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  1. - Top - End - #1
    Dwarf in the Playground
    Join Date
    Feb 2009
    Location
    Colorado Springs, CO
    Gender
    Male

    Default My Word is My Bond [Base Class, PEACH]

    Myth and lore are rife with tales of beings forming contracts with beings more powerful than themselves, from Faustian pacts formed with the powers of Evil to the sacred bond between a priest and a deity. Tome of Magic addressed this with the binder and the idea of pact magic, but this approach seems to be missing a few elements of classic fantasy pacts:

    1) The Pact User is Independent of the Entity: A binder must summon a vestige each time he wants its powers to be available, and this process risks a form of partial possession; the result of this is that the feel of pact magic is similar to traditional shamanism, with the binder summoning spirits and allowing them to share his body.

    2) The Pact is an Actual Contract: The binder makes a new pact each time the vestige is summoned, rather than simply making a permanent contract with an entity. Furthermore, the contract is one that has no possibility for loopholes, which are used in some fantasy literature as a way of escaping from a pact.

    3) The Pact can be Made with Pretty Much Anything: The binder is only allowed to make pacts with eldritch things that have been exiled from the multiverse; but in fantasy, pacts are made with most types of supernatural creatures: angels, demons, faeries, gods, the Devil, dragons, and in at least one case death-seeking immortals.

    I propose contract magic as an alternative to pact magic. Contract magic has the following rules:

    *A contract user can use any power that he can convince another entity to let him borrow. This process is called invoking a clause.

    *A contract user can borrow powers from any creature with equal or fewer HD. This is more for balance reasons than anything to do with flavor.

    *A given clause can normally only be invoked once per source per day. Some can be invoked less often, due to specific requirements in the contract.

    *There is no limit on the number of clauses a contract user may know. The primary limit is that the contract that grants the clause may require things of the contract user, such as sacrificing to a deity regularly or giving some form of payment each time the clause is invoked. If the contract user doesn't hold to his end of the bargain, he loses the clause.

    *Contract magic is divine if the contract in question was made with a deity or a representative of a deity. It's arcane otherwise.

    *Contract magic can be used to make magic items as normal, but it's usually cheaper to have someone else do it. (Especially since you already know someone who can cast the spells needed.)



    Sworn
    "By signing this, you both agree that a certain part of the disputed territory belongs to the other. And don't even think of breaking your word."
    --Shizki Alderat, negotiating a settlement between two rival gangs.
    There is a dilemma that most sentient beings face at some point: how can they trust one another? When one being stands to benefit by betraying another, there can only rarely be any mutual trust.
    Most civilized societies solve this problem by setting aside a portion of their legal code for the creation and enforcement of contracts: mutually binding agreements between individuals. These contracts allow trade, commerce, and peace to exist; some philosophers have posited that society itself is an implied contract between its members.
    But there are those who take the idea of contracts one step further: the sworn. While a normal individual can only turn to the legal system should a partner's word be broken, a sworn petitions the cosmos itself to bear witness to and enforce an agreement.

    Making a Sworn
    Sworn focus mostly on spellcasting. They are, however, largely social characters and can serve as the face of the party.

    Abilities: Charisma is an important ability for sworn, as it is essential in obtaining new clauses and negotiating other agreements. Intelligence is also important, as it determines how effective those clauses are. Constitution is useful for a sworn, as a number of supernatural entities require a sacrifice of the sworn's own blood in exchange for their powers.

    Races: Dwarves are the most common sworn, as their honorable personalities fit well with the class. Humans and half-elves are also common. Gnome, halfling, and half-orc sworn are almost unheard-of.

    Alignment: Sworn are almost always lawful. Strict adherence to oaths and contracts is the source of their power, and they only rarely break their word. Chaotic sworn, though, do exist and make clever use of loopholes in their contracts.
    Sworn as a whole have no prejudice toward good or evil. They may create contracts for the greater good of all, or may abuse their power and bind others into servitude.

    Starting Gold: 5d4 x 10 gp (250 gp)

    Starting Age: As cleric.

    {table=head]Level | Base Attack Bonus | Fort | Ref | Will | Special | Max Clause Level
    1st | +0 | +0 | +0 | +2 | Donation (clause), sanctify oath (damage) | 0
    2nd | +1 | +0 | +0 | +3 | - | 0
    3rd | +1 | +1 | +1 | +3 | - | 1
    4th | +2 | +1 | +1 | +4 | Sanctify oath (curse) | 1
    5th | +2 | +1 | +1 | +4 | Donation (blood) | 2
    6th | +3 | +2 | +2 | +5 | - | 2
    7th | +3 | +2 | +2 | +5 | - | 3
    8th | +4 | +2 | +2 | +6 | Sanctify oath (tie tongues) | 3
    9th | +4 | +3 | +3 | +6 | -| 4
    10th | +5 | +3 | +3 | +7 | Donation (ability) | 4
    11th | +5 | +3 | +3 | +7 | - | 5
    12th | +6/+1 | +4 | +4 | +8 | Sanctify oath (summon kolyarut) | 5
    13th | +6/+1 | +4 | +4 | +8 | - | 6
    14th | +7/+2 | +4 | +4 | +9 | - | 6
    15th | +7/+2 | +5 | +5 | +9 | Donation (knowledge) | 7
    16th | +8/+3 | +5 | +5 | +10 | Sanctify oath (negate perceptions) | 7
    17th | +8/+3 | +5 | +5 | +10 | - | 8
    18th | +9/+4 | +6 | +6 | +11 | - | 8
    19th | +9/+4 | +6 | +6 | +11 | - | 9
    20th | +10/+5 | +6 | +6 | +12 | Donation (presence), sanctify oath (imprison) | 9

    [/table]
    Class Skills: The class skills for the sworn (and the key ability for each skill) are: Concentration (Con), Craft (contracts) (Int), Decipher Script (Int), Diplomacy (Cha), Gather Information (Cha), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (local) (Int), Knowledge (nobility and royalty) (Int), Knowledge (religion) (Int), Profession (lawyer) (Wis), Profession (mediator) (Wis), Sense Motive (Wis), and Spellcraft (Int).
    Skill Points at First Level: (4 + Int modifier) x 4
    Skill Points per Level: 4 + Int Modifier
    Hit Die: d8

    Class Features
    Your class features are based on creating and enforcing contracts between individuals, and using these contracts to call upon the supernatural power of others.

    Weapon and Armor Proficiency: Sworn are proficient with all simple weapons. They gain no proficiency with any armor or shields.

    Clauses: A sworn may know any number of clauses. These are obtained through the donation ability described below. A sworn's effective invoker level or EIL (equal to the character's sworn level) is used in place of caster or manifester level for any calculations where it is necessary. The difficulty of any saving throw against a clause is 10 + the clause's level + the sworn's Intelligence modifier. Treat a clause derived from a spell-like or psi-like ability as having a level equal to the effect's level on an appropriate class list, and one derived from a supernatural ability as having a level equal to one-half the source's CR (rounded up).
    At character creation (but not when taking a level in the class later), a sworn selects three 0-level spells from any spell list as clauses. Each of these clauses may be used only once per day, but duplicate powers may be selected. The sworn's player and the DM should work together to determine any restrictions or requirements associated with the powers.
    With the DM's permission, you may select a spell-like or psi-like ability instead of a spell or power. It should still have restrictions and/or requirements.
    Typical requirements include:
    *Must sacrifice items worth 10 gp each week to a specific deity.
    *Must offer creature invoked a small favor up to one week after each invocation.
    *Must pay standard market price for each spell cast at earliest convenience.
    *Cannot speak ill of invoked creature for any reason
    *Cannot sanctify any contract with a specific kind of creature.
    *Must act to carry out a specific task as early as possible.
    *Must tell stories about the deeds of the invoked creature once per week.

