1. - Top - End - #4
    Dwarf in the Playground
     
    PaladinGuy

    Join Date
    Sep 2014
    Location
    Australia
    Gender
    Male

    Default Re: Base Class Contest XXXX - Happy Little Accidents

    Transcendent

    ďThereís justÖ something about the forest. The way sunlight dapples the leaves, the way animals flit between the trees, the way the river burbles like itís delighted to see the life all around. I justÖ thereís nothing more I want from life than a chance to put it all on canvas.Ē ó Cadius Everseeker, Transcendent journeyman

    There was once a man who loved to paint. He would sit outside his hut in the depths of a great forest, and lovingly record the world around him upon his canvas. The animals would flock to him, the fey would dance about, and he would capture it all in landscape. One day, much to his delight, the man found that that which he painted would spring to life, animals leaping from the canvas and gambolling amongst the creatures that kept him company, trees taking root from their ochre origin. This was the Verdancy, the magic of nature that had chosen the man, the artist, to be a conduit for its gifts.

    The man became the first Transcendent, he who had transcended mortal art to achieve a finer form. He was not the only Transcendent for long.

    Adventures: For Transcendents, nature is the epitome of their desire. Whether confining themselves to the comfort of their own little plot of forest, or roaming the worldís untamed wilderness, the overall goals are the same: to enjoy nature, to indulge in wanderlust, to protect life. A Transcendentís journey begins and ends in nature, and whatever comes in between is up to the individual.

    Characteristics: Transcendents have a diverse selection of spells, ranging from the versatile bardís selection to the more powerful druidís. Landscape Forge grants them the ability to provide weaponry and armour as needed, while Art Imitating Life brings them the ability to supplement a party with summoned animals. Various other utility abilities grant the Transcendent a range of options such as item creation, teleportation and resurrection.

    Alignment: A Transcendent is a free agent, who loves and cares for the natural world. While the magic of the Transcendent is such that a Lawful individual cannot grasp its vagaries, Transcendents run the gamut of alignments. Ethically Neutral and Chaotic Transcendents are equally common, and while the classís reverence of life is generally a breeding ground for Good individuals, there have been known Evil Transcendents of some number.

    Religion: As one might imagine, a class so immersed in nature chooses most often to reverse deities of the same. Gods of the arts naturally follow, and in a class so widely embraced by the elves, elven gods are common.

    Background: Have you ever been struck by the majesty of a forest? Ever looked to the heavens, and seen the rays of the sun perfectly illuminate the clouds? In that moment of recognition, have you found yourself struck by the overwhelming urge to preserve that feeling, that image, forever? That is the path of the Transcendent. It is those so struck by natureís majesty, those that wish to preserve such instances eternally, that come to learn the Transcendentís craft. From the humblest farmer to the greatest king, all are vulnerable to the epiphany of natureís timeless beauty; and in its discovery, should one be so fortunate, the wild, free magic of nature will express itself through their art, marking their first steps as a Transcendent.

    Races: With its love for nature and predisposition toward art, the Transcendent is a class primarily of the more creative and capricious races Ė humans, halflings, elves and half-elves in particular comprise the majority of the classís members. Gnomes and dwarves are rare proponents of the class, given their racial predisposition to subterranean living, but are not unheard of in such a capacity.

    Other Classes: A Transcendent is many different things to many different people. To bards they are kin, who have found themselves on a similar yet diverse path to that of bardhood. To arcanists such as wizards and sorcerers, Transcendents are a limited group with their heads in the clouds Ė though sorcerers can certainly recognise and respect the intuitive nature of their magic. Paladins and clerics have similar, if notably different points of view regarding the class: both empathise with the Transcendentís dedication to an ideal, but while clerics think of them in a manner akin to druids, paladins tend to liken a Transcendent to themselves, upholding and defending their ideal to the death. Of the more combative types, rangers and barbarians feel a kinship in the free spirits of the Transcendent, with rangers especially connecting to their love of nature. Fighters, conversely, are often struck by a lack of discipline from proponents of the class, considering them too scattered in their approach to life and to combat. Druids, perhaps surprisingly, are not fond of Transcendents. While the two share a love of nature, druids often find that the artistic obsession of a Transcendent is an abstraction, an obstacle between the person and the pines, as it were.

