Metastachydium
2020-12-30, 02:18 PM
Important update: Elves was right. HP-based casting's never going to be a thing. BUT! I had an epiphany today, and now I'm confident that I can fix this (I'm probably wrong). All changes to the class will be marked (in this friendly little blue). So, let's see!
♣
And another quick update in this nice bluish colour (i.e. an attempt to answer the most pressing open question about the class, namely "who would want levels in this?")
So, I was terminally bored and therefore squandered my none too precious time on putting together a (probably none too original) prestige class which casts (sort of) from Constitution, because we need more Constitution based (quasi)casters.
I'm not necessarily happy with everything about it (the current capstone is horrible and it might need a better name), but hey, here it is.
(Bonus points go to anyone who correctly identifies my main source of inspiration (which, incidentally, explains why the class has some of its, khm, situationally useful powers)!)
The Vigent
Hit Die
d12.
Requirements
To qualify to become a vigent, a character must fulfill all the following criteria.
Alignment
Any lawful.
Base Attack Bonus
+2
Skills
6 ranks in any one, or 3 ranks each in any two of the following skills: Concentration, Heal, Intimidate, Knowledge (nature), Survival
Feats
Endurance, Diehard, Great Fortitude.
Class Skills
The vigent's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Heal (Wis), Intimidate (Cha), Knowledge (nature) (Int), Listen (Wis), Spot (Wis) and Survival (Wis).
Skill Points at Each Level
4 + Int modifier.
Table: The Vigent
Level
BAB
Fort
Ref
Will
Special
Pulsion Level
Other
1
+0
+2
+0
+2
Pulsions, Meditation, Energy resistance
1
-
2
+1
+3
+0
+3
Toughness, Damage reduction
1
+1 level of existing class
[/TR]
3
+2
+3
+1
+3
-
2
-
4
+3
+4
+1
+4
Toughness, Fine control
2
+1 level of existing class
5
+3
+4
+1
+4
Energy resistance
3
-
6
+4
+5
+2
+5
Toughness, Damage reduction
3
+1 level of existing class
7
+5
+5
+2
+5
-
4
-
8
+6/+1
+6
+2
+6
Toughness, Perfect control
4
+1 level of existing class
9
+6/+1
+6
+3
+6
Energy resistance
4
-
10
+7/+2
+7
+3
+7
Improved Toughness, Readjustment
4
+1 level of existing class
Class Features
All of the following are features of the vigent prestige class.
Weapon and Armor Proficiency
A vigent does not gain proficiency with any weapon. A vigent is proficient with all types of armour and shields.
Pulsions
A vigent learns to channel his life energy into pulsions. Pulsions resemble spells, but they are not magical in the sense spells are, and as such they cannot be dispelled or blocked by purely magical means and they bypass spell resistance. A vigent must spend a number of hit vitality points on creating each pulsion, as indicated on Table: HitVitality Point Cost of Pulsions. A vigent can use a number of vitality points equal to his maximum hit point total each day. Whenever a vigent takes hit point damage, he must make a Concentration check (DC=the number of hit point lost) or lose a number of vitality points equal to the damage taken. Magical healing does not restore vitality points lost in this manner, but using the Meditation ability or drain life does. A vigent's ability to create pulsions is only limited by the number of hit vitality points he has available.
Table: Hit Vitality Point Cost of Pulsions
Pulsion Level
Standard Cost
With Fine Control
With Perfect Control
1
5
2
1
2
10
5
2
3
-
10
5
4
-
20
10
Meditation (Su)
Twice per day a vigent can enter a trance-like state in which he can force his body to heal faster than it normally would. If a vigent is able to spend 1 minute in this state, he can restore 1d10 hit points lost. This amount increases to 2d10 at level 4 and to 4d10 at level 8.
Energy resistance (Ex)
At level 1 a vigent gains resistance 5 to an energy type of his choice. At level 5 he can choose to increase the resistance gained at level 1 to 10 or to gain resistance 5 to a second type of energy of his choice. If he chose the latter, at level 9 he can increase either of the two resistances gained at levels 1 and 5 to 10. If he chose the former, he can increase the resistance gained at level 1 to 15 or he can gain resistance 5 to an energy type of his choice.