    Sanctify Oath (Su): A sworn who is witness to the signing of a physical, written contract may call upon the cosmos itself to enforce it. Such a contract is called a sanctified oath, and may only be created (despite what any local laws may say) if all signatories are willing and free of any kind of compulsion or charm effect. When the oath is sanctified, the full text of the contract is mystically tattooed onto the skin of each signatory in the color that has the greatest contrast with the signatory's skin tone. Any creature attempting to read such a tattoo will have knowledge of its meaning mystically imparted onto them.
    A sanctified oath cannot be broken while under compulsion or through ignorance (any compulsion, charm, or other mind-affecting effect that would force a creature to break the oath automatically fails, and a signatory is aware of any circumstance that would put them at risk of breaking the contract), but those who do break their word suffer in proportion to the power of the sworn who sanctified the contract at the time of sanctification and the degree to which he wished to make them suffer. Should more than one sworn have sanctified the oath, their sanctifications stack, but do not require separate atonements in the case of higher-level sanctifications. Unlike most supernatural abilities, this effect applies even if the target is in an antimagic field or similar effect, but does still not apply if the contract is in such an effect at the time of sanctification.
    Any sworn may cause the oathbreaker to take 1d6 points of damage per level. This damage is unspecified and ignores both hardness and damage reduction.
    A sworn of 4th level or higher may choose at the time of sanctification to curse the oathbreaker. This curse is treated as though it were caused by bestow curse, and can only be removed after the oathbreaker recieves atonement.
    A sworn of 8th level or higher may choose to make the oathbreaker unable to understand any communication other than sign languages for a month. This effect, like the curse effect, is entirely at the sworn's option; and like the curse effect, can only be removed before its duration is up after the oathbreaker atones.
    A sworn of 12th level or higher may choose to alert a kolyarut of the transgression. When sanctifying the oath, the sworn's player applies class levels and templates to advance the kolyarut's CR to up to one-and-one-half times his level. The kolyarut confronts the oathbreaker after preparing for 2d4 days.
    A sworn of 16th level or higher may choose to make the oathbreaker unable to perceive any creature farther than 20 feet away by any means for a year and a day. This effect is at the sworn's option, and can only be removed before its duration is up after the oathbreaker atones.
    A sworn of 20th level may cause the oathbreaker to suffer the effects of imprisonment (no save), except that atonement must be cast before freedom in order to release the oathbreaker.
    Which effects will be applied are selected when the contract is signed. For purposes of determining the effects, use the sworn's level at the time of sanctification.
    A signatory who will not be restricted by the oath at any point in the future is released from it. A signatory who breaks the oath releases all signatories, and alerts the other signatories as to the identity of the oathbreaker. When a signatory is released, the tattoo disappears from their flesh.
    A contract requires paper and inks costing 9 gp per 800 words.
    Should a creature capable of invoking clauses not have it, this ability cannot be granted as a clause.

    Donation (Su): A signatory to a sanctified oath may exceed the bounds of reality to keep their word. Any signatory may permit any other signatory capable of invoking clauses to use one of their own supernatural, spell-like, or psi-like abilities, spells or powers, or similar abilities as though it were the recipient's own, should the contract require it. During the time that the loaned ability is in use, the donator cannot use it, and all costs are paid by the donator unless the oath states otherwise. No effect, not even reality revision or wish, can restore the lost ability during this time.
    An ability that cannot be used by the original owner (for instance, if it has not been prepared or if the donator is under an effect that prohibits spellcasting) cannot be donated if required. This may cause the oath to be broken, but the invoker is aware of whether or not the power is available and may choose not to invoke it. A clause cannot be granted unless its level is equal to or less than the recipient's max clause level (half their levels in an invoking class minus one).
    At 5th level, the sworn may permit signatories to exchange a portion of their life energy. The donator may take a number of hit points in damage and the recipient gains that many temporary hit points that will last until the donator's wound is healed. This damage ignores hardness and damage reduction. Like ability donation, this is only possible if the contract requires it.
    At 10th level, the sworn may permit signatories to donate their ability scores. The donator may take up to five points of ability damage and the recipient gains an inherent bonus to the same ability equal to the amount of damage taken. This transfer lasts one hour. No effect can prevent or mitigate this damage. This is only possible if the contract requires it.
    At 15th level, the sworn may permit signatories to donate their knowledge. The donator may lose any number of ranks in a skill or any amount of information from memory. The recipient gains that many skill ranks (up to the normal limit) or the information lost. This transfer of information lasts one hour, and at the end of that time, the recipient forgets any learned information. This is only possible if the contract requires it.
    At 20th level, the sworn may allow a signatory to instantly greater teleport (caster level equal to the sworn's EIL) to any place where their physical presence is needed to carry out an oath (DM's discretion). The signatory may instead choose to teleport to the location of any other signatory without being required to be in that signatory's presence.
    Each of these abilities can only be used once per day for a given contract. Unlike most supernatural abilities, these are unique to the individual and cannot be granted as a clause. Requesting another signatory to activate one of these abilities is a free action, and acts as a telepathic effect over any distance. Activating the ability is a standard action, and using a clause is the same type of action as the original power.
    If a clause is being donated, the clause must have a level less than one-half the recipient's highest level in a class capable of invoking clauses.
    Should a signatory not have it, this ability cannot be donated as a clause.

    Epic Sworn
    {table=head]Level | Special | Max Clause Level
    21 | - | 10
    22 | - | 10
    23 | - | 11
    24 | - | 11
    25 | - | 12
    26 | - | 12
    27 | - | 13
    28 | - | 13
    29 | - | 14
    30 | - | 14
    [/table]
    Clauses: An epic sworn may still gain clauses as normal. For purposes of epic magic and psionics, treat an epic spell or power as having a level of 10 or one-fifth its Spellcraft or Psicraft DC, whichever is higher. The sworn's EIL continues to improve as normal.

    Playing a Sworn
    Your powers are drawn from others. Sometimes you may make contracts with other humanoids, sometimes with fey or undead, sometimes with outsiders or aberrations, and sometimes with deities; but you are still dependent upon others for your magic. As such, you must be by turns both charming and manipulative to get promises out of others and to get them to keep those promises. Your spells literally depend on it.
    You don't gain new powers by studying old musty tomes or by praying to a deity or by singing magical songs. You get them by forging bonds between yourself and other creatures. You combine the powers of your allies to create a more potent whole within yourself.
    You know that you are not unique. Indeed, it is likely that you became a sworn as a member of an ancient order devoted to holy oaths. Other sworn, however, are more valuable to you for their connections than their personal abilities. They are more potent as enemies than as allies, as they represent a conglomeration of power much like yourself. Still, they are more likely to be allies than enemies, if for no more reason than shared experiences and outlooks.
    There are many reasons why a sworn might adventure. The usual reasons, power and wealth, are common; but many sworn seek to enforce oaths, to uphold existing societal structures, or to bind others into service. Sworn might also take on the role of a wandering adjucator, moving from place to place and settling any disputes they encounter; or of an official diplomat, doing the same thing on a larger scale.

    Religion
    The gods may be incredibly important to sworn, as the primary source of their power; or they may be incredibly unimportant, as the sworn do not draw any power from them. Nevertheless, sworn are still no less religious than any normal individual, and they often worship deities associated with truth, honor, and law.

    Other Classes
    Sworn often get along well with paladins, lawful clerics, and monks, as these classes often value the sworn word. Sworn also get along well with classes with a strong interest in mystical power, such as sorcerers and wizards, and socially-oriented classes such as bards. Their approach, however, is disliked by the more direct classes such as fighters and barbarians.

