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    Ogre in the Playground
     
    OldWizardGuy

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    Apr 2017
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    Default Re: Base Class Contest XXXXII - Entropy and Renewal

    The Nameless One

    0. Class
    1. Tattoos
    2. Spells



    What can change the nature of a man?

    There are some adventurers who are so afraid of death (or the afterlives awaiting them) that they seek immortality at any cost. Through bargains with fell spirits, these adventurers gain the eternal life they seek, but at the cost of their own memories - in time, even their own names. These cursed wretches are the Nameless Ones.

    Nameless Ones possess supernaturally strong life-forces. This generally allows them to return to life if slain, though they risk losing their memories each time they resurrect. A Nameless One who has forgotten the entirety of his past life is called a new "incarnation", and may go through many such incarnations in this way. However, a Nameless One retains traces of these lost memories deep within their subconscious, and can draw upon the skills of their past incarnations in their adventuring careers.

    Adventures: Nameless Ones have all the time in the world, but soon find immortality to be a curse. Although they can often rise again if slain, each "death" costs them a bit more of their mind and soul. Nameless Ones soon seek ways to mitigate or even reverse their curse, setting out to scour the planes for answers.

    Characteristics: Nameless Ones have forgotten more in their long lives than most adventurers ever learn. By drawing upon memories from their past incarnations, they can be skilled warriors, thieves, or mages.

    Alignment: Nameless Ones can adopt any alignment (and in fact often cycle through all alignments in their various incarnations).

    Religion: While Nameless Ones can of course multiclass as divine spellcasters, they tend to shy away from religious practices - they originally sought immortality out of fear of the gods, after all.

    Background: Nameless Ones join the class out of a fear of death - whether they need immortality to accomplish ambitious goals in life or simply to escape the tortures of the Lower Planes after a life of villainy. They are in danger from the start of every new incarnation, as they may be hunted by enemies they no longer remember.

    Races: Individuals of any race can become Nameless Ones, but the path is most attractive to humans due to their inherently short lifespans.

    Other Classes: Nameless Ones have a curious affinity for all other adventurers. They tend to shape events around themselves over the course of their many incarnations, and they entangle friend and foe alike into their destinies

    Role: Nameless Ones can fill the roles of spellcaster, martial, or trickster. Their higher-level spells are based almost entirely around combat, and they can produce magical tattoos for the party (in addition to influencing party members directly).

    Adaptation: This class is best suited to gothic horror or urban fantasy (e.g. Planescape), but can be adapted for any high-magic setting. The tattoos and spells in particular will need to be tailored for unique campaigns - a DM might draft up Faction (e.g. Godsmen, Sensates, etc. ) feats to use certain Nameless One tattoos and abilities.

    GAME RULE INFORMATION
    Nameless Ones have the following game statistics.

    Abilities: Due to their multifaceted spellcaster, thief, and warrior natures, a Nameless One makes good use of Constitution, Dexterity, Intelligence, and Strength scores. Charisma and Wisdom also help them enhance their fellow party members.
    Alignment: Any.
    Hit Die: d8
    Starting Age: As cleric (apparent age only, since due to their immortality a Nameless One can can be arbitrarily old).
    Starting Gold: As monk. A Nameless One often begins play as an amnesiac rising from the dead, waking to find the possessions from their last incarnation have all been looted.
    Class Skills
    All skills are class skills for a Nameless One.