Class features
Every even level, a vigent might gain any of the following features of a class he belonged to before taking vigent levels: rage and trap sense (as barbarian); unarmed damage, AC bonus and unarmoured speed bonus (as monk); fighter bonus feats; marshal auras known; draconic auras and breath weapon damage dice (as dragon shaman); skirmish and scout bonus feats, as applicable.
Improved Toughness
A vigent gains Improved Toughness as a bonus feat at level 10.
Toughness
A vigent gains Toughness as a bonus feat at levels 2, 4, 6 and 8.
Damage reduction (Ex)
At level 2, a vigent gains damage reduction 5/-. At level 6 the damage reduction increases to 10/-.
Fine control
At level 4, a vigent learns to use his life energy more efficiently. The amount of hitvitality points required to create a pulsion is halved (rounded down).
Perfect control
At level 8 a vigent learns to use his life energy with maximised efficacy. The amount of hit vitality points required to create a pulsion is halved (rounded down).
Readjustment (Su)
At level 10 a vigent holds absolute power over his own body, and becomes able to change what it is capable of. Accordingly, the vigent can reassign all his skill points not assigned to a skill that does not allow untrained checks. This ability can only be used once.
Pulsions
1st level pulsions
entrance (throws open any door or gate);
deny access (holds a door or gate shut);
animal form (the vigent severs a chunk of his life force and gives it the shape of a diminutive or tiny animal; the vigent has control over the movements of the animal form and he can see and hear what it sees and hears; irrespective of what creature the animal form resembles it only has one hit point);
burst of daze (affected creatures become dazed for 1d4 rounds);
burst of inspiration (+2 competence bonus on Craft, Forgery and Perform checks for 1 minute).
2nd level pulsions
irresisitible slumber (affected creature falls asleep for 1d10 rounds and cannot be awakened until the duration of the pulsion expires);
mesmerize (affected creature becomes stunned for 1d10 rounds);
burst of energy (removes 1d12 points of nonlethal damage);
burst of anger (as rage);
burst of boredom (allows fascinated creatures a saving throw);
burst of confidence (+4 competence bonus on Bluff, Diplomacy, Disguise, Gather Information, Handle Animal and Speak Language checks for 1 minute per two vigent levels).
3rd level pulsions
deprive energy (effected creature becomes fatigued; if the creature is already fatigued, it becomes exhausted; if the creature is already exhausted it becomes unconscious);
burst of discomfort (affected creatures become nauseated for 1d12 rounds, suffer 1d4 points of nonlethal damage per two vigent levels and their base land speed decreases by 10);
burst of sadness (affected creatures take a -2 penalty on attack rolls, saving throws and skill checks for 1d12 rounds (cf. crushing despair));
burst of focus (+2 competence bonus to attack rolls, saving throws and skill checks for 1 minute).
4
burst of bliss (+5 morale bonus to attack rolls, skill checks, ability checks and saving throws for 2d6 rounds; removes 1d6 points of nonlethal damage per two vigent levels);
mist form (disassembles the subject's body and whatever the subject carries into small particles and reassambles it some distance away; a vigent might try to drag another creature with himself when using mist form; on a succesful Fort save said creature suffers 5d10 points of damage and is left behind as the vigent departs; if the saving throw fails, the creature's dead body is reassambled at the vigent's destination);
drain life (touch deals 10d6 points of damage; the vigent is healed for a number of hit points equal to the damage dealt);
restore life (transfers up to 10d6 hit points to the subject).
Will negates burst of inspiration, burst of anger, burst of confidence, burst of sadness and burst of bliss.
Fort halves duration for burst of daze and mesmerize, halves damage for drain life and halves both for burst of discomfort.
Fort negates burst of energy, irresistible slumber, deprive energy and restore life.
Fort partial for mist form (5d10 points of damage instead of death).
A saving throw against any pulsion has a DC of 10 + the level of the pulsion twice + the vigent's Constitution modifier.
Creating a pulsion is a standard action.
Burst-type pulsions are 30-foot-radius bursts centered on the vigent.
Irresistible slumber, mesmerize and deprive energy are line effects with a range of 100 ft. + 5 ft./two levels.
