1. - Top - End - #3
    Halfling in the Playground
     
    MonkGuy

    Join Date
    Feb 2010

    Default Re: Base Class Challenge - The Light Beckons [Submission thread]

    The Dawntreader

    The skies are alight with unwavering patrons, just looking for a crusader to arise. Dawntreaders are these, who crusade in the name of the heavens.
    -Balmoriah, Master Dawntreader

    The Dawntreader is a mortal who seeks heavenly enlightenment by following the cosmos. A Dawntreader follows either the sun, the moon, or the countless stars. Dawntreaders believe, to achieve the enlightenment they seek, that they must work towards emulating the heavens, through their movements and their combat styles. As they walk the earth, the Dawntreader seeks all the knowledge they can to improve themselves to gain true celestial power. Some rumors have surfaced that the greatest Dawntreaders become celestial outsiders.

    Abilities: Intelligence, Strength, and Dexterity are the major stats for a Dawntreader. Many abilities of the Dawntreader are based on intelligence, and, being a melee combatant, the Dawntreader can utilize a high strength and dexterity.

    Role: The Dawntreader is a melee fighter who has some supernatural abilities to improve his prowess.

    Background: Anybody can become a Dawntreader, as the only thing that is needed is a drive for knowledge and a mind to seek celestial enlightenment.

    Organization: No organizations come to mind.

    Alignment: Though no alignment is required, the monk-like nature leads many Dawntreaders to the lawful alignment.

    Races: Humans, halflings and elves are the most common Dawntreaders, as they are more dexterous or adaptable then others. This doesn't mean that dwarven or gnomish Dawntreaders are too uncommon, they are much more common then, say, half-orc Dawntreaders. Plane-touched, such as Aasimar and Tieflings are also quite common.

    Religion: The Dawntreaders fall mostly into three categories: Atheist, Follower, or Religious. An atheist Dawntreader follows nothing but herself. A Follower worships the heavens as a god unto themselves. Religious Dawntreaders will mostly follow either Pelor, Ayailla, Celestian, or Xan Yae.

    Other Classes: A Dawntreader will most likely get along with a monk, as they have a bit in common. Most of the others will vary depending on the alignment of the Dawntreader and the member in question.

    Adaptation: Though the base has some Japanese ability names, the class could quite honestly fit into any setting where magic isn't too rare.

    Hit Die: d8

    Starting Gold: As Monk

    Class Features

    Class Skills: The Dawntreader's class skills (and the key ability for each skill) are: Balance (Dex; Armor Check Penalty); Climb (Str; Armor Check Penalty); Concentration (Con); Escape Artist (Dex; Armor Check Penalty); Hide (Dex; Armor Check Penalty); Jump (Str; Armor Check Penalty); Listen (Wis); Search (Int); Sense Motive (Wis); Sleight Of Hand (Dex; Trained Only; Armor Check Penalty); Spot (Wis); Survival (Wis); Tumble (Dex; Trained Only; Armor Check Penalty)

    Skill Points at First Level: 2+Int modifier x 4
    Skill Points at Each Additional Level: 2+Int modifer

    Dawntreader
    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Manouvers Known|Manouvers Readied|Stances Known

    1st|
    +1
    |
    +2
    |
    +2
    |
    +2
    | Heavenly Movements; Improved Unarmed Strike; Flurry of Blows | 3 | 3 | 1
    2nd|
    +2
    |
    +3
    |
    +3
    |
    +3
    | Tengoku No Kobushi (1d4); Treading Through Dawn | 4 | 3 | 1
    3rd|
    +3
    |
    +3
    |
    +3
    |
    +3
    | Evasion | 4 | 3 | 1

    4th|
    +4
    |
    +4
    |
    +4
    |
    +4
    | Edge of Twilight | 5 | 4 | 1

    5th|
    +5
    |
    +4
    |
    +4
    |
    +4
    | Tengoku No Kobushi (1d6) | 5 | 4 | 1

    6th|
    +6/+1
    |
    +5
    |
    +5
    |
    +5
    | Heavenly Training | 6 | 4 | 2

    7th|
    +7/+2
    |
    +5
    |
    +5
    |
    +5
    | Guiding Light | 6 | 5 | 2

    8th|
    +8/+3
    |
    +6
    |
    +6
    |
    +6
    | Tengoku No Kobushi (1d8) | 7 | 5 | 2

