, whirlwind

9: energy drain, heal, mass, implosion, meteor swarm, time stop, soul bind, storm of vengeance, wail of the banshee

sengmeng
2018-03-26, 04:05 PM
Phoenixborn
This class is dedicated to my wife, who has risen from more ashes than most people will ever see.


I'll be back

The Phoenixborn is a mortal born with the soul of a phoenix. This unique heritage grants her psionic powers, especially those that deal fire damage, and limited immortality.

Adventures: The Phoenixborn is driven to adventure by her fiery soul; for many, a sense of wrongness permeates their being, with a desire to regain their true form. Others fully embrace their form, but regard it as a brief and unique experience to be savored and explored to the fullest.

Characteristics: The Phoenixborn is an accomplished manifester and much more durable than most of them. Her psionic abilities focus on telekinesis and telepathy, and blasts of fire. Careful feat and skill selection can expand her possible roles somewhat, but probably not enough to shift her completely out of being a blaster primarily. Finally, her immolation ability is a reliable damage source against almost all enemies and also keeps her alive.

Alignment: Most Phoenixborn are good, and positive energy infuses their being, and they have no real preference on the chaotic versus lawful axis. While they rarely if ever are truly evil, sometimes the conflicting urges of their mortal body and immortal soul can have them behave very erratically and counter to the force of good that they would normally be.

Religion: The Phoenixborn’s immortality and connection to the higher planes leaves her more likely to be devoted to her heritage and the concept of good (or rarely, a different alignment) than to any deity.

Background: Phoenixborn are born, not trained. For most, their powers manifest in early adolescence, but it can happen later in moments of great stress.

Races: The true death of a phoenix is a rare tragedy, and the Phoenixborn is created so rarely that it is unknown if every historical Phoenixborn was a different incarnation of the same soul or different ones. So far, all known Phoenixborn have been mortal humanoids, with slightly more humans documented than other races, but they are so rare and poorly understood that it’s impossible to make any valid statement about what race they tend to be.

Other Classes: Phoenixborn tend to be very durable, dangerous, and flexible in their secondary roles, but they still tend to occasionally need others to fill some role they haven't specialized in. They can be arrogant and flamboyant, and their rarity makes then hard to understand; other classes often don't know what to make of them and think of them the way they might think of other psionic classes. However, other manifesting classes notice some vast differences between themselves and the Phoenixborn, and may find her more mysterious than those with no connection to psionics would.

Role: The Phoenixborn is a tank and blaster, with some other psionic utility and feat and skill selection can allow them to fill a few other roles.

Adaptation: The Phoenixborn doesn't really need to fit in a setting; there's usually only one active in the world at any given time, if even that. They could be completely unique within the setting and previously unknown. The only difficulty would be a setting in which phoenixes don't exist, but it could be explained that her soul came from another plane where they do live, or another supernatural creature known for self-resurrection could be the source of her soul.

GAME RULE INFORMATION
Phoenixborn have the following game statistics.
Abilities: the Phoenixborn’s manifesting stat is her highest mental stat, so whether she has high intelligence, wisdom, or charisma should be determined by what other role(s) she intends to fill. Of their physical abilities, constitution will always be important to her ability to use psionics and withstand damage. Strength or dexterity may be important depending on that else she would like to be good at.
Alignment: Any
Hit Die: d4
Starting Age: As sorcerer
Starting Gold: As fighter

Class Skills
The Phoenixborn’s class skills (and the key ability for each skill) are Autohypnosis (Wis), Concentration (Con), Craft (Int), Knowledge (All)(Int), Listen (Wis), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Spot (Wis), and Use Psionic Device (Cha), plus any 4 skills of their choice.

