Owrtho
2008-09-14, 04:01 AM
Well, I was just thinking bout the various classes, and thought, "ya know, wouldn't it be entertaining to have an insane class." Well, I haven't quite gotten to refining the idea, but figured I'd post what I have so far here so I might get some help.
Fragmented
The fragmented are people who have worked to fracture their mind into seperate personalities (or had it happen natura;y and decided to use it to their advantage). Each personality is somewhat a personification of their whole self. Despite this however, the personalities can vary widly and be at odds with each other. Each personality specializes in something specific and excels at that, while being rather limited outside it. But more on how they work a little later.
HD: d10
skill points: 12 + int modifier
Table 1-1: The Fragmented
{table=head]Level|BAB|Fort Save|Reflex Save|Will Save|Special
1st|+0|+2|+0|+0|Fractured Mind, General Personality, 2 personalities
2nd|+1|+3|+0|+0|
3rd|+2|+3|+1|+1|swift personality change 1
4th|+3|+4|+1|+1|new personality
5th|+3|+4|+1|+1|
6th|+4|+5|+2|+2|swift personality change 2
7th|+5|+5|+2|+2|
8th|+6/+1|+6|+2|+2|new personality
9th|+6/+1|+6|+3|+3|swift personality change 3
10th|+7/+2|+7|+3|+3|
11th|+8/+3|+7|+3|+3|
12th|+9/+4|+8|+4|+4|new personality, swift personality change 4
13th|+9/+4|+8|+4|+4|
14th|+10/+5|+9|+4|+4|
15th|+11/+6/+1|+9|+5|+5|swift personality change 5
16th|+12/+7/+2|+10|+5|+5|new personality
17th|+12/+7/+2|+10|+5|+5|
18th|+13/+8/+3|+11|+6|+6|swift personality change 6
19th|+14/+9/+4|+11|+6|+6|
20th|+15/+10/+5|+12|+6|+6|2 new personalities[/table]
Armor and weapon proficiencies: A fragmented has proficiency with all simple weapons and light armor.
Spellcasting:
Fragmented cast arcane magic (in some personalities) from the Sorcerer/Wizard spell list. If they knew any psionics, they are unable to use them any more due to the fragmented nature of their mind (some personalities can still use them). They can cast spells of a level that a sorcerer of equal level could cast (exception is at level 1 they only can use cantrips). They are spontaneous casters and gain two known spells every level (can choose from any spell level they can cast spells from). Only personalities that are stated as being able to can cast spells (this includes spells from other classes). Uses intelligence for spellcasting.
Table 1-2: The Fragmented Spells per Day
{table=head]Level|0_|1_|2_|3_|4_|5_|6_|7_|8_|9_
1st|4|-|-|-|-|-|-|-|-|-
2st|5|-|-|-|-|-|-|-|-|-
3nd|6|4|-|-|-|-|-|-|-|-
4rd|6|5|-|-|-|-|-|-|-|-
5th|6|6|4|-|-|-|-|-|-|-
6th|6|6|5|-|-|-|-|-|-|-
7th|6|6|6|4|-|-|-|-|-|-
8th|6|6|6|5|-|-|-|-|-|-
9th|6|6|6|6|4|-|-|-|-|-
10th|6|6|6|6|5|-|-|-|-|-
11th|6|6|6|6|6|4|-|-|-|-
12th|6|6|6|6|6|5|-|-|-|-
13th|6|6|6|6|6|6|4|-|-|-
14th|6|6|6|6|6|6|5|-|-|-
15th|6|6|6|6|6|6|6|4|-|-
16th|6|6|6|6|6|6|6|5|-|-
17th|6|6|6|6|6|6|6|6|4|-
18th|6|6|6|6|6|6|6|6|5|-
19th|6|6|6|6|6|6|6|6|6|4
20th|6|6|6|6|6|6|6|6|6|5[/table]
BAB and saves
Fragmented would use a rogues BAB and have good fortitude, bad reflex, and bad will saves. The good fort is because there is nothing adverse in their traits toworards it, the bad reflex is from conflicting responses, and the bad will is their multiple personalities.
Basic stuff:
Only one personality is in control at any given time. At level 1 they gain the general personality and two personalities of their choice. They gain an additional personality every 4 levels. If something occures that a dormant personality wants to react to they must make a will save to avoid changing personalities (see below). To change personalities also requires a will save (again see below).
Fragmented also have the Fractured Mind ability
Fractured Mind: If a fragmented is the target of a hostile (as determined by the current dominant personality) mind affecting spell or ability and fails its will save, it may as a last attempt to avoid control shift control to another personality. If this occures the previous personality is still affected by the spell or ability, but the new personality once again gets an attempt to save. This can be done as many times as the fragmented has personalities for each mind affecting spell or ability cast on them. If they attempt to change to a personality that failed its will save befor the spell expires, they fall under the spell and are unable to willingly change personalities until the spell expires.
Skills: All skills are class skills for a fragmented, however each personality can only use a few skills and can't even attempt the others (the general personality is an exception but takes a penalty of 1/2 their roll to all skills).
Personalities:
A fragmented has a number of seperate personalities. These would normaly all be combine to make a normal person, but as it is they are more like sterio types of specific traits. Each personality gains has a key skill to which they recieve a bonus equal to half their fragmented class level. They then have about 2 other skills they can use that require training (or that they receive a +1 bonus to if training is not required). After this they have banned skills which they are prohibited from using. In addition, each personality has 1 to 2 acts they will always attempt and a few acts they can't perform. Each personalities gains abilities (or in some cases feats) based on the fragmented's class level (doesn't matter when the personality was gained). Personalities also have an inate alignment (this does not mean it has to be this alignment (though it often is as personalities can have different alignments), but reffers to how it responds to other personalities.
