ChudoJogurt
2024-04-06, 06:21 AM
I fear not the man who has practiced 10,000 kicks once, but I fear the man who has practiced one kick 10,000 times.
Fluff:
Adepts of the Ninety-Nine Names are monks who seek not the Way of Detachment, but understanding of the magical energies. They meditate deeply upon the Ninety-Nine secret Names of the world, and through that attain deep harmony with the currents of magic, tapping into it to permanently enhance their bodies and spirits.
This is a short, simple (mostly NPC) class of mystical Monks with a very slight Arabic bent. They are intended to be a Tier 4 NPC class who can nope a lot of attacks, provide some basic variability of abilities and look cool.
They should be easy enough to make, and probably boring to play, but are generally somewhat underpowered.
Base Stats
Alignment: Any lawful. Adept that ceases to be Lawful cannot gain new levels, and loses the ability to use 'Meditation' class features. Only the most disciplined and strict minds can attain the necessary self-detachment.
HD: d8
Weapon and Armor Proficiency: Proficient with monk weapons and no armor.
Skill Points at Each Level 4 + Int modifier.
Jump/Climb/Swim, Spot/Listen, Sense Motive, Move Silently, Hide, Knowledge (arcane), Concentrate, Tumble, Escape Artist
""Level""Base
Attack Bonus""Fort
Save""Ref
Save""Will
Save""Special""1""2""3""4""5""6""7""8""9""1st""0""2""2""2""Immersive Meditation, Bonus Feat""1""-""-""-""-""-""-""-""-""2nd""1""3""3""3""Hardened Skin, Still Mind""1""-""-""-""-""-""-""-""-""3rd""2""3""3""3""""1""1""-""-""-""-""-""-""-""4th""3""4""4""4""Mettle""1""1""-""-""-""-""-""-""-""5th""3""4""4""4""""1""1""1""-""-""-""-""-""-""6th""4""5""5""5""Enduring Meditation""2""1""1""-""-""-""-""-""-""7th""5""5""5""5""""2""1""1""1""-""-""-""-""-""8th""6""6""6""6""Meditation of Simple Realignment""2""2""1""1""-""-""-""-""-""9th""6""6""6""6""""2""2""1""1""1""-""-""-""-""10th""7""7""7""7""Meditation of Cosmic Unity""2""2""2""1""1""-""-""-""-""11""8""7""7""7""""3""2""2""1""1""1""-""-""-""12""9""8""8""8""Restorative Meditation""3""2""2""2""1""1""-""-""-""13""9""8""8""8""""3""3""2""2""1""1""1""-""-""14""10""9""9""9""Meditation of the Void""3""3""2""2""2""1""1""-""-""15""11""9""9""9""""3""3""3""2""2""1""1""1""-""16""12""10""10""10""Meditation of Deep Realignment""3""3""3""2""2""2""1""1""-""17""12""10""10""10""""3""3""3""3""2""2""2""1""1""18""13""11""11""11""Rewrite the Essential Nature""4""4""3""3""3""3""2""1""1""19""14""11""11""11""""4""4""4""3""3""3""3""2""1""20""15""12""12""12""Way of Phoenix""4""4""4""4""3""3""3""3""2"""
Name I Mage Armor Comprehend Languages Animalistic Power Beast Claws Nerveskitter Endure Elements Eyes of the Avoral Critical Strike Wieldskill Conviction Aid
Name II Fox's Cunning Owl's Wisdom Eagle's Splendor Primal Hunter Heart of Air Feather Fall Levitate Resist Energy Heroics Spider Climb Fell the Greatest Foe
Name III Fist of Stone Magic Fang (greater) Primal Instinct Fly Heart of Water Spellcaster's Bane Dragon's Breath Deeper Darkvision Dragonskin Nondetection Tongues
Name IV Primal Senses Heart of Earth Unicorn Blood Stoneskin Resistance (greater) Dampen Magic Blindisght (greater) Sustain Greater Mighty Wallop Flight of the Dragon Shadow form
Name V Primal Speed Heart of Fire Adamantine Wings Blessed Sight Iron Bones Cloudwalkers Eyes of Oracle Mantle of the Icy Soul Energy Immunity Mantle of fiery spirit Draconic Might
Name VI Haste Voice of the Dragon Metal Skin Globe of Invulnerability, Lesser Arcane Sight, Greater Speak with Anything Mind of the Labyrithin
Name VII Unicorn Heart Death Ward Dragonsight Dimensional Jumper Celestial Blood True Seeing Foresight
Name VIII Sheltered Vitality Sirine's Grace Ironguard Plant Body Shield of Lathander Globe of Invulnerability Stone Body Mind Blank
Name IX Freedom of Movement Monstrous Regeneration Dragonform
Abilities:
Bonus Feat: Improved Unarmed Strike, Power Attack or Improved Grapple. You can take them even if you don't meet the prerequisites.
