Aniikinis
2018-10-01, 04:57 AM
Vape Lord
http://www.aneyeoni.com/ART/Illustrations/Magic/Lorwyn/Aleksi_Magic_FireBreathing.700_531.jpg
"Ditch the paper, man, go for vapor." -Jack "The Cloud" McKenny, Vape Lord moments before breathing out a burning cloud Asmodeus' Blend^
Class Skills
The Vape Lord's class skills (and the key ability for each skill) are Appraise (Int), Concentrate (con), Craft (any, taken individually) (Int), Decipher Script (Int),Disable Device (Dex) Heal (Wis), Knowledge ([any, taken individually])(Int), Listen (Wis), Profession (Int), Spot (Wis), Spellcraft (Int)
Skills Points at Each Level: 4 + int
Hit Dice: d6
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Number of juices known
1st
+0
+2
+2
+0
Drugged Blood, Juices(Least), Rig
2
2nd
+1
+3
+3
+0
Poison Immunity
3
3rd
+1
+3
+3
+1
Bonus Feat
[td]4th
+2
+4
+4
+1
Bonus Feat
5
5th
+2
+4
+4
+1
Drugged Spit
5
6th
+3
+5
+5
+2
Bonus Feat, Dual Cartridge, Juices (Lesser)
6
7th
+3
+5
+5
+2
Born of Vapor
7
8th
+4
+6
+6
+2
Bonus Feat
8
9th
+4
+6
+6
+3
Bonus Feat
8
10th
+5
+7
+7
+3
Drugged Body
9
11th
+5
+7
+7
+3
Juices (Greater)
10
12th
+6
+8
+8
+4
Bonus Feat, Triple Cartridge, Acid Resistance
11
13th
+6
+8
+8
+4
Lingering Vapor
11
14th
+7
+9
+9
+4
Acid Resistance
12
15th
+7
+9
+9
+5
Bonus Feat, Drugged Mind
13
16th
+8
+10
+10
+5
Juices (Best), Acid Resistance
14
17th
+8
+10
+10
+5
Internalized Vapor
14
18th
+9
+11
+11
+6
Bonus Feat, Quadruple Cartridge, Acid Resistance
15
19th
+9
+11
+11
+6
Dual Breath, Vapor Vials
16
20th
+10
+12
+12
+6
Drugged Soul, Acid Immunity
17
Weapon and Armor Proficiencies: Vape lords are proficient with all simple weapons juices, and alchemical items. They are also proficient with light armor, but not with shields.
Because the somatic components required for vape lord juices are nearly non existent, a vape lord can use any of his juices while wearing light armor without incurring the normal arcane spell failure chance. However, like arcane spellcasters, a vape lord wearing medium or heavy armor or using a shield incurs a chance of arcane spell failure (all juices, including dragon breath, have a somatic component). A multiclass vape lord still incurs the normal arcane spell failure chance for arcane spells received from levels in other classes.
Drugged Blood: Vape lords are so infused with nicotine and various other substances that their blood is suffused with the stuff. If you take any drugs or inhaled vapor from your rig, for the next 1d4 hours any creature that drains your blood is affected by those drugs as well. While inhaling vapor does not affect you, any creature that bites you or drains your blood is sickened for 1d6 rounds
Juices: Vape lords have access to various kinds of juices for use in their rig. Most vape lords can have fairly easy access to different kinds of juices due to them being fairly easy to make. However, the number of juices and the intensity of juices that a vape lord can access the innate power of is limited by their class level.
A vape lord's juices are counted as spell-like abilities; therefore using the rig is a standard action that provokes attacks of opportunity. A juice can be disrupted, just as a spell can be ruined during casting. A vape lord is entitled to a Concentration check to successfully use a juice if he is hit by an attack while breathing, just as a spellcaster would be. A vape lord can choose to use a juice defensively, by making a successful Concentration check, to avoid provoking attacks of opportunity. A vape lord's juices are subject to spell resistance unless an juice's description specifically states otherwise. A vape lord's caster level with his juices is equal to his vape lord level. Vape lords may count themselves to be within the area of effect for any of their juices if they so wish.