[note:skills not mentioned in each personality that require training cannot be done. Also, skills that do not require trainig and are not mentioned recive a -5 penelty]
Example personalities:
Sadist
Alignment: Chaotic Evil
Key Skill: Spellcraft
Other Skills: Knowledge (Arcane), Intimidate (+1 bonus)
Banned Skills: Diplomacy, Gather Information, Heal, Handle Animal
Other: -2 to CHA, -2 DEX, -2 STR, +2 to INT, +1 intimidate (stacks with above)
Abilities: Can cast spells with in the necromancy school, with the evil descriptor, or with the fear descriptor. Every third level gains one new spell it can use out of spells the fragmented can cast at that level. Only this personality can use that spell. (these spells are gained retroactively)
level 5 - gains spell focus (necromancy)
level 10 - gains spell penetration
level 15 - gains greater spell penetration
level 20 - not sure yet
Acts: The sadist personality is one that goes out of its way to hurt others. It is however rather frail. It makes up for this with magic. The sadist will never pass up the oportunity to inflict pain on a someone unless it puts themself at notable risk. They won't start fights, but are known to attack people at random disabling them in order to better inflict pain on them till they tire of doing so at which point they kill them.
Banned Acts: The sadist will never go out of its way to attempt to heal people or render aid (unless rendering aid will let them inflict pain on others, they still can't heal for any reason). This makes them rather hard to work with when not in combat.
Slicer
Alignment: Chaotic Evil
Key Skill: Tumble
Other Skills: Spot (+1 bonus), Intimidate (+1 bonus)
Banned Skills: Diplomacy, Gather Information, Heal, Handle Animal
Other: -2 to CHA, +2 DEX, +1 to relfex save per level, +1 intimidate (stacks with above)
Abilities: Has weapon proficiancies with daggers, sickles, kukri, and kama.
Also has weapon finesse. If they already have the weapon finesse feat they instead add 1.5 dex modifier to attack bonus instead of str.
level 5 - gains Easy in Easy Out (when using above weapons, add dex modifier to damage rolls instead of str modifier)
level 7 - gains blade bind (the slicer may bind a weapon of one of the above types to themself in a 1/2 hour process. If they do so only they can weild it, other personalities or people can't. Whenever they are disarmed or otherwise lose the blade, it disapears and they are able to draw it again from a concealed spot in their clothing. The weapon can still be upgraded or enchanted, and if they wish they may spend a 2 hour uninterupted ritual changing it to another blade. If they change personalities durring this ritual they must start over. Only one blade may be bound at a time.)
level 10 - gains spot weakness (add 1/4 spot ability to damage rolls with above weapons)
level 15 - gains improved critical (all of above weapons)
level 20 - gains widen the wound (above weapons deal 1d4 con damage on crit)
Acts: The slicer is a personality that enjoys nothing more than the feel of opening slicing flesh. This is very similar to the sadist but more melee based. They are always eager to engage in combat or any excuse to cut people and will do so at the slightest provocation.
Banned Acts: The slicer will never go out of its way to attempt to heal people or render aid (unless rendering aid will let them cut others, they still can't heal for any reason). The exception to the no healing rule is that they can attempt to cut out something like a parisite or projectile. However, doing so takes a DC 17 will save to avoid cutting out other things as well (like vital organs). This makes them rather hard to work with when not in combat.
Liar
Alignment: Chaotic Neutral
Key Skill: Bluff
Other Skills: Disguise (+1 bonus), Forgery (+1 bonus), Sense Motive (+1 bonus),
Banned Skills: Survival, Intimidate, Spot, Craft
Other: +2 to CHA, -2 STR, Affinity to backstabber (reduces the DC of changing between the liar and the backstabber by 5), Animosity to negotiator(increases the DC of changing between the liar and the negotiator by 15)
Abilities: Gains Deceitful, Persuasive
level 5 - Negotiator
level 10 - gains skill focus (Diplomacy), skill focus (Sense Motive), skill focus (Disguise), and skill focus (Forgery)
level 15 - can cast any spells in the illusion school that the character knows
level 20 - gains Lord of Lies (as per Iron Heroes Revised. A Variant Player's Handbook)
Acts: The liar is adept at telling lies, and is often compelled to do so. They always try to lie their way out of trouble befor resorting to anything else (even if the truth would work better). They are however not adept at combat.
Banned Acts: The liar will not give acurate information unless attempting to further mislead with it (such as to gain trust). And never uses definitive statements unless it can't be helped.
Negotiator
Alignment: Lawful Neutral
Key Skill: Diplomacy
Other Skills: Knowledge (local) (+1 bonus), Appraise (+1 bonus), Sense Motive (+1 bonus),
Banned Skills: Survival, Bluff, Spot, Craft
Other: +2 to CHA, -2 STR, Animosity to liar (increases the DC of changing between the negotiator and the liar by 15)
Abilities: Gains Negotiator
level 5 - Negotiator
level 10 - gains skill focus (Diplomacy), skill focus (Sense Motive), skill focus (Knowledge (local)), and skill focus (appraise)
level 15 - Binding Contract, 1 use per day per 4 levels (Can make an opposed deplomacy check to disable 1 ability + 1 per 5 they beat them by)
level 20 - Recite the Law (can add knowledge (local) to negotiation checks)
Acts: The negotiator will always try to talk through any situation while staying within the local laws.
Banned Acts: The negotiator will never lie.
