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    Barbarian in the Playground
     
    MindFlayer

    Join Date
    Jan 2013

    Default Re: Base Class Contest XXXVIII - I Ain't No Idiom

    Spoiler: Redacted
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    Idíōma

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    "Having a terrible day?" Zacariah Pontiferous the Idíōma

    Ladies and gentlemen of the court often lead noble lives following the norms and guidelines of society. There are a few that understand but find the normality of it all boring. These souls make up the ranks of the idíōma, Standing out in a crowd with their abnormal turn of phrase or eccentric demeanor. Many find them interesting distraction. Still there are more conventional persons who would hold them with contempt for their disregard accepted paradigms.

    Adventures: Many idíōma find traveling a worth while diversion as well as giving the more conventional conventionist time to breathe. Other idíōma take to adventuring as a way to find a place more accepting of their particular brand of eccentricity. Adventuring heroes need a face and someone to perpetuate their name among the more notables after all, and bards can be unreliable sort.

    Characteristics: Idíōma are talented socialites and tend to be well known even before adventuring. Weather through force of personality or family ties they know many in high or sometimes low places. They favor more social skills but often learn the basic tricks of a street magician to aid in their daily distractions. They have developed a hidden way of manipulating their world through subtle manipulation and sometimes outright illusion.

    Alignment: Due to their capricious nature idíōma tend toward chaotic alignments, but they vary widely from well meaning souls that have the gift of gab to devious orchestrater of a coup.

    Religion: What deities or ideals your class follows, if any, and why.

    Background: How you become part of your class and why.

    Races: What races most often have members of your class, as well as any races that cannot join, along with why.

    Other Classes: How your class relates to other classes, positively or negatively, and why.

    Role: What your class does in and for a party.

    Adaptation: How a DM might change your class to fit into their campaign or unique world setting.

    GAME RULE INFORMATION
    CLASS NAME's have the following game statistics.
    Abilities: A brief description of what ability scores are important to your class.
    Alignment: Any
    Hit Die: d6
    Starting Age: What age your class starts at level one as normally ("As barbarian," "As bard," and "As cleric" are the standard options, though feel free to put down the numbers, as well.).
    Starting Gold: What amount of currency your class starts at level one with normally ("As barbarian," "As cleric," "As druid," "As fighter," "As monk," and "As sorcerer" are the standard options, though feel free to put down the numbers, as well.).

    Class Skills
    The CLASS NAME's class skills (and the key ability for each skill) Appraise (Int), Bluff (Cha), Diplomacy (Cha), Disguise (Cha), Hide (Dex), Intimidate (Cha), Knowledge (all)(Int), Listen (Wis)(3.5), Move Silently (Dex)(3.5), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Search (Wis)(3.5), Sense Motive (Wis), Spot (Wis)(3.5), Stealth (Dex)(PF), Spellcraft (Int).

    Skill Points at First Level: (6 + Int modifier) x 4
    Skill Points at Each Additional Level: 6 + Int modifier

    CLASS NAME
    Level Base Attack Bonus Fort Save Ref Save Will Save Special Manipulations Known
    1st
    +0
    +0
    +2
    +2
    Scion, Innate Manipulations
    2
    2nd
    +1
    +0
    +3
    +3
    -
    3
    3rd
    +2
    +1
    +3
    +3
    Scion's Leisure, Sneak attack +1d6
    4
    4th
    +3
    +1
    +4
    +4
    -
    6
    5th
    +3
    +1
    +4
    +4
    Scion's Talent
    7
    6th
    +4
    +2
    +5
    +5
    Skilled Manipulations
    8
    7th
    +5
    +2
    +5
    +5
    Sneak attack +2d6
    10
    8th
    +6/+1
    +2
    +6
    +6
    -
    11
    9th
    +6/+1
    +3
    +6
    +6
    Scion's Talent
    12
    10th
    +7
    +3
    +7
    +7
    -
    14
    11th
    +8
    +3
    +7
    +7
    Sneak Attack +3d6, Advanced Manipulations
    15
    12th
    +9
    +4
    +8
    +8
    -
    16
    13th
    +9
    +4
    +8
    +8
    Scion's Talent
    18
    14th
    +10
    +4
    +9
    +9
    -
    19
    15th
    +11
    +5
    +9
    +9
    Sneak Attack +4d6
    20
    16th
    +12
    +5
    +10
    +10
    Secret Manipulations
    22
    17th
    +12
    +5
    +10
    +10
    Scion's Talent
    23
    18th
    +13
    +6
    +11
    +11
    -
    24
    19th
    +14
    +6
    +11
    +11
    Sneak attack +5d6
    26
    20th
    +15
    +6
    +12
    +12
    Scion Ascension
    27

