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    Default Re: Base Class Contest XXI - Can I Get Some Booze From the Crowd?

    Abstainer


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    ”The purity of the mind is sacred, and I will cleanse yours even if you will not abstain.”
    Kal-ren, human abstainer


    An abstainer is a holy warrior that denies the pleasures of drugs and alcohol. To an abstainer, the mind is sacred and altering your mental state is sinful. However, common folk cannot be expected to understand the sacred nature of the mind and waste their intelligence by falling prey to destructive forces. To stem the tide of this corruption, the abstainer uses her powers to go out in the world and cleanse the weak-minded of the corruption of alcohol, or, if they refuse to stop their sinful ways, rid the world of their corrupting presence. The abstainer is a strong melee combatant that empowers their strength with divine power.

    Adventures: While the abstainer's main focus is on ridding the world of drugs and alcohol, they seek to eliminate corruption in all forms.

    Characteristics: The abstainer is a powerful supporting asset to a party, and can provide powerful healing and cleansing spells while also being able to hold their own in combat with more offensive magic and physical strength.

    Alignment: Abstainers are always lawful, and usually good, although they are not restricted to the good alignment. Although rare, abstainers can even be evil. An evil abstainer is usually one who despises all corruption and lacks any empathy for the corrupted, seeking to destroy corruption at any cost. Abstainers usually act from a compassionate stance, and tend to be good because of this. A neutral abstainer is generally compassionate but might have the more fervent aspects of an evil abstainer at times.

    Religion: An abstainer, by nature, opposes corruption. Any god or cause that espouses corruption cannot be worshiped by an abstainer, but otherwise she has no restrictions on religion. Abstainers tend to worship gods that fight corruption.

    Background: Abstainers are usually part of a holy order of some kind, either exclusively or incidentally dedicated to ridding the world of corruption. However, abstainers can just as easily work alone or in any other kind of organization.

    Races: No race is barred from becoming an abstainer. However, humans are the most common race for abstainers. Races that have a culture that promotes drinking tend not to be abstainers, although abstainers that come from these races tend to be even more fervent.

    Other Classes: Abstainers tend not to get along well with anyone who imbibes alcohol, drugs, or other mind-altering substances. Additionally, spellcasters who influence the mind of their enemies are looked down upon by most abstainers as their powers corrupt the mind in a similar way to alcohol or drugs.

    Role: The abstainer fills a support role that focuses on cleansing and healing their party, providing defensive buffs, and emitting auras to aid their allies. Additionally, the abstainer can cripple her foes with magic and use more traditional weapons to fight them.

    Adaptation: An abstainer could fight other forms of corruption, and their abilities could be altered to pertain to that kind of corruption instead of drugs and alcohol. Additionally, in a low-powered campaign, the abstainer's spell point system could be replaced with the bard's spells known and spells per day (while still casting divine spells and drawing their spells from the cleric spell list).

    GAME RULE INFORMATION
    Abstainers have the following game statistics.
    Abilities: Charisma determines the power of the abstainer's spells and abilities, so it is the most important ability for an abstainer. Constitution and Strength both help to increase the abstainer's viability in melee combat, and a high Wisdom score can be beneficial for improving the abstainer's resistance to spells.
    Alignment: Any Lawful.
    Hit Die: d8
    Starting Age: As paladin.
    Starting Gold: As paladin.

    Class Skills
    The abstainer's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (religion) (Int), Profession (Wis), Sense Motive (Wis).
    Skill Points at First Level: (2 + Int modifier) x 4
    Skill Points at Each Additional Level: 2 + Int modifier