The save DC for a juice (if it allows a save) is 10 + equivalent spell level + the vape lord's Charisma modifier. Since spell-like abilities are not actually spells, a vape lord cannot benefit from the Spell Focus feat. He can, however, benefit from the Ability Focus feat (see page 303 of the Monster Manual), as well as from feats that emulate metamagic effects for spell-like abilities, such as Quicken Spell-Like Ability and Empower Spell-Like Ability (see pages 303 and 304 of the Monster Manual).
The four grades of juices, in order of their relative power, are least, lesser, greater, and best. A vape lord begins with access to two juices, which must be of the lowest grade (least). As a vape lord gains levels, he can access the innate powers of new juices, as summarized on the advancement table and described below.
At any level when a vape lord gains a new juice, he can also replace a juice he already knows with another juice of the same or a lower grade. At 6th level, a vape lord can replace a least juice he knows with a different least juice (in addition to learning a new juice, which could be either least or lesser). At 11th level, a vape lord can replace a least or lesser juice he knows with another juice of the same or a lower grade (in addition to learning a new juice, which could be least, lesser, or greater). At 16th level, a vape lord can replace a least, lesser, or greater juice he knows with another juice of the same or a lower grade (in addition to learning a new juice, which could be least, lesser, greater, or best).
Finally, unlike other spell-like abilities, juices are subject to arcane spell failure chance as described under Weapon and Armor Proficiency above. Vape lords can qualify for some prestige classes usually intended for spellcasters in the same way that warlocks can.
Rig: The vape lord's rig is an alchemical item that allows for the usage of juices and counts as an alchemist's lab. A rig stores all of the juices that a vape lord has access to. In order to access the power of the juices the vape lord has access to he must use the rig and breathe through it, bringing the power of the juice into his body and exhaling the effect. This is what makes up the vast majority of the somatic components required for the usage of the various juices.
Unlike other spell-like abilities, it is impossible for a vape lord to use different ones on consecutive rounds. He must remove the cartridge of juice from his rig and put another one in its place to access the different effect. This takes a move action and provokes attacks of opportunity.
When a vape lord uses his rig to activate the effects of his juices, they have an area of effect originating from the vape lord and are similar in function to breath weapons. Any creature within the area that fails their save is subject to the effect. Some juices deal a lessened effect even if the creatures within the area make their saves. These juices state this within their descriptions.
If a vape lord does not have access to his rig he cannot use his juices.
Poison Immunity: At 2nd level the vape lord is used to ingesting poisonous substances. He gains a immunity to poison.
Bonus Feat: At the indicated levels the vape lord gains a bonus feat of any that the vape lord can access.
Drugged Spit: At 5th level, the poisons and drugs within the vape lord become concentrated within their saliva. This grants the vape lord a natural ranged spit attack that deals 1d6 acid damage with a range of 20 feet. Also, any creature that deals damage to the vape lord must succeed on a Fortitude Save (DC 10+1/2 Vape lord level+Cha) or be sickened from the noxious fumes emanating from their blood. In addition, the drugged blood ability causes the creature to become nauseous instead of sickened. Weapons with exceptional reach, such as longspears, do not endanger their users in this way.
Dual Cartridges: At level 6, the vape lord reconstructs his rig and becomes able to hold two different cartridges of juice. Only one of them may be used at a time, but he is able to switch between them as a free action.
Born of Vapor: At level 7, the vape lord gains a 10 ft. fly speed with a perfect maneuverability. In addition, the vape lord adds double their charisma modifier to their juice save DCs.
Drugged Body: At level 10, any creature successfully striking a vape lord with a melee weapon or natural weapon takes 1d6 points of acid damage from the vape lord’s highly poisonous blood. Weapons with exceptional reach, such as longspears, do not endanger their users in this way. The sickened effect from drugged spit becomes nauseous and the drugged blood ability instead deals 1d2 constitution damage.