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

    Nameless One
    Level Base Attack Bonus Fort Save Ref Save Will Save Special
    1st
    +0
    +0
    +0
    +0
    Immortal, Rapid Healing, Retraining, Scars, Spells
    2nd
    +1
    +0
    +0
    +0
    Lore, Sensory Touch
    3rd
    +1
    +1
    +1
    +1
    Influence
    4th
    +2
    +1
    +1
    +1
    Tattoos (minor)
    5th
    +2
    +1
    +1
    +1
    Stories-Bones-Tell
    6th
    +3
    +2
    +2
    +2
    Greater Lore
    7th
    +3
    +2
    +2
    +2
    Specialisation
    8th
    +4
    +2
    +2
    +2
    Tattoos (lesser)
    9th
    +4
    +3
    +3
    +3
    Fast Healing
    10th
    +5
    +3
    +3
    +3
    Dual-Classing, True Lore
    11th
    +5
    +3
    +3
    +3
    Improved Influence
    12th
    +6/+1
    +4
    +4
    +4
    Double Specialisation, Tattoos (moderate)
    13th
    +6/+1
    +4
    +4
    +4
    14th
    +7/+2
    +4
    +4
    +4
    15th
    +7/+2
    +5
    +5
    +5
    16th
    +8/+3
    +5
    +5
    +5
    Tattoos (greater)
    17th
    +8/+3
    +5
    +5
    +5
    18th
    +9/+4
    +6
    +6
    +6
    Greater Influence
    19th
    +9/+4
    +6
    +6
    +6
    20th
    +10/+5
    +6
    +6
    +6
    Tattoos (major), Transcendent One

    Class Features
    All of the following are class features of the Nameless One.

    Weapon and Armor Proficiencies
    Nameless Ones are proficient with all simple and martial weapons but not with any type of armour or shield. Armor of any type interferes with a Nameless One’s movements, which can cause his spells with somatic components to fail.

    Immortal (Su)
    A Nameless One is difficult to kill permanently. At first level he gains regeneration 0 (treat this as standard regeneration, save that the Nameless One doesn't automatically heal nonlethal damage each round). This regeneration is overcome by magic weapons, spells, and any form of energy damage.

    A Nameless One that loses a limb or body part can reattach it by holding the severed member to the stump. Reattachment takes 1 minute. If the head or some other vital organ is severed, it must be reattached within 10 minutes or he dies. A Nameless One cannot regrow lost body parts.

    Whenever a Nameless One is slain, he automatically rises the next night as if by raise dead (assuming his body is in suitable condition, he was not killed by a death effect, and so on). Whenever he would lose a level due to being raised in this way, he may choose to instead exchange a level of a non-Nameless One class for a level of Nameless One. In any event, a Nameless One reduced to 0 Constitution by this ability is either truly dead, or is lost to the world and reawakens elsewhere with no memory of his past life, friends, or enemies.

    A Nameless One is immune to magical aging and aging penalties to his physical ability scores, and never dies of old age. A Nameless One loses all aging bonuses to his mental ability scores each time he rises from the dead (to represent the loss of life experience).

    Rapid Healing (Su)
    A Nameless One heals hit points and ability damage every hour rather than every day.

    Fast Healing
    At 9th level, a Nameless One gains fast healing equal to his Constitution bonus (if any).

    Retraining (Ex)
    By spending one hour reflecting upon his past lives and/or learning new tricks from other party members, a Nameless One can gain the benefits of one of the following archetypes. This ability may only be used once per day and lasts until the next time he uses it.

    Mage: The Nameless One's class Will save increases to one-half his class level +2 and he gains a bonus wizard feat for which he meets the prerequisites. He gains a competence bonus equal to one-half his class level on Concentration, Knowledge (all skills), and Spellcraft checks and may use those skills untrained.

    Thief: The Nameless One's class base attack bonus increases to three-quarters of his class level, his class Reflex save increases to one-half his class level +2, and he gains the Sneak Attack and Trapfinding class features as a rogue of one-half his class level. He gains a competence bonus equal to one-half his class level on Disable Device, Hide, Move Silently, Open Lock, Search, and Sleight of Hand skill checks and may use those skills untrained.

    Warrior: The Nameless One's class base attack bonus increases to equal his class level, his class Fortitude save increases to one-half his class level +2, and he gains a bonus fighter feat for which he meets the prerequisites. He gains a competence bonus equal to one-half his class level on all Strength-based skill checks and ability checks.

    Dual-Classing
    At 10th level a Nameless One gains any two of the sets of benefits from retraining, rather than just one.

    Scars (Ex)
    A Nameless One's cadaverous flesh is hideously scarred from mortal wounds he suffered in past incarnations. While unarmored, the Nameless One adds his Constitution bonus (if any) as a circumstance bonus to his Intimidate checks and as a natural armour bonus to his AC. The value of these bonuses increases by +1 at 5th level and every five levels thereafter.