Healer
Alignment: Lawful Good
Key Skill: Heal
Other Skills: Knowledge (nature), Craft (Alchemy)
Banned Skills: Intimidate, Sense Motive, Gather Information
Other: +2 to INT, -2 STR, -2 WIS
Abilities: Can cast spells with the healing descriptor and remove curse. Every third level gains one new spell it can use out of spells the fragmented can cast at that level. Only this personality can use that spell. (these spells are gained retroactively)
level 5 - gains brew potion
level 10 - gains skill focus (heal), skill focus (nature), and skill focus (alchemy)
level 15 - can always take a 10 on the heal skill
level 20 - healing spells heal double health
Acts: The healer is dedicated to healing to a fault. The absolutly refuse to harm others and will even sometimes attempt to heal enemies. A healer will always attempt to aid someone injured (unless it is a known enemy)
Banned Acts: The healer can not attempt to harm anyone.
Sneak
Alignment: Chaotic Neutral
Key Skill: Move Silently
Other Skills: Open Lock (+1 bonus), Hide (+1 bonus), Escape Artist (+1 bonus), Use Rope (+1 bonus), Gather Information (+1 bonus)
Banned Skills: Intimidate, Deplomacy, Tumble, Bluff, Handle Animals, Ride, Appraise
Other: -2 STR, -2 CON, +6 DEX, +1 to relfex save per level, -2 hp per level
Abilities: Gains Stealthy
level 5 - can cast any invisibility spells known, ethreal jaunt/etherealness (if known), and shadow walk (if known).
level 10 - Gains hide in plain sight
level 15 - gains the shadow walk ability as it works for the shadow dancer. has a range of 100ft a day wich increases by 10 ft per day for each level after 15.
level 20 - Can cast Ethreal Jaunt as a spell like ability 3 times per day at twice fragmented level
Acts: The sneak will never take part in actual combat themself. They do however sometimes attempt to influsence the fight withought risking themself (such as just happening to move that rock supporting the bolder on the cliff above the enemies). They Always try to avoid actual fighting. They also have an irresistable desire to find out what secrets are (whether it be a closed door of unknown purpose or what that strange guy is doing in the other room). If the sneak observes anything suspicious they will automaticly attempt to find out what it is.
Banned Acts: The sneak will never take part in actual combat themself. This is not because they dislike combat, but because they are rather weak and want to avoid harm. The sneak will never stay to help others but will always attempt to get away themself.
Thief
Alignment: Chaotic Neutral
Key Skill: Sleight of Hand
Other Skills: Open Lock (+1 bonus), Disable Device (+1 bonus), Use Magic Device
Banned Skills: Intimidate, Survival, Move Silently
Other: -2 STR, -2 CHA, -2 CON, +4 DEX, +2 to relfex save per level, Affinity to backstabber (reduces the DC of changing between the thief and the backstabber by 5)
Abilities: Deft Hands, Nimble Fingers, Trapfinding
level 5 - Gains mental vault (this functions the same as an already cast Leomund’s Secret Chest, but has no duration limit, and requires no miniature chest. The caster level is equal to twice the fragmented's current [as in it gets bigger as the get higher levels] level and it can only be conjoured by the theif personality. The chest also exists in their mind, not in another plane.)
level 10 - Gains Magical Aptitude and wizard's theif (can ignor magical enhancment on traps and locks, and treats purly magical traps and locks as normal traps and locks of a DC 10 + caster level)
level 15 - Gains treasue sense (can sense all valuables within 60 feet of himself, and hear any mention of a treasures location within that radius.)
level 20 - Gains ranged legerdemain 5 uses a day.
Acts: The theif believes strongly in the rule of finders keepers. They also believe that anything they want, see, touch, know about, or just happen to pass withing a mile of has been "found" by them. A theif will always attempt to pick pocket someone they converse with for more than 5 minutes as long as they are in a range to do so. The theif will attempt to steal any valuable goods they come accross.
Banned Acts: A thief will never give anything they find to anyone else. A thief will never buy anything. They will always attempt to steal it instead.
Backstabber
Alignment: Neutral Evil
Key Skill: Tumble
Other Skills: Spot (+1 bonus), Move Silently (+1 bonus)
Banned Skills: Diplomacy, Sense Motive, Heal, Gather Information
Other: -2 STR, -2 CHA, +2 DEX, +1 to relfex save per level, Affinity to liar (reduces the DC of changing between the backstabber and the liar by 5), Affinity to thief (reduces the DC of changing between the backstabber and the thief by 5)
Abilities: Has weapon proficiancies with daggers, short swords, kukri, and kama. Also has weapon finesse. Gains Sneak attack +1d6 every other level
level 3 - Chooses a type of sneak attack (Death attack, bleeding wound, +1d3 sneak attack, etc. [If you know of any other types of sneak attacks let me know]), this level every 3rd level they gain a rank in it.
level 5 - Gains Penetrating Strike
level 9 - Choose another type of sneak attack. If +1d3 sneak attack was chosen it can be upgraded to +1d6 sneak attack (previouse pairs of +1d3 will be combine into +1d6 and +1d6 will be gained from now on)
level 15 - gains Combat Reflexes
level 18 - Choose another type of sneak attack. If +1d3 sneak attack was chosen it can be upgraded to +1d6 sneak attack (previouse pairs of +1d3 will be combine into +1d6 and +1d6 will be gained from now on. Ths can't be done if it has already been upgraded to +1d6).
level 20 - gains Sneak Attack of Opportunity
Acts: The backstabber is extreamly parinoid. They feel everyone is out to get them, and as such their responce is to try to get everyone else first. The backstabber will not pass on an invitation to betray someone (doesn't mean they turn on people in battle, but if offered a choice, they will always betray other). They also cannot be trusted with secrets other than their own as they are prone to purposfuly tell others to betray the one who told them.
