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    Default Re: Race Design [WIP][PEACH]

    Tormentor

    Pre-requisites:
    Alignment: Chaotic Evil
    Skills: Intimidate 8, Psicraft 8
    Feats: Overchannel
    Manifester level: 3+
    Special: Share Pain


    GAME RULE INFORMATION

    Abilities: Charisma powers all of the Tormentor's abilities. This in addition to the primary manifesting ability score is all a good Tormentor requires.

    Hit Die: 1D8

    Class Skills
    The class skills (and the key ability for each skill) are...
    Autohypnosis, Bluff, Concentration,Disguise, Heal, Hide, Intimidate, Knowledge(Psionics), Knowledge(The Planes), Listen, Move Silently, Psicraft, Sense Motive, Spot

    Skill Points at Each Additional Level: 4 + Int modifier

    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special | Manifesting
    1 | +0 | +0 | +0 | +2 | Chaotic Surge, Live My Nightmare | +1 level of existing manifesting class
    2 | +1 | +0 | +0 | +3 | Disturbing Pain Touch, Madness Bastion | +1 level of existing manifesting class
    3 | +1 | +1 | +1 | +3 | Boosted Chaotic Surge, Omniscient Whispers | +1 level of existing manifesting class
    4 | +2 | +1 | +1 | +4 | Anarchic Nightmare Shroud | +1 level of existing manifesting class
    5 | +2 | +1 | +1 | +4 | Brutal Nightmare Touch | +1 level of existing manifesting class
    [/table]

    Class Features
    All of the following are class features of the Tormentor

    Weapon and Armor proficiencies
    Tormentors gain no weapon or Armor proficiencies.

    Chaotic Surge (Su): You embrace the chaos that underlies both your own turbulent mind and that of reality itself. Whenever you attempt a wild surge, you can instead choose to attempt a chaotic surge. When you attempt a chaotic surge, the benefit (and potential enervation) of a standard wild surge is unchanged. In addition to these effects, whenever you attempt a wild surge, you can choose to infuse the surge with the boiling possibility of real chaos. All variable numeric effects of a power successfully manifested with a chaotic surge are altered by a variable amount.

    Live My Nightmare
    Gain Live My Nightmare as a bonus feat.

    A character with the Overchannel feat instead of the wild surge ability can also benefit from chaotic surge. The ability functions as described above, except you can activate it when using Overchannel. The benefits of Overchannel (and the damage you take from it) are unchanged. Roll d% to determine the result, according to the following table.
    {table=head]d% | Result
    01-25 | None
    26-50 | Minus 50%
    51-75 | Plus 50%
    76-100 | Double
    [/table]

    The variable numeric change from the chaotic surge is calculated after the power's level is adjusted for the base effect of the wild surge or Overchannel. Once the effective level of the power is determined, it is modified according to the table. A result of none means the power manifests normally (but taking into account the wild surge or Overchannel). A result of minus 50% means all variable numeric effects of the power function at half normal level, rounding down. A result of plus 50% means that all variable numeric effects of the power are increased by one-half (much as if the power had been altered with the Empower Power feat). A result of double means all variable numeric effects of the power are maximized, as if by the Maximize Power feat.

    For the purposes of feats that modify potential downsides of psychic enervation, a chaotic surge counts as a wild surge.

    Disturbing Pain Touch(Su): A Tormentor can channel fear and terror into anyone she touches, causing a terrible shock to the nervous system. To use this ability, you make a melee touch attack on a living target. If this attack hits, you deal 1d6 points of damage plus 1 point per class level of Tormentor you possess, and the target must succeed on a Will save (DC 8 + Manifester level + your Cha modifier) or become shaken for 1d4 rounds. This is a mind-affecting fear effect.

    In addition by spending 2 power points you may affect the target with your Share Pain ability (saving throws and effects are separate).

    You can spend power points to augment this supernatural ability, to a maximum of one point per class level. If you spend 1 power point, you can add your Charisma modifier to the damage you deal with your disturbing touch. If you spend 3 power points, the target becomes frightened for 1d4 rounds on a failed Will save. If you spend 4 power points, you heal yourself of as many points of damage as you deal when you use this ability.

    These effects are not cumulative, so that gaining multiple effects requires spending the additional power points for each effect separately. For example, if you spend 3 power points in order to make a subject frightened, you do not also add your Charisma modifier to damage (though you could spend 4 power points to gain both effects).

    Madness Bastion(Su):
    Add your Charisma score to your Will saves. Take -1 on all Wisdom based skill checks.

    Boosted Chaotic Surge(Su):
    By drawing upon the power of Chaos and the Nightmare Realms the Tormentor may add her Charisma bonus, plus her levels in Tormentor to the Chaotic Surge roll when performing a Wild Surge or using Overchannel.

    Omniscient Whispers
    Gain Omniscient Whispers as a bonus feat.

    Anarchic Nightmare Shroud(Su): Starting at 3rd level, you can expend your psionic focus in order to surround yourself with an ectoplasmic shroud drawn from your own mental energy and that of living creatures around you. This ghostly, translucent image usually reflects a horrific nightmarish vision, but might also take on shapes reflecting the fears of the creatures around you (you have no control over the nature of the image). The shroud lasts for a number of minutes equal to your Tormentor class level (or until you become psionically focused again, whichever comes first). The horrific appearance of the nightmare shroud grants you a bonus on Intimidate checks equal to your Tormentor class level. In addition, its ectoplasmic form grants you a deflection bonus to AC equal to your Tormentor class level.

    You can spend power points to augment this supernatural ability. If you spend 4 power points, the shroud thickens so that your form can barely be seen within it, granting you concealment (20% miss chance). Once per day the concealment can be increased by drawing on the randomness of reality to improve the miss chance to 40%.

    Brutal Nightmare Touch(Su):
    Your Disturbing Pain Touch always triggers your Share Pain ability without needing to expend your Power Points.
    You may also spend 3 Power Points to add your Charisma to the hit change for the touch attack. You may spend a number of power points up to your Manifester level to add that much bonus damage to the attack.
    You may spend 5 Power Points to have the attack deal 1d3 points of Charisma damage, if used by a Gravazlin, she may spend 2 additional power points to have this stack with an Empathic Feeding attempt at the same time.
    Last edited by Gaiyamato; 2013-11-19 at 06:38 PM.
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