    Role: Transcendents serve to fill a similar position to that of a bard. Where they vary, however, is in the Trancendentís lean towards personal power over party buffing. The Transcendent blends together the versatility of a bard with the power of a druid, giving the class a variety of potential roles Ė while it moves away from the bardís skillmonkey capabilities, it embraces the ability to become a summoner or secondary melee; or even towards the end of its progression, to substitute for one of the most notable roles of a cleric, as healer and revivalist.

    Adaptation: While this class was originally designed with painting in mind, it could just as easily work with drawing, carving, or any other form of art.

    GAME RULE INFORMATION
    Transcendents have the following game statistics.
    Abilities: Wisdom is the primary casting stat for Transcendents, Intelligence improves their Craft (painting) skill, and Charisma affects some of the Trascendentís secondary abilities. As always, Constitution and Dexterity help you to not die, and Strength lets you hit people harder.
    Alignment: Any Non-Lawful
    Hit Die: d6
    Starting Age: As bard
    Starting Gold: As bard

    Class Skills
    The Transcendent's class skills (and the key ability for each skill) are Appraise (Int), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Forgery (Int), Handle Animal (Cha), Heal (Wis), Knowledge (nature) (Int), Knowledge (geography) (Int), Listen (Wis), Profession (Wis), Sleight of Hand (Dex), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str), Use Magic Device (Cha)

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

    Transcendent
    Level Base Attack Bonus Fort Save Ref Save Will Save Special 0 1st 2nd 3rd 4th 5th 6th
    1st
    +0
    +2
    +0
    +2
    Landscape Forge: Craft weapons 2 - - - - - -
    2nd
    +1
    +3
    +0
    +3
    Silent Poetry 3 0 - - - - -
    3rd
    +2
    +3
    +1
    +3
    Landscape Forge: Enhance weapons 3 1 - - - - -
    4th
    +3
    +4
    +1
    +4
    3 2 0 - - - -
    5th
    +3
    +4
    +1
    +4
    Landscape Forge: Light weapons 3 3 1 - - - -
    6th
    +4
    +5
    +2
    +5
    Realism 3 3 2 - - - -
    7th
    +5
    +5
    +2
    +5
    Landscape Forge: Craft armour 3 3 2 0 - - -
    8th
    +6/+1
    +6
    +2
    +6
    Speed Paint (full-round) 3 3 3 1 - - -
    9th
    +6/+1
    +6
    +3
    +6
    Landscape Forge: Enhance armour 3 3 3 2 - - -
    10th
    +7/+2
    +7
    +3
    +7
    Life is Short, Art is Long 3 3 3 2 0 - -
    11th
    +8/+3
    +7
    +3
    +7
    Landscape Forge: Light armour 3 3 3 3 1 - -
    12th
    +9/+4
    +8
    +4
    +8
    Art Imitating Life, Speed Paint (standard) 3 3 3 3 2 - -
    13th
    +9/+4
    +8
    +4
    +8
    3 3 3 3 2 0 -
    14th
    +10/+5
    +9
    +4
    +9
    Arboreal Postern 4 3 3 3 3 1 -
    15th
    +11/+6/+1
    +9
    +5
    +9
    Art Imitating Life: Greenbound 4 4 3 3 3 2 -
    16th
    +12/+7/+2
    +10
    +5
    +10
    Speed Paint (swift) 4 4 4 3 3 2 0
    17th
    +12/+7/+2
    +10
    +5
    +10
    Still Life 4 4 4 4 3 3 1
    18th
    +13/+8/+3
    +11
    +6
    +11
    4 4 4 4 4 3 2
    19th
    +14/+9/+4
    +11
    +6
    +11
    Life-Like Portrait 4 4 4 4 4 4 3
    20th
    +15/+10/+5
    +12
    +6
    +12
    Exploding with Life, Speed Paint (free) 4 4 4 4 4 4 4

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

    Weapon and Armor Proficiencies: A Transcendent is proficient with all simple weapons, and weapons created by their Landscape Forge class feature. Transcendents are proficient with light armour, but not shields.

