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View Full Version : Prestige Class Contest Thread VII: The Swing of the Pendulum



JoshuaZ
2019-06-13, 04:03 PM
You'll be working under the theme of:
The Swing of the Pendulum. The theme is about the tension between different ideas or forces, such as fire and ice, or life and death, or revenge and justice.


Rules

Entry must be a prestige class with 3-15 levels, and must be for the revised third (3.5) edition of Dungeons and Dragons. Entries may contain additional material such as specific feats or skill uses that interact with the prestige class but the central, unifying aspect should be the prestige class.
Entry must be original, and made for this contest.
Entry must be related to the theme.
Entry must be completed by July 15th.
Entry must be easy to read. (Templates will be provided.*)
Only one entry may be submitted by any given brewer (the entry may include several things, but they must be part of the same cohesive entry).

Breaking any of these rules will disqualify the entry.

*The Templates are in the chat thread here (http://www.giantitp.com/forums/showthread.php?539241-Prestige-Class-Contest-Chat-Thread-I&p=22485380&viewfull=1#post22485380").

Chat Thread is here (http://www.giantitp.com/forums/showthread.php?539241-Prestige-Class-Contest-Chat-Thread-I). Please only post entries in this thread, the chat thread is for everything other than entries.

Lanth Sor
2019-06-14, 10:17 AM
Unburdened

https://vignette.wikia.nocookie.net/dragonball/images/4/4c/PikkHeavyCloth.png/revision/latest?cb=20111105112325

Through long contemplation on the planes you have learned to draw on their powers, but balance is require to not loose ones self.

Prerequisites:
To become a unbrudened, a character must fulfill all the following criteria:
Saves: all saves must be +1 or better


Hit Die: d12

Class Skills: The unbrudened's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha),Jump (Str), Knowledge (History), Ride (Dex), Swim (Str), and Tumble (Dex).

Skill Points at Each Level: 4+Int



Level
BAB
Fort
Ref
Will
Special
Highest
Burden
Rank
Burden
Limit


1
+1
+2
+2
+2
Assume Burden
1st
4


2
+2
+3
+3
+3
Turn Burden
1st
6


3
+3
+3
+3
+3
-
2nd
10


4
+4
+4
+4
+4
-
2nd
14


5
+5
+4
+4
+4
-
3rd
20


6
+6
+4
+4
+4
-
3rd
26


7
+7
+4
+4
+4
-
4th
34


8
+8
+4
+4
+4
-
4th
42


9
+9
+4
+4
+4
-
5th
52


10
+10
+4
+4
+4
-
5th
62



Class Features
The following are all class features of the unburdened

Assume Burdens (Su): Through force of will the binds themselves in burdens. Assuming a burden takes 1 minute per rank, and provokes an attack of opportunity. The

Turn Burden (Ex): Starting at the 2nd level, when a penalty is applied to the unburdened after that penalty ends the unburdened gains that penalty as an insight bonus. IE a at the end of the shaken condition the penalty of -2 to attack, checks, and saving throws would become a +2 to attack, checks and saving throws.

1st Rank
Minor Skill Fetter
Burden: Take a penalty up to class level to the chosen skill.
Resignation Time: 1 round
Boon: Next skill check with that skill

2nd Rank
Shaken

3rd Rank
Fear
4th Rank

5th Rank

JoshuaZ
2019-06-15, 11:02 AM
Dichotomy Mage

"Our universe is one of pairs at tension, fire and ice, life and death, war and peace. This occurs both in the physical realm, as well as the conceptual realm, a pair which is itself an important dichotomy. All is duality."
- From the first chapter of the autobiography of Salmar Telenfort, a Dichotomy Mage.

The Dichotomy Mages believe that all things in the universe fundamentally come in pairs of two. They seek to understand these dualisms, and thus the universe as a whole.


ENTRY REQUIREMENTS
Skills 8 ranks in Knowledge(arcana). A total of at least 12 ranks in other Knowledge skills.
Spellcasting: Able to cast a spell of at least first level.


Note: If playing in Pathfinder then reduce the Knowledge(arcana) ranks to 5, and the total ranks to 9.


Class Skills
The Dichotomy Mage's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Gather Information (Cha), Knowledge (any, taken individually) (Int), and Sense Motive (Wis).
Skills Points at Each Level: 2 + int

Hit Dice: d4

Drop Decipher Script, Concentration, and Gather Information as class skills. Add Linguistics as a class skill. Change the hit die to d6.



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


1st
+0
+0
+0
+2
Synthesis Points, Dichotomous Secret(Physical)
+1 level of existing spellcasting class


2nd
+1
+0
+0
+3
Dichotomous Secret(Conceptual)
+1 level of existing spellcasting class


3rd
+1
+1
+1
+3
Dichotomous Secret(Physical)
+1 level of existing spellcasting class


4th
+2
+1
+1
+4
Dichotomous Secret(Conceptual)
+1 level of existing spellcasting class


5th
+2
+1
+1
+4
Dichotomous Secret(Physical)
+1 level of existing spellcasting class


6th
+3
+2
+2
+5
Dichotomous Secret(Conceptual)
+1 level of existing spellcasting class


7th
+3
+2
+2
+5
Dichotomous Secret(Physical)
+1 level of existing spellcasting class


8th
+4
+2
+2
+6
Dichotomous Secret(Conceptual)
+1 level of existing spellcasting class


9th
+4
+3
+3
+6
Dichotomous Secret(Physical)
+1 level of existing spellcasting class


10th
+5
+3
+3
+7
Dichotomous Secret(Conceptual), Dichotomous Avatar
+1 level of existing spellcasting class



Weapon and Armor Proficiencies: A Dichotomy Mage gains no weapons or armor proficiencies.

Spellcasting At every Dicotomy Mage level other than first, when a new Dichotomy Mage level is gained, the character gains new spells per day as if she had also gained a level in whatever spellcasting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained. This essentially means that she adds the level of Dichotomy Mage to the level of whatever other spellcasting class the character has, then determines spells per day, spells known, and caster level accordingly.

Synthesis Points At first level, a Dichotomy Mage gains a pool of Synthesis Points equal to their highest mental ability modifier plus twice their class level. These points represent the power to use the fundamental forces of the dualistic nature of the universe as a whole. A Dichotomy Mage may refresh their Synthesis Points once daily; they choose when this occurs, but most Dichotomy Mages regain points at dusk, dawn, sunrise, or sunset. If they live on a world which has some other fundamental but repeated cycle, they may choose to regain points at an appropriate liminal time for their world. A variety of class features allow the Dichotomy Mage to pay with these points.

Dichotomous Secrets At every level, a Dichotomy Mage learns the secret of one great dichotomy. At every odd level, they learn a physical secret. At every even level they learn a conceptual secret. Thus, they balance the great dichotomy of the physical and the conceptual. Each Dichotomous Secret gives four abilities. For each section of each Dichotomy they gain a small passive ability and an active ability which requires spending some number of Synthesis Points. Dichotomous Secrets are about the fundamental nature of reality. Thus, they are all extraordinary abilities, unless stated otherwise (such as actually casting a spell). If a Dichotomous Secret gives one the ability to spend Synthesis Points to cast a spell, then they also add the spell to any class list for any spellcasting class they have. They treat it as an extra spell known in any spontaneous spellcasting class. If they are a prepared spellcaster, they may prepare the spell without aid of a spellbook or similar item. For determining what level the Dichotomy Mage gains the spell if the spell is not on their regular class list use the priority wizard, cleric, druid, ranger bard.

Dichotomy Secrets

Action/Reaction (Physical)
They have developed a deep understanding that every action has a reaction and that no reaction can occur without action.
Action: Passive: The Dichotomy Mage gains a +2 bonus to initiative. Active: A Dichotomy Mage may cast a spell they have already cast once in the last minute. If they are a spontaneous spellcaster they may do so without using up another spell slot and may do so even if they do not have a spell slot of the required level, If they are a prepared spellcaster they may use this ability even if they lack a prepared copy of the spell. Using this ability requires spending Synthesis Points equal to 1 + the spell's level.

Reaction: Passive: The Dichotomy Mage gain a +2 bonus to all reflex saves, and may always act in a surprise round. Active: The Dichotomy Mage may take an immediate action to counterspell; doing so requires spending 3 Synthesis points.

Civilization/Wilderness(Physical)
Civilization carves out its own regions around the wilderness, and yet civilization needs the resources of the wilderness to survive.

Civilization: Passive: The Dichotomy Mage gains a +4 bonus to all Knowledge checks related to laws and governments. Active: Whenever the Dichotomy Mage casts a beneficial spell which has a maximum number of targets which depends on caster level they may increase the number of targets. For every Synthesis Point they spend, they may target one additional being.

Wilderness: Passive The Dichotomy Mage gains a +4 bonus to Survival checks. Survival becomes a class skill for them. Active: The Dichotomy Mage may spend 1 Synthesis Point to cast Entangle.

Courage/Cowardice(Conceptual)

The decision to take action despite repercussions is one notion of courage. A being that rushes to fight because it has no concept of the threat it faces is not courageous but a fool. The coward is aware of every possible threat, but sees them as far worse than they might be.