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

    Weapon and Armor Proficiencies: Idíōma are proficient with all simple weapons, Short sword, long sword, rapier, warfan, and light armor.

    Psychic Energy: An idíōma has an uncommon mental control of over magic and uses a pool of psychic energy to fuel their abilities. The idíōma's base psychic energy pool is 100 points, which are used up as their abilities are used. The idíōma recovers an amount of psychic energy each hour equal to their charisma modifier, and their entire pool is recovered after a full night of rest, as any other spell caster.

    Additionally the idíōma's gains a bonus to its psychic energy pool of six times their charisma modifier. The bonus psychic energy is recalculated at the start of each day and does not benefit from temporary increases to charisma.

    Scion: The idíōma's gains Noble Scion as a bonus feat and the Famous class feature as a bard of the same level.

    Guided Strikes (Su): As a swift action, the idíōma can influence a target to move in away that leaves them open to their attacks. The target is treated as being flat-footed against idíōma until the start of the idíōma next turn. This is a mind affecting effect. This ability cost 8 psychic energy to use.

    Sneak Attack (Ex): Starting at the 3rd level, the idíōma gains sneak attack as per a rogue of half their class level.

    Scion's Talent: Starting at the 5th level and every 4 levels there after the idíōma talents as a noble Scion advance benefiting them furhter.

    Scion of the Arts: You gain a +1 bonus on all Perform checks, and Perform is always a class skill for you. If you have the bardic performance ability, you can use that ability for an additional 3 rounds per day.
    Scion's Leisure: Starting at the 3rd level, a idíōma adds half their class level (minimum 1) to all Preform skill checks and may make all Preform skill checks untrained. gains Inspiring performance, and fascinating performance spells.
    Bonus Spells: Performance

    Scion of Lore
    Scion's Leisure: Starting at the 3rd level, a idíōma adds half their class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.


    Scion of Magic
    Scion's Leisure: Starting at the 3rd level, a idíōma gains half their class level (minimum 1) to Use Magic Device skill checks and may make Use Magic Device skill checks untrained.


    Scion of Peace:
    Scion's Leisure: Starting at the 3rd level, a idíōma gains half their class level (minimum 1) to Diplomacy skill checks and may adds their wisdom modifier as an insight bonus for diplomacy checks not invoking violence.


    Scion of War
    Scion's Leisure: Starting at the 3rd level, a idíōma gains medium armor proficiency and martial weapon proficiency.



    But an Idea: The idíōma truly ascends to the master of their ideas. When


    CLASS FEATURE NAME (Ex, Su, Sp, Ps):

    Manipulations
    Spoiler
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    Charm(Su): Cast charm person as the spell. At 7th level it cast charm monster instead. Cost 10 psychic energy.

    Guided Movements (Su): As a swift action, the idíōma can influence a target to move in away that leaves them open to their attacks. The target is treated as being flat-footed against idíōma until the start of the idíōma next turn. This is a mind affecting effect. This ability cost 8 psychic energy to use.

    Mnemonic Recollection(Su): When a idíōma is required to make a skill check to ascertain information about a topic, they may activate mnemonic recollection. The idíōma rolls twice taking the better die. Using mnemonic recollection cost 2 psychic energy.

    Willing Ally(Su):
    Last edited by Lanth Sor; 2017-04-10 at 11:40 AM.

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