    Level
    BAB
    Fort Ref Will
    Special
    Spell Points Per Day Maximum Spell Level
    1st
    +0
    +2
    +0
    +2
    Aura of abstinence -1, detect alcohol, cleanse 1d6 (alcohol and drugs), code of conduct
    0
    0
    2nd
    +1
    +3
    +0
    +3
    Divine grace
    0
    1
    3rd
    +2
    +3
    +1
    +3
    Cleanse 2d6 (channeled), divine fortitude
    1
    1
    4th
    +3
    +4
    +1
    +4
    Aura of sobriety
    5
    2
    5th
    +3
    +4
    +1
    +4
    Cleanse 3d6 (disease, poison)
    6
    2
    6th
    +4
    +5
    +2
    +5
    Resist corruption
    9
    2
    7th
    +5
    +5
    +2
    +5
    Cleanse 4d6 (health)
    14
    3
    8th
    +6/+1
    +6
    +2
    +6
    Aura of abstinence -2
    17
    3
    9th
    +6/+1
    +6
    +3
    +6
    Cleanse 5d6 (ranged)
    22
    3
    10th
    +7/+2
    +7
    +3
    +7
    –
    29
    4
    11th
    +8/+3
    +7
    +3
    +7
    Cleanse 6d6 (charms and compulsions)
    34
    4
    12th
    +9/+4
    +8
    +4
    +8
    Defy corruption
    41
    4
    13th
    +9/+4
    +8
    +4
    +8
    Cleanse 7d6 (ability damage)
    50
    5
    14th
    +10/+5
    +9
    +4
    +9
    –
    57
    5
    15th
    +11/+6/+1
    +9
    +5
    +9
    Cleanse 8d6 (area)
    67
    5
    16th
    +12/+7/+2
    +10
    +5
    +10
    Aura of abstinence -3
    81
    6
    17th
    +12/+7/+2
    +10
    +5
    +10
    Cleanse 9d6 (ability drain)
    95
    6
    18th
    +13/+8/+3
    +11
    +6
    +11
    –
    113
    6
    19th
    +14/+9/+4
    +11
    +6
    +11
    Cleanse 10d6 (energy drain)
    133
    6
    20th
    +15/+10/+5
    +12
    +6
    +12
    Abstinent perfection
    144
    6

    Class Features
    All of the following are class features of the abstainer.

    Weapon and Armor Proficiencies: An abstainer is proficient with all simple and martial weapons, with all types of armor (heavy, medium, light), and with shields (except tower shields).

    Spellcasting: The abstainer casts divine spells drawn from the cleric spell list. An abstainer must choose and prepare her spells in advance (see table below). To prepare or cast a spell, an abstainer must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an abstainer's spell is 10 + the spell level + the abstainer's Charisma modifier.

    An abstainer casts spells using spell points (described in detail in Unearthed Arcana pg. 153). All spell point rules from Unearthed Arcana apply unless noted otherwise. An abstainer has an amount of spell points available per day according to her level (as shown on the table above). Additionally, the abstainer gains a number of bonus spell points from a high Charisma score (see table 5-4 on UA pg. 154). The abstainer does not gain bonus prepared spells per day from a high Charisma score. If an abstainer does not have enough spell points to cast a spell of a specific level, she is unable to cast spells of that level. An abstainer must choose which spells to prepare each day, but may choose any spell available to a cleric of her alignment. An abstainer may prepare a number of spells per day as described on the chart below, but may use her spell points on these spells as she wishes. Spell point cost of spells is listed on the table below.

    An abstainer regains her daily spell point allotment by praying or meditating. An abstainer must spend at least 10 minutes meditating or praying in order to regain her spell point allotment, and must choose which spells she prepares for the day at this time.

    Additionally, the abstainer gains access to a single domain (and the domain's granted power). An abstainer may choose one domain from the following list: Courage, Healing, Inquisition, Law, Purification, Renewal, War. Additionally, a good-aligned abstainer can choose the Good domain, and an evil-aligned abstainer can choose the Evil domain; a neutral-aligned abstainer can choose either. An abstainer automatically has access to all spells granted by her domain without needing to prepare them. An abstainer is not limited by her maximum spell level when determining whether or not she can cast a domain spell. Instead, her caster level must be at least double the domain spell's spell level. For example, a level 14 abstainer would be able to cast the 7th-level spell granted by her domain. All domain spells cost the normal amount of spell points given on the table below. At level 3, and every 4 levels thereafter, the abstainer may change her granted domain.

    Spells Prepared Per Day
    Level 0-level 1st 2nd 3rd 4th 5th 6th
    1
    2
    –
    –
    –
    –
    –
    –
    2
    3
    1
    –
    –
    –
    –
    –
    3
    4
    2
    –
    –
    –
    –
    –
    4
    5
    3
    1
    –
    –
    –
    –
    5
    5
    3
    2
    –
    –
    –
    –
    6
    5
    4
    3
    –
    –
    –
    –
    7
    5
    4
    3
    1
    –
    –
    –
    8
    6
    4
    4
    2
    –
    –
    –
    9
    6
    4
    4
    3
    –
    –
    –
    10
    6
    4
    4
    3
    1
    –
    –
    11
    6
    4
    4
    4
    2
    –
    –
    12
    6
    4
    4
    4
    3
    –
    –
    13
    6
    4
    4
    4
    3
    1
    –
    14
    6
    4
    4
    4
    4
    2
    –
    15
    6
    4
    4
    4
    4
    3
    –
    16
    6
    4
    4
    4
    4
    3
    1
    17
    6
    5
    4
    4
    4
    4
    2
    18
    6
    5
    5
    4
    4
    4
    3
    19
    6
    5
    5
    5
    4
    4
    3
    20
    6
    5
    5
    5
    5
    4
    4