Courage: Passive: The Dichotomy Mage gains a +4 bonus to saves against [fear] effects. Active: The Dichotomy Mage may spend 1 Synthesis Point as a swift action. If they do, all allies within 60 feet gain a +2 morale bonus against fear effects for 1 minute.

Cowardice: Any being within 30 feet of the Dichotomy Mage must make a DC 15 will save to see the Dichotomy Mage as a potential threat as long as the being has not been actively harmed by the Dichotomy Mage. Once a being has made this save, it does not need to do so for the remainder of the encounter. This is a mind-affecting effect. Active: The Dichotomy Mage may spend 2 Synthesis Points to cast Dimension Door. When it is cast this way, the Dichotomy Mage must end up further away from at least one enemy than they started.

Fire/Ice (Physical)
Some say the world will end in fire, others in ice. Maybe it was born in both, and will die in both.
Fire: Passive: The Dichotomy Mage gets a +1 bonus to caster level for all spells with the [fire] descriptor, and they get a +2 bonus on all saves against effects with the fire descriptor. Active: The Dichotomy Mage may spend a Synthesis point to add a +1 to the save DC. when they cast a spell with the [fire] descriptor,

Ice: Passive: The Dichotomy Mage gets a +1 bonus to caster level for all spells with the [cold] descriptor, and they get a +2 bonus on all saves against effects with the cold descriptor. Active: The Dichotomy Mage may when they cast a spell with the [cold] descriptor, spend a Synthesis Point to add a +1 to the save DC.

Good/Evil (Conceptual)
Good is the course of correct action, to the benefit of all. But if there is no temptation to do evil, is it meaningful to say one is good? Is it a mistake to call someone a saint if they have never done wrong and have never been tempted to do wrong?

Good: Passive: The Dichotomy Mage gains a +2 bonus to all Knowledge and Diplomacy checks related to good outsiders. The Dichotomy Mage gains a +2 bonus to all Diplomacy checks to convince someone to take a course of action that you sincerely believe is good. Active: The Dichotomy Mage may spend 1 Synthesis Point to cast Magic Circle Against Evil.

Evil: Passive: The Dichotomy Mage gains a +2 bonus to all Knowledge and Diplomacy checks related to chaotic outsiders. The Dichotomy Mage gains a +2 bonus to intimidate or diplomacy checks to convince someone to engage in an act they believe is evil. Active: The Dichotomy Mage may spend 1 Synthesis Point to cast Magic Circle Against Good.

Land/Sea(Physical)
Rivers flow across the land into the sea. Over time, land is worn away and becomes oceans. Yet new land forms and is thrust up through the sea.

Land: Passive: The Dichotomy Mage becomes immune to all bullrush attempts as long as they are staying on natural ground. Active: The Dichotomy Mage may as a free action spend some number of Synthesis Points. If they do, they gain a bonus to land speed of 10 feet per a point spent. This bonus lasts until the beginning of their next turn.

Sea: Passive: The Dichotomy Mage gains a +8 bonus to all Swim checks. Active: The Dichotomy Mage may spend a Synthesis Point and touch a willing being. If they do, that being may breath underwater for the next hour.

Life/Death(Physical)
Some say that all living things must die. Some say that death gives life meaning, but in truth, without life, death would have no meaning.

Life: Passive: The Dichotomy Mage is immune to any effect with the [death] descriptor whose caster level is less than or equal to the Dichotomy Mage's hit die + their class level, and they gain a +1 bonus to caster level for any spell with from the [healing] subschool. Active: The Dichotomy Mage may spend a Synthesis Point to cast Cure Light Wounds.

Death: Passive: the Dichotomy Mage gains a +1 to caster level to spells which have the [death] descriptor or do negative energy damage. Active: The Dichotomy Mage may spend a Synthesis Point to cast Inflict Light Wounds.


Light/Shadow(Physical)
Light casts shadows. But in a universe that is not empty, there can be no light without shadows.

Light: Passive: The Dichotomy Mage gains a +2 bonus to all saves against effects with the [light] descriptor and they can never be dazzled. Active, the Dichotomy Mage may spend Synthesis Points to effectively counterspell a spell with the [darkness] descriptor as an immediate action. They must pay Synthesis Points equal to the spell's level.

Shadow: Passive: Small shadows flit about the Dichotomy Mage. They gain a +4 bonus on all Hide checks. (If playing in Pathfinder, they get a +4 bonus on all Stealth checks to avoid being seen.) They also get a +1 bonus to caster level for all spells with the [shadow] descriptor. Active: The Dichotomy Mage may spend Synthesis Points to duplicate an evocation or conjuration spell as if they had cast Shadow Conjuration or Shadow Evocation. This is an extraordinary ability. They can only duplicate a spell whose level is at most their half their class level (minimum 1), and they must pay Synthesis Points equal to twice the level of the spell to be duplicated.


Logic/Emotion (Conceptual)

Without emotion, one has no values, no reason to take a course of action or care about anything. Without logic, no matter the emotions, one has no ability to act upon those values and feelings.

Logic: Passive: The Dichotomy Mage gets a +4 bonus to all intelligence checks to solve puzzles. The Dichotomy Mage also gets a +4 bonus to Diplomacy checks to persuade someone that a given course of action is in that person's best interest. The Mage cannot for example apply this bonus to persuade a thief that stealing is morally wrong, but they could use it to persuade a thief that stealing a specific object is too risky. Similarly, the Dichotomy Mage could not use this ability to persuade a paladin not to care about the sick or injured, but one could persuade a paladin that a better use of their time is to search for a cure for a disease rather than healing individuals. Active: The Dichotomy Mage may spend 2 Synthesis Point as an immediate action when they fail a will save against an [mind-affecting] effect. If they do so, they then make an intelligence check and have the result of that check substitute for their will save.

Emotion: Passive: The Dichotomy Mage becomes extremely good at reading other beings. They gain a +5 bonus to all Sense Motive checks. Active: The Dichotomy Mage may whenever they cast a spell which substantially alter's another being's emotions (such as a Crushing Despair spell), they may pay 2 Synthesis Point to increase the save DC by 1 and get a +2 bonus to penetrating spell resistance with the spell.


Mercy/Revenge(Conceptual) Any being capable of being harmed is capable of desiring revenge. And any being capable of harm is capable of showing mercy.

Mercy: Passive: The Dichotomy Mage gains a +4 bonus to Diplomacy checks to gain information from captured foes that they had the potential to kill but did not so. Active: When they cast a damaging spell, The Dichotomy Mage may choose to have half the spell be non-lethal damage. If they pay one Synthesis Point, they may instead make all the spell's damage non-lethal.

Revenge: Passive: The save DC of any spell the Dichotomy Mage casts is treated as two higher as long as the spell has a single target which is someone who has harmed the Dichotomy Mage or one of their allies in the last 24 hours. Active: When casting a spell who has a single target which has personally harmed the Dichotomy Mage any time in the last year, the Dichotomy Mage may spend Synthesis Points equal to the spell's level. If they do, the spell is automatically maximized and empowered, and the Dichotomy Mage gets a +2 bonus to penetrate spell resistance the target has.


Mind/Body (Physical or Conceptual)
The Mind and Body are diametrically opposed to each other, yet neither can function without the other.
(Note a Dichotomy Mage may choose to select Mind/Body either as a Physical or Conceptual secret.)

Mind: Passive: The Dichotomy Mage gains either Wild Talent or Psionic Talent as a bonus feat. They gain a +2 bonus to all Knowledge checks. Active: The Dichotomy Mage may spend 1 Synthesis Point to add their class level to a Knowledge check. If they use this ability, they are also treated as being trained in the skill.

Body: Passive: They gain Toughness as a bonus feat, and gain a +2 bonus on all fortitude saves. Active: They may as a free action spend a Synthesis Point. If they do, until the end of that round they get a +2 bonus to strength and dexterity.


Order/Chaos (Conceptual)
A world without chaos is static, unchanging, lifeless, purposeless. A world without order is nonsense and equally lifeless.
Order: Passive: The Dichotomy Mage gains a +2 bonus to all Knowledge and Diplomacy checks related to lawful outsiders. The Dichotomy Mage's careful control of their mind also gives them a +2 bonus on will saves. Active: The Dichotomy Mage may spend 1 Synthesis Point to cast Magic Circle Against Chaos.

Chaos: Passive: The Dichotomy Mage gains a +2 bonus to all Knowledge and Diplomacy checks related to chaotic outsiders. The Dichotomy Mage's unpredictability is difficult even for the most powerful divinations to predict their behavior. Any Augury or similar effect which has a percentage chance of success, when made by someone hostile to the Dichotomy Mage which would rely in a substantial part on determining the Mage's likely course of action has its percentage chance of success reduced by twice their class level, to a minimum of zero. Active: The Dichotomy Mage may spend 1 Synthesis Point to cast Magic Circle Against Law.


Plant/Animal(Physical)
Animals eat plants. Even the animals which eat other animals ultimately draw their sustenance from plants. Yet when an animal dies, its body feeds the plants.