    Combat
    You are versatile enough to take on the role of virtually any type of spellcaster in combat. Your melee and ranged combat abilities are well below-average, only marginally better than those of a wizard. Your spellcasting ability is slightly worse than the same as well, relying on others giving up their ability in exchange for you using their powers.
    Your unique powers, though, grant you a distinct advantage. You can take on another's spells and cast them from a more advantageous tactical position, or at higher levels you may heal allies, improve the abilities of others, or move great distances. You may also negotiate with your enemies prior to combat, possibly averting the need for a fight entirely or placing them under unusual restrictions.

    Advancement
    What would give you the most benefit depends entirely upon what abilities are already covered in your party and what clauses you invoke most often. If your party has a gap that you often fill with powers from another source (such as a bargain with a paladin or cleric if your party lacks a healer), it would be a good idea to have a backup source of these powers. If your party is already balanced, you may wish to continue progressing as a sworn.


    Sworn in the World
    "Don't go sideways to Shizki, man. I did once, and I'm still paying the price."
    --Rivers Black, human mob enforcer
    Sworn are a group that create pacts with numerous entities. They gain access to another creature's powers in exchange for tasks, goods, or a form of regular payment. They gain access to the abilities and feel of Faustian pacts without having to deal with fiends or other dark entities. Sworn also see more of most supernatural entities (including humanoids with supernatural classes) than most normal characters do, and thus may see a darker side.

    Daily Life
    A sworn usually begins his day setting up in the marketplace of a town or city as a professional arbitrator. He will hear any disputes brought before him, and will charge to find a mutually satisfactory solution. He will approach any parties to the dispute, and may conduct further investigation if personally involved in the case.
    -----
    Feats, items, and prestige classes will be forthcoming, I swear! (Pun partially intended.)
    Last edited by sidhe3141; 2010-01-19 at 02:05 AM.
    ...and to balance the seriousness of anything I might have said: boingo boingo whoopsy knickers.(Apologies to B. Croshaw)
    My homebrews:
    The Xeromancer [PrC], The Gamer [Monster] (Monster Contest XXXII Winner)The Sworn [Base Class]...and various things scattered around the forums I can't be bothered to track down again.
    78% of DM's started their first campaign in a tavern. If you're one of the 22% that didn't, copy and paste this into your signature.

  2. - Top - End - #2
    Dwarf in the Playground
    Join Date
    Feb 2009
    Location
    Colorado Springs, CO
    Gender
    Male

    Default Re: My Word is My Bond [Base Class, PEACH]

    As promised (to nobody apparently), here are the feats so far.

    Sworn Feats

    These are feats that affect contracts. Sworn might take these to improve their abilities.

    Metacontract Feats
    As a sworn's experience with contracts grows, the sworn learns how to change the supernatural effects of a contract. Altered contracts are somewhat weaker than normal, reducing the sworn's effective level for the contract (thus affecting the options available and damage dealt with the sanctify oath and donate abilities); but with the right knowledge, it is possible to cause unusual effects.
    Multiple Metacontract Feats on the Same Contract: A sworn can apply multiple metacontract feats to the same contract. Changes to the effective level are cumulative. You can't apply the same metacontract feat more than once to a single contract.

    Concealed Contract [Metacontract]
    You may create a contract that is not easily visible.
    Prerequisites: Sanctify oath class feature, Disguise 6 ranks, Spellcraft 6 ranks
    Benefit: You may select the color of the tattoo a contract creates. This is usually done to make it more difficult to see. You add your Disguise modifier to the DC of all Spot checks make to identify the contract.
    A concealed contract's creator level is reduced by one.
    Normal: The contract creates a tattoo of the color that contrasts most with the signatory's natural coloration. A contract tattoo normally requires a Spot check of DC 5 to identify.

    Craft Boilerplate [Item Creation]
    You may create a contract that can be signed repeatedly.
    Prerequisites: Sanctify oath class feature; ability to invoke 4th-level clauses, at least two of which must belong to the enchantment school or telepathy discipline; Craft Contract Magic Item; Scribe Scroll; at least three other item creation feats
    Benefit: You may create a boilerplate, a special sanctified contract. This contract may be signed by parties not present at its creation. Boilerplates are often used as a form of "standard" contract that is commonly signed, such as official oaths, marriage vows, and employment contracts. A boilerplate costs twice the cost to create a normal contract.

    Craft Contract Magic Item [Item Creation]
    You may use clauses to create magic items.
    Prerequisites: Ability to invoke 3rd-level clauses, at least two item creation feats
    Benefit: You may use spells, powers, and metamagic feats granted by clauses to satisfy the creation prerequisites for an item. Also, your clauses count as whatever they were derived from for purposes of qualifying for item creation feats. You are considered a spellcaster for purposes of the Craft (alchemy) skill.

    Disguised Contract [Metacontract]
    You may create a contract that appears to be something other than what it actually is.
    Prerequisites: Sanctify oath class feature, Conceal Contract, Bluff 6 ranks, Disguise 6 ranks, Spellcraft 8 ranks
    Benefit: When you sanctify a disguised contract, write an alternate form for the contract. This alternate part is a set of conditions that will appear in the place of the true contract tattoo. Any creature attempting to read the contract must make a Will save (DC 10 + the sworn's Intelligence modifier) to see the actual form of the contract. Otherwise, the creature will percieve the tattoo as though it had come from the alternate form. This effect is an illusionary figment effect, but defeats even such effects as true seeing and is percieved even by mindless creatures.
    A disguised contract's effective creator level is reduced by three.

    Enduring Contract [Metacontract]
    Your contracts last even beyond the transgressions of a single signatory.
    Prerequisites: Sanctify oath class feature, at least one metacontract feat.
    Benefit: An enduring contract does not release its signatories when broken. An oathbreaker is still punished as normal, and the donate class feature still functions as normal.
    An enduring contract's effective creator level is reduced by three.

    Invoke Metamagic
    You may require metamagic effects as part of a clause.
    Prerequisites: Ability to invoke clauses, Metamagic Contract, at least five metamagic or metapsionic feats
    Benefit: When gaining a new clause, you may require that the creature granting the clause apply a metamagic or metapsionic feat to the spell, power, or ability granted. The ability must be one that the signatory may apply to the spell, power, or ability.
    Your clauses count as whatever they were derived from for purposes of qualifying for metamagic and metapsionic feats.

    Loophole
    You may escape the effects of breaking a contract.
    Prerequisites: Must be under at least three contracts or mark of justice, lesser geas or geas/quest effects, Knowledge (local) 6 ranks.
    Benefit: When taking this feat, select an effect you used to qualify for this feat. If you violate the terms of the effect, you may make a Will save (DC equals 10 + the effect's CL or EIL). If this save is successful, the effect is treated as though it were not violated. If you would be released from the effect, you lose this feat. If you were not released as a result of violating the terms of the effect, you may take another feat in its place.
    Special: You may take this feat multiple times, selecting a new effect each time.

    Luminous Contract [Metacontract]
    You may create a contract tattoo that can be made to glow at will.
    Prerequisites: Sanctify oath class feature, Conceal Contract.
    Benefit: Anyone touching a luminous contract may once per round, as a free action, cause it to glow as though it were the subject of the light spell, lasting as long as the creature touches the tattoo or until the creature wills it to go dark. If the bearer of the tattoo wishes for it to not glow, it may make a Will save (DC 15) to prevent the tattoo from glowing.
    A luminous contract's effective creator level is reduced by one.