Triple Cartridges: At level 12, the vape lord reconstructs his rig and becomes able to hold three different cartridges of juice. Only one of them may be used at a time, but he is able to switch between them as a free action.
Acid Resistance: At level 12, the vape lord gains acid resistance 5.
The vape lord's acid resistance increases to 10 at level 14, 20 at level 16, 30 at level 18, and gains immunity at level 20.
Lingering Vapor: Starting at level 13, the vape lord can have his juice effects persist until the beginning of his next turn. Those already in the area suffer no additional harm, but other creatures or objects entering the area are subject to its effects. The lingering obscures vision, providing concealment (20% miss chance) beyond 5 feet and total concealment (50% miss chance) beyond 20 feet.
The vape lord's fly speed increases to 5 ft. per vape lord levels.
Drugged Mind: At level 15, any creature that attempts to interact directly with the vape lord's thoughts (such as via detect thoughts or telepathy) must succeed at a Will save or take 1d4 wisdom damage. The save DC is equal to 10 + 1/2 the vape lord's Hit Dice + the vape lord’s Charisma modifier. This is a mind-affecting effect. The nauseous effect from drugged spit becomes 1d4 wisdom damage.
Internalized Vapor: At level 17, the vape lord no longer needs to breathe and the vape lord's fly speed becomes 10 ft. per vape lord level.
Quadruple Cartridges: At level 18, the vape lord reconstructs his rig and becomes able to hold four different cartridges of juice. Only one of them may be used at a time, but he is able to switch between them as a free action.
Dual Breath: At level 19, the vape lord reconstructs his rig and becomes able to use two seperate juice effects in a single use.
Vapor Vials: At level 19, the vape lord is able to create potions with his least juices. These potions can be thrown or opened. Once used, the potion effects a 10 foot spread and all within the area are entitled a reflex save to avoid entirely.
Drugged Soul: At level 20, the vape lord's type changes to elemental and they gain the air and augmented subtypes. Also the vape lord's fly speed becomes 20 ft. per vape lord level and the vape lord adds triple their charisma modifier to their juice save DCs.
http://www.aneyeoni.com/ART/Illustrations/Magic/Lorwyn/Aleksi_Magic_FireBreathing.700_531.jpg
"Ditch the paper, man, go for vapor." -Jack "The Cloud" McKenny, Vape Lord moments before breathing out a burning cloud Asmodeus' Blend^
Class Skills
The Vape Lord's class skills (and the key ability for each skill) are Appraise (Int), Concentrate (con), Craft (any, taken individually) (Int), Decipher Script (Int),Disable Device (Dex) Heal (Wis), Knowledge ([any, taken individually])(Int), Listen (Wis), Profession (Int), Spot (Wis), Spellcraft (Int)
Skills Points at Each Level: 4 + int
Hit Dice: d6
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Number of juices known
1st
+0
+2
+2
+0
Drugged Blood, Juices(Least), Rig
2
2nd
+1
+3
+3
+0
Poison Immunity
3
3rd
+1
+3
+3
+1
Bonus Feat
[td]4th
+2
+4
+4
+1
Bonus Feat
5
5th
+2
+4
+4
+1
Drugged Spit
5
6th
+3
+5
+5
+2
Bonus Feat, Dual Cartridge, Juices (Lesser)
6
7th
+3
+5
+5
+2
Born of Vapor
7
8th
+4
+6
+6
+2
Bonus Feat
8
9th
+4
+6
+6
+3
Bonus Feat
8
10th
+5
+7
+7
+3
Drugged Body
9
11th
+5
+7
+7
+3
Juices (Greater)
10
12th
+6
+8
+8
+4
Bonus Feat, Triple Cartridge, Acid Resistance
11
13th
+6
+8
+8
+4
Lingering Vapor
11
14th
+7
+9
+9
+4
Acid Resistance
12
15th
+7
+9
+9
+5
Bonus Feat, Drugged Mind
13
16th
+8
+10
+10
+5
Juices (Best), Acid Resistance
14
17th
+8
+10
+10
+5
Internalized Vapor
14
18th
+9
+11
+11
+6
Bonus Feat, Quadruple Cartridge, Acid Resistance
15
19th
+9
+11
+11
+6
Dual Breath, Vapor Vials
16
20th
+10
+12
+12
+6
Drugged Soul, Acid Immunity
17
Weapon and Armor Proficiencies: Vape lords are proficient with all simple weapons juices, and alchemical items. They are also proficient with light armor, but not with shields.