Drain life and restore life require a succesful melee touch attack.
The vigent might attempt to drag along any single creature within a radius of 5 ft. when using mist form.
♣
And another quick update in this nice bluish colour (i.e. an attempt to answer the most pressing open question about the class, namely "who would want levels in this?")
So, I was terminally bored and therefore squandered my none too precious time on putting together a (probably none too original) prestige class which casts (sort of) from Constitution, because we need more Constitution based (quasi)casters.
I'm not necessarily happy with everything about it (the current capstone is horrible and it might need a better name), but hey, here it is.
(Bonus points go to anyone who correctly identifies my main source of inspiration (which, incidentally, explains why the class has some of its, khm, situationally useful powers)!)
The Vigent
Hit Die
d12.
Requirements
To qualify to become a vigent, a character must fulfill all the following criteria.
Alignment
Any lawful.
Base Attack Bonus
+2
Skills
6 ranks in any one, or 3 ranks each in any two of the following skills: Concentration, Heal, Intimidate, Knowledge (nature), Survival
Feats
Endurance, Diehard, Great Fortitude.
Class Skills
The vigent's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Heal (Wis), Intimidate (Cha), Knowledge (nature) (Int), Listen (Wis), Spot (Wis) and Survival (Wis).
Skill Points at Each Level
4 + Int modifier.
Table: The Vigent
Level
BAB
Fort
Ref
Will
Special
Pulsion Level
Other
1
+0
+2
+0
+2
Pulsions, Meditation, Energy resistance
1
-
2
+1
+3
+0
+3
Toughness, Damage reduction
1
+1 level of existing class
[/TR]
3
+2
+3
+1
+3
-
2
-
4
+3
+4
+1
+4
Toughness, Fine control
2
+1 level of existing class
5
+3
+4
+1
+4
Energy resistance
3
-
6
+4
+5
+2
+5
Toughness, Damage reduction
3
+1 level of existing class
7
+5
+5
+2
+5
-
4
-
8
+6/+1
+6
+2
+6
Toughness, Perfect control
4
+1 level of existing class
9
+6/+1
+6
+3
+6
Energy resistance
4
-
10
+7/+2
+7
+3
+7
Improved Toughness, Readjustment
4
+1 level of existing class
Class Features
All of the following are features of the vigent prestige class.
Weapon and Armor Proficiency
A vigent does not gain proficiency with any weapon. A vigent is proficient with all types of armour and shields.
Pulsions
A vigent learns to channel his life energy into pulsions. Pulsions resemble spells, but they are not magical in the sense spells are, and as such they cannot be dispelled or blocked by purely magical means and they bypass spell resistance. A vigent must spend a number of hit vitality points on creating each pulsion, as indicated on Table: HitVitality Point Cost of Pulsions. A vigent can use a number of vitality points equal to his maximum hit point total each day. Whenever a vigent takes hit point damage, he must make a Concentration check (DC=the number of hit point lost) or lose a number of vitality points equal to the damage taken. Magical healing does not restore vitality points lost in this manner, but using the Meditation ability or drain life does. A vigent's ability to create pulsions is only limited by the number of hit vitality points he has available.
Table: Hit Vitality Point Cost of Pulsions
Pulsion Level
Standard Cost
With Fine Control
With Perfect Control
1
5
2
1
2
10
5
2
3
-
10
5
4
-
20
10
Meditation (Su)
Twice per day a vigent can enter a trance-like state in which he can force his body to heal faster than it normally would. If a vigent is able to spend 1 minute in this state, he can restore 1d10 hit points lost. This amount increases to 2d10 at level 4 and to 4d10 at level 8.
Energy resistance (Ex)
At level 1 a vigent gains resistance 5 to an energy type of his choice. At level 5 he can choose to increase the resistance gained at level 1 to 10 or to gain resistance 5 to a second type of energy of his choice. If he chose the latter, at level 9 he can increase either of the two resistances gained at levels 1 and 5 to 10. If he chose the former, he can increase the resistance gained at level 1 to 15 or he can gain resistance 5 to an energy type of his choice.