    9th|
    +9/+4
    |
    +6
    |
    +6
    |
    +6
    | Meteorite Rush | 7 | 5 | 2

    10th|
    +10/+5
    |
    +7
    |
    +7
    |
    +7
    | Heavenly Affinity | 8 | 6 | 2

    11th|
    +11/+6/+1
    |
    +7
    |
    +7
    |
    +7
    | Tengoku No Kobushi (1d10) | 8 | 6 | 3

    12th|
    +12/+7/+2
    |
    +8
    |
    +8
    |
    +8
    | Improved Heavenly Training | 9 | 6 | 3

    13th|
    +13/+8/+3
    |
    +8
    |
    +8
    |
    +8
    | Improved Treading Through Dawn | 9 | 7 | 3

    14th|
    +14/+9/+4
    |
    +9
    |
    +9
    |
    +9
    | Tengoku No Kobushi (2d6) | 10 | 7 | 3

    15th|
    +15/+10/+5
    |
    +9
    |
    +9
    |
    +9
    | Improved Edge of Twilight | 10 | 7 | 3

    16th|
    +16/+11/+6/+1
    |
    +10
    |
    +10
    |
    +10
    | Heavenly Illumination | 11 | 8 | 4

    17th|
    +17/+12/+7/+2
    |
    +10
    |
    +10
    |
    +10
    | Tengoku No Kobushi (2d8) | 11 | 8 | 4

    18th|
    +18/+13/+8/+3
    |
    +11
    |
    +11
    |
    +11
    | Perfect Heavenly Training | 12 | 8 | 4

    19th|
    +19/+14/+9/+4
    |
    +11
    |
    +11
    |
    +11
    | Improved Meteorite Rush | 12 | 9 | 4

    20th|
    +20/+15/+10/+5
    |
    +12
    |
    +12
    |
    +12
    | Embodiment of the Heavens; Tengoku No Kobushi (2d10) | 13 | 9 | 4 [/table]


    Weapon and Armor Proficiency: A Dawntreader is proficient with Quarterstaff, Morningstar, and Shurikens but no armor.

    Heavenly Movements (Ex): The Dawntreader's pursuit of heavenly knowledge drives him to emulate the skies' ever-moving style, letting you add your Intelligence modifier to your Armor Class while unarmored. This applies to touch AC, but not while flatfooted.

    Improved Unarmed Strike: The Dawntreader gains the Improved Unarmed Strike feat as a bonus feat, regardless of pre-requisites.

    Flurry of Blows (Ex)
    : See the monk ability of the same name, save that the weapons usable are Quarterstaff, Morningstar, or no weapon.

    Martial Discipline: At level 1, a Dawntreader chooses one of the following disciplines to follow: Setting Sun; Rising Moon; Shooting Star. To recover expended maneuvers, a Dawntreader must take a full round action staring at the sky in deep contemplation of the heavens. This provokes no attacks of opportunity.

    Tengoku No Kobushi (Su)
    : Dawntreaders learn an art known as Tengoku No Kobushi, or "Fists of Heaven", in which the Dawntreader focuses celestial energy through her hands, granting improved martial prowess. A Dawntreader adds additional damage to her unarmed attacks. A Setting Sun Dawntreader may choose from fire, holy, or positive damage on successful unarmed attacks. A Rising Moon Dawntreader may choose from cold, unholy, or negative damage on successful unarmed attacks. A Shooting Star Dawntreader may choose from force, fire, or cold.

    Treading Through Dawn (Su): A Dawntreader searches through night and day for greater knowledge. Starting at second level, a Dawntreader may Tread Dawn, moving at an increased rate, adding 10 feet for every four class levels.

    This ability improves at level 13, granting the Dawntreader the ability to become ethereal while moving 50 feet or more in one turn.

    Evasion (Ex): The Dawntreader moves quickly and seamlessly, making dodging magic easy. At 2nd level or higher if a Dawntreader makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if a Dawntreader is wearing light armor or no armor. A helpless Dawntreader does not gain the benefit of evasion.

    Edge of Twilight (Su): A Dawntreader's connection with the heavenly bodies allows them to bend light around them, blurring their appearance, giving them the effects of the Blur spell. This only works when outdoors.

    At level 15, the Dawntreader's skill at bending light increases, giving them the effects of Displacement when outdoors.