Banned Acts: The backstabber cannot trust people. They will not under any circumstance render aid to others unless it is a result of them aiding themself. If they work with others it is only to get what they want (such as a flanked opponent).
Arcanist
Alignment: true neutral
Key Skill: Concentration
Other Skills: Spellcraft, Knowledge (Arcane), Lore (+1 bonus)
Banned Skills: Balance, Climb, Jump, Use Rope, Survival
Other: +4 Int, -4 Str, -2 Dex, Animosity to psionist (increases the DC of changing between the arcanist and the psionist by 10)
Abilities: Can use any spells the fragmented knows that are not personality specific.
level 5 - Spell Penetration
level 10 - Learns two additional spells (of players choice up to 3rd level). These are available to all other personalities who can cast them.
level 15 - Greater Spell Penetration
level 20 - Learns four additional spells (of players choice up to 7th level). These are available to all other personalities who can cast them.
Acts: The Arcanist is obsessed with knowledge. If they see a curious volume (ie. any book they are not familiar with) they will always attempt to read it (unless stopped by an outside force). This is reguardless of their situation (such as combat).
Banned Acts: Aside from acts that contradict the above, none.
Psionist
Alignment: true neutral
Key Skill: Concentration
Other Skills: Autohypnosis, Psicraft, Knowledge (Psionics)
Banned Skills: Balance, Climb, Jump, Use Rope, Survival, Knowledge (Arcane)
Other: +4 Int, +2Wis, -4 Str, -2 Dex, +2 Will Saves, Animosity to arcanist (increases the DC of changing between the psionist and the arcanist by 10)
Abilities: Can use any psionic powers the fragmented knows. Gains 4 power points a level (in addition to those granted by a high Int score). [note:fragmented do not gain psionic powers normaly. This personality just alows them to use any from other classes]
level 5 - Psionic Penetration
level 10 - Psionic Endowment
level 15 - Greater Psionic Penetration
level 20 - Greater Psionic Endowment
Acts: The Psionist is always calm. They will only act in what they deem a rational manner
Banned Acts: The psionist will not act if they don't have enough information to make a rational decision (even in combat when they need to choose between things like finnish of the big bbg befor he escapes or help my ally who is sliding off the cliff, but also on smaller things like deciding where to stay in a town they've never been to befor).
General
Alignment: true neutral
Key Skill: none
Other Skills: none
Banned Skills: none
Other: -4 wisdom
Abilities: can use all skills, but has results of all rolls reduced by half
level 5 - none
level 10 - none
level 15 - none
level 20 - none
Acts: none. The general personality is the basic personality when that is formed when all personalities are suppressed (or are equaly in control depending on how you look at it).
Banned Acts: none
Changing Personalities:
Normaly changing personalities is a full action. It requires a will save against a DC of 19 + X + Fragmented level where X is the relation between the two personalities alignment. To determine X, look at the alignment of the personality you are in and the one you wish to change to. If one factor differs (as in chaotic/neutral/lawful or evil/neutral/good), then add 5, if it is on the opposite end of the scale, add another 5, if it is the same subtract 5. Do this for both factors and add the results to get X.
At level three the fragmented gains swift personality change. This subtracts 5 from the DC of changing personalities (minimum of fragmented level -1) and alows them to change to personalities that have a DC of Fragmented level -1 as a swift action. At level 6 the DC reduction changes to 10, and by another 5 every 3 levels after that.
Edit: They may only use this ability a number of times equal to their class level per day.
Aside from intentional changing of personalities, the fragmented also sometimes has a personality forsfuly take dominance. This ocures when an action that personality wants to perform is prompted (note it can't be in opposition to an action being performed by the current dominant personality, thus the healer personality could not atempt to take control and heal a victim of the sadist personality while it is harming the person). An example would be the slicer personality charging a foe, and passing a wounded person, at which point the healer personality would atempt to take control to heal the person. The DC is 5 + 5 per relevance to personality (0-3). In the example above, a stranger would be a 0, an aquantance a 1, a freind a 2, and a companion a 3. [intend to make more specific rules for this as it is currently more of an "a the DM's descresion" type ability]
Alright. Came up with a better method of unwanted changing between personalities:
Every 2 minutes (20 rounds) that a fragmented stays in one personality must make a will save (DC 9 + fragmented level), or change into a random personality (or personality of DM's choice). In addition, every time they make the save, the DC for the next one increases by the number of personalities they have -1. They may however, when taking no actions (as in not trying to use abilities, skills, or fight) automaticly succeed on the check, and durring any time they could normaly take a 10 they may do so as well. However, they will automaticly fail after spending 2 and a half hours in any form.
Prestige Classes & Feats:
Well, given the changing nature of the fragmented's abilities, there is a special rule for prestige classes. The fragmented can only use abilities of a prestige class (or feat) if their current personality meets the requirments for that class (or feat). Thus if they took a class that requires weapon finesse, but didn't take the weapon finesse feat (used the slicer's weapon finesse), they only can use abilities from that class when the slicer personality is dominant.
Feats:
Only one two feats for now.
Fragment Mind
You fragment your mind to form a new personality.
Requirements:Must have multiple personalities.
Benefits: You gain another personality of yuor choice.
Special: You may take this feat multiple times. Each time you must choose a different personality you don't already have.
Psionic Stabilization
Your broken mind has managed to stabilize enough that any personality can use psionics.
Requirements: 1st Fragmented level, 1st Manifestor level, 10 power points, psionist personality
Benefits: All personalities can use psionic powers granted from other classes.
Normal: Only the psionist personality can use psionic powers.