Plant: Passive: The Dichotomy Mages gain a +2 bonus to all Knowledge(Nature) checks related to plants. They also gain a +2 bonus to all checks made either to pass through forested areas without leaving a trace or through tracking beings who have passed through a forested area. They also gain a +4 bonus to all diplomacy checks with plant creatures. Active: The Dichotomy Mage may spend 4 Synthesis Point to cast Speak with Plants.

Animal: Passive: The Dichotomy Mage gains a +2 bonus to all knowledge checks related to animals or magical beasts. They also gain a +2 bonus to Handle Animal checks and a +2 bonus to diplomacy checks with magical beasts. The Dichotomy Mage may spend 4 Synthesis Point to cast Speak with Animals.

Remembering/Forgetting (Conceptual)
A mind cannot remember all things at all times for it to function. In order to remember, one must have first forgotten.

Forgetting: Passive: People have trouble recalling exactly what the Dichotomy Mage has done recently. Any Diplomacy or Gather Information check made to find out about the Dichotomy Mage's actions in the last 30 days takes a -4 penalty. Active: The Dichotomy Mage may pay 3 Synthesis Pointto make a being within 15 feet of them forget the last five minutes. If the being wishes to attempt to resist, they may make a will save with DC 10 + their class level + the Dichotomy Mage's intelligence modifier.

Remembering: Passive, the Dichotomy Mage gains a +1 bonus on all knowledge checks. Active: The Dichotomy Mage may spend 3 Synthesis Point to give a willing target they touch (possibly themselves) a +10 bonus to all knowledge checks made in the next 1 minute. If they use this ability, they also automatically remove any attempt to modify the being's memory that has been made in the last week if the effect's effective caster level was no higher than the Dichotomy Mage's caster level +5.

Freedom/Slavery(Conceptual)
There is none who appreciates freedom more than the freed slave. But anyone who cares about freedom would recognize the terrible evil in enslaving someone so that they later appreciate freedom.

Freedom: Passive: The Dichotomy Mage gains a +6 bonus to all checks made as part of an attempt to Escape Artist checks. Escape Artist also becomes a class skill for them. Active: The Dichotomy Mage may spend 6 points to remove an effect controlling another being's mind, such as a Charm or Domination spell. The Dichotomy Mage must be able to touch the being (and this may require a touch attack). If the effect's caster level is higher than the Dichotomy Mage's caster level, then they must make a successful caster level check against the effect's level +10 to remove it.

Slavery: The Dichotomy Mage gains a +2 bonus to all checks made as part of initiating a grapple. The Dichotomy Mage gains a +6 bonus to Intimidate checks. Active: The Dichotomy Mage may spend 8 Synthesis Point to duplicate Dominate Person.



War/Peace (Physical)
Those who have only known peace cannot know the horrors of war. Those who know war long for peace.
War: Passive: The Dichotomy Mage gains proficiency in all simple and martial weapons. If they already have proficiency in all simple and martial weapons they may instead choose an exotic weapon to gain proficiency in. Alternatively, The Dichotomy Mage may choose to Weapon Focus for a simple or martial weapon of their choice. Active: The Dichotomy Mage may when they make an attack roll spend 2 Synthesis Point to add a +1 bonus to the attack roll.

Peace: Passive: The Dichotomy Mage gains +5 bonus to all Diplomacy checks. Active: The Dichotomy Mage may spend 1 Synthesis Point to cast Charm Person.



Dichotomous Avatar(Su) At 10th level, a Dichotomy Mage may become the ultimate expression of the inherent dichotomous nature of the universe. Once daily the Dichotomy Mage may divides themselves. This division lasts for one minute.

The individual disappears and two duplicates appear each within 5 feet of the Dichotomy Mage. Each duplicate has one negative level. Also, each Duplicate only has one half of each Dichotmous Secret the Dichotomy Mage knows. For example, if the Mage has the War/Peace Dichotomy, one of the duplicates would gain the benefits of War, while the other would gain the benefits of Peace.

The duplicates thinks and acts exactly as the Dichotomy Mage would. The copies will not do anything the Dichotomy Mage wouldn’t do themselves. Both copies have copies of all mundane equipment that the original Dichotomy Mage had. Any magical equipment is not duplicated when using this ability. The Dichotomy Mage must decide which copy gains which equipment. Synthesis Points are split evenly between the two duplicates, and each copy casts from the same set of prepared spells or spell-slots.

When the duration of this effect expires both duplicates rejoin, no matter how far they are from each other you are. All damage is added together, then halved for calculating damage to the rejoined being. This applies to hit point damage as well as all other forms of damage, such as ability damage and ability drain.
The Dichotomy Mage cannot combine this ability with the Fission power, the Fusion power, or any other similar effects.



Dichotomy Mages in the world

"Fools, the lot of them. I told one of them that evil wasn't any more connected to good than fire was to ice. She said that was exactly the point. Lucky for her that there is a difference between good and evil or I might have run her through with my sword simply out of frustration." - Telfana Silverblade, an elven paladin.

No one is complete certain when the first Dichotomy Mages arose, although everyone agrees that it was a very long time ago. Some suggest that the ancient hero and trickster Maazar mentioned in some ancient elven legends may have been a Dichotomy Mage. Most Dichotomy Mages are loners, and although they agree on the fundamental dual nature of the universe, they frequently disagree on what that means. Thus, they haven't formed any organizations which are highly inclined to keep track of their own history. Some religions, especially those with an emphasis on balance or knowledge have Dichotomy Mages in their own ranks, but they have not gone through a concerted effort to keep track of them.

Some wizards have studied the ideas because they agree with the general philosophy or simply for the power it provides. Many groups favoring law and order or which see themselves as forces of good and light see the Dichotomy Mages as at the best as people who don't get it, and are flirting dangerously close to being allied with the worst forces out there.

Notable Dichotomy Mages: Terlen (NG Human Wizard 5/Dichotomy Mage 2) is a young Dichotomy Mage. Terlen's own interest in Dichotomy magic comes from their own conflicted identity; even before they had begun their apprenticeship, Terlen knew that sometimes he woke up feeling like a boy, and sometimes she woke up feeling like a girl. In time, Terlen's own interest in the dichotomy inside their own mind and body caused Terlen to take an interest in the idea that dichotomies at tension exist in all things.

Orrin Athiel (LN Elf Wizard 5/ Dichotomy Mage 3), is a mage from a cadet branch from the House of Athiel, a major elven noble family. Unlike many others, Orrin began his study in the Dichotomy Mages not for any deep philosophical reason, but simply for the power it represented, with the hope that it could be used to further his family's goals and ambitions. He has in recent years begun to work with his older cousin Dala (http://www.giantitp.com/forums/showsinglepost.php?p=23909681&postcount=5), as they suspect that the knowledge involved in the Secret of Remembering and Forgetting may be tied to the nature of vestiges.

Morphic tide
2019-06-16, 04:02 PM
The Onuxmeh


Entry Requirements:
Skills: Concentration 13 ranks, Heal 6 ranks
BAB: +7
Feats: Body Fuel, Psionic Body
Manifesting: Ability to manifest 4th-level Powers, Animal Affinity and Empathic Transfer

Class Skills
The Onuxme's class skills (and the key ability for each skill) are Autohypnosis (Wis), Climb (Str), Concentration (Con), Craft (Int), Heal (Wis), Jump (Str), Knowledge (dungeonering, nature, psionics) (Int), Listen (Wis), Profession (Wis), Search (Int), Spot (Wis), Survival (Wis), and Swim (Str).
Skills Points at Each Level: 4 + int

Hit Dice: d8



Level
BAB
Fort
Ref
Will
Special
Manifesting
Elite Powers known


1
+1
+0
+
+2
Elite Manifesting, Bonus Feat, Psychosematic Claw
+1 level of existing class
1


2
+2
+0
+3
+3

+1 level of existing class
1


3
+3
+1
+3
+3
Inspiration by Castigation
+1 level of Psychic Warrior
2


4
+4
+1
+4
+4
Bonus Feat
+1 level of existing class
3


5
+5
+1
+4
+4

+1 level of existing class
3


6
+6/+1
+2
+5
+5
Flagellant Exitation
+1 level of Psychic Warrior
4


7
+7/+2
+2
+5
+5
Bonus Feat
+1 level of existing class
5


8
+8/+3
+2
+6
+6

+1 level of existing class
6


9
+9/+4
+3
+6
+6
Immortal Impressions
+1 level of Psychic Warrior
6


10
+10/+5
+3
+7
+7
Bonus Feat
+1 level of existing class
7


Manifesting: At each level except 3, 6 and 9, an Onuxmeh gains additional power points per day and access to new powers as if they had also gained a level in whatever manifesting class they belonged to before he added the prestige class. They do not, however, gain any other benefit a character of that class would have gained (bonus feats, metapsionic or item creation feats, and so on). This essentially means that they add the level of Onuxmeh to the level of whatever manifesting class the character has, then determines power points per day, powers known, and manifester level accordingly. At levels 3, 6 and 9, they instead gain additional power points per day and access to new powers as if they had gained a level of Psychic Warrior, using Wisdom as the manifesting score as normal for Psychic Warriors and drawing powers learned from the Psychic Warrior list.