    Heavenly Training (Su)
    : A Dawntreader's training in his chosen discipline give him additional abilities.
    {table=head]Discipline | Level 6 | Level 12 | Level 18
    Rising Moon | +3 Martial Lore | Sudden Recovery | Adaptive Style
    Shooting Star | +3 Jump | Improved Trip | Curling Wave Strike
    Setting Sun | +3 Sense Motives | Stunning Fist* | Falling Sun Strike [/table]
    *Treat the Dawntreader as a monk of equal level with the Kung Fu Genius Feat.


    Guiding Light (Su): The Dawntreader shares a great link with the celestial bodies, and they are very wise. Once per day, a Dawntreader may meditate for 10 minutes. If she isn't interrupted, the Dawntreader may then ask the heavens for direction. If the quest being undertaken is acceptable to his principles, the master will point in the right direction. If not, the master will point towards a worthy cause.

    Meteorite Rush (Ex): A Dawntreader eventually can start emulating the heavens themselves, mimicking their force of movement. A Dawntreader of level 9 may make a Meteorite Rush once per encounter, in which he makes a charge and ends with a flurry of blows with each hit at -5.

    At level 19, the Dawntreader has perfected this technique, removing the penalty to hit.

    Heavenly Affinity (Sp)
    : A Dawntreader has gained great abilities from his celestial connection, granting him the an at will spell-like ability. A Rising Sun Dawntreader gains the ability to use Daylight at will, while a Rising Moon Dawntreader gains the ability to use Deeper Darkness at will. A Shooting Star Dawntreader gains the ability to use Jump at will.

    Heavenly Illumination (Su)
    : A Dawntreader is smiled upon by the heavens themselves, granting them the ability to produce and quell illumination around them.

    Embodiment of the Heavens (Ex)
    : The pinnacle of Dawntreader power, the Dawntreader becomes one with the heavens. A level 20 Dawntreader gains his Intelligence modifier to attack and damage rolls while wielding Shurikens, Quarterstaves, or no weapon, and can make an additional attack at his highest bonus while flurrying. Also, the Dawntreader becomes an outsider native to the Astral Plane.

    Alternate Class Features


    Alternate Class Ability: Tengoku No Tatchi

    Level: Dawntreader 2nd
    Replaces: If you select this alternative class feature, you do not gain the Tengoku No Kobushi class feature, the Shooting Star Rush class ability, or any later improvements to either of these.
    Benefit: The Dawntreader who follows the path of Tengoku No Tatchi forgoes the ability to focus celestial energy into her hands, and instead learns the art of Tengoku No Tatchi, or the "Heavenly Touch". A Tengoku No Tatchi Dawntreader may, in place of a melee attack, make a ranged touch attack that deals damage equal to, and of the same type choice, as the Tengoku No Kobushi class ability.

    At level 9, a Tengoku No Tatchi Dawntreader may use flurry of blows in conjunction with Tengoku No Tatchi at an additional -5 penalty.

    At level 19, a Tengoku No Tatchi Dawntreader may use flurry of blows in conjunction with Tengoku No Tatchi with no penalty.

    Dawntreader Feats


    Movements of the Wise Heavens[Dawntreader]
    Though most Dawntreaders are driven by a hunger for knowledge of the celestial nature, some are driven for celestial enlightenment.
    Prerequisites: Dawntreader 1
    Benefits: Dawntreader abilities you posses based on intelligence are now based on wisdom.
    Normal: These abilities are normally based on intelligence.

    Starlit Avenger
    Some Dawntreaders find that behind the sun is the god Pelor. They devote themselves to following him and his tenets.
    Prerequisites: Tengoku No Kobushi class ability; Smite Evil class ability
    Benefits: Your levels in Paladin and Dawntreader stack for determining the damage of your Tengoku No Kobushi ability and your Smite Evil ability. You deal an additional +2 damage when smiting evil unarmed.

    Starlit Sneak
    Some Dawntreaders find that combat in the Moon's domain of night is easier when you know where to hit.
    Prerequisites: Tengoku No Kobushi class ability; Sneak Attack class ability or Sudden Strike class ability
    Benefits: Your levels in Rogue (or Ninja) and Dawntreader stack for determining the damage of your Tengoku No Kobushi ability and your Sneak Attack (or Sudden Strike) ability's dice. You deal an additional +2 damage when sneak attacking unarmed.