Well, it's far from complete (for one thing it likely will need atleas around 20 personalities), but let me know what you think. Any suggetions are welcome.
Owrtho
Fragmented
The fragmented are people who have worked to fracture their mind into seperate personalities (or had it happen natura;y and decided to use it to their advantage). Each personality is somewhat a personification of their whole self. Despite this however, the personalities can vary widly and be at odds with each other. Each personality specializes in something specific and excels at that, while being rather limited outside it. But more on how they work a little later.
HD: d10
skill points: 12 + int modifier
Table 1-1: The Fragmented
{table=head]Level|BAB|Fort Save|Reflex Save|Will Save|Special
1st|+0|+2|+0|+0|Fractured Mind, General Personality, 2 personalities
2nd|+1|+3|+0|+0|
3rd|+2|+3|+1|+1|swift personality change 1
4th|+3|+4|+1|+1|new personality
5th|+3|+4|+1|+1|
6th|+4|+5|+2|+2|swift personality change 2
7th|+5|+5|+2|+2|
8th|+6/+1|+6|+2|+2|new personality
9th|+6/+1|+6|+3|+3|swift personality change 3
10th|+7/+2|+7|+3|+3|
11th|+8/+3|+7|+3|+3|
12th|+9/+4|+8|+4|+4|new personality, swift personality change 4
13th|+9/+4|+8|+4|+4|
14th|+10/+5|+9|+4|+4|
15th|+11/+6/+1|+9|+5|+5|swift personality change 5
16th|+12/+7/+2|+10|+5|+5|new personality
17th|+12/+7/+2|+10|+5|+5|
18th|+13/+8/+3|+11|+6|+6|swift personality change 6
19th|+14/+9/+4|+11|+6|+6|
20th|+15/+10/+5|+12|+6|+6|2 new personalities[/table]
Armor and weapon proficiencies: A fragmented has proficiency with all simple weapons and light armor.
Spellcasting:
Fragmented cast arcane magic (in some personalities) from the Sorcerer/Wizard spell list. If they knew any psionics, they are unable to use them any more due to the fragmented nature of their mind (some personalities can still use them). They can cast spells of a level that a sorcerer of equal level could cast (exception is at level 1 they only can use cantrips). They are spontaneous casters and gain two known spells every level (can choose from any spell level they can cast spells from). Only personalities that are stated as being able to can cast spells (this includes spells from other classes). Uses intelligence for spellcasting.
Table 1-2: The Fragmented Spells per Day
{table=head]Level|0_|1_|2_|3_|4_|5_|6_|7_|8_|9_
1st|4|-|-|-|-|-|-|-|-|-
2st|5|-|-|-|-|-|-|-|-|-
3nd|6|4|-|-|-|-|-|-|-|-
4rd|6|5|-|-|-|-|-|-|-|-
5th|6|6|4|-|-|-|-|-|-|-
6th|6|6|5|-|-|-|-|-|-|-
7th|6|6|6|4|-|-|-|-|-|-
8th|6|6|6|5|-|-|-|-|-|-
9th|6|6|6|6|4|-|-|-|-|-
10th|6|6|6|6|5|-|-|-|-|-
11th|6|6|6|6|6|4|-|-|-|-
12th|6|6|6|6|6|5|-|-|-|-
13th|6|6|6|6|6|6|4|-|-|-
14th|6|6|6|6|6|6|5|-|-|-
15th|6|6|6|6|6|6|6|4|-|-
16th|6|6|6|6|6|6|6|5|-|-
17th|6|6|6|6|6|6|6|6|4|-
18th|6|6|6|6|6|6|6|6|5|-
19th|6|6|6|6|6|6|6|6|6|4
20th|6|6|6|6|6|6|6|6|6|5[/table]
BAB and saves
Fragmented would use a rogues BAB and have good fortitude, bad reflex, and bad will saves. The good fort is because there is nothing adverse in their traits toworards it, the bad reflex is from conflicting responses, and the bad will is their multiple personalities.
Basic stuff:
Only one personality is in control at any given time. At level 1 they gain the general personality and two personalities of their choice. They gain an additional personality every 4 levels. If something occures that a dormant personality wants to react to they must make a will save to avoid changing personalities (see below). To change personalities also requires a will save (again see below).
Fragmented also have the Fractured Mind ability
Fractured Mind: If a fragmented is the target of a hostile (as determined by the current dominant personality) mind affecting spell or ability and fails its will save, it may as a last attempt to avoid control shift control to another personality. If this occures the previous personality is still affected by the spell or ability, but the new personality once again gets an attempt to save. This can be done as many times as the fragmented has personalities for each mind affecting spell or ability cast on them. If they attempt to change to a personality that failed its will save befor the spell expires, they fall under the spell and are unable to willingly change personalities until the spell expires.
Skills: All skills are class skills for a fragmented, however each personality can only use a few skills and can't even attempt the others (the general personality is an exception but takes a penalty of 1/2 their roll to all skills).
Personalities:
A fragmented has a number of seperate personalities. These would normaly all be combine to make a normal person, but as it is they are more like sterio types of specific traits. Each personality gains has a key skill to which they recieve a bonus equal to half their fragmented class level. They then have about 2 other skills they can use that require training (or that they receive a +1 bonus to if training is not required). After this they have banned skills which they are prohibited from using. In addition, each personality has 1 to 2 acts they will always attempt and a few acts they can't perform. Each personalities gains abilities (or in some cases feats) based on the fragmented's class level (doesn't matter when the personality was gained). Personalities also have an inate alignment (this does not mean it has to be this alignment (though it often is as personalities can have different alignments), but reffers to how it responds to other personalities.