    Metamagic Contract
    You may apply metamagic feats to your contracts.
    Prerequisites: Ability to invoke clauses, at least three metamagic or metapsionic feats.
    Benefit: You may apply any metamagic or metapsionic feat you know to any clause you invoke. You must expend a spell slot or pay power points as normal.

    Metamagic Transferrence
    You may exchange use of metamagic feats as part of a contract.
    Prerequisites: Sanctify oath class feature, Invoke Metamagic, Metamagic Contract, at least seven metamagic or metapsionic feats.
    Benefit: A signatory to one of your contracts may grant the use of a metamagic or metapsionic feat as a clause. Clauses derived from feats do not have a level, as they are not considered similar to spells. The feat may be applied up to one round after it is granted. If losing the feat would cause the donator to no longer qualify for other feats, those feats cannot be used while the clause is in use.

    Signed in Blood
    You may use a portion of a signatory's life energy to enhance a contract.
    Prerequisites: Sanctify oath class feature
    Benefit: At the time that a contract you are sanctifying is signed, you may ask each signatory to sign the contract in blood. This is a voluntary process that inflicts a specific amount of Constitution burn, determined by you, to each signatory. You raise your effective level for determining the effects of the contract by one-half this amount (maximum of your sworn level) if all signatories are willing to do this.
    This does not allow you to gain clauses you would not normally be able to gain.
    Despite the name of the feat, the signatories need not actually have blood for you to use this ability. If a signatory does not have blood, the contract is written in normal ink, but shimmers with the subject's life force.

    Sublet
    You may grant access to your own clauses as part of a contract.
    Prerequisites: Ability to invoke at least six clauses, two of which must be at least 2nd-level
    Benefit: You may grant access to clauses you possess as part of a binding contract.
    Normal: You may only grant access to your spells; powers; spell-like, psi-like, and supernautural abilities, and similar abilities as part of a contract.

    Undying Contract [Metacontract]
    Signatories to your contracts may ignore even death to keep their word.
    Prerequisites: Sanctify oath class feature, Enduring Contract, at least three other metacontract feats, character level 9th, knowledge (religion) 8 ranks.
    Benefit: Any creature with at least Charisma 6 who dies or is destroyed while bound by an undying contract may immediately become a ghost using the process described in the monster entry, even if it is of a prohibited type (such as outsider or undead). If the creature had at least one exalted feat (Book of Exalted Deeds), it may instead become a sacred watcher.
    An undying contract's effective creator level is reduced by six.

    Epic Feats

    Compulsory Contract [Epic, Metacontract]
    You may force creatures to hold to their word.
    Prerequisite: Sanctify oath class feature.
    Benefits: A creature bound by a compulsory contract must make a Will save (DC equal to 10 + creator's Intelligence modifier) in order to take any action that would break it.
    A compulsory contract's effective creator level is reduced by eight.

    Contract Burning [Epic]
    You may disrupt all contracts affecting an enemy creature such that they damage the creature.
    Prerequisites: False punishment class feature, Contract Shattering.
    Benefit: By touching a creature and expending one use of your false punishment ability, you may force that creature to make a Will save (DC equal to 10 + your Intelligence modifier + your Forsworn level). If the creature fails this save, all signatories to all contracts it is bound by are released and it takes 1d2 damage for each level of each contract binding it.

    Contract of Misfortune [Epic, Metacontract]
    Those who break your contracts are plagued by unluck.
    Prerequisite: Sanctify oath class feature granting ability to imprision oathbreakers.
    Benefit: Any creature who breaks a contract of misfortune suffers a -10 luck penalty to all rolls until it atones.
    A contract of misfortune's effective creator level is not reduced.

    Contract Shattering [Epic]
    You may disrupt a contract with a touch.
    Prerequisite: Suppress clause class feature.
    Benefit: By touching a contract tattoo (treat as requiring a called shot against a target two size categories smaller than the creature in a combat situation) and expending one use of your suppress clause ability, you may release all signatories from that contract instantly. No creature influenced by the contract is treated as having broken it.

    Feat Transference [Epic]
    Signatories to your contracts may grant the use of feats in addition to their other abilities.
    Prerequisites: Sanctify oath class feature, Donate Non-Magical Ability, Metamagic Transference.
    Benefit: A signatory to one of your contracts may grant the use of a feat for which the recipient qualifies as a clause. Clauses derived from feats do not have a level, as they are not considered similar to spells. You have the benefits of the feat for up to one round after it is granted. Like with any other clause, the donator loses the benefits of the feat while you are using it. If this causes the donator to no longer qualify for other feats, the benefits of those other feats are lost while the clause is in use.

    Non-Magical Ability Transference [Epic]
    Signatories to your contracts may donate abilities that are not magical.
    Prerequisites: Sanctify oath class feature, at least one extraordinary ability.
    Benefit: When sanctifying an oath, you may treat one of a signatory's extraordinary abilities as though it were a supernatural ability for purposes of granting clauses.

    Improved Contract Burning [Epic]
    You are more skilled at disrupting contracts to cause damage.
    Prerequisites: False punishment class feature, Contract Burning.
    Benefit: The damage die size for your Contract Burning ability increases by one step (through d2, d3, d4, d6, d8, d10, d12, d20).
    Special: You may take this feat up to seven times. Each time, increase the damage die size by one step.

    Improved Contract of Misfortune [Epic]
    The consequences of breaking your contracts can be fearsome.
    Prerequisite: Sanctify oath class feature granting ability to imprison oathbreakers, Contract of Misfortune
    Benefit: The luck penalty given by your contracts of misfortune doubles.
    Special: This feat can be taken multiple times. Its effects stack. Remember that a doubled doubling is a tripling and so forth.

    Improved Invoking Capacity [Epic]
    You may invoke clauses more often.
    Prerequisite: Ability to invoke 9th-level clauses.
    Benefit: You may invoke each clause you possess an extra time per day.
    Special: You may take this feat multiple times. Its effects stack.
    Special: An epic contractor may take this as a bonus feat.

    Improved Oathbreaker-Slaying Contract [Epic]
    You may forbid the raising of those who break your contracts.
    Prerequisite: Sanctify oath class feature granting ability to imprison oathbreakers, Contract of Misfortune, Improved Contract of Misfortune, Oathbreaker-Slaying Contract
    Benefit: Any creature that dies or is destroyed by one of your oathbreaker-slaying contracts cannot be animated, converted to an undead creature or construct, raised, resurrected, reincarnated, or otherwise restored unless an atonement spell is also cast.

    Oathbreaker-Slaying Contract [Epic, Metacontract]
    Those who break your contracts rarely survive.
    Prerequisites: Sanctify oath class feature granting ability to imprison oathbreakers, Contract of Misfortune, Improved Contract of Misfortune.
    Benefit: If a creature breaks an oathbreaker-slaying contract, it must make a Fortitude save (DC equals 10 + creator's Intelligence modifier + effective creator level) or die instantly. Creatures that are immune to death effects are instead destroyed on a failed save.
    An oathbreaker-slaying contract's effective creator level is not reduced.
    Last edited by sidhe3141; 2010-01-19 at 01:05 AM.
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    Default Re: My Word is My Bond [Base Class, PEACH]

    And... it would seem that I'm still posting this for my own entertainment. Seriously, if anyone's reading this, I'd like to know!

    Oh well. Time for...
    Contract Magic Items!

    Contract magic users can, with the proper feats, create magic items as any other magic user could.

    Searchable Boilerplate
    A searchable boilerplate acts as a normal binding contract aside from two factors: it is considered sanctified for any willing signatories, regardless if the presence of the creator; and the names of the signatories can be arranged in any conceivable order, merely by speaking the type of order (such as alphabetical, by time of signature, and so forth).