Because the somatic components required for vape lord juices are nearly non existent, a vape lord can use any of his juices while wearing light armor without incurring the normal arcane spell failure chance. However, like arcane spellcasters, a vape lord wearing medium or heavy armor or using a shield incurs a chance of arcane spell failure (all juices, including dragon breath, have a somatic component). A multiclass vape lord still incurs the normal arcane spell failure chance for arcane spells received from levels in other classes.
Drugged Blood: Vape lords are so infused with nicotine and various other substances that their blood is suffused with the stuff. If you take any drugs or inhaled vapor from your rig, for the next 1d4 hours any creature that drains your blood is affected by those drugs as well. While inhaling vapor does not affect you, any creature that bites you or drains your blood is sickened for 1d6 rounds
Juices: Vape lords have access to various kinds of juices for use in their rig. Most vape lords can have fairly easy access to different kinds of juices due to them being fairly easy to make. However, the number of juices and the intensity of juices that a vape lord can access the innate power of is limited by their class level.
A vape lord's juices are counted as spell-like abilities; therefore using the rig is a standard action that provokes attacks of opportunity. A juice can be disrupted, just as a spell can be ruined during casting. A vape lord is entitled to a Concentration check to successfully use a juice if he is hit by an attack while breathing, just as a spellcaster would be. A vape lord can choose to use a juice defensively, by making a successful Concentration check, to avoid provoking attacks of opportunity. A vape lord's juices are subject to spell resistance unless an juice's description specifically states otherwise. A vape lord's caster level with his juices is equal to his vape lord level. Vape lords may count themselves to be within the area of effect for any of their juices if they so wish.
The save DC for a juice (if it allows a save) is 10 + equivalent spell level + the vape lord's Charisma modifier. Since spell-like abilities are not actually spells, a vape lord cannot benefit from the Spell Focus feat. He can, however, benefit from the Ability Focus feat (see page 303 of the Monster Manual), as well as from feats that emulate metamagic effects for spell-like abilities, such as Quicken Spell-Like Ability and Empower Spell-Like Ability (see pages 303 and 304 of the Monster Manual).
The four grades of juices, in order of their relative power, are least, lesser, greater, and best. A vape lord begins with access to two juices, which must be of the lowest grade (least). As a vape lord gains levels, he can access the innate powers of new juices, as summarized on the advancement table and described below.
At any level when a vape lord gains a new juice, he can also replace a juice he already knows with another juice of the same or a lower grade. At 6th level, a vape lord can replace a least juice he knows with a different least juice (in addition to learning a new juice, which could be either least or lesser). At 11th level, a vape lord can replace a least or lesser juice he knows with another juice of the same or a lower grade (in addition to learning a new juice, which could be least, lesser, or greater). At 16th level, a vape lord can replace a least, lesser, or greater juice he knows with another juice of the same or a lower grade (in addition to learning a new juice, which could be least, lesser, greater, or best).
Finally, unlike other spell-like abilities, juices are subject to arcane spell failure chance as described under Weapon and Armor Proficiency above. Vape lords can qualify for some prestige classes usually intended for spellcasters in the same way that warlocks can.
Rig: The vape lord's rig is an alchemical item that allows for the usage of juices and counts as an alchemist's lab. A rig stores all of the juices that a vape lord has access to. In order to access the power of the juices the vape lord has access to he must use the rig and breathe through it, bringing the power of the juice into his body and exhaling the effect. This is what makes up the vast majority of the somatic components required for the usage of the various juices.