If a character had more than one manifesting class before they became a Onuxmeh, they must decide to which class they add the new level of Onuxmeh to for the purpose of determining power points per day, powers known, and manifester level.

Elite Manifesting (Ps): An Onuxmeh's considerable efforts in specialized psionic knowledge entitles them to a number of additional Powers Known. These Powers, known as Elite Powers, are improved versions of one or more less potent powers, whether having fewer restrictions, simple improvements in the scope of the effect, or, most regularly, better and more numerous Augmentations, which often include versions of the effect of powers that are not the core effect of the Elite power.

These Powers cannot be learned through Expanded Knowledge, nor are they learned through the normal Powers Known of an Onuxmeh's prior Manifesting class(es). They may only be learned through class features, feats and other abilities that explicitly mention the ability to learn Elite Powers, and count as a level higher for every two PP spent to augment them for purposes other than availability, such as the crafting cost of Djores. When learning an Elite version of a power they know, an Onuxmeh may replace that power with another (non-Elite) power they qualify for.

Bonus Feats: At 1st level, and every three levels thereafter, an Onuxmeh gets a bonus feat in addition to their normal allotment of feats. These feats must be drawn from the feats noted as Psionic feats, or those that directly benefit Natural Attacks in particular, such as Multiattack or Snatch, or Weapon Focus selecting a type of Natural Attack such as Claw or Sting. An Onuxmeh must still meet all prerequisites for the bonus feat, including ability score and base attack bonus minimums as well as class requirements. An Onuxmeh cannot choose feats that specifically require levels in the fighter class unless they are a multiclass character with the requisite levels in the fighter class.

Psychosematic Claw (Ps): An Onuxmeh's detailed studies into Psychometabolism center around exaltation of the self through manipulation of one's own form and the interplay of mind and body. The most fundamental of this knowledge is the use of pain to drive the mind's perception of the body, so that one may drive the body to match with Psionic influence. At 1st level, an Onuxmeh learns Claws of the Beast and Painful Strike if they do not already know them. If they know one or both, they may learn one other Psionic power that grants or improves Natural Attacks they would qualify for, including Metamorphosis and other powers that would allow them to turn into a creature with more Natural Attacks.

Additionally, whenever they successfully attack a creature with a Natural Attack granted or improved by a Power they manifested, they may, as a Swift Action, manifest a Psychometabolism power they know targeting the creature. The target makes a Will Save with a DC of 10+1/4th the damage the Natural Attack dealt+the Onuxmeh's Wisdom modifier, in addition to the normal saves against the power, negating the Power and taking nonlethal damage equal to twice the Power Points spent on it if the save succeeds.

Inspiration by Castigation (Su): While still only beginning their studies, novices among the traditions that prize or dread Onuxmeh learn to seek hardship that they may overcome, going so far as to dampen the value of the protections they devise. At 3rd level, whenever they take damage that a Power they have manifested would reduce or negate, an Onuxmeh may take nonlethal damage up to the damage prevented, and whenever they make a Concentration check to Manifest a power when taking damage, they may augment it by a number of PP up to 1/10th the damage taken and take 10% more damage as nonlethal damage. This may increase the augmentation of Elite Psychometabolism powers to above the Onuxmeh's Manifester Level.

Additionally, whenever they fail to Manifest an Elite Psychometabolism power due to failing a Concentration check for damage taken while manifesting, they may instead manifest a combination of the non-Elite powers it is an Elite version of with equal or lesser PP cost that they know.

Flagellant Exitation(Ps): As the mastery of the masochistic practices of their specialty approaches the utmost limits of mortality, an Onuxmeh begins to lose care for those very limits, pursuing actions that deny the limits, however expanded, of their form, and embracing the pain as reason begins to break down. At 6th level, whenever an Onuxmeh takes damage that would put their total of nonlethal damage above their current HP, they may expend their Psionic Focus to manifest a Power that heals them. Regardless of if they do or not, they must make a DC 10+1/4th nonlethal damage above their HP Concentration check. If they fail, they cannot manifest Psionic Powers other than to renew Psychometabolism effects on themselves or directly reduce or heal lethal damage until their nonlethal damage is lower than their HP total.

Additionally, nonlethal damage can no longer cause the Onuxmeh to become Staggered, and they only fall Unconcious from nonlethal damage when it exceeds their maximum HP, and they gain an Insight bonus to Attack and Damage rolls with Natural Attacks equal to 1/20th of their total of nonlethal damage.

Immortal Impressions(Su): Surpassing the confines of their original form in totality, whatever it may have been, the masters among Onuxmeh rise anew from injuries their lessers would balk at the prospects of ever facing, most especially those of spectacular longevity, offering them immunity to the penalties of old age and allowing them to survive indefiniately. As their comprehension of form is perfected for their much-scorned natural selves, their psyche can sustain divergence from this form, and they can focus their pain long after its infliction.

Whenever you take additional damage from Inspiration by Castigation, you gain temporary Power Points equal to 1/10th the amount of damage taken. As with most sources of temporary Power Points, these do not stack, only increasing if the amount of added temporary Power Points are greater than the current amount. These temporary PP can be used to increase the augmentation of Psychometabolism powers, including those already manifested, to a limit of effective Power Point expenditure equal to your character level plus 1/20th your current total of nonlethal damage or one-quarter your maximum HP, whichever is lower.

Additionally, you no longer suffer the penalties of aging, do not have a maximum age and gain the Extended Power feat, with the ability to use it on Psychometabolism powers without expending your Psionic Focus. Furthermore, otherwise permanent ability damage and reduction of maximum HP continue healing at the rate of natural recovery and negative levels never become permanent loss of level, always allowing an additional Fortitude save each day to remove them. If Blinded or Deafened, the pentalties are reduced by 1 each day, 5% each day for percentile penalties, restoring full vision and/or hearing when all the penalties reach 0.

Morphic tide
2019-06-16, 04:06 PM
Onuxmeh Powers


Psychometabolism [Elite]
Level: Onuxmeh 1
Display: Visual
Manifesting Time: 1 Swift Action
Range: Personal
Target: You
Duration: 1 hour/level
Saving Throw: None (Harmless)
Power Resistance: Yes
Power Points: 1
This power is an Elite version of Claws of the Beast, Bite of the Wolf, Metaphysical Claw and Duodimensional Claw.

Calling on ancient instincts from the depths of your subconscious, your extremities take on a lethal character. Upon manifesting this power, you gain your choice of two 1d6 Claws, a 1d10 Bite, or to increase the damage dice of a Natural Attack or Unarmed Strike you currently possess as if your size category had increased one size, to a maximum of 2d8 or 3d6. If it would increase beyond this, the Natural Attack instead gains an additional damage die. The effects of this Power can be suppressed and resumed throughout its duration.

Augment: For every four Power Points spent on this power, including Metapsionics and other augments, the Natural Weapons granted or enhanced by this power gain a +1 Enhancement bonus.

By spending two additional power points, the heft and inertia of the Natural Attacks granted or improved is increased, improving the damage as if your size had increased by one size category.

By spending three additional power points, up to twelve additional power points, you may choose another Natural Attack to improve or grant, though you may only have as many Claws beyond the first two as you have extremities that are not already Natural Attacks and as many Bites beyond the first as you have mouths.

By spending four additional power points, up to twenty additional power points, you may hone the edges of a Natural Attack improved or granted, increasing its Critical Threat range by 1, as from 20 to 19-20, or its Critical Multiplier by x1. This is treated as the default statistics of a granted, but not improved, Natural Attack, and may be used to increase the threat range to a maximum of 17-20 and the multiplier to a maximum of x4.


Psychometabolism [Elite]
Level: Onuxmeh 1
Display: Visual
Manifesting Time: 1 Standard Action
Range: Personal
Target: You
Duration: 10 minutes/level
Saving Throw: None
Power Resistance: Yes
Power Points: 1
This power is an Elite version of Vigor, Thicken Skin, True Metabolism and Biofeedback.

Enforcing your body with the assertion of wholeness and the confidence of enormity, your skin takes on a calloused, ablative layer, offering DR 2/Piercing and Magic, 4 temporary HP and a +1 Enhancement bonus to Natural Armor.

Augment: For every three Power Points spent on this power, including Metapsionics and other augments, the DR and Natural Armor bonuses increase by 1 and an additional 10 temporary HP are granted.

By spending four additional power points, the DR becomes DR/Piercing and Adamantine and you gain a +2 Enhancement bonus to Armor, as the outermost layers of your skin harden into deflective scales and the psionic density mitigates any benefits a magically-infused assault may offer.

By spending twelve additional power points, the layer of hardened flesh turns inwards and replenishes itself from both the most total and least noticeable of ablation, gaining Fast Healing 5 and increasing temporary HP by four each round, to a maximum of the amount of temporary HP granted when the power was initially manifested, as well as 5% Fortification per Power Point spent on this Power.




Telepathy [Elite, Mind-Affecting]
Level: Onuxmeh 2
Display: Visual
Manifesting Time: 1 Swift Action
Range: Personal
Target: You
Duration: 1 round/level or until discharged
Saving Throw: Will half (see text)
Power Resistance: Yes
Power Points: 3
This power is an Elite version of Painful Strike, Hostile Empathic Transfer, Empathic Feedback and Brutalize Wounds.

