Lord Tataraus
2008-03-12, 04:09 PM
Essence Caller
I draw my strength from the stone, my health from the water, my sight from the sun, my life from the world.
Alignment: Any
Hit Die: 1d6
Class Skills: Concentration (Con), Craft (Int), Decipher Script (Int), Heal (Wis), Knowledge (all skills, taken individually) (Int), Preform (Cha), Profession (Wis), Sleight of Hand (Dex), Spellcraft (Int), and Use Magic Device (Cha).
Skill Points at 1st Level: (4 + Int modifier) × 4
Skill Points at Each Additional Level: 4 + Int modifier
{table="head"]Level|BAB|Fort|Ref|Will|Special |
Calls per Encounter
1st|+0|+2|+0|+2|Call Essence, Aspect of Essence, Essence Backlash|
1
2nd|+1|+3|+0|+3|Assume Essence|
1
3rd|+1|+3|+1|+3|Speedy Recover|
1
4th|+2|+4|+1|+4|Expand Aspect|
1
5th|+2|+4|+1|+4||
2
6th|+3|+5|+2|+5|Assume Essence|
2
7th|+3|+5|+2|+5|Reclaim Substance|
2
8th|+4|+6|+2|+6|Expand Aspect|
2
9th|+4|+6|+3|+6||
3
10th|+5|+7|+3|+7|Assume Essence|
3
11th|+5|+7|+3|+7|Improve the Call|
3
12th|+6/+1|+8|+4|+8|Expand Aspect|
3
13th|+6/+1|+8|+4|+8||
4
14th|+7/+2|+9|+4|+9|Assume Essence|
4
15th|+7/+2|+9|+5|+9||
4
16th|+8/+3|+10|+5|+10|Expand Aspect|
4
17th|+8/+3|+10|+5|+10||
5
18th|+9/+4|+11|+6|+11|Assume Essence|
5
19th|+9/+4|+11|+6|+11||
5
20th|+10/+5|+12|+6|+12|Expand Aspect, Master the Call|
5
[/table]
Class Features
Weapon and Armor Proficiencies: An essence caller is proficient with all light weapons. An essence caller is proficient with all light armor and no shields. An essence caller's calling requires precise movement and incurs arcane spell failure from all armor, including light armor.
Call Essence (Sp): An essence caller is a specialized caster who draws his power from the essence of physical objects. This ability is called "Essence Calling", or simply "Calling". An essence caller may call an essence once per encounter at 1st level, this increases by one calling every four levels to a maximum of 5 per encounter. Each call takes a standard action that provokes an attack of opportunity unless a successful DC20 concentration check is made. Save DCs are either wisdom- or intelligence-based, whichever is higher.
To call an essence out of an object, the essence caller must have the object in hand while preforming the ritual. After the calling is complete, the object crumbles into dust and disappears from existence as it's essence leaves. Only the substance used is destroyed, thus objects made up of completely separate different substances may not be completely destroyed. For example, if the essence caller calls out the clay from a clay bowl of water, the bowl crumbles, but the water remains. Or, if the caller instead chooses the water, the bowl remains and the water is destroyed.
An essence caller may call out the essence from any non-living, inanimate object, effecting up to 1 2ft cube of material. The caller may attempt to call the essence out of an animate object, dealing 1d8 per 2 levels damage to it on a successful calling and DC20 + CR caster level check.
An essence caller may take a full-round action to recover his calls that encounter, regaining all spent uses. This action does not provoke an attack of opportunity.
Aspect of Essence: An essence caller cannot learn to call every aspect out of a substance without a lot of training and must train each one at a time. Starting at 1st level an essence caller chooses one aspect to call from a substance (see Aspects table).
Essence Backlash: An essence caller must contain his ability, misuse can be devastating to the caller. If the essence called from an object has no proper target, it backlashes at the caller, dealing 1 point of damage per character level. Additionally, if the essence caller targets himself or any other any other one target a number of times greater than three times his character level per minute the essence caller is effected by backlash.
Assume Essence (Su): As an essence caller grows in his study, he learns to assume small bits of the essences he most commonly calls. At 2nd level an essence caller chooses one substance, he may now call the essence from that substance without destroying the object.
Speedy Recover (Su): An essence caller learns to exert a small burst of power to regain his callings much faster than normal. Starting at 3rd level an essence caller my regain spent calls as a swift action 1 + charisma modifier times per day (minimum 1).
Expand Aspect: An essence caller has reached the next step in his training, allowing him to expand the number of aspects to call out. At 4th level and every 4 levels thereafter, an essence caller may choose one more aspect to call out or he may choose to gain an effective +1 caster level to an aspect he already knows.
Reclaim Substance (Su): An essence caller learns how to draw essence from previous callings to congeal into the substance it once was. The essence caller may spend a call to make a DC10 + caster level of the call to successfully dispel the call. The essence is then transformed into the rare form of the substance used such as a mound of clay, a puddle of water, or a hunk or iron.
Improve the Call (Su): An essence caller learns to call essence out of an object from a distance. Starting at 11th level, an essence caller may take two rounds to call an essence as normal, except he may target any stationary object within 60ft. The caller must make a caster level check DC20 + 2 per 5ft to the object.
Master the Call (Su): An essence caller has learn the highest ability of his craft, he has truly mastered the Call. An essence caller may call out an essence from any substance within 60ft with no caster level check and it only takes one round.
{table=head]Aspect|Description
Protection|Gives DR, creates magical shields, etc.
Destruction|Deals damage
Enhancement|Boosts abilities and health
Enfeeblement|Disables and debuffs opponents
Enchantment|Creates lasting effects and wards
Disruption|Destroys and disrupts magical and mundane effects
[/table]
I draw my strength from the stone, my health from the water, my sight from the sun, my life from the world.