    Spell Point Cost
    Level Cost
    0
    0*
    1
    1
    2
    3
    3
    5
    4
    7
    5
    9
    6
    11
    7
    13
    8
    15
    9
    17
    *An abstainer can cast a number of 0-level spells per day equal to 3 + Charisma modifier.

    Code of Conduct: An abstainer follows a strict code of conduct. The abstainer cannot willingly imbibe any form of alcohol, drug, alchemical item, or mind-altering substance. This includes potions and other otherwise helpful substances. Additionally, the abstainer cannot give any other living creature any of the listed substances. The abstainer cannot use any mind-affecting spells or abilities on another creature without their consent. The abstainer may associate with creatures who imbibe such substances, but must do so in order to achieve their goal of ridding the world of corruption.

    Aura of Abstinence (Su): An abstainer promotes abstinence by her presence alone. Every ally (including the abstainer) within 30 ft. of the abstainer gains a +4 morale bonus on saving throws versus disease, poison, drugs, and other mind-altering substances (such as alcohol, drugs, etc.). Additionally, all creatures within range of the aura that have willingly consumed alcohol, drugs, or alchemical items in the last 24 hours receive a -1 penalty on all attack rolls, saving throws, and skill checks. This penalty increases to -2 at level 8, and -3 at level 16.

    Detect Alcohol (Su): Divine power has granted the abstainer the ability to detect corruption in nearby creatures. An abstainer is able to detect whether a creature is under the effects of drugs, alcohol, alchemical items, and mind-altering substances. If a creature is currently under the effects of any of those substance types, they glow red to the abstainer. If a creature has imbibed such a substance within 24 hours, they glow orange to the abstainer. This ability is active for all creatures within 60 ft. of the abstainer.

    Cleanse (Su): With a touch, an abstainer can remove the taint of corrupting influences. As a standard action, the abstainer can immediately sober an ally or willing target. All effects from alcohol, drugs, alchemical items, or mind-altering substances immediately end. Additionally, the abstainer can force an enemy or unwilling target to become sober by making a touch attack as a standard action. Because the abstainer is forcefully removing the corrupting influence, the process is much more damaging to the target, and they take 1d6 damage (as well as all effects from alcohol, drugs, alchemical items, or mind-altering substances being removed as normal). This damage increases to 2d6 at level 3, and an additional +1d6 every two levels thereafter. If the target is not affected by any form of alcohol, drugs, alchemical items, or mind-altering substances and has not been for at least 24 hours, this damage is halved.

    The abstainer can use cleanse (including any use of cleanse found below) on herself as a move action.

    Additionally, the abstainer can use this power to destroy existing corrupting substances. For every dice of damage that cleanse deals, the abstainer can destroy the specified amount of the following substances: 1 gallon of alcohol, one dose of drugs, one potion (not magical oils), or one dose of mind-altering substances. This ability affects any substance within 10 feet of the abstainer, and the abstainer can choose which substances are destroyed. When such an item is destroyed, nothing remains of the substance itself, but the storage container (if any) remains intact.

    As the abstainer grows in power, they are able to cure more powerful corruptions, but these attempts require additional power. The abstainer may perform a number of empowered cleanses per day equal to half class level + Charisma modifier. Any use of cleanse that requires an empowered cleanse use is noted as such below.

    At level 3, an abstainer can channel cleanse through a melee weapon. As part of a normal attack action, the effects of cleanse are added to the attack (including the damage). The abstainer can only choose one attack per round to be affected by cleanse, and must choose this attack before rolling. If the attack misses, the cleanse attempt is wasted.

    At level 5, an abstainer can use cleanse to cure diseases and poison. This is an alternative to a normal cleanse, and cleanse cannot cure the effects of alcohol, drugs, or mind-altering substances at the same time it cures diseases and poison. Use the abstainer's caster level as if she cast remove disease to determine whether a disease or poison can be cured.