Unlike other spell-like abilities, it is impossible for a vape lord to use different ones on consecutive rounds. He must remove the cartridge of juice from his rig and put another one in its place to access the different effect. This takes a move action and provokes attacks of opportunity.
When a vape lord uses his rig to activate the effects of his juices, they have an area of effect originating from the vape lord and are similar in function to breath weapons. Any creature within the area that fails their save is subject to the effect. Some juices deal a lessened effect even if the creatures within the area make their saves. These juices state this within their descriptions.
If a vape lord does not have access to his rig he cannot use his juices.
Poison Immunity: At 2nd level the vape lord is used to ingesting poisonous substances. He gains a immunity to poison.
Bonus Feat: At the indicated levels the vape lord gains a bonus feat of any that the vape lord can access.
Drugged Spit: At 5th level, the poisons and drugs within the vape lord become concentrated within their saliva. This grants the vape lord a natural ranged spit attack that deals 1d6 acid damage with a range of 20 feet. Also, any creature that deals damage to the vape lord must succeed on a Fortitude Save (DC 10+1/2 Vape lord level+Cha) or be sickened from the noxious fumes emanating from their blood. In addition, the drugged blood ability causes the creature to become nauseous instead of sickened. Weapons with exceptional reach, such as longspears, do not endanger their users in this way.
Dual Cartridges: At level 6, the vape lord reconstructs his rig and becomes able to hold two different cartridges of juice. Only one of them may be used at a time, but he is able to switch between them as a free action.
Born of Vapor: At level 7, the vape lord gains a 10 ft. fly speed with a perfect maneuverability. In addition, the vape lord adds double their charisma modifier to their juice save DCs.
Drugged Body: At level 10, any creature successfully striking a vape lord with a melee weapon or natural weapon takes 1d6 points of acid damage from the vape lord’s highly poisonous blood. Weapons with exceptional reach, such as longspears, do not endanger their users in this way. The sickened effect from drugged spit becomes nauseous and the drugged blood ability instead deals 1d2 constitution damage.
Triple Cartridges: At level 12, the vape lord reconstructs his rig and becomes able to hold three different cartridges of juice. Only one of them may be used at a time, but he is able to switch between them as a free action.
Acid Resistance: At level 12, the vape lord gains acid resistance 5.
The vape lord's acid resistance increases to 10 at level 14, 20 at level 16, 30 at level 18, and gains immunity at level 20.
Lingering Vapor: Starting at level 13, the vape lord can have his juice effects persist until the beginning of his next turn. Those already in the area suffer no additional harm, but other creatures or objects entering the area are subject to its effects. The lingering obscures vision, providing concealment (20% miss chance) beyond 5 feet and total concealment (50% miss chance) beyond 20 feet.
The vape lord's fly speed increases to 5 ft. per vape lord levels.
Drugged Mind: At level 15, any creature that attempts to interact directly with the vape lord's thoughts (such as via detect thoughts or telepathy) must succeed at a Will save or take 1d4 wisdom damage. The save DC is equal to 10 + 1/2 the vape lord's Hit Dice + the vape lord’s Charisma modifier. This is a mind-affecting effect. The nauseous effect from drugged spit becomes 1d4 wisdom damage.
Internalized Vapor: At level 17, the vape lord no longer needs to breathe and the vape lord's fly speed becomes 10 ft. per vape lord level.
Quadruple Cartridges: At level 18, the vape lord reconstructs his rig and becomes able to hold four different cartridges of juice. Only one of them may be used at a time, but he is able to switch between them as a free action.
Dual Breath: At level 19, the vape lord reconstructs his rig and becomes able to use two seperate juice effects in a single use.
Vapor Vials: At level 19, the vape lord is able to create potions with his least juices. These potions can be thrown or opened. Once used, the potion effects a 10 foot spread and all within the area are entitled a reflex save to avoid entirely.
Drugged Soul: At level 20, the vape lord's type changes to elemental and they gain the air and augmented subtypes. Also the vape lord's fly speed becomes 20 ft. per vape lord level and the vape lord adds triple their charisma modifier to their juice save DCs.