Focusing your pain into a telepathic conduit as you lash out at an opponent, your next successful Natural Attack or Unarmed Strike deals an additional 1d10 nonlethal damage, and you may heal for up to the nonlethal damage dealt this way, dealing an equal amount of lethal damage to the target of the attack if you do. If the enemy succeeds on a Will save, the damage is halved, but the healing is not limited by this reduction. As the damage is emphathic in nature, damage resistance, regeneration and resistance or immunity to the damage you had originally taken does not affect the damage dealt by this power.

Augment: For every two power points spent on this power, including Metapsionics and other Augments, this Power deals an extra 1d10 nonlethal damage and the save DC increases by 1.

By spending four additional power points, you may send back the pain to those who strike you, dealing 1 damage per two power points spent on this power to melee attackers while this power's duration lasts, in addition to healing for half this amount. Additionally, you may choose which Natural Attack made during this Power's duration discharges it, instead of automatically discharging on the first successful Natural Attack or Unarmed Strike made after manifesting it.

By spending six additional power points, the telepathic conduit can be aggravated, allowing you to discharge this power as a Standard Action to deal the damage it would add to an attack to all around you and making it disrupt attempts at enduring the harm against the focused blow, increasing the dice roll result of the damage rolls of the attack, as well as the addtional damage from this power, to their maximum ordinary result.






Psychometabolism [Elite, Darkness]
Level: Onuxmeh 3
Display: Visual
Manifesting Time: 1 Standard Action
Range: Personal
Target: You
Duration: 1 round/level
Saving Throw: Fortitude negates
Power Resistance: Yes
Power Points:5
This power is an Elite version of Claws of Darkness, Strength of My Enemy, Claws of the Vampire and Stygian Touch

Calling the chilling hunger of darkness into being around your extremities, you form two Claw Natural Attacks, each dealing 1d4 Cold damage with each attack, as well as on each successful Grapple check, and heal 1 HP each time this power deals Cold damage.

Augment: For every two power points spent on this power, including Metapsionics and other Augments, this power deals an additional 1d4 Cold damage on each attack and successful Grapple check and heals 1 additional HP.

By spending six additional power points, the dark chill pulls at the souls of those it strikes at, inflicting a Negative Level for 10 minutes/level and healing you for an additional 3 HP.

By spending four additional power points, the chill steals away the strength of those stricken and slows their attempts to resist, dealing 2 Strength damage with each instance of damage and granting you an Enhancement bonus equal to the creature with the highest amount of Strength drained this way, to a maximum of +9, and enemies you have Grappled may take only a single Standard action each round.





Psychometabolism [Elite]
Level: Onuxmeh 4
Display: Visual, Auditory
Manifesting Time: 1 Standard Action
Range: Personal
Target: You
Duration: 1 round/level (D)
Saving Throw: Fortitude negates
Power Resistance: Partial; see text
Power Points:7
This power is an Elite version of Psychic Vampire, Mindwipe, Power Thief, and Dispel Psionics.

Channeling the desire for domination held by almost all life, your extremities take on a corona of near-inaudibly whimpering haze of darkness that pulls at the psychic energies of anything it touches. Whenever you land a Natural Attack, Melee Touch Attack or Unarmed Strike while this power is active, the target must make a Fortitude save. On a failed save, the hungering darkness consumes a portion of the creature's mind, inflicting a negative level for one hour, causing them to lose a power point and attempting to Dispel the highest-level Power currently affecting them (with a Dispel check of 1d20+Manifester level +14), or the Power they are manifesting if the attack was an Opportunity Attack made for manifesting a power. If the target has no Power Points, their highest mental ability score (Intelligence, Wisdom or Charisma) suffers one point of ability damage.

Power Resistance does not prevent the Dispel attempts.

Augment: For every four power points spent on this power, including Metapsionics and other augments, the save DC, Power Points lost and ability score damage increase by two and the Dispel check increases by three.

By spending six additional power points, the darkness hardens as it consumes Psionic energy, increasing its duration by one point per power point it caused to be lost or point of ability damage it caused and allowing you to manifest one power it has dispelled or that has had access lost due to a negative level it inflicted. This power starts as the first dispelled or power lost from a negative level, but may be replaced with any other you choose as they are dispelled or lost. Manifesting a power this way reduces the duration of Mind Rake by one power per PP of its initial cost, instead of costing you PP, but you may expend PP to augment the power as normal.

By spending three additional Power Points, the whimpering of the dark haze shifts to all-to-clear, though indecipherable, pleading and prostrations, driving fearful submission in those stricken, causing an additional Will save to avoid being Shaken before the power's normal Fortitude save and each save against this Power that fails, including the Will save added by this augment, causes an additional negative level to be inflicted.




Psychometabolism [Elite]
Level: Onuxmeh 5
Display: Visual
Manifesting Time: 1 Standard Action
Range: Personal
Target: You
Duration: 1 minute/level
Saving Throw: None
Power Resistance: Yes
Power Points: 9
This power is an Elite version of Oak Body, Psychofeedback, Expansion and Reach.

Shaping your body into an immense animated mass of hardened wood, you gain DR 4/Slashing, a +4 racial bonus to Natural Armor, replacing any existing racial natural armor, but not conflicting with other sources of Natural armor, and a +4 racial bonus to Strength, similarly replacing existing racial bonuses. Furthermore, your size increases by two categories and your Unarmed Strikes count as 1d6 (at Medium size) Slam Natural Attacks whenever it would be more beneficial.

Augment: For every three power points spent on this power, including Metapsionics and other augments, the Natural Armor bonus and Damage Resistance increase by 2 and the damage dice of your Unarmed Strikes increases by one step.

By spending four additional power points, your altered form can be driven to extremes of specialization, allowing you to reduce your Strength to increase your Constitution or reduce your Dexterity to increase either of the former two. Exchanging Dexterity for Strength further increases your reach for attacks, though not your threatened area, by five feet per point of Strength gained, and increasing your Constitution this way increases the Damage Reduction and Natural Armor by one for each point exchanged. These changes, both positive and negative, expire with the Power.




Psychometabolism [Elite]
Level: Onuxmeh 6
Display: Visual, Olfactory
Manifesting Time: 1 Standard Action
Range: Personal
Target: You
Duration: 1 round/level
Saving Throw: Fortitude
Power Resistance: No
Power Points: 11
This power is an Elite version of Form of Doom, Protection from Psionics, Specified Energy Adaptation and Truevenom.

Reflecting the vulnerabilities of those who witness you to draw forth a dreadful display of immunity, your skin oozes forth rancid poison, and you become ever more suited to the destruction of your foes. Each attack you make with a Natural Weapon or Unarmed Strike deals 1d4 Constitution damage and an additional 1d4 Constitution damage one minute later unless the target makes a Fortitude save each time. Additionally, you gain Energy Resistance 40 to one of Acid, Cold, Electricity, Fire or Sonic damage, or a +4 bonus to Natural Armor, and may change this selection as a Swift Action, or as an Immediate Action in response to an attack being made against you or that would include you in its area that would have its damage or odds of success reduced by the new selection.

Augment: For every 3 power points spent on this power, including Metapsionics and other augments, an additional 1d4 Constitution damage is dealt by each attack, both immediately and one minute later, the save DC increases by 2, the Natural Armor increases by 1, the Energy Resistance increases by 10 and you gain DR/- equal to twice your total Natural Armor.

By spending an additional four power points, the transformation gifts tendrils lashing out with toxins made to attack the foe's most vital capabilities, dealing damage to their highest base ability score in addition to Constitution and granting four Tentacle natural attacks dealing 2d6 damage each. These tentacles, if used as the only method of attack, are all made at your full attack bonus, while they take a -5 penalty if they are used alongside other attacks.

By spending an additional five power points, the transformation's endurance terrifies those who fail to violate it, making a show of failures and offering yet more complete protections, giving a +5 Insight bonus to two saving throws of your choice and allowing you to choose two Energy Resistances, or one Energy Resistance and Natural Armor, instead of a single selection. Additionally, you gain the Frightful Presence extraordinary ability, triggered when you succeed a saving throw or an attack roll against you fails, causing foes within 30 ft. to be Shaken if they fail a Will save. Succeeding this saving throw renders a creature immune to your Frightful Presence for 24 hours.





Psychometabolism [Elite]
Level: Onuxmeh 7
Display: Mental, Visual
Manifesting Time: 1 Standard Action
Range: Personal
Target: You
Duration: 10 minutes/level
Saving Throw: None
Power Resistance: No
Power Points: 13
This power is an Elite version of Energy Conversion, Power Resistance, Reddopsi and Energy Emanation

Tempering your body to resist energetic assaults and Psionic influence, you gain Energy Resistance 20 to Fire, Cold, Electricity, Sonic and Force, and Power Resistance 20. Energy damage and Powers directed at you are absorbed into a vivid ring of energy, bleeding off half the damage and Psionic power absorbed each round, rounded up, in a 5 ft. emanation, dealing 1d6 Force damage for each power point spent on resisted powers.