    Starlit Soldier [Fighter]
    Some Dawntreaders find that the arms of the mundane may be extraordinary in the hands of the celestial.
    Prerequisites: Tengoku No Kobushi class ability; Proficiency with all Martial Weapons
    Benefits: Your levels in Fighter and Dawntreader stack for determining the damage of your Tengoku No Kobushi ability and your qualification for Fighter feats. Weapons you have Weapon Specialization with may be used in conjunction with flurry of blows. Weapons you have Greater Weapon Specialization with may be used with your Tengoku No Kobushi ability. This feat may be taken as a fighter bonus feat.


    Starlit Invoker
    Some Dawntreaders find that their Tengoku No Tatchi technique meshes well with the powers of the Warlock school of magic.
    Prerequisites: Tengoku No Tatchi class ability; Eldritch Blast class ability
    Benefits: Your levels in Warlock and Dawntreader stack for determining the damage of your Tengoku No Tatchi ability and your Invocation list. You may use Invocations that alter your Eldritch blast in conjunction with Tengoku No Tatchi and may flurry Eldritch Blasts as though they were Tengoku No Tatchi blasts.

    Starlit Ascendent [Monk]
    Some Dawntreaders find that the combat style of the Monk is very complimentary for them.
    Prerequisites: Tengoku No Kobushi class ability; Monk 1
    Benefits: Your levels in Monk and Dawntreader stack for determining the damage of your Tengoku No Kobushi ability and your unarmed strike damage. In addition, you may make an additional attack at your highest bonus while using flurry of blows. This feat may be taken as a monk bonus feat.

    Disciplines of the Dawntreader


    Shooting Star

    Spoiler
    Show
    The Shooting Star discipline was created by Aerdrith, one of the original Dawntreaders, whose brother was a much darker individual. They warred on over whose celestial body, the sun, Aedrith's celestial patron, or the moon, Drimith's favored heavenly body, was more powerful. The Shooting Star style is based heavily on the Setting Sun discipline, but instead of using your opponent's own power, you supply your own while bringing retribution from above. Sadly, the story has been handed down through generations, and the ending claimed by antiquity.


    Key Skill: Balance
    Weapons: Unarmed Strike; Quarterstaff
    Level 1:
    Blazing Soul: Stance (+2 Strength; Tripping provokes no attacks of opportunity)
    Fading Star Reversal: Counter (Respond to a missed attack with a trip)
    Sweep of the Shrouded Skies: Boost (Improved Trip DC)
    Meteor Heel: Strike (+2d6 to prone opponents)
    Level 2:
    Blazing Sweep: Strike (Attacks up to three targets in front of the user)
    Meteor Elbow: Strike ( 2 Strength or 2 Dexterity damage to prone target)
    Walk of the Stars: Boost (+2 Morale bonus to attack and armor for 5 rounds after knocking a target prone)
    Crashing Elbow Blow: Strike (2 Wisdom, Charisma, or Intelligence damage to prone target)
    Level 3:
    Falling Spider: Strike (2 Constitution damage to a prone target)
    Meteorite Heel: Strike (4d6 to prone opponents)
    Soul of the Stars: Stance (You may replace any number of attacks in a full round attack or flurry with trips)
    Level 4:
    Crashing Sweep: Strike (Trip against up to 3 targets in front of you at a -2 penalty)
    Falling Meteor Strike: Counter (Against a target recovering from being prone; Make a trip attempt at a +2 bonus)
    Orion's Roar: Strike (Make a melee attack; if it hits, target must make a will save vs. fear [DC=10+Initiator Level+Int Modifier])
    Level 5:
    Clear Sun Reversal: Counter (Respond to a missed attack with a trip)
    Jumping Meteorite Heel: Strike (6d6 damage to prone opponents)
    Golden Blaze Drive: Stance ( Add Intelligence to trip attempts; May follow trips with maneuvers instead of an extra attack)
    Level 6:
    Dance of the Stars: Boost (+4 Morale bonus to attack and armor after knocking a target prone)
    Swift Star Sweep: Strike (Trip that takes a Full Round Action to stand up)
    Level 7:
    Blazing Star Reversal: Counter (Respond to a missed attack with a two trips at a -2 penalty)
    Blazing Meteorite Heel: Strike ( 8d6 to prone opponents)
    Level 8:
    Neutron Implosion: Strike (Make a trip attack against all adjacent targets)
    Mastery of the Shooting Star: Stance (You may add you Intelligence modifier to trip attemps, and follow your successful trips with 3 attacks at highest bonus)
    Level 9:
    Shūtingu Sutā No Hakai Ashi : Strike (Kills prone target on failed Reflex save; deals 10d6 force on succeeded save)