[note:skills not mentioned in each personality that require training cannot be done. Also, skills that do not require trainig and are not mentioned recive a -5 penelty]
Example personalities:
Sadist
Alignment: Chaotic Evil
Key Skill: Spellcraft
Other Skills: Knowledge (Arcane), Intimidate (+1 bonus)
Banned Skills: Diplomacy, Gather Information, Heal, Handle Animal
Other: -2 to CHA, -2 DEX, -2 STR, +2 to INT, +1 intimidate (stacks with above)
Abilities: Can cast spells with in the necromancy school, with the evil descriptor, or with the fear descriptor. Every third level gains one new spell it can use out of spells the fragmented can cast at that level. Only this personality can use that spell. (these spells are gained retroactively)
level 5 - gains spell focus (necromancy)
level 10 - gains spell penetration
level 15 - gains greater spell penetration
level 20 - not sure yet
Acts: The sadist personality is one that goes out of its way to hurt others. It is however rather frail. It makes up for this with magic. The sadist will never pass up the oportunity to inflict pain on a someone unless it puts themself at notable risk. They won't start fights, but are known to attack people at random disabling them in order to better inflict pain on them till they tire of doing so at which point they kill them.
Banned Acts: The sadist will never go out of its way to attempt to heal people or render aid (unless rendering aid will let them inflict pain on others, they still can't heal for any reason). This makes them rather hard to work with when not in combat.
Slicer
Alignment: Chaotic Evil
Key Skill: Tumble
Other Skills: Spot (+1 bonus), Intimidate (+1 bonus)
Banned Skills: Diplomacy, Gather Information, Heal, Handle Animal
Other: -2 to CHA, +2 DEX, +1 to relfex save per level, +1 intimidate (stacks with above)
Abilities: Has weapon proficiancies with daggers, sickles, kukri, and kama.
Also has weapon finesse. If they already have the weapon finesse feat they instead add 1.5 dex modifier to attack bonus instead of str.
level 5 - gains Easy in Easy Out (when using above weapons, add dex modifier to damage rolls instead of str modifier)
level 7 - gains blade bind (the slicer may bind a weapon of one of the above types to themself in a 1/2 hour process. If they do so only they can weild it, other personalities or people can't. Whenever they are disarmed or otherwise lose the blade, it disapears and they are able to draw it again from a concealed spot in their clothing. The weapon can still be upgraded or enchanted, and if they wish they may spend a 2 hour uninterupted ritual changing it to another blade. If they change personalities durring this ritual they must start over. Only one blade may be bound at a time.)
level 10 - gains spot weakness (add 1/4 spot ability to damage rolls with above weapons)
level 15 - gains improved critical (all of above weapons)
level 20 - gains widen the wound (above weapons deal 1d4 con damage on crit)
Acts: The slicer is a personality that enjoys nothing more than the feel of opening slicing flesh. This is very similar to the sadist but more melee based. They are always eager to engage in combat or any excuse to cut people and will do so at the slightest provocation.
Banned Acts: The slicer will never go out of its way to attempt to heal people or render aid (unless rendering aid will let them cut others, they still can't heal for any reason). The exception to the no healing rule is that they can attempt to cut out something like a parisite or projectile. However, doing so takes a DC 17 will save to avoid cutting out other things as well (like vital organs). This makes them rather hard to work with when not in combat.
Liar
Alignment: Chaotic Neutral
Key Skill: Bluff
Other Skills: Disguise (+1 bonus), Forgery (+1 bonus), Sense Motive (+1 bonus),
Banned Skills: Survival, Intimidate, Spot, Craft
Other: +2 to CHA, -2 STR, Affinity to backstabber (reduces the DC of changing between the liar and the backstabber by 5), Animosity to negotiator(increases the DC of changing between the liar and the negotiator by 15)
Abilities: Gains Deceitful, Persuasive
level 5 - Negotiator
level 10 - gains skill focus (Diplomacy), skill focus (Sense Motive), skill focus (Disguise), and skill focus (Forgery)
level 15 - can cast any spells in the illusion school that the character knows
level 20 - gains Lord of Lies (as per Iron Heroes Revised. A Variant Player's Handbook)
Acts: The liar is adept at telling lies, and is often compelled to do so. They always try to lie their way out of trouble befor resorting to anything else (even if the truth would work better). They are however not adept at combat.
Banned Acts: The liar will not give acurate information unless attempting to further mislead with it (such as to gain trust). And never uses definitive statements unless it can't be helped.
Negotiator
Alignment: Lawful Neutral
Key Skill: Diplomacy
Other Skills: Knowledge (local) (+1 bonus), Appraise (+1 bonus), Sense Motive (+1 bonus),
Banned Skills: Survival, Bluff, Spot, Craft
Other: +2 to CHA, -2 STR, Animosity to liar (increases the DC of changing between the negotiator and the liar by 15)
Abilities: Gains Negotiator
level 5 - Negotiator
level 10 - gains skill focus (Diplomacy), skill focus (Sense Motive), skill focus (Knowledge (local)), and skill focus (appraise)
level 15 - Binding Contract, 1 use per day per 4 levels (Can make an opposed deplomacy check to disable 1 ability + 1 per 5 they beat them by)
level 20 - Recite the Law (can add knowledge (local) to negotiation checks)
Acts: The negotiator will always try to talk through any situation while staying within the local laws.
Banned Acts: The negotiator will never lie.