Augment: For every 2 power points spent on this power, including Metapsionics and other augments, your Energy Resistance and Power Resistance are increased by 3, increasing those offered by the highest source if it is not this Power.

By spending an additional seven power points, the ring may be disrupted to release absorbed energy as a Standard Action, allowing you to fire a Ray ranged touch attack with a range of 25 ft. + 5 ft. per ML dealing the stored energy damage and 1d6 Force damage per PP spent on resisted powers, or manifest a power resisted since your previous turn without paying its PP cost.





Psychometabolism [Elite]
Level: Onuxmeh 8
Display: Visual, Olfactory
Manifesting Time: 1 Standard Action
Range: Personal
Target: You
Duration: 1 minute/level
Saving Throw: None
Power Resistance: No
Power Points: 15
This power is an Elite version of Stygian Veil, Metamorphsis, Ectoplasmic Form and Planar Embrace.

Forging a tempestuous link with the Plane of Negative Energy and buffering it with Astral matter, you reshape your body into a temporary state of necrotic ascendance. Your type becomes Undead, unless it is more beneficial to be your prior type for effects other than positive and negative energy (including Turn Undead), giving you the appropriate traits for this spell's duration, including lack of Constitution score and being healed by Negative Energy, but harmed by Positive Energy. If your Constitution score reduces your maximum HP, you gain maximum HP as if your Constitution score were increased to 10, but these additional hit points are lost first.

Additionally, your connection to the Plane of Negative Energy can be sculpted to produce exotic effects, granting you three Apprentice Mysteries of each of two Paths and three Fundamentals, used as a 7th level Shadowcaster. This means that each can be used two times per day and their save DCs are 10+Mystery level+Charisma modifier.

Augment: For every 3 power points spent on this power, including Metapsionics and other augments, you gain access to a single additional Mystery, which need not be of a prior Path, but must have its requirements met, including minimum Shadowcaster level and prior Mysteries in its Path, and your effective Shadowcaster level and your Mystery save DCs increase by 2.

By spending an additional four power points, the Astral matter and Negative Energy suffuse your body and soul, allowing you to take on the form of an Incorporeal Undead with the Dark template with 20 hit dice or less, including advancement from a typical member through additional racial hit dice. If it has Ability Damage on its Natural Attacks or as a Touch Attack, you deal 2d6 damage of that type instead of the listed amount, and you may use Energy Drain the creature has three times per round, in addition to its normal restrictions. If the Undead could create spawn, such as a Specter, you instead create Shadows, and cannot have more than twice your character level in Shadows spawned this way. Other than as mentioned, this functions as the Metamorphsis power.



Psychometabolism [Elite]
Level: Onuxmeh 9
Display: Material, Visual
Manifesting Time: 1 Standard Action
Range: Personal
Target: You
Duration: 1 minute/level (D), Instantaneous or Permanent, see text
Saving Throw: None
Power Resistance: No
Power Points: 17
This power is an Elite version of Greater Metamorphosis, Bend Reality, Incarnate and True Metabolism

Saturating your body with psychic energies, your mind takes hold of your body and reshapes it like clay, taking on the semblance of any creature that comes to mind and calling forth your changes as whimsy provokes. At any time throughout this Power's duration, you may take on the form of any single non-unique variety of creature, with 17 or fewer Hit Dice from Fine to Colossal size, regardless of type or subtype (except for Swarms, as they are not single creatures), as a standard action, gaining all of its characteristics as Racial bonuses. The grasp of detail, while imperfect, allows for imitation of the appearances, though not abilities, of specific individuals, giving a +10 bonus to Disguise checks if used in this fashion.

Additionally, you gain the Supernatural, Extraordinary and Psi-Like abilities of the creature and may use them additional times by spending Power Points as if they were a Power of the same as their effective Spell level, and while this Power is active, you gain Regeneration 8, bypassed by Positive Energy, Negative Energy and damage from Mind-Affecting abilities.

Throughout the duration of this Power, you gain the benefits of a 5th-level or lower Psychometabolism power you know with a duration of at least 1 round/level as if you had spent the same amount of Power Points on it as you did on this power. The Augmentations on that power, or even which power you gain the benefits of, can be changed once per round as a Swift Action.

Augment: For every 2 power points spent on this power, including Metapsionics and other powers, the maximum Hit Dice of the creature transformed into increases by 3 and the bonus to Disguise checks increases by 5.

By spending four additional power points and 100 XP per Power Point spent on this power, you may make the 5th-level Power permanent, remaining subject to Dispel Psionics and similar effects, or manifest this Power as an Instantaneous effect to permanently transform yourself into another variety of creature as if it were your natural form, subject to no forms of reversal save those that would similarly change your natural form. Other effects that would change your form simply treat the new form as your natural form, rather than being negated.





Feats

[Psionic]
You may learn an Elite Power you know the non-Elite components of.
Prerequisites: Five or more Powers Known, ability to manifest 3rd level Psionic Powers.

Benefit: Taking your intricate knowledge of its constituent Powers, you learn to Manifest a single Elite Power that you know all Powers it is an Elite version of, with a Power level of one-third your character level or less. The Powers that you have learned an Elite version of may be exchanged for other Powers of the same Discipline as the Elite power learned of the same or lesser level to the Powers exchanged.

Special: You may take this feat multiple times, selecting a new Elite power you meet the requirements to select this feat for.

[Metapsionic]
You may manifest several Powers as if they were a single exotic one.
Prerequisites: Metapower, Linked Power, ML 11

Benefit: One Power you know becomes permanently modified with Linked Power, as described by the Metapower feat. Additionally, you may expend your Psionic Focus when Manifesting a Metapower with Linked Power to Manifest three Powers that can all target the same thing (counting area powers as targeting what they affect within their area) simultaneously as a single Elite Power, sharing other Metapsionic feat benefits, instead of gaining the benefits of Linked Power. The two powers that are not the base Metapower have their combined cost above the base Metapower halved, then increased by 4. This is then treated as the Metapsionic cost of this feat, and each Power may be augmented as if they had been Manifested with that much PP spent on augmentation without further increasing the cost. The save DC of each becomes equal to 10+1/2 total PP spent+Manifesting ability and must all share their primary target, unless one of the following options is selected:

If the base power has an area and the added powers allow more than one target, all creatures in the base power's area may be targeted by the added powers.
If the base power grants abilities with effective Power levels, the added Powers may be Manifested as if they were granted by the base power instead of another ability with the same or greater effective Power level.
If the base power has a range of Personal, the added powers may be Manifested against a legal target as a Melee Touch Attack once per round.
If the base power has a duration above one round and improves an attack of a creature, the added powers may be Manifested alongside one attack improved by the base power each round.

Furthermore, the added powers cannot exceed twice the base cost of the base power, nor may they have an XP cost greater than the base power.

[Psionic]
You may make attacks as you manifest powers that grant or improve them.
Prerequisites: BAB +6, Psionic Fist or Psionic Shot or Psionic Weapon, ability to Manifest at least one Power that grants or improves an attack.

Benefit: Whenever you Manifest a power that gives you an attack, whether a Manufactured Weapon as with Call Weapon or a Natural Weapon as with Claws of the Beast, or improves such an attack, such as Prevenom or Metaphysical Weapon, you may, as a Swift Action, make one attack with the granted or improved attack.

nonsi
2019-06-20, 12:36 PM
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Balancer of Black and White



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“Death is mearly another form of life. Join me on a jurney to the city of the undying and I shall enlighten you.”
-Larissa Sinclair, a balancer of black and white.


Balancers of black and white are drawn to death and undeath from a purely intellectual point of view.
They are deeply philosophical individuals that seek to bridge the gap between life and death, preferring neither over the other.
Since wielding positive energies most always leads to a strong bias against the world of the dead and negative energies, balancers of black and white always start their jurney on the negative side. This is offset by the dependency upon positive energies for healing.


Adventures: Balancers of black and white adventure primarily to further their understanding of the tension between life and unlife and how to bring them closer together. Their ultimate goal is to become a focal point where both forces may coexist harmoneously.

Religion: Balancers of black and white are quite uniform when it comes to faith and ethos - balance is the main force that keeps things together. It is balance that will ultimately triumph over non-existence.

Background: Practicing an art that is as unorthodox as anything that could come to mind, balancers of black and white are self tought, since no organization would openly support both life and unlife.

Races: Researching the balance between life and unlife requires an extremely flexible mind. For that reason, almot all balancers of black and white are human. Some rare individuals are half-human. Other races are almost unheard off.

Role: Balancers of black and white are particularly effective healers and defenders. They tend to work well in parties that seek to bolster their defenses and labor power.
In combat, balancers of black and white tend to rely on their abilities to work equally well vs. the living and the dead, using their minions to absorb a decent portion of their opponents' firepower.
Outside of combat, balancers of black and white drive their animated minions as labor power.
Healing is always useful where injuries and conditions are involved.