    Spells (Ex)
    A Nameless One casts arcane spells just as a wizard can (including spells per day), save that his spell list is extremely restricted (see Nameless One Spell List) and he does not automatically learn any spells upon gaining a level. Levels of Nameless One stack with levels in all other spellcasting classes when determining caster level (both for Nameless One and for those classes).

    Lore (Ex)
    At 2nd level a Nameless One (re)gains the ability to know legends or information regarding various topics, just as a bard can with bardic knowledge. The Nameless One adds his level and his Intelligence modifier to the lore check, which functions otherwise exactly like a bardic knowledge check.

    Greater Lore (Ex)
    At 6th level, a Nameless One gains the ability to understand magic items, as with the identify spell.

    True Lore (Ex)
    At 10th level, once per day a Nameless One can use his knowledge to gain the effect of a legend lore spell or an analyze dweomer spell.

    Sensory Touch (Su)
    At 2nd level a Nameless One may draw upon his own eternal life-force to heal an ally. Treat this ability as a paladin's Lay On Hands, save that it may only be used once per day, may only heal hit points to a friendly creature (whether living, construct, or undead), and the Nameless One takes damage equal to the number of hit points healed in this way.

    Influence (Su)
    At 3rd level a Nameless One gains a curious power over the destinies of his companions, binding their fates to his own. He gains the ability to use atonement and raise dead each three times per day, but only on his closest allies (i.e. other party members).

    Improved Influence (Su)
    At 11th level Nameless One's allies add his Wisdom bonus (if any) as an insight modifier to their attacks and Armour Class, and add his Charisma bonus (if any) as a morale bonus on their saves. This benefit functions only for party members within 100 feet than can see, hear, or otherwise perceive the Nameless One.

    Greater Influence (Su)
    At 18th level a Nameless One's allies are inextricably bound to his fate. He may use true resurrection on them instead of raise dead.

    Tattoos (Ex)
    Beginning at 4th level a Nameless One gains the ability to craft magical tattoos imbued in his own leathery hide, which he may then remove and graft on to other party members. The Nameless One can craft more powerful types of tattoo at 8th level and every four levels thereafter. See Tattoos, below, for details.

    Stories-Bones-Tell (Su)
    Beginning at 5th level a Nameless One becomes so in tune with his unnatural nature that he can converse with the dead as easily as the living. He may use speak with dead at will as a supernatural ability (with no limit to the number of questions he may ask). He may even speak with undead creatures in this way, though they are under no obligation to answer honestly.

    Specialisation (Ex)
    At 7th-level a Nameless One's current incarnation specialises in a particular archetype. He gains any one of the following benefits permanently (regardless of his current Retraining for that archetype):

    Mage: +2 Intelligence.

    Thief: +2 Dexterity.

    Warrior: +2 Strength and a bonus fighter feat for which he meets the prerequisites (levels of Nameless One count as levels of fighter for the prerequisites of this bonus feat).

    Double Specialisation
    At 12th-level a Nameless One may choose to gain an additional specialisation he didn't choose at 7th-level, or to specialise further in the same archetype (see below). In either case, all benefits stack.

    Mage: +4 Intelligence, +2 Wisdom, +5 bonus on Lore checks.

    Thief: +4 Dexterity, +1 luck bonus on attacks, saves, Armour Class, and skill checks.

    Warrior: +2 Strength, +4 Constitution, and a bonus fighter feat for which he meets the prerequisites (levels of Nameless One count as levels of fighter for the prerequisites of this bonus feat).

    Transcendent One (Ex)
    At 20th level a Nameless One regains his mortality, becoming more than the sum of his parts. He loses his Immortality class feature, his type changes to outsider (recalculate skill points appropriately), he gains the [Native] subtype, and he gains the benefits of all three archetypes from his Retraining ability. Finally, a Transcendent One may benefit from any number of tattoos simultaneously.

    Nameless Ones and Multiclassing
    Most Nameless Ones begin play at 1st level, having forgotten all their past incarnations once again. However, it is possible for other characters to take levels of Nameless One. It is simply assumed that they were Nameless Ones all along, just with suppressed abilities and memories (much as a high-level character can take their first level of sorcerer to activate latent sorcery).
    Last edited by rferries; 2018-03-24 at 04:36 PM.