Healer
Alignment: Lawful Good
Key Skill: Heal
Other Skills: Knowledge (nature), Craft (Alchemy)
Banned Skills: Intimidate, Sense Motive, Gather Information
Other: +2 to INT, -2 STR, -2 WIS
Abilities: Can cast spells with the healing descriptor and remove curse. Every third level gains one new spell it can use out of spells the fragmented can cast at that level. Only this personality can use that spell. (these spells are gained retroactively)
level 5 - gains brew potion
level 10 - gains skill focus (heal), skill focus (nature), and skill focus (alchemy)
level 15 - can always take a 10 on the heal skill
level 20 - healing spells heal double health
Acts: The healer is dedicated to healing to a fault. The absolutly refuse to harm others and will even sometimes attempt to heal enemies. A healer will always attempt to aid someone injured (unless it is a known enemy)
Banned Acts: The healer can not attempt to harm anyone.
Sneak
Alignment: Chaotic Neutral
Key Skill: Move Silently
Other Skills: Open Lock (+1 bonus), Hide (+1 bonus), Escape Artist (+1 bonus), Use Rope (+1 bonus), Gather Information (+1 bonus)
Banned Skills: Intimidate, Deplomacy, Tumble, Bluff, Handle Animals, Ride, Appraise
Other: -2 STR, -2 CON, +6 DEX, +1 to relfex save per level, -2 hp per level
Abilities: Gains Stealthy
level 5 - can cast any invisibility spells known, ethreal jaunt/etherealness (if known), and shadow walk (if known).
level 10 - Gains hide in plain sight
level 15 - gains the shadow walk ability as it works for the shadow dancer. has a range of 100ft a day wich increases by 10 ft per day for each level after 15.
level 20 - Can cast Ethreal Jaunt as a spell like ability 3 times per day at twice fragmented level
Acts: The sneak will never take part in actual combat themself. They do however sometimes attempt to influsence the fight withought risking themself (such as just happening to move that rock supporting the bolder on the cliff above the enemies). They Always try to avoid actual fighting. They also have an irresistable desire to find out what secrets are (whether it be a closed door of unknown purpose or what that strange guy is doing in the other room). If the sneak observes anything suspicious they will automaticly attempt to find out what it is.
Banned Acts: The sneak will never take part in actual combat themself. This is not because they dislike combat, but because they are rather weak and want to avoid harm. The sneak will never stay to help others but will always attempt to get away themself.
Thief
Alignment: Chaotic Neutral
Key Skill: Sleight of Hand
Other Skills: Open Lock (+1 bonus), Disable Device (+1 bonus), Use Magic Device
Banned Skills: Intimidate, Survival, Move Silently
Other: -2 STR, -2 CHA, -2 CON, +4 DEX, +2 to relfex save per level, Affinity to backstabber (reduces the DC of changing between the thief and the backstabber by 5)
Abilities: Deft Hands, Nimble Fingers, Trapfinding
level 5 - Gains mental vault (this functions the same as an already cast Leomund’s Secret Chest, but has no duration limit, and requires no miniature chest. The caster level is equal to twice the fragmented's current [as in it gets bigger as the get higher levels] level and it can only be conjoured by the theif personality. The chest also exists in their mind, not in another plane.)
level 10 - Gains Magical Aptitude and wizard's theif (can ignor magical enhancment on traps and locks, and treats purly magical traps and locks as normal traps and locks of a DC 10 + caster level)
level 15 - Gains treasue sense (can sense all valuables within 60 feet of himself, and hear any mention of a treasures location within that radius.)
level 20 - Gains ranged legerdemain 5 uses a day.
Acts: The theif believes strongly in the rule of finders keepers. They also believe that anything they want, see, touch, know about, or just happen to pass withing a mile of has been "found" by them. A theif will always attempt to pick pocket someone they converse with for more than 5 minutes as long as they are in a range to do so. The theif will attempt to steal any valuable goods they come accross.
Banned Acts: A thief will never give anything they find to anyone else. A thief will never buy anything. They will always attempt to steal it instead.
Backstabber
Alignment: Neutral Evil
Key Skill: Tumble
Other Skills: Spot (+1 bonus), Move Silently (+1 bonus)
Banned Skills: Diplomacy, Sense Motive, Heal, Gather Information
Other: -2 STR, -2 CHA, +2 DEX, +1 to relfex save per level, Affinity to liar (reduces the DC of changing between the backstabber and the liar by 5), Affinity to thief (reduces the DC of changing between the backstabber and the thief by 5)
Abilities: Has weapon proficiancies with daggers, short swords, kukri, and kama. Also has weapon finesse. Gains Sneak attack +1d6 every other level
level 3 - Chooses a type of sneak attack (Death attack, bleeding wound, +1d3 sneak attack, etc. [If you know of any other types of sneak attacks let me know]), this level every 3rd level they gain a rank in it.
level 5 - Gains Penetrating Strike
level 9 - Choose another type of sneak attack. If +1d3 sneak attack was chosen it can be upgraded to +1d6 sneak attack (previouse pairs of +1d3 will be combine into +1d6 and +1d6 will be gained from now on)
level 15 - gains Combat Reflexes
level 18 - Choose another type of sneak attack. If +1d3 sneak attack was chosen it can be upgraded to +1d6 sneak attack (previouse pairs of +1d3 will be combine into +1d6 and +1d6 will be gained from now on. Ths can't be done if it has already been upgraded to +1d6).
level 20 - gains Sneak Attack of Opportunity
Acts: The backstabber is extreamly parinoid. They feel everyone is out to get them, and as such their responce is to try to get everyone else first. The backstabber will not pass on an invitation to betray someone (doesn't mean they turn on people in battle, but if offered a choice, they will always betray other). They also cannot be trusted with secrets other than their own as they are prone to purposfuly tell others to betray the one who told them.