Alignment: Any
Hit Die: 1d6
Class Skills: Concentration (Con), Craft (Int), Decipher Script (Int), Heal (Wis), Knowledge (all skills, taken individually) (Int), Preform (Cha), Profession (Wis), Sleight of Hand (Dex), Spellcraft (Int), and Use Magic Device (Cha).
Skill Points at 1st Level: (4 + Int modifier) × 4
Skill Points at Each Additional Level: 4 + Int modifier
{table="head"]Level|BAB|Fort|Ref|Will|Special |
Calls per Encounter
1st|+0|+2|+0|+2|Call Essence, Aspect of Essence, Essence Backlash|
1
2nd|+1|+3|+0|+3|Assume Essence|
1
3rd|+1|+3|+1|+3|Speedy Recover|
1
4th|+2|+4|+1|+4|Expand Aspect|
1
5th|+2|+4|+1|+4||
2
6th|+3|+5|+2|+5|Assume Essence|
2
7th|+3|+5|+2|+5|Reclaim Substance|
2
8th|+4|+6|+2|+6|Expand Aspect|
2
9th|+4|+6|+3|+6||
3
10th|+5|+7|+3|+7|Assume Essence|
3
11th|+5|+7|+3|+7|Improve the Call|
3
12th|+6/+1|+8|+4|+8|Expand Aspect|
3
13th|+6/+1|+8|+4|+8||
4
14th|+7/+2|+9|+4|+9|Assume Essence|
4
15th|+7/+2|+9|+5|+9||
4
16th|+8/+3|+10|+5|+10|Expand Aspect|
4
17th|+8/+3|+10|+5|+10||
5
18th|+9/+4|+11|+6|+11|Assume Essence|
5
19th|+9/+4|+11|+6|+11||
5
20th|+10/+5|+12|+6|+12|Expand Aspect, Master the Call|
5
[/table]
Class Features
Weapon and Armor Proficiencies: An essence caller is proficient with all light weapons. An essence caller is proficient with all light armor and no shields. An essence caller's calling requires precise movement and incurs arcane spell failure from all armor, including light armor.
Call Essence (Sp): An essence caller is a specialized caster who draws his power from the essence of physical objects. This ability is called "Essence Calling", or simply "Calling". An essence caller may call an essence once per encounter at 1st level, this increases by one calling every four levels to a maximum of 5 per encounter. Each call takes a standard action that provokes an attack of opportunity unless a successful DC20 concentration check is made. Save DCs are either wisdom- or intelligence-based, whichever is higher.
To call an essence out of an object, the essence caller must have the object in hand while preforming the ritual. After the calling is complete, the object crumbles into dust and disappears from existence as it's essence leaves. Only the substance used is destroyed, thus objects made up of completely separate different substances may not be completely destroyed. For example, if the essence caller calls out the clay from a clay bowl of water, the bowl crumbles, but the water remains. Or, if the caller instead chooses the water, the bowl remains and the water is destroyed.
An essence caller may call out the essence from any non-living, inanimate object, effecting up to 1 2ft cube of material. The caller may attempt to call the essence out of an animate object, dealing 1d8 per 2 levels damage to it on a successful calling and DC20 + CR caster level check.
An essence caller may take a full-round action to recover his calls that encounter, regaining all spent uses. This action does not provoke an attack of opportunity.
Aspect of Essence: An essence caller cannot learn to call every aspect out of a substance without a lot of training and must train each one at a time. Starting at 1st level an essence caller chooses one aspect to call from a substance (see Aspects table).
Essence Backlash: An essence caller must contain his ability, misuse can be devastating to the caller. If the essence called from an object has no proper target, it backlashes at the caller, dealing 1 point of damage per character level. Additionally, if the essence caller targets himself or any other any other one target a number of times greater than three times his character level per minute the essence caller is effected by backlash.
Assume Essence (Su): As an essence caller grows in his study, he learns to assume small bits of the essences he most commonly calls. At 2nd level an essence caller chooses one substance, he may now call the essence from that substance without destroying the object.
Speedy Recover (Su): An essence caller learns to exert a small burst of power to regain his callings much faster than normal. Starting at 3rd level an essence caller my regain spent calls as a swift action 1 + charisma modifier times per day (minimum 1).
Expand Aspect: An essence caller has reached the next step in his training, allowing him to expand the number of aspects to call out. At 4th level and every 4 levels thereafter, an essence caller may choose one more aspect to call out or he may choose to gain an effective +1 caster level to an aspect he already knows.
Reclaim Substance (Su): An essence caller learns how to draw essence from previous callings to congeal into the substance it once was. The essence caller may spend a call to make a DC10 + caster level of the call to successfully dispel the call. The essence is then transformed into the rare form of the substance used such as a mound of clay, a puddle of water, or a hunk or iron.
Improve the Call (Su): An essence caller learns to call essence out of an object from a distance. Starting at 11th level, an essence caller may take two rounds to call an essence as normal, except he may target any stationary object within 60ft. The caller must make a caster level check DC20 + 2 per 5ft to the object.
Master the Call (Su): An essence caller has learn the highest ability of his craft, he has truly mastered the Call. An essence caller may call out an essence from any substance within 60ft with no caster level check and it only takes one round.
{table=head]Aspect|Description
Protection|Gives DR, creates magical shields, etc.
Destruction|Deals damage
Enhancement|Boosts abilities and health
Enfeeblement|Disables and debuffs opponents
Enchantment|Creates lasting effects and wards
Disruption|Destroys and disrupts magical and mundane effects
[/table]