Class features
Every even level, a vigent might gain any of the following features of a class he belonged to before taking vigent levels: rage and trap sense (as barbarian); unarmed damage, AC bonus and unarmoured speed bonus (as monk); fighter bonus feats; marshal auras known; draconic auras and breath weapon damage dice (as dragon shaman); skirmish and scout bonus feats, as applicable.
Improved Toughness
A vigent gains Improved Toughness as a bonus feat at level 10.
Toughness
A vigent gains Toughness as a bonus feat at levels 2, 4, 6 and 8.
Damage reduction (Ex)
At level 2, a vigent gains damage reduction 5/-. At level 6 the damage reduction increases to 10/-.
Fine control
At level 4, a vigent learns to use his life energy more efficiently. The amount of hitvitality points required to create a pulsion is halved (rounded down).
Perfect control
At level 8 a vigent learns to use his life energy with maximised efficacy. The amount of hit vitality points required to create a pulsion is halved (rounded down).
Readjustment (Su)
At level 10 a vigent holds absolute power over his own body, and becomes able to change what it is capable of. Accordingly, the vigent can reassign all his skill points not assigned to a skill that does not allow untrained checks. This ability can only be used once.
Pulsions
1st level pulsions
entrance (throws open any door or gate);
deny access (holds a door or gate shut);
animal form (the vigent severs a chunk of his life force and gives it the shape of a diminutive or tiny animal; the vigent has control over the movements of the animal form and he can see and hear what it sees and hears; irrespective of what creature the animal form resembles it only has one hit point);
burst of daze (affected creatures become dazed for 1d4 rounds);
burst of inspiration (+2 competence bonus on Craft, Forgery and Perform checks for 1 minute).
2nd level pulsions
irresisitible slumber (affected creature falls asleep for 1d10 rounds and cannot be awakened until the duration of the pulsion expires);
mesmerize (affected creature becomes stunned for 1d10 rounds);
burst of energy (removes 1d12 points of nonlethal damage);
burst of anger (as rage);
burst of boredom (allows fascinated creatures a saving throw);
burst of confidence (+4 competence bonus on Bluff, Diplomacy, Disguise, Gather Information, Handle Animal and Speak Language checks for 1 minute per two vigent levels).
3rd level pulsions
deprive energy (effected creature becomes fatigued; if the creature is already fatigued, it becomes exhausted; if the creature is already exhausted it becomes unconscious);
burst of discomfort (affected creatures become nauseated for 1d12 rounds, suffer 1d4 points of nonlethal damage per two vigent levels and their base land speed decreases by 10);
burst of sadness (affected creatures take a -2 penalty on attack rolls, saving throws and skill checks for 1d12 rounds (cf. crushing despair));
burst of focus (+2 competence bonus to attack rolls, saving throws and skill checks for 1 minute).
4
burst of bliss (+5 morale bonus to attack rolls, skill checks, ability checks and saving throws for 2d6 rounds; removes 1d6 points of nonlethal damage per two vigent levels);
mist form (disassembles the subject's body and whatever the subject carries into small particles and reassambles it some distance away; a vigent might try to drag another creature with himself when using mist form; on a succesful Fort save said creature suffers 5d10 points of damage and is left behind as the vigent departs; if the saving throw fails, the creature's dead body is reassambled at the vigent's destination);
drain life (touch deals 10d6 points of damage; the vigent is healed for a number of hit points equal to the damage dealt);
restore life (transfers up to 10d6 hit points to the subject).
Will negates burst of inspiration, burst of anger, burst of confidence, burst of sadness and burst of bliss.
Fort halves duration for burst of daze and mesmerize, halves damage for drain life and halves both for burst of discomfort.
Fort negates burst of energy, irresistible slumber, deprive energy and restore life.
Fort partial for mist form (5d10 points of damage instead of death).
A saving throw against any pulsion has a DC of 10 + the level of the pulsion twice + the vigent's Constitution modifier.
Creating a pulsion is a standard action.
Burst-type pulsions are 30-foot-radius bursts centered on the vigent.
Irresistible slumber, mesmerize and deprive energy are line effects with a range of 100 ft. + 5 ft./two levels.
Drain life and restore life require a succesful melee touch attack.
The vigent might attempt to drag along any single creature within a radius of 5 ft. when using mist form.