View Single Post

Thread: Community Based Monster Classes VI

  1. - Top - End - #426
    Titan in the Playground
     
    Kobold-Bard's Avatar

    Join Date
    Jun 2008
    Location
    England
    Gender
    Male

    Default Re: Community Based Monster Classes VI

    Karsite



    Class:
    Spoiler
    Show
    Hit Dice: d8
    {table]Level|BAB|Fort|Ref|Will|Special
    1|+0|+0|+2|+0|Karsite Body, Eldritch Balance, Magic Draining Strike[/table]
    Class Skills 4+Int Mod (x4 at 1st level): Bluff, Concentration, Craft, Diplomacy, Gather Information, Intimidate, Knowledge (History), Knowledge (Planes), Profession, Sense Motive.

    Proficiencies: Karsites are proficient with simple & martial weapons, light armour & shields.

    Class Features:

    Karsite Body (Ex): At first level the Karsite loses all racial traits and features, and gains the features of the Humanoid type. It is Medium sized and has a base land speed of 30ft.

    Karsites gain no natural weapons or armour, but they do gain Spell Resistance equal to 10+HD+Cha Mod.

    Karsites all have a pure white streak of hair and a single eye that is unusually pale blue. This bizarre eye grants them a +2 on Intimidate checks.

    Eldritch Balance (Ex): Karsites have a natural block when it comes to using magic, due to the lasting vengeance the God of Magic laid down upon the Karsite's forebears. They suffer a racial 20% spell failure when they try to cast a spell (even Divine spells), but not SLAs. This reduces by 1 for every HD the Karsite gains after it takes this class to a minimum of 0. They may still use magic items as normal.

    In exchange though, they have learned a technique to turn the magic of their enemies to their advantage. Whenever a spell fails to penetrate their spell resistance they heal 2HP/level of the spell, including Metamagic adjustments (0 level spells heal 1HP).

    Rather than benefit from this healing the Karsite may instead choose to store this healing as Charge Points, they may have a maximum number of Charge Points stored at any one time equal to their HD. By spending 2 points/level of the spell in question (0 level spell require 1 Charge Point), the Karsite may treat themselves as being of an appropriate class (effective Cster level equal to their HD) & the spell as being on their class spell list for 1 round for the purpose of activating spell trigger & spell completion items.

    Magic Draining Strike (Su): The Karsite's inability to use magic can actually be turned into a weapon to use against their foes. 1/round, if the Karsite makes a successful melee attack against a target and deals at least one point of damage, they may choose either the creatures weapon, armour or shield. Any magical enhancements on this item are suppressed for 1 round.

    At 7HD the Karsite may choose any magical item on the target (except artefacts). At 14HD they may dispel a single active spell effect on the creature.

    If the Karsite cannot identify a particular item/effect in their chosen category (weapon, armour, shield / other magic items / spell effects) then a dice is rolled by the DM to choose the effected one randomly.


    Comments:
    Spoiler
    Show
    Nice and simple, Karsite from the Tome of Magic.

    Can't actually think of much to say, all the abilities are from the book. Left the no spellcasting thing in (reduced to Spell Failure rather than flat out impossibilty) because it's part of the flavour. If you reckon it should go then let me know.
    Last edited by Kobold-Bard; 2011-02-12 at 06:57 AM.
    Piratebold-Bard by Elder Tsofu | Backer #121 of the Giantitp Kickstarter | My homebrew
    Quote Originally Posted by OverlordJ View Post
    New law: Obey me or you'll be crushed by a MOUNTAIN.