    Faint conjuration or psychokinesis; EIL 3rd; Craft Boilerplate, Craft Contract Magic Item, Craft Wondrous Item or Craft Universal Item, index or psionic index; Price: 5400 gp + 18 gp per page.
    New Spell: Index
    Conjuration [Law]
    Level: Clr 0, Law 1, Sor/Wiz 0
    Components: V, S, F/DF
    Casting Time: 1 hour
    Range: Touch
    Target: 10 lines of writing or single objects of 50 lbs. or less touched per level
    Duration: Instantaneous
    Saving Throw: Will negates (object)
    Spell Resistance: Yes (object)

    Index places a set of words or objects in an order determined by the caster. The order of objects may be alphabetical, numerical, by frequency of a given letter, or by any other objectively determinable order. Subjective qualities, such as quality of writing, cannot be used. Also, the items to be sorted become incorporeal while the spell takes effect, and as so cannot be used to harm anything in the casting area. These items return to corporeality after they have moved to their proper places.

    Focus component: A deck of blank cards.

    New Power: Index, Psionic
    Psychokinesis
    Level: Psion/wilder 1, kineticist 1
    Display: Mental
    Manifesting Time: 1 hour
    Range: Touch
    Target: 10 lines of writing or single objects of 50 lbs. or less touched per level
    Duration: Instantaneous
    Saving Throw: Will negates (object)
    Power Resistance: Yes (object)
    Power Points: 1

    Except for the changes listed here, psionic index is identical to the index spell.

    Legal Pad

    This pad of yellow lined paper at first appears to be a normal notepad. However, a person who identifies the item or casually writes and signs an agreement on it soon learns that it is more than this: it is an item that allows normal individuals to create a sanctified oath without the aid of a sworn. A legal pad contains 100 sheets, and can only be used once per day.

    Moderate necromancy; EIL 9th; Craft Contract Magic Item, Craft Wonderous Item, infuse essence; Price: 265000 gp.

    New Spell: Infuse Essence
    Necromancy
    Level: Clr 5, Sor/Wiz 5
    Components: V, S, M, XP
    Casting Time: 1 hour
    Range: Touch
    Target: Nonintelligent object touched
    Duration: Permanent; summon lasts 1 round/level (see below)
    Saving Throw: Will negates (object)
    Spell Resistance: Yes (object)

    This spell splits an insignificant piece off of the caster's soul and places it within an object. Once per day, a creature touching the object who is aware of this effect may attempt to summon the fragment with a Spellcraft check (DC equal to this spell's saving throw difficulty). If the fragment is summoned, it is treated as though it were the remnant summoned by speak with dead with one great difference: the fragment may act as a free-willed incorporeal undead with the spellcasting ability, class features, skills, and racial abilities of the original, but that lacks any abilities based on negative energy that the original lacked. Until this spell is broken, the targeted object is treated as part of the original's self.

    Material Component: A mixture of amethyst and ink costing 500 gp, which is used to draw a sigil on the surface of the object.

    XP Cost: 50 XP per caster level.

    Blood Ink
    This is a special ink that is used on contracts. Any signatory to a contract written in blood ink may cast status at will on any other signatory to the same contract without the need for touch.

    Faint divination; EIL 3rd; Craft Contract Magic Item, Craft Wondrous Item, status; Price: 24000 gp.
    Last edited by sidhe3141; 2009-10-08 at 02:21 PM.
    ...and to balance the seriousness of anything I might have said: boingo boingo whoopsy knickers.(Apologies to B. Croshaw)
    My homebrews:
    The Xeromancer [PrC], The Gamer [Monster] (Monster Contest XXXII Winner)The Sworn [Base Class]...and various things scattered around the forums I can't be bothered to track down again.
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    Default Re: My Word is My Bond [Base Class, PEACH]

    I am reading it (or at least I read the first two posts back when you posted them), I just had to close the window before I could ponder out a response to a class with such novel mechanics.
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    Default Re: My Word is My Bond [Base Class, PEACH]

    Very interesting idea.

    Quote Originally Posted by sidhe3141 View Post
    *A contract user can borrow powers from any creature with equal or fewer HD. This is more for balance reasons than anything to do with flavor.
    I would flavor this as a trust issue or something similar--a lawyer right out of law school wouldn't argue in front of the Supreme Court, so for the same reason more powerful creatures would need characters to prove themselves before granting powers. Alternately, perhaps it's a bureaucratic issue--more powerful fiends already have contracts with more powerful mortals (because they're able to use the power to better effect) and fiends only contract with one mortal at a time, so if you're less powerful only the weaker fiends are available.

    *A given clause can normally only be invoked once per source per day. Some can be invoked less often, due to specific requirements in the contract.
    You might want to specify what you can get by agreeing to use it less frequently; maybe more passive benefits, such as trading uses of fireball for fire resistance?

    New Spell: Index
    Conjuration [Law]
    Level: Clr 2, Law 2, Sor/Wiz 2,
    Components: V, S, F/DF
    Casting Time: 1 hour
    Range: Touch
    Target: 10 lines of writing or single objects of 50 lbs. or less touched per level
    Duration: Instantaneous
    Saving Throw: Will negates (object)
    Spell Resistance: Yes (object)

    Index places a set of words or objects in an order determined by the caster. The order of objects may be alphabetical, numerical, by frequency of a given letter, or by any other objectively determinable order. Subjective qualities, such as quality of writing, cannot be used. Also, the items to be sorted become incorporeal while the spell takes effect, and as so cannot be used to harm anything in the casting area. These items return to corporeality after they have moved to their proper places.

    Focus component: A deck of blank cards.
    This should probably be a cantrip; a magical sort function for written text or objects is pretty much equivalent to mage hand or prestidigitation.


    Otherwise, I like it and don't really see any areas where changes are necessary. Are you planning to redo the warlock based on this?
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    AssassinGuy

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    Default Re: My Word is My Bond [Base Class, PEACH]

    This class is... odd.

    First of all, are the inherent bonuses to ability scores from the donation class feature intended to cap at +5 (like normal inherent bonuses)?

    Secondly, when the donation class features say that they can only be used once per day, is that once/contract/day (as the top of the first post suggests) or just once/day.

    Third, when the clause class feature mentions spell-like and supernatural abilities gained at 1st level, how does that account for abilities gained through monsters?

    I'm tempted to say that it would be hard to get powers in exchange for the relatively minor benefits listed above is unrealistic but some (such as doing missions or paying for the spells that you use) sound really realistic.

    I do see the appeal and danger of this class. On the one hand, it is technically possible to access any spell in existance plus a whole bunch of supernatural abilities but doing so is going to drive you insane with all of the small restrictions placed on you.

    I suggest a few more class features, such as perhaps a couple to help with diplomacy or a few that strengthen the Sworn's resolve so they won't fail to fulfill their end of the mission due to something silly like death.

    This leaves only two more questions and a note.

    Question 1: As the target not only can but must be as strong or stronger than you when you make the contract, this could very quickly lead to 2nd level characters getting 2nd or 3rd levels spells to help them in their mission. If the campaign has them doing missions for, let's say, an astral deva/dragon too busy to attend to matters themselves, things get a whole lot more crazy. Shouldn't there be some sort of limit on the level (but not number) of powers that they have?

    Question 2: Also pertaining to how someone must be at least as strong as you to make a donation. When you "outgrow" your donor, is the contract between you specifying the conditions under which you gain the powers nullified? What if that same contract specifies additional mundane concessions that each side is forced to make? Is the entire contract nullified or just the part involving the donation class feature?
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    Griffon

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    Default Re: My Word is My Bond [Base Class, PEACH]

    I have a similar position to DracoDei. Further complicated by the fact that I'm not an expert on balance in the first place and haven't read Tome of Magic yet for comparisons. That said, I like novel mechanics and it is certainly an interesting idea.