Meditation:
Adepts of the Ninety-Nine Names master a special meditative state that aligns them deeply with the flow of the magic energies through the universe. Not just the threads upon which the magicians pull, but the whole mighty stream of cosmic energies that permeates everything, and how it envelops and permeates their bodies and souls.
Entering a Meditation:
If an Adept is not disturbed, they can enter meditation freely, as long as they have at least three rounds to take a position, close their eyes and control their breathing. If they are in a situation where concentrating is hard due to distractions, they need to roll a Concentration check with a DC as if they would have been casting the spell equal to the level where they get the ability/2 (so 1st level for Deep Meditation, 3rd level for Enduring Meditation, etc).
While meditating, the adept, can't do anything else and is purposefully shutting their senses to the outside world. They cannot see anything and take Listen checks at -20 "
The meditative state allows adept to use the following abilities:
Immersive Meditation
While in this state, the Adept sets his inner eye on the flow of magic nearby. They can Identify objects that they touch with a 15-minute meditation, and they can cast Detect Magic at will in that state.
Enduring Meditation:
In that state, the Adept is no longer concerned with the base needs of their body. While so meditating, they only need 1/10th of the food and water, and experience no discomfort from extreme weather, and does not need to sleep, though it does not replace sleep -- just delays the need for it. While in that state she no longer ages.
Meditation of Simple Realignment
While in this state, the Adept concentrates on the magical and mundane workings of her body, righting things that are wrong and expelling alien energies and substances.
If they are under an effect of a spell, supernatural or mundane ability that would allow a Fortitude or Will saving throw, they may roll Concentration against the DC of the original saving throw, and if successful, the spell is resolved as due to successful saving throw.
Meditation of Cosmic Unity
The threads of magic pierce the entire world, its past, its present and its future. By contemplating this cosmic weave of magical energy, the adept gains an insight - as if by using a Commune spell.
The question should be in regards to something at least vaguely magic related -- presence of artifcats of mystical potency, nature or thoughts of spellcasters, presence or absence of magic beasts, dragons outsiders and aberrations, outcomes of magical quests etc.
Restorative Meditation
The Adept in that state uses magical energies to heal herself. She after entering the state of meditation she heals 5 hit points per round, up to Con*class level rounds/day
Meditation of the Void
The adept enters a state of meditation so deep, that for all intents and purposes his own self ceases to exist. In that state any Divination magic or remote viewing abilities fail to find them, or work on them, as if he is affected by Nondetection and Mind Blank spells. The spells already in effect are supressed, not dispelled.
The benefits of that state persist even after the meditation is over, lasting additional hour for each ten minutes the Adept has spent meditating, or until the adept next sleeps, whichever is earlier.
Meditation of Deep Realignment
The Adept may dispel any spells, spell-like or supernatural effects upon her body by successfully making a Concentration check against DC of 15+caster level of the initial cause of the effect. This can only be done once per day for every 2 class levels she has. This allows to counter even the effects that would not usually be subject to Dispel Magic, such as Bestow Curse effects.
Manifesting a Name: (Su)
The core of Adept's Ability is their ability to manifest a name, making their flesh and sould an embodiment of a magical principle, and reforging their body in cosmic energies.
When levelling up, the adept gains a new Name or Names according to the table, chosen from the Adept spell-list.
The Adept must have a Constitution score of at least 10+level of the Name for his body to be able to endure that much energy.