Banned Acts: The backstabber cannot trust people. They will not under any circumstance render aid to others unless it is a result of them aiding themself. If they work with others it is only to get what they want (such as a flanked opponent).
Arcanist
Alignment: true neutral
Key Skill: Concentration
Other Skills: Spellcraft, Knowledge (Arcane), Lore (+1 bonus)
Banned Skills: Balance, Climb, Jump, Use Rope, Survival
Other: +4 Int, -4 Str, -2 Dex, Animosity to psionist (increases the DC of changing between the arcanist and the psionist by 10)
Abilities: Can use any spells the fragmented knows that are not personality specific.
level 5 - Spell Penetration
level 10 - Learns two additional spells (of players choice up to 3rd level). These are available to all other personalities who can cast them.
level 15 - Greater Spell Penetration
level 20 - Learns four additional spells (of players choice up to 7th level). These are available to all other personalities who can cast them.
Acts: The Arcanist is obsessed with knowledge. If they see a curious volume (ie. any book they are not familiar with) they will always attempt to read it (unless stopped by an outside force). This is reguardless of their situation (such as combat).
Banned Acts: Aside from acts that contradict the above, none.
Psionist
Alignment: true neutral
Key Skill: Concentration
Other Skills: Autohypnosis, Psicraft, Knowledge (Psionics)
Banned Skills: Balance, Climb, Jump, Use Rope, Survival, Knowledge (Arcane)
Other: +4 Int, +2Wis, -4 Str, -2 Dex, +2 Will Saves, Animosity to arcanist (increases the DC of changing between the psionist and the arcanist by 10)
Abilities: Can use any psionic powers the fragmented knows. Gains 4 power points a level (in addition to those granted by a high Int score). [note:fragmented do not gain psionic powers normaly. This personality just alows them to use any from other classes]
level 5 - Psionic Penetration
level 10 - Psionic Endowment
level 15 - Greater Psionic Penetration
level 20 - Greater Psionic Endowment
Acts: The Psionist is always calm. They will only act in what they deem a rational manner
Banned Acts: The psionist will not act if they don't have enough information to make a rational decision (even in combat when they need to choose between things like finnish of the big bbg befor he escapes or help my ally who is sliding off the cliff, but also on smaller things like deciding where to stay in a town they've never been to befor).
General
Alignment: true neutral
Key Skill: none
Other Skills: none
Banned Skills: none
Other: -4 wisdom
Abilities: can use all skills, but has results of all rolls reduced by half
level 5 - none
level 10 - none
level 15 - none
level 20 - none
Acts: none. The general personality is the basic personality when that is formed when all personalities are suppressed (or are equaly in control depending on how you look at it).
Banned Acts: none
Changing Personalities:
Normaly changing personalities is a full action. It requires a will save against a DC of 19 + X + Fragmented level where X is the relation between the two personalities alignment. To determine X, look at the alignment of the personality you are in and the one you wish to change to. If one factor differs (as in chaotic/neutral/lawful or evil/neutral/good), then add 5, if it is on the opposite end of the scale, add another 5, if it is the same subtract 5. Do this for both factors and add the results to get X.
At level three the fragmented gains swift personality change. This subtracts 5 from the DC of changing personalities (minimum of fragmented level -1) and alows them to change to personalities that have a DC of Fragmented level -1 as a swift action. At level 6 the DC reduction changes to 10, and by another 5 every 3 levels after that.
Edit: They may only use this ability a number of times equal to their class level per day.
Aside from intentional changing of personalities, the fragmented also sometimes has a personality forsfuly take dominance. This ocures when an action that personality wants to perform is prompted (note it can't be in opposition to an action being performed by the current dominant personality, thus the healer personality could not atempt to take control and heal a victim of the sadist personality while it is harming the person). An example would be the slicer personality charging a foe, and passing a wounded person, at which point the healer personality would atempt to take control to heal the person. The DC is 5 + 5 per relevance to personality (0-3). In the example above, a stranger would be a 0, an aquantance a 1, a freind a 2, and a companion a 3. [intend to make more specific rules for this as it is currently more of an "a the DM's descresion" type ability]
Alright. Came up with a better method of unwanted changing between personalities:
Every 2 minutes (20 rounds) that a fragmented stays in one personality must make a will save (DC 9 + fragmented level), or change into a random personality (or personality of DM's choice). In addition, every time they make the save, the DC for the next one increases by the number of personalities they have -1. They may however, when taking no actions (as in not trying to use abilities, skills, or fight) automaticly succeed on the check, and durring any time they could normaly take a 10 they may do so as well. However, they will automaticly fail after spending 2 and a half hours in any form.
Prestige Classes & Feats:
Well, given the changing nature of the fragmented's abilities, there is a special rule for prestige classes. The fragmented can only use abilities of a prestige class (or feat) if their current personality meets the requirments for that class (or feat). Thus if they took a class that requires weapon finesse, but didn't take the weapon finesse feat (used the slicer's weapon finesse), they only can use abilities from that class when the slicer personality is dominant.
Feats:
Only one two feats for now.
Fragment Mind
You fragment your mind to form a new personality.
Requirements:Must have multiple personalities.
Benefits: You gain another personality of yuor choice.
Special: You may take this feat multiple times. Each time you must choose a different personality you don't already have.
Psionic Stabilization
Your broken mind has managed to stabilize enough that any personality can use psionics.
Requirements: 1st Fragmented level, 1st Manifestor level, 10 power points, psionist personality
Benefits: All personalities can use psionic powers granted from other classes.
Normal: Only the psionist personality can use psionic powers.
Well, it's far from complete (for one thing it likely will need atleas around 20 personalities), but let me know what you think. Any suggetions are welcome.
Owrtho