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    Default Re: My Word is My Bond [Base Class, PEACH]

    Quote Originally Posted by Realms of Chaos View Post
    First of all, are the inherent bonuses to ability scores from the donation class feature intended to cap at +5 (like normal inherent bonuses)?
    I'd guess so, since that's part of the definition of inherent bonus.

    Question 1: As the target not only can but must be as strong or stronger than you when you make the contract, this could very quickly lead to 2nd level characters getting 2nd or 3rd levels spells to help them in their mission. If the campaign has them doing missions for, let's say, an astral deva/dragon too busy to attend to matters themselves, things get a whole lot more crazy. Shouldn't there be some sort of limit on the level (but not number) of powers that they have?
    I'm not seeing where you can make a contract with more powerful creatures; the clause description says:
    *A contract user can borrow powers from any creature with equal or fewer HD. This is more for balance reasons than anything to do with flavor.
    Question 2: Also pertaining to how someone must be at least as strong as you to make a donation. When you "outgrow" your donor, is the contract between you specifying the conditions under which you gain the powers nullified? What if that same contract specifies additional mundane concessions that each side is forced to make? Is the entire contract nullified or just the part involving the donation class feature?
    Given the note above, you can't outgrow your donor, since they'll be less powerful than you to begin with.
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    Quote Originally Posted by Chambers View Post
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    Default Re: My Word is My Bond [Base Class, PEACH]

    Quote Originally Posted by PairO'Dice Lost View Post


    You might want to specify what you can get by agreeing to use it less frequently; maybe more passive benefits, such as trading uses of fireball for fire resistance?
    Agreeing to use it less frequently means that you aren't imposing as much upon the original owner, and so means that fewer and more minor conditions are likely to be attached to it.
    Quote Originally Posted by PairO'Dice Lost View Post


    This should probably be a cantrip; a magical sort function for written text or objects is pretty much equivalent to mage hand or prestidigitation.
    Yeah, I probably ought to reduce that.
    Quote Originally Posted by PairO'Dice Lost View Post


    Otherwise, I like it and don't really see any areas where changes are necessary. Are you planning to redo the warlock based on this?
    No. I'm really just redoing the binder. I might be persuaded, though.

    Quote Originally Posted by Realms of Chaos View Post
    First of all, are the inherent bonuses to ability scores from the donation class feature intended to cap at +5 (like normal inherent bonuses)?
    Good catch. I'll say yes.
    Quote Originally Posted by Realms of Chaos View Post
    Secondly, when the donation class features say that they can only be used once per day, is that once/contract/day (as the top of the first post suggests) or just once/day.
    It's once/contract/day. A power obtained from a different contract is considered a different power.
    Quote Originally Posted by Realms of Chaos View Post
    Third, when the clause class feature mentions spell-like and supernatural abilities gained at 1st level, how does that account for abilities gained through monsters?
    Because of the restrictions on who you can get clauses from, it would have to be a 1HD monster.
    Quote Originally Posted by Realms of Chaos View Post

    I suggest a few more class features, such as perhaps a couple to help with diplomacy or a few that strengthen the Sworn's resolve so they won't fail to fulfill their end of the mission due to something silly like death.
    For the diplomacy: why? A sworn gets diplomacy as a class skill and high skill points, as well as immediate access to spells like charm person.
    As for involuntary contract breaks: I might say that contracts grant an increased chance of becoming ghosts or a deathless equivalent (which I found, having just looked for it).
    Quote Originally Posted by Realms of Chaos View Post
    Question 1: As the target not only can but must be as strong or stronger than you when you make the contract, this could very quickly lead to 2nd level characters getting 2nd or 3rd levels spells to help them in their mission. If the campaign has them doing missions for, let's say, an astral deva/dragon too busy to attend to matters themselves, things get a whole lot more crazy. Shouldn't there be some sort of limit on the level (but not number) of powers that they have?
    There seems to be a misunderstanding. The target must be of equal or lower level.

    Changes will be made shortly, and the first PrC (contract-based cleric variant) will be up soon.

    Update: Reduced level and power point cost of index, added Enduring Contract (breaking the contract doesn't end it) and Undying Contract (contract allows you to become ghost or sacred watcher) to feats list.
    Last edited by sidhe3141; 2009-07-18 at 02:52 AM.
    ...and to balance the seriousness of anything I might have said: boingo boingo whoopsy knickers.(Apologies to B. Croshaw)
    My homebrews:
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    78% of DM's started their first campaign in a tavern. If you're one of the 22% that didn't, copy and paste this into your signature.

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    AssassinGuy

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    Default Re: My Word is My Bond [Base Class, PEACH]

    The last line in the donation class feature reads that:
    "The donator must have equal or higher HD than the recipient."

    That said, you cannot gain abilities from those of a lower level.
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    Default Re: My Word is My Bond [Base Class, PEACH]

    Quote Originally Posted by Realms of Chaos View Post
    The last line in the donation class feature reads that:
    "The donator must have equal or higher HD than the recipient."

    That said, you cannot gain abilities from those of a lower level.
    Thanks. Fixed.
    ...and to balance the seriousness of anything I might have said: boingo boingo whoopsy knickers.(Apologies to B. Croshaw)
    My homebrews:
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    Default Re: My Word is My Bond [Base Class, PEACH]

    All right, five days left to comment on the base class before the first PrC.
    ...and to balance the seriousness of anything I might have said: boingo boingo whoopsy knickers.(Apologies to B. Croshaw)
    My homebrews:
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    78% of DM's started their first campaign in a tavern. If you're one of the 22% that didn't, copy and paste this into your signature.

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    Default Re: My Word is My Bond [Base Class, PEACH]

    This seems very neat, although I'm too tired to see if it's actually balanced right now. Also, Kolyaruts.
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    Default Re: My Word is My Bond [Base Class, PEACH]

    Quote Originally Posted by Worira View Post
    Also, Kolyaruts.
    Ooh, I didn't even think of that. On that note, an interesting PrC would be someone who keeps his powers after breaking a contract and protects oathbreakers from retribution.
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    Default Re: My Word is My Bond [Base Class, PEACH]

    Quote Originally Posted by Worira View Post
    This seems very neat, although I'm too tired to see if it's actually balanced right now. Also, Kolyaruts.
    Yes, that sounds pretty cool. Maybe I could make the final effect summon kolyarut rather than imprision...

    EDIT: Which has been done... kinda. What happens is that the effect alerts a kolyarut, which then makes the usual preparations and attacks.
    Last edited by sidhe3141; 2009-07-23 at 04:22 AM.
    ...and to balance the seriousness of anything I might have said: boingo boingo whoopsy knickers.(Apologies to B. Croshaw)
    My homebrews:
    The Xeromancer [PrC], The Gamer [Monster] (Monster Contest XXXII Winner)The Sworn [Base Class]...and various things scattered around the forums I can't be bothered to track down again.
    78% of DM's started their first campaign in a tavern. If you're one of the 22% that didn't, copy and paste this into your signature.

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    Default Re: My Word is My Bond [Base Class, PEACH]

    As promised, here is the first PrC, the
    Contract Cleric
    "You can say that you are close to the gods, but I have spoken to them directly."
    --Alan Strongarm, contract cleric

    Normally, the gods are distant even to their priests. The gods only intervene in the Material Plane on the rarest of occasions, and even then are cryptic and their appearances brief. There are those, however, who contact the gods and may ask favors of them directly. These rare individuals are known as contract clerics.