Requirements:

Alignment: non-good, non-evil (LN/N/CN)
Class Abilities: Rebuke Undead
Skills: Concentration 8 ranks, Knowledge (arcana) 8 ranks, Knowledge (religion) 8 ranks, Heal 8 ranks, Spellcraft 8 ranks
Feats: Extra Turning, See No Evil (http://www.giantitp.com/forums/showthread.php?209871-Feat-See-no-Evil-3-x)
Spells: Able to cast Animate Dead.
Faith: Any neutral deity (on the Good-Evil axis) that promotes balance (e.g. Boccob)
Special: Your life was once spared by an opponent that wielded positive energy (a good cleric, a paladin, a good outsider, etc.)



Hit Die: d6

Skill Points: 4 + Int-bonus

Class Skills (and the key ability for each skill): Concentration (Con), Craft (Int), Heal (Wis), Knowledge (arcana) (Int), Knowledge (nature) (Int), Knowledge (religion) (Int), Profession (Wis), Spellcraft (Int)


Table: Balancer of Black and White

SavesSpecial LevelBABFortRefWillClass Abilities
Spellcasting
1st+0+0+0+2Balance Domain, Darkvision, Turn Undead —
2nd+1+0+0+3Black and White Duality+1 divine spellcasting class
3rd+1+1+1+3Black and White Vitality+1 divine spellcasting class
4th+2+1+1+4Mastery of Animation/Creation+1 divine spellcasting class
5th+2+1+1+4Black and White Resilience+1 divine spellcasting class
6th+3+2+2+5Revenance, Necromantic Sustainability —
7th+3+2+2+5Black and White Fortitude+1 divine spellcasting class
8th+4+2+2+6Mastery of Turning+1 divine spellcasting class
9th+4+3+3+6Undying+1 divine spellcasting class




Weapon and Armor Proficiency: a balancer of black and white gains no new weapon or armor proficiencies from entering this class.




Class Abilities:



Balance domain
Upon entering this class, a balancer of black and white gains access to the Balance domain as a bonus domain (see Spell Compendium, p.271).


Turn Undead (Su)
Balancers of black and white are able to Turn undead as well as Rebuke them. This does not grant additional daily uses of the Turn/Rebuke undead ability.


Darkvision (Ex)
The darkness holds no secrets from you. Balancers of black and white gain Darkvision out to 60’, or a 30’ increase if they already possess Darkvision before entering this PrC.


Black and white Duality
Starting at 2nd level, a balancer of black and white gains the ability to spontaneously cast heal apells as well as harm spells. Furthermore, whenever relevant, she may now cast the good counterpart of any [Evil]-tagged spell available to her from the class that had granted her access to this PrC.


Black and White Vitality (Ex)
Starting at 3rd level, a balancer of black and white no longer needs to eat or sleep and becomes immune to sleep effects. She still needs to rest to regain spells and other daily abilities.


Mastery of Animation/Creation
Starting at 4th level, a balancer of black and white begins to exercise enhanced control over animating the dead. Once per day, she may cast Animate Dead, Create Undead or Create Greater Undead without the need of material components.
Alternatively, she may once per day animate/create deathless instead of undead.


Black and White Resilience (Ex)
At 5th level, a balancer of black and white starts to adopt the mental resistance of undead and deathless. She becomes immune to mind affecting effects.


Revenance (Su)
At 6th level, all Turn/Rebuke checks against undead under the character’s control treat them as having 4 more HD than they actually have. This stacks with the effect of Bolster Undead.


Necromantic Sustainability (Ex)
A 6th level balancer of black and white’s control over positive and negative energies allows her to benefit from all negative harm effects as if they were positive heal effects.


Black and White Fortitude (Ex)
At 7th level, a balancer of black and white’s body partially adopts the hardiness of undead and deathless. She gains 50% resistance to critical hits and precision damage.


Mastery of Turning
At 8th level, once per day, at the character’s discretion, she automatically gains a maximized result when turning/rebuking/bolstering undead or deathless.


Undying (Ex)
Mastering the secrets of positive and negative energies, a 9th level balancer of black and white becomes an embodiment of positive and negative energies that co-exist in perfect balance.
In effect, the balancer of black and white is now both an undead and a deathless entity, gaining the best of both worlds.
The balancer of black and white also gains the benefit of Revenance and spontaneously self-bolsters when subject to turning/rebuking (provided she has any daily turn/rebuke attempts left).






Ex-Balancer of Black and White
A balancer of black and white that becomes good or evil cannot continue advancing in this class. If and when she becomes neutral again, she regains the ability to advance in this class once she atones in a quest for restoring balance between good and evil.

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Just to Browse
2019-06-22, 06:27 PM
Frostflame Channeler
https://i.imgur.com/Xf5Wyll.jpg
"Would you prefer to be sent home in a block of ice, or as a pile of soot?" – Sharell, frostflame channeler

Frostflame channelers have learned to understand the temporary elemental imbalances created by the practice of ice and fire magic, and use those imbalances to their advantage.

Becoming a Frostflame Channeler

Heroes and villains from any walk of life can become frostflame channelers. However, understanding the subtle elemental interactions between ice and fire is a necessary part of mastering the frostflame balance. Each prospective channeler must be able to both wield and study the dual magics that they hope to master.

Entry Requirements:


Skills: Knowledge (Arcana), Knowledge (Religion), or Knowledge (The Planes) 7 ranks
One of the following:

Spellcraft 7 ranks
Base Attack Bonus +4

Both of the following: An ability that qualifies you for one of these requirements cannot be used to qualify you for the other

Special: A spell-like, psi-like, or supernatural ability that deals cold damage or has the [Cold] descriptor, but does not deal fire damage and does not have the [Fire] descriptor. Alternatively, the ability to cast a spell, manifest a power, or initiate a power with the [Cold] descriptor, and without the [Fire] descriptor.
Special: A spell-like, psi-like, or supernatural ability that deals fire damage or has the [Fire] descriptor, but does not deal cold damage and does not have the [Cold] descriptor. Alternatively, the ability to cast a spell, manifest a power, or initiate a power with the [Fire] descriptor, and without the [Cold] descriptor.



Hit Die: d8



Level
BAB
Fort
Ref
Will
Special
Frostflame Talents


1
+0
+0
+2
+0
Frostflame channeling
1


2
+1
+0
+3
+0
Protected by the elements
2


3
+2
+1
+3
+1
Frostflame mastery +1
3


4
+3
+1
+4
+1
Elemental portal
4


5
+3
+1
+4
+1
Frostflame mastery +2
5



Skill Points per Level: 4 + Intelligence Modifier
Class Skills: Bluff (Cha), Concentration (Con), Craft (Int), Knowledge (Arcana) (Int), Knowledge (Religion) (Int), Knowledge (The Planes) (Int), Listen (Wis), Martial Lore (Int), Move Silently (Dex), Psicraft (Int), Profession (Wis), Search (Int), Spellcraft (Int), Spot (Wis), Survival (Wis).

Class Features

Frostflame Channeling (Ex): While some practitioners may use brute force to blend the ice and fire, you dance between the elements with every move. You must know at least one way to handle the elements of ice and fire from the class’s special entry requirements. Any ability that can meet the first special requirement is considered a frost ability, and any ability that can meet the second requirement is considered a flame ability.

At any point in time you are either channeling frost or channeling flame. When you use an ability that matches the element you are channeling, that ability gains the following benefits:

Any save DCs from the ability get a +2 bonus, and
Any cold or fire damage is increased by your HD

However, while you are channeling frost you cannot use any flame abilities, and vice versa.

You may change the element you are channeling in two ways:

By meditating as a full-round action, or
After activating an ability that matches your element. Swapping this way is not optional, but you must specifically activate the ability – not merely benefit from it (such as an Azer dealing damage with an attack).
You may only change the element you are channeling once per round.

Frostflame Talents: At each level, you permanently learn a frostflame talent. You cannot retrain these talents later. Frostflame talents cannot be chosen multiple times unless otherwise specified.

Protected by the Elements (Su): Your power over ice and fire allows you to thrive in environments where others would struggle. You gain Cold Resistance and Fire Resistance equal to your HD, and you are protected from hot and cold environments as though you were under a permanent endure elements spell.

Frostflame Mastery: Starting at level 3, choose one frost and one flame ability. If these abilities are limited to a number of uses per day (such as daily uses of a spell-like ability, or daily spell slots) you gain an additional daily use of those abilities. You gain a second daily use of those abilities at level 5. Each time you gain a level, you may reselect which qualifying abilities gain this benefit.

Elemental Portal (Sp): With a one-hour ritual, you may use plane shift as a spell-like ability at-will, except you may only travel to Cold-Dominant or Fire-Dominant plane. Travelling to a Cold-Dominant plane gives this spell-like ability a [Cold] descriptor, and travelling to a Fire-Dominant plane gives it a [Fire] descriptor (meaning it can only be used while channeling frost and flame respectively).

Frostflame Talents
Most frostflame talents grant you one frost and one flame ability. Some may grant you a permanent ability that functions regardless of what element you channel.


Conjure Wall
You can use a spell-like ability based on the element you are currently channeling:

Frost: You may use wall of ice.
Flame: You may use wall of fire.

However, the effect area is a number of contiguous 5’ squares equal to your HD instead of the standard effect. In addition, the duration is 1 hour or until you use the same spell-like ability again instead of the normal duration.