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


PHOENIXBORN


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st

+0

+0

+0

+2
Soul Manifester, Immolation, Regeneration


2nd

+1

+0

+0

+3
Bonus Feat


3rd

+1

+1

+1

+3



4th

+2

+1

+1

+4
Bonus Feat


5th

+2

+1

+1

+4



6th

+3

+2

+2

+5
Bonus Feat


7th

+3

+2

+2

+5



8th

+4

+2

+2

+6
Bonus Feat


9th

+4

+3

+3

+6



10th

+5

+3

+3

+7
Bonus Feat


11th

+5

+3

+3

+7



12th

+6

+4

+4

+8
Bonus Feat


13th

+6

+4

+4

+8



14th

+7

+4

+4

+9
Bonus Feat


15th

+7

+5

+5

+9



16th

+8

+5

+5

+10
Bonus Feat


17th

+8

+5

+5

+10



18th

+9

+6

+6

+11
Bonus Feat


19th

+9

+6

+6

+11



20th

+10

+6

+6

+12
Ascension



Class Features
All of the following are class features of the Phoenixborn

Weapon and Armor Proficiencies: Phoenixborn are proficient with simple weapons and light armor. Note that wearing armor does not interfere with any Phoenixborn class ability.

Soul Manifesting: The Phoenixborn counts as a psionic creature and gains power points per day based on their highest mental ability score and use that same score to determine the DC’s of the saving throws of her powers, and also must have a score of at least 10 + the level of the power she is manifesting. The highest level power she can learn and manifest is equal to half her level. She does not gain any power points per day from class levels. Any bonus power points or power points from her race or other manifesting classes are used first when manifesting, and once they are depleted, the Phoenixborn manifests powers by draining her life force. Manifesting a power deals nonlethal damage equal to the number of power points it would have cost. Whether manifesting with actual power points or by taking nonlethal damage, the Phoenixborn's manifester level is the limit she can spend on a power. A power can be partly paid for with power points and nonlethal damage if it costs more than the Phoenixborn's current power point total. Effects which drain power points cause nonlethal damage to the Phoenixborn if she has fewer power points than would be drained. As long as the Phoenixborn is conscious, she is considered to have a power point reserve for all purposes. Phoenixborn learn certain powers automatically and a limited number of powers chosen from the telepathy and psychokinesis disciplines. The Phoenixborn power list is Claw of Energy, Energy Adaptation (Specified), Energy Ball, Energy Bolt, Energy Burst, Energy Cone, Energy Conversion, Energy Current, Energy Push, Energy Missile, Energy Ray, Energy Retort, Energy Stun, Energy Wall, Energy Wave, and Weapon of Energy. All Phoenixborn learn these powers at the level they become available. In all cases, the Phoenixborn can only use them as fire powers; to learn to use then with other energy types, they must relearn them as one of their powers learned through levelling up or the Expanded Knowledge feat. In addition to thw Phoenixborn power list, the Phoenixborn learns one first level power from the telepathy or psychokinesis disciplines at first level, and another one at every even level. The Expanded Knowledge feat allows the Phoenixborn to learn powers from any list, but the powers Vigor, True Metabolism, and Body Adjustment cannot be manifested by taking nonlethal damage, only through actually spending power points.

Regeneration: The Phoenixborn’s soul is a font of positive energy. The Phoenixborn heals one point of nonlethal damage every minute and only takes normal damage from cold and negative energy. However, the life force granted through levels in Phoenixborn is different from other classes; hitpoints gained from levels in Phoenixborn must be kept track of separately from those gained from other classes. A multiclass Phoenixborn loses her regeneration if her nonlethal damage total is higher than her hitpoints gained from levels of Phoenixborn.

Immolation: If the Phoenixborn's nonlethal damage total is higher than her hitpint total, instead of falling unconscious, she explodes in a burst of energy and her body is reduced to ash. She reconstitutes in a new body in the exact same space or the nearest unoccupied space as early as one round later or up to her level in hours, at her option. However, she will not be at full hitpoints unless she waits at least five rounds. After one round she will be at 20% of her normal total, and 40% at two rounds, 60% at three rounds, and 80% at four. The burst of flame damages all creatures within 20 feet of her for 2d8 damage per level. Half of this damage comes directly from divine power and cannot be avoided or resisted in any way and affects even astral, ethereal, and incorporeal creatures. The other half is fire and can be halved by making a reflex save equal to 10 + ½ the Phoenixborn’s level + her highest mental score’s ability modifier. The Phoenixborn can trigger immolation by manifesting powers through nonlethal damage. If a Phoneixborn is killed through normal hitpoint damage without going unconscious, she dies permanently, and she can only resurrect once per day, and only regains the ability after 8 hours of rest. If her nonlethal damage exceeds her hitpoint total a second time in one day, she goes unconscious and loses her regeneration.