The Adept gains all the benefits of the spell, as if cast on himself with the following exceptions:
The effects of the Name are permanent -- they cannot be dispelled or removed short of losing Adept levels. They can be suppressed by Antimagic field or temprorarily supressed by Dispel Magic, like a magic item would.
If the spell has a trigger that would discharge it, it cannot be used. If it has any choice (e.g. Resist Energy) the choice is made when Name is learned. If spell allows various modes, additional actions etc that would change the effects, those actions are not allowed. The spell only affects the character, even if description would indicate otherwise.
If a spell grants temporary hit points,they are treated as an increase to maximum total hitpoints. If it requires a roll, that roll is Maximized.
Level-dependent numbers are updated at level-up.
Hardened Skin
The adept gains 1/2 of their Con modifier as Natural Armor. They also gain Monk's unarmed damage progression.
Rewriting the Essential Nature:
The Adept is so permeated with the magical energy that it changes him on a fundamental level.
All the Name effects are now (Ex) effects, and therefore not subject to being supressed by an Antimagic field, Dispel magic, or any other effect that would negate magic.
Way of the Phoenix
In a week-long trance, the adept slowly severs her connection with the mundane world and aligns herself with the pure flow of magic, drawing more and more energy into herself until she bursts with magic flames, and makes a Concentration check with DC equal to 15.
The flames do not harm the adept, but they wash away any ailments, impurities, effects other than her class features and the Names inscribed upon her, even effects that are result of instantaneous magic items such as Manual of Bodily Health. All the magical connections are also broken - atunnements, attachments of cursed objects, and the character is considered to be an entirely new, separate person from her pre-rite self for all magical intents and purposes (e.g. such as 'being familiar' for the purpose of divination)
She may also change a single Name she has upon her body, of any level that she can cast for a different Name of the same level.
If she wishes she can also burn away the burden of the excess years, restoring herself to rougly middle of her Adult age, removing all the associated penalties, but keeping all the bonuses. Everytime she so does, the DC for Concentration check of the Rite of the Phoenix increases by 5.This effect is not erased by the Way of the Phoenix rite, and she does not accumulate new bonuses for going through the aging stages she has already been to once.
Fluff:
Adepts of the Ninety-Nine Names are monks who seek not the Way of Detachment, but understanding of the magical energies. They meditate deeply upon the Ninety-Nine secret Names of the world, and through that attain deep harmony with the currents of magic, tapping into it to permanently enhance their bodies and spirits.
This is a short, simple (mostly NPC) class of mystical Monks with a very slight Arabic bent. They are intended to be a Tier 4 NPC class who can nope a lot of attacks, provide some basic variability of abilities and look cool.
They should be easy enough to make, and probably boring to play, but are generally somewhat underpowered.
Base Stats
Alignment: Any lawful. Adept that ceases to be Lawful cannot gain new levels, and loses the ability to use 'Meditation' class features. Only the most disciplined and strict minds can attain the necessary self-detachment.
HD: d8
Weapon and Armor Proficiency: Proficient with monk weapons and no armor.
Skill Points at Each Level 4 + Int modifier.