    Rising Moon

    Spoiler
    Show
    The Rising Moon discipline was created by Drimith, the brother of Aerdrith. Although he was of less then savory character, he was a master of martial arts, and specifically favored highly complicated maneuvers over simple attacks. This makes the attacks and defences harder to deal with without a decent knowledge of the maneuvers themselves or a keen ability to spot the incoming onslaught.


    Key Skill: Martial Lore
    Weapons: Unarmed Strike; Quarterstaff
    (Special: The attack rolls I reference mean that they make a roll of a normal attack at highest bonus, but don't deal actual damage, just Tengoku No Kobushi damage.)
    Level 1:
    Shrouded Movements: Stance (Add your 1/4 of your Martial Lore to the attack rolls of your maneuvers)
    Crescent Wrath: Strike (Additional +2 bonus to hit and damage)
    Edge of Twilight: Counter (Used against target who uses a spell or maneuver; Make 2 attack rolls. If they connect, they are blinded or silenced for 1d6 rounds)
    Lunar Spike: Counter (Used against target moving away from you; Make 2 attack rolls, if they connect the target stops their movement)
    Level 2:
    Shroud of Nightfall: Strike (Make 2 attacks that deal additional 2d6 damage to flat-footed targets)
    Consuming Shadow: Strike (Make 2 attack rolls. If they connect, the target's speed is reduced to zero for 1d2 rounds)
    New Moon: Counter (Used against a target regaining maneuvers. Make 2 attack rolls. If they all connect, the target loses of all maneuvers and temporary has an inability to recover them for 1d4 rounds)
    Intellectual Combatant: Boost (You add 1/2 of your ranks in Martial Lore to your attack rolls)
    Level 3:
    Intellectual Tactician: Stance (You gain an additional bonus to hit while flanking equal to your Intelligence modifier)
    Blade of the Evening Sky: Strike (Make 2 attack rolls. If they both connect, the target is flat footed until their next action.)
    Lunar Speed: Boost (You may make an additional swift action or 5 foot step once a round for 1d6 rounds)
    Level 4:
    Lunar Flash: Counter (Used against a target avoiding your attack; Target takes a -5 circumstance penalty to Spot and armor class against your attacks for 1d4 rounds)
    Crescent Point Barrage: Strike (Make 3 attack rolls. If all of them connect, your target becomes helpless for a number of rounds equal to your intelligence modifier minus their constitution modifier (Minimum: one round)
    Utter Darkness: Strike (Make 3 attack rolls. If they both connect, the target is shaken for 1d4 rounds)
    Level 5:
    Lunar Nova: Strike (Make 3 attack rolls, if they all connect, you deal an additional 5d6 negative damage)
    Midnight Hour: Counter (Used when target moves without any allies adjacent; Target must end the movement in a square of the Dawntreader's choice)
    Dance of the Night Sky: Stance (You may add your Dexterity as an insight bonus to armor class)
    Level 6:
    Poisonous Crescent: Strike (Make 3 attack rolls. If they all connect, the target suffers the effects of Arsenic)
    Full Moon: Strike (Make 3 attack rolls. If they connect, you may make a full round attack on them.
    Winter Solstice: Boost (You deal an additional 2d6 damage while dealing cold damage with Tengoku No Kobushi)
    Level 7:
    Shadow of Doubt: Counter (Used against a target making a will save. Make 4 attack rolls. If they all connect, the target fails the save.
    Evening Blight Barrage: Strike (Make 4 attack rolls. If they all connect, the target is effected by Medium Spider poison)
    Level 8:
    Lunar Eclipse: Strike (Make 4 attack rolls. If they all connect, you deal double the Tengoku No Kobushi damage per attempt.)
    Mastery of the Rising Moon: Stance (You may add 1/2 of the difference between your ranks in Martial Lore and your target's Spot or Martial Lore ranks to your attack roll or armor class)
    Level 9:
    Akire Ta Fōsuno Mūnraijingu: Strike (Make 5 attack rolls. If they all connect, you outright kill the target or deal 10d6 of force damage)