    At level 7, an abstainer can use cleanse to restore health to her allies. An amount of health equal to the abstainer's cleanse damage is restored to the target. This is an empowered cleanse.

    At level 9, an abstainer can cleanse targets at a range. Cleanse can be used on any target within 5 ft./class level of the abstainer. The abstainer can cleanse any ally or willing target as normal (except at a range), and now may make a ranged touch attack when using cleanse on an enemy or unwilling target. The abstainer can still use cleanse as a normal touch attack. Additionally, the abstainer may channel cleanse with a ranged attack as long as the target is within the range of cleanse.

    At level 11, an abstainer can use cleanse to help the target resist charms and compulsions. Immediately after cleansing the target, they can re-roll their saving throw against the charm or compulsion with a +4 morale bonus. If the target fails their saving throw after cleanse is used in this fashion, they may not receive the benefits of cleanse for that spell or effect for 1 hour. If the target is under the effects of multiple charms or compulsions, they are able to retry their saving throw with the +4 morale bonus on all of them. This is an empowered cleanse.

    At level 13, an abstainer can use cleanse to cure ability damage. All temporary ability damage is removed. This is an empowered cleanse.

    At level 15, an abstainer is able to cleanse as an area-effect. An area-effect cleanse can affect both allies and enemies simultaneously. All creatures within 15 ft. of the abstainer are affected by this ability. Enemies or unwilling targets are allowed a Will save for half damage. The DC for this saving throw is 10 + half class level + Charisma modifier. This ability, by default, uses the standard cleanse (which removes the effects of alcohol, drugs, and mind-altering substances). The abstainer can cure other effects and even make this ability an empowered cleanse, but cleanse only affects allies when used this way.

    At level 17, an abstainer can use cleanse to cure ability drain. All points permanently drained from a single ability score (of the abstainer's choice if more than one has been drained) are restored as well as restoring all temporary ability damage. This is an empowered cleanse.

    At level 19, an abstainer can cleanse energy drain. All negative levels are dispelled as well as restoring one experience level to a creature who has had a level drained. The drained level is restored only if the time since the creature lost the level is equal to or less than one day per caster level. This ability does not restore levels or Constitution points lost due to death. This is an empowered cleanse.

    Divine Grace (Su): At level 2, an abstainer gains a bonus equal to her Charisma bonus (if any) on all saving throws.

    Divine Fortitude (Ex): At level 3, an abstainer becomes immune to the effects of common sources of corruption. The abstainer is immune to all diseases (including supernatural and magical diseases) and poisons, and is no longer affected by alcohol, drugs, and mind-altering substances.

    Aura of Sobriety (Su): At level 4, an abstainer begins to emit an aura of sobriety. All creatures within 30 ft. of the abstainer must succeed on a DC 10 + half class level + Charisma modifier Will save or be affected by this ability. Any creature within range can be affected by this ability willingly with no save. Any affected creature is unable to become inebriated and is no longer affected further by any alcohol, drugs, or mind-altering substances. This ability does not remove the effects of anything imbibed before being affected by this ability.

    Resist Corruption (Ex): At level 6, the abstainer's mind becomes resistant to more forms of corruption. The abstainer gains a +4 bonus to all saving throws versus mind-affecting effects, and any effect that forcefully changes her physical form.

    Defy Corruption (Ex): At level 12, the abstainer's resistance to corruption increases. The abstainer now adds their Charisma modifier to all saving throws that Resist Corruption would affect (use this bonus or the +4 bonus from Resist Corruption, whichever is higher). This bonus stacks with Divine Grace. Additionally, the abstainer gains a +4 bonus on all saving throws to resist effects that would cause ability damage, ability drain, or negative levels.

    Abstinent Perfection (Ex): At level 20, the abstainer's resolve increases their power dramatically. The abstainer is now immune to all mind-affecting effects and effects that forcefully alter the abstainer's physical form.

    Ex-Abstainers
    An abstainer who ceases to be lawful or willingly imbibes alcohol, drugs, alchemical items, or any other mind-altering substances or violates her code of conduct loses all abstainer spells and abilities (but not weapon, armor, and shield proficiencies). She may not progress any farther in levels as an abstainer. She regains her abilities and advancement potential if she atones for her violations (see the atonement spell description), as appropriate. An abstainer does not lose her spells or abilities if the substance is imbibed accidentally.
    Last edited by Vaynor; 2014-09-05 at 05:41 PM.
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