Jump/Climb/Swim, Spot/Listen, Sense Motive, Move Silently, Hide, Knowledge (arcane), Concentrate, Tumble, Escape Artist
""Level""Base
Attack Bonus""Fort
Save""Ref
Save""Will
Save""Special""1""2""3""4""5""6""7""8""9""1st""0""2""2""2""Immersive Meditation, Bonus Feat""1""-""-""-""-""-""-""-""-""2nd""1""3""3""3""Hardened Skin, Still Mind""1""-""-""-""-""-""-""-""-""3rd""2""3""3""3""""1""1""-""-""-""-""-""-""-""4th""3""4""4""4""Mettle""1""1""-""-""-""-""-""-""-""5th""3""4""4""4""""1""1""1""-""-""-""-""-""-""6th""4""5""5""5""Enduring Meditation""2""1""1""-""-""-""-""-""-""7th""5""5""5""5""""2""1""1""1""-""-""-""-""-""8th""6""6""6""6""Meditation of Simple Realignment""2""2""1""1""-""-""-""-""-""9th""6""6""6""6""""2""2""1""1""1""-""-""-""-""10th""7""7""7""7""Meditation of Cosmic Unity""2""2""2""1""1""-""-""-""-""11""8""7""7""7""""3""2""2""1""1""1""-""-""-""12""9""8""8""8""Restorative Meditation""3""2""2""2""1""1""-""-""-""13""9""8""8""8""""3""3""2""2""1""1""1""-""-""14""10""9""9""9""Meditation of the Void""3""3""2""2""2""1""1""-""-""15""11""9""9""9""""3""3""3""2""2""1""1""1""-""16""12""10""10""10""Meditation of Deep Realignment""3""3""3""2""2""2""1""1""-""17""12""10""10""10""""3""3""3""3""2""2""2""1""1""18""13""11""11""11""Rewrite the Essential Nature""4""4""3""3""3""3""2""1""1""19""14""11""11""11""""4""4""4""3""3""3""3""2""1""20""15""12""12""12""Way of Phoenix""4""4""4""4""3""3""3""3""2"""
Name I Mage Armor Comprehend Languages Animalistic Power Beast Claws Nerveskitter Endure Elements Eyes of the Avoral Critical Strike Wieldskill Conviction Aid
Name II Fox's Cunning Owl's Wisdom Eagle's Splendor Primal Hunter Heart of Air Feather Fall Levitate Resist Energy Heroics Spider Climb Fell the Greatest Foe
Name III Fist of Stone Magic Fang (greater) Primal Instinct Fly Heart of Water Spellcaster's Bane Dragon's Breath Deeper Darkvision Dragonskin Nondetection Tongues
Name IV Primal Senses Heart of Earth Unicorn Blood Stoneskin Resistance (greater) Dampen Magic Blindisght (greater) Sustain Greater Mighty Wallop Flight of the Dragon Shadow form
Name V Primal Speed Heart of Fire Adamantine Wings Blessed Sight Iron Bones Cloudwalkers Eyes of Oracle Mantle of the Icy Soul Energy Immunity Mantle of fiery spirit Draconic Might
Name VI Haste Voice of the Dragon Metal Skin Globe of Invulnerability, Lesser Arcane Sight, Greater Speak with Anything Mind of the Labyrithin
Name VII Unicorn Heart Death Ward Dragonsight Dimensional Jumper Celestial Blood True Seeing Foresight
Name VIII Sheltered Vitality Sirine's Grace Ironguard Plant Body Shield of Lathander Globe of Invulnerability Stone Body Mind Blank
Name IX Freedom of Movement Monstrous Regeneration Dragonform
Abilities:
Bonus Feat: Improved Unarmed Strike, Power Attack or Improved Grapple. You can take them even if you don't meet the prerequisites.
Meditation:
Adepts of the Ninety-Nine Names master a special meditative state that aligns them deeply with the flow of the magic energies through the universe. Not just the threads upon which the magicians pull, but the whole mighty stream of cosmic energies that permeates everything, and how it envelops and permeates their bodies and souls.
Entering a Meditation:
If an Adept is not disturbed, they can enter meditation freely, as long as they have at least three rounds to take a position, close their eyes and control their breathing. If they are in a situation where concentrating is hard due to distractions, they need to roll a Concentration check with a DC as if they would have been casting the spell equal to the level where they get the ability/2 (so 1st level for Deep Meditation, 3rd level for Enduring Meditation, etc).
While meditating, the adept, can't do anything else and is purposefully shutting their senses to the outside world. They cannot see anything and take Listen checks at -20 "
The meditative state allows adept to use the following abilities:
Immersive Meditation
While in this state, the Adept sets his inner eye on the flow of magic nearby. They can Identify objects that they touch with a 15-minute meditation, and they can cast Detect Magic at will in that state.
Enduring Meditation:
In that state, the Adept is no longer concerned with the base needs of their body. While so meditating, they only need 1/10th of the food and water, and experience no discomfort from extreme weather, and does not need to sleep, though it does not replace sleep -- just delays the need for it. While in that state she no longer ages.
Meditation of Simple Realignment
While in this state, the Adept concentrates on the magical and mundane workings of her body, righting things that are wrong and expelling alien energies and substances.