Because these spell-like abilities are [Cold] and [Fire] abilities respectively, they will cause you to change which element you are channeling.

Divine Elementalist
Prerequisite: Turn Undead or Rebuke Undead

You may use your turning or rebuking ability against additional types of creatures, depending on which element you are currently channeling:

Frost: You may rebuke cold creatures and/or turn fire creatures. This is a [Cold] ability.
Flame: You may rebuke fire creatures and/or turn cold creatures. This is a [Fire] ability.

Regardless of whether you could turn or rebuke undead initially, you are able to perform both the turning and rebuking actions from this talent.

In addition, your turning or rebuking ability now qualifies for Frostflame Mastery, and you may increase your daily uses through that feature (treating it either as a frost or flame feature, or both, at your choice).

Elemental Enemy
Prerequisite: Favored Enemy (Any)

Your favored enemy bonuses apply to all (Cold) and (Fire) creatures.

Elemental Smite
Prerequisite: A smite ability such as smite evil, smite good, smite undead, or smite opposition

You may use your smite ability on additional types of creatures depending on which element you are currently channeling:

Frost: You may smite (Fire) creatures and creatures that have used a [Fire] ability within the last 2 rounds.
Flame: You may smite (Cold) creatures and creatures that have used a [Cold] ability within the last 2 rounds.

In addition, your smite ability now qualifies for Frostflame Mastery, ad you may increase your daily uses through that feature (treating it either as a frost or flame feature, or both, at your choice).

Fire Shield
As a standard action, you can wreath yourself in flame, mimicking the effect of the fire shield spell. While you are channeling frost this is a chilled shield, and while you are channeling flame this is a warm shield. You may dismiss this effect as a standard action.

This is a supernatural ability. Using this ability does not cause you to change which element you are channeling.

Iceflame Bolt
As an attack action, you can fire an elemental bolt at a target. This is a ranged touch attack that deals 2d6 damage of a type depending on which element you are channeling:

Frost: The damage is cold damage. This is a [Cold] ability.
Flame: The damage is fire damage. This is a [Fire] ability.

Special: This talent is considered an attack. It is eligible for the benefits of talents such as strike of duality and touch of iceflame.

Iceflame Companion
Prerequisite: A class feature that provides a companion of some kind, such as an animal companion, a special mount, or a familiar

Your companion gains all benefits that you would gain from iceflame talents. If you have multiple companions of this kind, all companions gain these benefits.

Iceflame Step
At the start of each round, you can choose to leave behind a trail of ice or fire for 1 round. The space you currently occupy, and all spaces you move through are affected depending on which element you are channeling at the time:

Frost: The area is covered in a slick of ice, which mimics the effects of a grease spell, but (Cold) creatures ignore it.
Flame: The area is covered in smoldering embers. This exudes an uncomfortable smoke. Creatures standing in the space are sickened unless their Fortitude bonus is larger than 5 times your iceflame channeler level.

You are not affected by this talent. If you cannot choose to leave a path (such as if you are unconscious), this talent does not work. Choosing to use this talent does not cause you to change which element you are channeling.

Piercing Channel
Any cold or fire damage you or your equipment deals can damage creatures that are normally resistant to it. You ignore any resistance to cold or fire a creature possesses, and your cold and fire damage is halved against creatures with immunity to it (instead of prevented completely).

This does not apply to creatures that are immune to cold damage because of the (Cold) subtype, or creatures that are immune to fire damage because of the (Fire) subtype. These creatures can determine that your effect is more potent than normal, but they remain undamaged by it.

Rage of the Elements
Prerequisite: Rage

When you enter a rage, you gain an aura depending on which element you are currently channeling:

Frost: Creatures within your melee range cannot take 5-foot steps.
Flame: You gain DR/- equal to your frostflame channeler level. If you already have DR/-, it improves by this amount instead.

This is a supernatural ability. Because it is used passively during your rage, it does not cause you to switch between elements.

Song of Ice and Fire
Prerequisite: Inspire Courage

Your ability to inspire courage improves. Whenever you inspire courage, your allies gain an additional benefit based on which element you are currently channeling:

Frost: A bonus to Will and Fortitude Saves equal to your Inspire Courage bonus
Flame: A dodge bonus to AC and Reflex Saves equal to your Inspire Courage bonus

In addition, regardless of what element you are channeling, you and your allies gain the benefits of endure elements while you use Inspire Courage. Using inspire courage this way does not cause you to switch between elements.

Strike of Duality
The first time you deal damage with a weapon (including unarmed strikes, natural weapons, and manufactured weapons) each round, you deal 2d6 bonus damage of a type depending on which element you are currently channeling:

Frost: The damage is is cold damage.
Flame: The damage is is fire damage.

Dealing damage this way will change your element.

Touch of Frostflame
As a standard action, you may make a melee touch attack against a target. If you hit, that target must make a Fortitude save with a DC of 10 + 1/2 your HD + your Charisma modifier. If the target fails the save, it suffers the following effect depending on which element you are currently channeling:

Frost: The target is slowed (as the spell) for 2 rounds. This is [Cold] ability.
Flame: The target is confused (as the spell) for 2 rounds. This is [Fire] ability.

This is a mind-affecting, enchantment (compulsion) spell-like ability. Treat it as a level 3 spell cast by a sorcerer with a level equal to your HD.

Special: You may take this talent twice. If you do, you do not need to use a standard action to make a melee touch attack. Instead, the first target you successfully attack each turn must make the Fortitude save.

Twofold Trickery
As a swift action, force a creature in melee range to make a Reflex save with a DC of 10 + 1/2 your HD + your Charisma modifier. If that creature fails the save, it suffers the following effect depending on which element you are currently channeling:

Frost: The creature is denied its Dexterity bonus to AC against you until the end of your turn. This is a [Cold] ability.
Flame: The creature is considered flanked when you attack it until the end of your turn. This is a [Fire] ability.


Channeler Blade Initiate
Prerequisite: Maneuvers and stances from a class

When you choose this talent, you gain new maneuvers known, maneuvers prepared, and stances known as if you had gained a level in an initiating class you belonged to prior to gaining this talent. You must know a frost or flame ability from this class. This talent does not grant you any other benefits a character of that class would hae gained unless the class specifically calls out benefits from advanced initiating.

Channeler Magus
Prerequisite: Spellcasting

When you choose this talent, you gain new spells per day (and spells known, if applicable) as if you had also gained a level in a spellcasting class you belonged to prior to gaining this talent. You must know a frost or flame ability from this class. This talent does not grant you any other benefits a character of that class would have gained unless the class specifically calls out benefits from advanced casting.
Special: You may take this talent any number of times. You may choose for multiple instances of this talent to apply to the same spellcasting class.

Channeler Meldshaper
Prerequisite: Meldshaping

When you choose this talent, you increase your meldshaper level, the number of soulmelds you can shape, the number of chakra binds you can create, and your essential pool as if you had gained a level in a meldshaping class you belonged to prior to gaining this talent. You must know a frost or flame ability from this class. This talent does not grant you any other benefits a character of that class would have gained unless the class specifically calls out benefits from advanced meldshaping.

Channeler Psychic
Prerequisite: Manifesting

When you choose this talent, you gain additional power points per day and access to new powers as if you had also gained a level in a manifesting class you belonged to prior to gaining this talent. You must know a frost or flame ability from this class. This talent does not grant you any other benefits a character of that class would have gained unless the class specifically calls out benefits from advanced manifesting.


Additional Feats
The following homebrew feats supplement the frostflame channeler.


Fists of Flame
Benefit: As a swift action, you may conjure or dismiss a magical flame around your hands, which sheds light like a torch. This flame allows you to make a melee touch attack that deals 1d6 fire damage. It also causes you to burn any material that you touch or hold for longer than a second, but it does not hurt you or your equipment.

Once per day, when you successfully deal damage with an attack, you may choose to light your target on fire.

Both of these are supernatural [Fire] abilities.

Flame Dance
Benefit: As a swift action, you gain a 10-foot enhancement bonus to the speed of all your movement modes for 1 round.

Once per day, when you use this ability, you may also move through the space of hostile creatures and move without provoking attacks of opportunity for 1 round.

Both of these are supernatural [Fire] abilities.

Frost Guardian
Benefit: As a full-round action, you may conjure or dismiss a shield made of ice. This shield is identical to a masterwork light or heavy steel shield except it is made from ice and it is destroyed when it takes 10 or more points of fire damage. Only a single shield can exist this way at a time. You or someone else can enhance one of your magical shields like a normal shield. If so, the enhancement applies to all future shields you conjure.

Once per day, you can make field of treacherous ice in a 10’ radius circle centered on you. Treat this area as difficult terrain for all creatures except you.

Both of these are supernatural [Cold] abilities.

Frozen Sight
Benefit: As a swift action, choose a target and a source of concealment. You ignore that source of concealment against that target for 1 round.

Once per day, when you use this ability, you may choose to learn your target’s lowest save bonus, whether it has cold immunity, and what its cold resistance is.

Both of these are supernatural [Cold] abilities.

JoshuaZ
2019-07-16, 07:36 AM
The deadline is being extended to Monday the 29th. Get your entries in!