    Becoming a Contract Cleric
    A contract cleric has only two major requirements: the ability to contact a deity, and the ability to create a contract. Once these two requirements are met, the prospective contract cleric must make a contract with the deity to uphold the deity's value system.

    Requirements:
    Alignment: Must be within one step of worshipped deity.
    Abilities: Wis 15
    Skills: Knowledge (religion) 6 ranks.
    Clauses: Able to invoke 2nd-level clauses based on divine magic.
    Special:Sanctify oath class feature.
    Special: Must have made a contract with worshipped deity agreeing to hold to deity's code.

    Class Skills: The contract cleric's class skills (and the key ability for each skill) are: Concentration (Con), Diplomacy (Cha), Gather Information (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (religion) (Int), Sense Motive (Wis), and Spellcraft (Int).
    Skill Points at Each Level: 2+Int modifier

    Hit dice: d8

    Contract Cleric
    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

    1st|
    +0
    |
    +1
    |
    +0
    |
    +1
    |Higher Clause 1 1/day, improved invocation

    2nd|
    +1
    |
    +1
    |
    +0
    |
    +1
    |Invoke Metamagic, turn or rebuke undead 1/day

    3rd|
    +1
    |
    +2
    |
    +1
    |
    +2
    |Higher Clause 2 1/day, higher clause 1 2/day

    4th|
    +2
    |
    +2
    |
    +1
    |
    +2
    |Divinity rapport (augury), domain power 1/day, turn or rebuke undead 2/day

    5th|
    +2
    |
    +3
    |
    +1
    |
    +3
    |Higher Clause 3 1/day, higher clause 2 2/day, higher clause 1 3/day

    6th|
    +3
    |
    +3
    |
    +2
    |
    +3
    |Divinity rapport (divination), domain power 2/day, turn or rebuke undead 3/day

    7th|
    +3
    |
    +3
    |
    +2
    |
    +3
    |Higher Clause 4 1/day, higher clause 3 2/day, higher clause 2 3/day, higher clause 1 4/day

    8th|
    +4
    |
    +4
    |
    +2
    |
    +4
    |Divinity rapport (commune), domain power 3/day, turn or rebuke undead 4/day

    9th|
    +4
    |
    +4
    |
    +3
    |
    +4
    |Higher clause 5 1/day, higher clause 4 2/day, higher clause 3 3/day, higher clause 2 4/day, higher clause 1 5/day

    10th|
    +5
    |
    +5
    |
    +3
    |
    +5
    |Godforsake, domain power 4/day, turn or rebuke undead 5/day
    [/table]

    Weapon and Armor Proficiency: Contract clerics become proficient with their deity's favored weapon; light, medium, and heavy armor; and all shields except tower shields.

    Higher Clause: Upon becoming a contract cleric, the character selects up to three domains granted by his deity. At first level, the contract cleric gains the ability to invoke a first-level clause of each of those domains once per day. At each odd-numbered level thereafter, the contract cleric may invoke one domain clause per day per domain of the lowest level not granted so far by this ability, and gains one additional domain clause per day of each lower level. For instance, at third level, he gains the ability to invoke second-level domain clauses and one additional first-level clause per domain per day. At fifth level, he gains the ability to cast third-level domain clauses as well as one additional clause per day of both first and second levels, and so on.
    Any saving throws are Wisdom-based.

    Improved Invocation: A contract cleric's level is added to any levels he has in an invoking class for purposes of determining his EIL.

    Invoke Metamagic: At second level, the contract cleric gets Invoke Metamagic as a bonus feat, even if he does not qualify for it. He may apply this feat to his domain clauses.

    Turn Or Rebuke Undead (Su): The contract cleric may turn or rebuke undead once per day for every two levels. Treat this otherwise as the the cleric ability.

    Divinity Rapport (Sp): At fourth level, the contract cleric gains the ability to contact his deity directly. He may cast augury twice per day. At sixth level, he may cast divination instead. At eighth level, he may instead cast commune.

    Domain Power (Su): After resting, a contract cleric of fourth level or higher selects one of his domains, plus one domain for every two levels thereafter. He may use the domain power for that domain once in the following day. Selecting the same domain multiple times grants extra uses of the domain power.
    If a domain granting feats, class skills, or some other "always on" effect is chosen, the contract cleric instead gains a +1 sacred (if he is good), profane (if he is evil), or luck (if he is neither good nor evil) bonus to all rolls not related to damage or effect duration for one minute upon using the power.

    Godforsake (Su): At tenth level, the contract cleric may petition his deity to remove all divine magic from an area. Once per day, the contract cleric may designate a circle with a 60-foot radius as godforsaken. The region remains godforsaken for 24 hours, and during that time no deity or divine magic may enter or influence that area.

    Ex-Contract Clerics: A contract cleric who changes to a forbidden alignment or breaks his deity's contract loses access to the higher clause, divinity rapport, turn or rebuke undead, domain power, and godforsake abilities and cannot gain further levels as a contract cleric until he atones and creates a new contract with his deity.

    Epic Contract Cleric
    {table=head]Level | Special
    11 | Higher clause 6 1/day, higher clause 5 2/day, higher clause 4 3/day, higher clause 3 4/day, higher clause 2 5/day, higher clause 1 6/day
    12 | Turn/rebuke undead 6/day, domain power 5/day
    13 | Higher clause 7 1/day, higher clause 6 2/day, higher clause 5 3/day, higher clause 4 4/day, higher clause 3 5/day, higher clause 2 6/day, higher clause 1 7/day
    14 | Turn/rebuke undead 7/day, domain power 6/day
    15 | Higher clause 8 1/day, higher clause 7 2/day, higher clause 6 3/day, higher clause 5 4/day, higher clause 4 5/day, higher clause 3 6/day, higher clause 2 7/day, higher clause 1 8/day
    16 | Turn/rebuke undead 8/day, domain power 7/day
    17 | Higher clause 9 1/day, higher clause 8 2/day, higher clause 7 3/day, higher clause 6 4/day, higher clause 5 5/day, higher clause 4 6/day, higher clause 3 7/day, higher clause 2 8/day, higher clause 1 9/day
    18 | Turn/rebuke undead 9/day, domain power 8/day
    19 | Higher clause 10 1/day, higher clause 9 2/day, higher clause 8 3/day, higher clause 7 4/day, higher clause 6 5/day, higher clause 5 6/day, higher clause 4 7/day, higher clause 3 8/day, higher clause 2 9/day, higher clause 1 10/day
    20 | Turn/rebuke undead 10/day, domain power 9/day
    [/table]
    Higher Clause: An epic contract cleric continues to gain uses of higher clause, advancing in both level and uses per day. Uses of higher clause beyond 9th level cannot be used except to pay for invocations of a clause modified with a metamagic feat.
    Turn/Rebuke Undead: An epic contract cleric continues to gain turn/rebuke undead attempts.
    Domain Power: An epic contract cleric continues to gain uses of domain powers.

    Playing a Contract Cleric
    Even clerics have moments of doubt where they lose faith in the gods. You, however, know for certain that the gods both are powerful and give you your powers.
    Combat: Contract clerics can have varying roles in combat depending on their chosen domain. They might be healers, diviners, summoners, or have a multitude of other roles.
    Advancement: Contract clerics have advancement schemes as varied as they are. However, it is common for them to take levels in other faith-based classes such as clerics or paladins.
    Resources: Contract clerics are often associated with the church of their chosen deity, and have access to some of the resources thereof.