    Spells: A Transcendent casts divine spells, which are drawn from the Bard and Ranger spell lists. The Druid spell list may also be used, but spells drawn from that list that arenít on the Bard or Ranger lists are treated as being one level higher. They can cast any spell they know without preparing it ahead of time. Every Transcendent spell has a somatic component (painting). To learn or cast a spell, a Transcendent must have a Wisdom score equal to at least 10 + the spellís level. The Difficulty Class for a saving throw against a Transcendentís spell is 10 + the spell level + the Transcendentís Wisdom modifier.

    Like other spellcasters, a transcendent can cast only a certain number of spells of each spell level per day. Their base daily spell allotment is given on the table above. In addition, they receive bonus spells per day if they have a high Wisdom score. When the table indicates that the transcendent gets 0 spells per day of a given spell level, they gain only the bonus spells they would be entitled to based on their Wisdom score for that spell level.

    Upon reaching 5th level, and at every third transcendent level after that (8th, 11th, and so on), a transcendent can choose to learn a new spell in place of one he already knows. In effect, the transcendent "loses" the old spell in exchange for the new one. The new spellís level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level spell the transcendent can cast. A transcendent may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.

    Spells Known: As bard, except using Wisdom for bonus spell slots.

    Landscape Forge (Su): A Transcendent may create their own weapons from nature. They do so by making a Craft (painting) check on a substance chosen from those below, with a DC equal to the appropriate Craft (weaponsmithing) check. This check takes one minute, and the weapon created by this ability is bound to the wielder Ė it falls apart after one minute outside of the Transcendentís possession, and cannot be repaired. Ranged weapons made in this fashion are able to produce ammunition from their own substance, up to 100 pieces, and return to their original substance form once depleted.

    Depending on what substance they choose to paint upon, the Transcendentís weapon takes on a special property.

    Wood: The weapon gains +10 hp

    Water: The weapon is half weight

    Stone: The weapon gains +5 hardness

    Light: At 5th level, a Transcendent may paint weapons on light. Light weapons have no miss chance against incorporeal creatures.

    Beginning at 3rd level, the Transcendent can forge weapons with an enhancement bonus. This bonus is equal to 1/3rd of their class level (rounded down), and may be used to imbue the weapon with enchantments.

    Beginning at 7th level, this ability may also be used to create armour. This process is similar to that of making weapons, with the DC equal to the appropriate Craft (armoursmithing) check. Armour made in this fashion is bound to the creator Ė it falls apart after one minute outside of the Transcendentís possession, and cannot be repaired.

    Depending on what substance they choose to paint on, the Transcendentís armour takes on a special property.

    Wood: DR 5/Slashing

    Water: DR 5/Bludgeoning

    Stone: DR 5/Piercing

    Light: At 11th level, a Transcendent may paint armour on light. Light armour applies half of its armour bonus (rounded down) against touch attacks.

    Beginning at 9th level, the Transcendent can forge armour with an enhancement bonus. This bonus is the same as that for enhancing weapons, and may be used to imbue the armour with enchantments.

    Silent Poetry: Beginning at 2nd level, the Transcendent can make a Craft (painting) check as though it were a Perform (poetry) check, with a bonus to the check equal to half the Transcendentís Charisma modifier (rounded down).

    Realism (Su): At 6th level, a Transcendent masters the concept of realistic art. Up to a number of times per day equal to the Transcendentís Charisma modifier, they may emulate the effect of Marvellous Pigments. However, items created with this ability only last for an hour, and then are reduced to dust.

    Speed Paint: Beginning at 8th level, Transcendents have learned to accelerate their art through repetition. Weapons created using the Landscape Forge abiity only require a full-round action.

    At 12th level, weapons created in this manner only require a standard action. Armour created using the Landscape Forge ability only requires a full-round action.

    At 16th level, weapons created in this manner only require a swift action.

    At 20th level, items created using Landscape Forge only require a free action to craft.

    Life is Short, Art is Long: Beginning at 10th level, a Transcendent may apply the effect of Extend Spell to a spell without adjusting the spellís level, up to a number of times per day equal to their Charisma modifier.

    Art Imitating Life (Sp): At 12th level, a Transcendent can paint animals so realistically that they seem to leap off the canvas. The Transcendent can animate paintings of animals (specifically creatures of the Animal type), of a number up to and including their class level, that are loyal to the Transcendent as though conjured by a Summon Natureís Ally spell. To paint such an animal, the Transcendent much make a Craft (painting) check equal to 10 + animalís CR. This check takes one minute.