If they are under an effect of a spell, supernatural or mundane ability that would allow a Fortitude or Will saving throw, they may roll Concentration against the DC of the original saving throw, and if successful, the spell is resolved as due to successful saving throw.
Meditation of Cosmic Unity
The threads of magic pierce the entire world, its past, its present and its future. By contemplating this cosmic weave of magical energy, the adept gains an insight - as if by using a Commune spell.
The question should be in regards to something at least vaguely magic related -- presence of artifcats of mystical potency, nature or thoughts of spellcasters, presence or absence of magic beasts, dragons outsiders and aberrations, outcomes of magical quests etc.
Restorative Meditation
The Adept in that state uses magical energies to heal herself. She after entering the state of meditation she heals 5 hit points per round, up to Con*class level rounds/day
Meditation of the Void
The adept enters a state of meditation so deep, that for all intents and purposes his own self ceases to exist. In that state any Divination magic or remote viewing abilities fail to find them, or work on them, as if he is affected by Nondetection and Mind Blank spells. The spells already in effect are supressed, not dispelled.
The benefits of that state persist even after the meditation is over, lasting additional hour for each ten minutes the Adept has spent meditating, or until the adept next sleeps, whichever is earlier.
Meditation of Deep Realignment
The Adept may dispel any spells, spell-like or supernatural effects upon her body by successfully making a Concentration check against DC of 15+caster level of the initial cause of the effect. This can only be done once per day for every 2 class levels she has. This allows to counter even the effects that would not usually be subject to Dispel Magic, such as Bestow Curse effects.
Manifesting a Name: (Su)
The core of Adept's Ability is their ability to manifest a name, making their flesh and sould an embodiment of a magical principle, and reforging their body in cosmic energies.
When levelling up, the adept gains a new Name or Names according to the table, chosen from the Adept spell-list.
The Adept must have a Constitution score of at least 10+level of the Name for his body to be able to endure that much energy.
The Adept gains all the benefits of the spell, as if cast on himself with the following exceptions:
The effects of the Name are permanent -- they cannot be dispelled or removed short of losing Adept levels. They can be suppressed by Antimagic field or temprorarily supressed by Dispel Magic, like a magic item would.
If the spell has a trigger that would discharge it, it cannot be used. If it has any choice (e.g. Resist Energy) the choice is made when Name is learned. If spell allows various modes, additional actions etc that would change the effects, those actions are not allowed. The spell only affects the character, even if description would indicate otherwise.
If a spell grants temporary hit points,they are treated as an increase to maximum total hitpoints. If it requires a roll, that roll is Maximized.
Level-dependent numbers are updated at level-up.
Hardened Skin
The adept gains 1/2 of their Con modifier as Natural Armor. They also gain Monk's unarmed damage progression.
Rewriting the Essential Nature:
The Adept is so permeated with the magical energy that it changes him on a fundamental level.
All the Name effects are now (Ex) effects, and therefore not subject to being supressed by an Antimagic field, Dispel magic, or any other effect that would negate magic.
Way of the Phoenix
In a week-long trance, the adept slowly severs her connection with the mundane world and aligns herself with the pure flow of magic, drawing more and more energy into herself until she bursts with magic flames, and makes a Concentration check with DC equal to 15.
The flames do not harm the adept, but they wash away any ailments, impurities, effects other than her class features and the Names inscribed upon her, even effects that are result of instantaneous magic items such as Manual of Bodily Health. All the magical connections are also broken - atunnements, attachments of cursed objects, and the character is considered to be an entirely new, separate person from her pre-rite self for all magical intents and purposes (e.g. such as 'being familiar' for the purpose of divination)
She may also change a single Name she has upon her body, of any level that she can cast for a different Name of the same level.
If she wishes she can also burn away the burden of the excess years, restoring herself to rougly middle of her Adult age, removing all the associated penalties, but keeping all the bonuses. Everytime she so does, the DC for Concentration check of the Rite of the Phoenix increases by 5.This effect is not erased by the Way of the Phoenix rite, and she does not accumulate new bonuses for going through the aging stages she has already been to once.