Bonus Feat: Wherever it says Bonus Feat on the Phoenixborn class table, they may choose a psionic feat, a metapsionic feat, or a Phoenixborn feat.

Ascension: At 20th level, the Phoenixborn utterly embraces her supernatural heritage. She gains the Native Outsider creature type and the Fire subtype, and can Immolate and resurrect an unlimited number of times per day. However, after the first one, they lose their Regeneration ability and do not regain it until they rest for 8 hours.

PHOENIXBORN FEATS

Holy Return[Phoenixborn]
Prerequisites:Good alignment, Immolation class feature
Benefits: when you resurrect after Immolation, you reappear in a burst of positive energy. Allies within 20 feet are healed by a number of hitpoints equal to your Phoenixborn levels, and undead are treated as if they were turned if their level is equal or lower than yours.

Holy Resurgence[Phoenixborn]
Prerequisites: Good alignment, Immolation class feature, Charisma 13+, Holy Return feat, any Exalted feat.
Benefits: Your Holy Return now heals allies for a number of hitpoints equal to your charisma bonus times your levels of Phoenixborn, and undead are turned if their level is equal or lower to your Phoenixborn levels plus your charisma bonus, and undead half your level or lower are destroyed. You may now use bonus feats from the Phoenixborn class to take Exalted feats.

Holy Immolation[Phoenixborn]
Prerequisites:Good alignment, Immolation class feature, Charisma 13+, Holy Return feat, Holy Resurgence feat.
Benefits: Evil creatures cannot resist the fire damage from your Immolation class feature; they treat all the damage as divine.


Soul Focus[Phoenixborn]
Prerequisites: Soul Manifesting class feature, any psionic feat.
Benefits: you may regain your psionic focus as a free action at any time by taking 5 points of nonlethal damage.

Soul Scorn[Phoenixborn]
Prerequisites: Soul Manifesting class feature, Soul Focus feat, any two psionic feats
Benefits: If you have psionic focus when making a saving throw, you may take nonlethal damage up to your manifester level, and gain a bonus to that saving throw equal to half the nonlethal damage. You may use Soul Focus as an immediate action to make use of this feat.

Soul Surge[Phoenixborn]
Prerequisites: Soul Manifesting class feature, any metapsionic feat.
Benefits: When you apply metapsionic feats to a Phoenixborn power, you may take nonlethal damage equal to twice the cost of the metapsionic feat and still augment the power by spending power points or taking nonlethal damage up to your manifester level.


Fiery Soul[Phoenixborn]
Prerequisites: Soul Manifesting class feature, any two metapsionic feats, Soul Surge feat.
Benefits: When you manifest a Phoenixborn power by taking nonlethal damage, you may apply one metapsionic feat you know to that power without paying its cost.

Soulfire[Phoenixborn]
Prerequisites: Soul Manifesting class feature, Soul Surge feat, Fiery Soul feat.
Benefits: When you manifest a Phoenixborn power by taking nonlethal damage, half the damage is considered divine and cannot be avoided or resisted in any way and affects even astral, ethereal, or incorporeal creatures.

Blood Phoenix[Phoenixborn]
Prerequisites: Immolation class feature, any fighter bonus feat
Benefits: When you resurrect after Immolation, your base attack bonus increases by twice the number of fighter bonus feats you have, but no higher than your character level. This benefit goes away once you regain power points. You may now use Phoenixborn bonus feats to take fighter bonus feats.

Dark Phoenix[Phoenixborn]
Prerequisites: Evil alignment, about to take first level of Phoenixborn.
Benefits: You are healed by negative energy and damaged by positive energy. Your regeneration from the Phoenixborn class feature is overcome by fire and positive energy instead of cold and negative energy, and all your phoenixborn powers cause cold damage instead of fire damage, and any Phoenixborn feats you take that affect fire damage affect cold damage instead. Your Immolation damage changes to cold damage as well, and you gain the Cold subtype at 20th level as part of your ascension ability. You may now use bonus feats from the Phoenixborn class to take Vile feats.