    At 15th level, the Transcendent may apply the Greenbound template to animals they animate in this fashion. The DC includes the CR adjustment from the template.

    Arboreal Postern (Sp): Beginning at 14th level, the Transcendent can travel through trees as gracefully as a fish through water. By painting a portal on one tree, they may pass through it and exit at another. This effect is identical to the spell Tree Stride, and may be used a number of times per day equal to the Transcendentís Charisma modifier.

    Still Life (Su): By 17th level, a Transcendent begins to fully grasp how they might fully capture their subject in their art. Over the course of thirty minutes, the Transcendent may attempt a DC 30 Craft (painting) check. If successful, they may Ďcaptureí 10 ft.3/level of terrain in a painting. This doesnít affect the original terrain. If this painting is sundered or otherwise broken (which can be done as a standard action), the terrain Ďcapturedí within replaces the equivalent terrain in the area, centred on the painting. Only four paintings of this kind by the same artist may exist at any one time.

    Life-like Portrait (Su): By 19th level, the Transcendentís art has reached the point of utter mastery. They are so skilled that they can capture the very essence of a creature in their work. Over the course of thirty minutes, the Transcendent may attempt a DC 40 Craft (painting) check. If successful, they may create a perfect likeness of a creature. Should the subject of this painting ever be killed, the painting separates itself from the surface it was painted upon and becomes the subject, as they appeared when the painting was completed. This is functionally identical to True Resurrection, except that any changes to the characterís abilities, class, items, etc. after the creation of the painting are lost. Only one painting of a subject may exist at a time, and only four such paintings by the same artist may exist at one time.

    Exploding with Life (Su): At 20th level, the culminating power within the Transcendent reaches its peak, and through their art, can be unleashed as an expression of natureís innate life. Once per week, they may produce a magical paint known as Ochre of Verdancy. They may apply this paint to themselves over the course of a minute, swiftly yet artfully styling images of nature across their bodies (doing so in combat provokes attacks of opportunity). Once complete, the ochre glows with an intense green light for an instant, before unleashing its energies, creating a 60 ft. aura around the Transcendent. This aura, which accentuates nature and binds it to the auraís source, has a number of effects.

    Every plant of the Transcendentís size and larger within range becomes animate, as though by the Animate Plants spell. Every animal within range (except for familiars, animal companions, and otherwise magically bonded animals) gains a number of bonus hit points equal to the Transcendentís Wisdom score, and a bonus to attack and damage equal to the Transcendentís Wisdom modifier. These effects are repeated at the beginning of the Transcendentís turn, once per round.

    All creatures of the plant or animal type (except for familiars, animal companions, and otherwise magically bonded creatures of either type) within range view the Transcendent in the best possible light, as though affected by Charm Monster. They are willing to fight for the Transcendent, but will flee if their lives are at risk. Additionally, the Transcendent has a telepathic connection to every plant (animate or otherwise) and animal within range. This telepathy does not require a common language for any creature to understand the Transcendent or vice versa.

    A number of elementals of the Transcendentís choice are summoned at the beginning of the auraís duration, as though from two castings of Summon Natureís Ally IX. They appear within the area of the aura, and persist for the auraís duration unless destroyed.
    The Transcendent may commune with nature, as the spell of the same name, a number of times within the duration of the aura, equal to the Transcendentís Charisma modifier.

    The aura lasts for ten minutes, during which time the Transcendent cannot use any of their other class features. When it ends, every plant and animal affected returns to its point of origin, provided they are capable of doing so. Animals lose their bonuses and plants their animation upon reaching this point. With the aura expired, the Transcendent is robbed of much of their power temporarily. They may not cast spells of any level higher than 3rd, summon any animals with Art Imitating Life of more than 3 HD, or create any weapons or armour with Landscape Forge with an enhancement bonus of more than +3, until they have rested for at least eight hours.
    Last edited by Eno Remnant; 2017-07-22 at 12:23 PM.
    Quote Originally Posted by TheCountAlucard View Post
    Eno said what I was going to say, better, and faster, too.
    Master Maker - Artificer Plus

    Jr. Tormlet badge granted by LoyalPaladin. Always keep fighting the Good fight.