    Contract clerics in the world
    "I met one of them once. I used to think that the gods weren't important, but he showed me otherwise."
    --Johannes Smith, cleric of Pelor
    Contract clerics are similar to normal clerics in the roles they play in the world. In fact, they are often mistaken for normal clerics.
    Daily Life: Contract clerics often find someplace to preach the word of their deity or to otherwise serve.
    Notables: The first known contract cleric was Anana Ga'rendi, the first-created elf. A more famous contract cleric in modern days, though, is Ellyu Lolthat, the Tested of Lolth, whose vision of unifying all drow against the surface world has caused some trouble for surface civilizations.
    Organizations: Contract clerics are often associated with the churches of various deities. They often have higher rank than normal clerics, due to their direct rapport to the gods.

    NPC Reaction
    Most people are unaware that contract clerics (especially those who selected the Healing domain) are any different from normal clerics. Those who are aware consider them sacred.

    Contract clerics in the game
    Contract clerics can generally be treated as being functionally similar to a cleric or specialist wizard with the same basic concept.
    Adaptation: Contract clerics depend only on the possibility of deities walking the earth and making contact with humans. If this element is lacking, a contract cleric might actively seek out the gods or a replacement, such as eldritch abominations or vestiges.
    Encounters: A contract cleric can be assumed to be encountered under the same circumstances as a normal cleric.

    Sample Encounter
    The man sits at the table in the center of the market. He is the only one at said table who appears calm.
    EL 8: Shizki Alderat never knew his parents. He was adopted by the temple of St. Cuthbert and, from an early age, showed a gift for resolving disputes between his fellow students. As a result, he began working with the church's organization of sworn.
    St. Cuthbert appeared to him in a vision one night, and blessed Shizki with the power to dispense justice in his name. Shizki has since done so, but for the most part lives as he did before: upholding order by settling disputes in the marketplace
    Shizki Alderat
    Lawful good male human sworn 6/ contract cleric 2
    Init +0 , Senses: Spot +2, Listen +2
    Languages: Common, Celestial, Dwarven, Elven
    ------------------------------------------------
    AC 10, touch 10, flat-footed 10 (10 + 0 dex + 0 armor)
    hp 36
    Fort +3, Ref +2, Will +8
    ------------------------------------------------
    Speed30 ft. (6 squares)
    Melee+4 quarterstaff (1d6 20x2 bludgeoning)
    Base Atk +4, Grp +4
    Clauses
    (spoilered because each clause has a specific weakness associated with it)
    Spoiler
    Show

    Detect magic: Shizki loses this clause and takes 1d6 damage if he fails to tithe 10 gp to the Church of St. Cuthbert each week.
    Cure minor Wounds: Shizki loses this clause and takes 1d6 damage if he goes against the orders of his church.
    Detect poison: Shizki loses this clause and takes 1d6 damage if he uses poison.
    Detect magic: Shizki loses this clause and takes 1d6 damage if he fails to pay a 40 gp monthly retainer to a local wizard.
    Comprehend languages: Shizki loses this clause and takes 1d6 damage if he tells a lie.
    Command: Shizki loses this clause and takes 3d6 damage if he does not inflict 3 damage upon himself within one round of invoking it.
    Protection from chaos: Shizki loses this clause and takes 3d6 damage if he aids a known enemy of the church.
    Calm emotions: Shizki loses this clause and takes 3d6 damage if he strikes a living creature in anger.
    Domain clauses: Law, Protection, Strength. Shizki may invoke each of these once per day. He takes 6d6 damage if he breaks his contract with his deity.


    Supernatural Abilities
    Sanctify oath (damage, curse), donation
    -----------------------------------------------
    Abilities Str 10 (+0), Dex 10 (+0), Con 12 (+1), Int 16 (+3), Wis 14 (+2), Cha 16 (+3)
    SQ: Purity of skin
    Feats: Iron Will, Negotiator, Conceal Contract, Investigator, Invoke Metamagic

    Skills: Concentration +10, Craft (contracts) +12, Diplomacy +12, Gather Information +14, Intimidate +7, Knowledge (local) +10, Knowledge (religion) +10, Profession (mediator) +11, Sense Motive +11, Spellcraft +5

    Possessions: 500 sheets of paper, inkpen, ink, cleric's vestments, desk
    Last edited by sidhe3141; 2010-01-19 at 01:54 AM.
    ...and to balance the seriousness of anything I might have said: boingo boingo whoopsy knickers.(Apologies to B. Croshaw)
    My homebrews:
    The Xeromancer [PrC], The Gamer [Monster] (Monster Contest XXXII Winner)The Sworn [Base Class]...and various things scattered around the forums I can't be bothered to track down again.
    78% of DM's started their first campaign in a tavern. If you're one of the 22% that didn't, copy and paste this into your signature.

  17. - Top - End - #17
    Dwarf in the Playground
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    Default Re: My Word is My Bond [Base Class, PEACH]

    ...hello? Suggestions, comments, tell me it sucks? Anything?
    ...and to balance the seriousness of anything I might have said: boingo boingo whoopsy knickers.(Apologies to B. Croshaw)
    My homebrews:
    The Xeromancer [PrC], The Gamer [Monster] (Monster Contest XXXII Winner)The Sworn [Base Class]...and various things scattered around the forums I can't be bothered to track down again.
    78% of DM's started their first campaign in a tavern. If you're one of the 22% that didn't, copy and paste this into your signature.

  18. - Top - End - #18
    Dwarf in the Playground
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    Default Re: My Word is My Bond [Base Class, PEACH]

    Well, seeing as nobody apparently has enough interest to comment on this class, I'll post my next PrC (the Diabolist, a contract magic user who deals specifically with extraplanar creatures) in one week unless I get a response.
    Last edited by sidhe3141; 2009-08-03 at 01:37 PM.
    ...and to balance the seriousness of anything I might have said: boingo boingo whoopsy knickers.(Apologies to B. Croshaw)
    My homebrews:
    The Xeromancer [PrC], The Gamer [Monster] (Monster Contest XXXII Winner)The Sworn [Base Class]...and various things scattered around the forums I can't be bothered to track down again.
    78% of DM's started their first campaign in a tavern. If you're one of the 22% that didn't, copy and paste this into your signature.

  19. - Top - End - #19
    Dwarf in the Playground
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    Default Re: My Word is My Bond [Base Class, PEACH]

    Well, since nobody has any comments on the Contract Cleric, here's the
    Diabolist
    "Mess with someone who can do this and has had a rough week? Bad move."
    --Robert Darklight, human diabolist

    There are multiple planes of reality. Some are associated with specific alignments, some with primal elements, and some with platonic ideals. However, it is possible to reach these planes and make agreements with the residents, creating a form of mutual service.

    Becoming a Diabolist
    Diabolists have surprisingly few requirements. They must merely have contacted an extraplanar outsider and reached an agreement to come to one another's aid.

    Requirements:
    Alignment: Any lawful.
    Skills: Knowledge (arcana) 10 ranks, knowledge (the planes) 10 ranks.
    Clauses: Able to invoke 4th-level clauses.
    Special: Sanctify oath class feature.
    Special: Must have made friendly contact and a contract with an extraplanar outsider capable of casting plane shift.

    Class Skills: The diabolist's class skills (and the key ability for each skill) are: Concentration (Con), Diplomacy (Cha), Knowledge (arcana) (Int), Knowledge (the planes) (Int), Sense Motive (Wis), and Spellcraft (Int).
    Skill Points at Each Level: 2+Int modifier

    Hit dice: d8

    Diabolist
    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

    1st|
    +0
    |
    +1
    |
    +0
    |
    +1
    |Donation (presence), improved invocation

    2nd|
    +1
    |
    +1
    |
    +0
    |
    +1
    |Word gets around (+1)

    3rd|
    +1
    |
    +2
    |
    +1
    |
    +2
    |Donation (break the boundaries)

    4th|
    +2
    |
    +2
    |
    +1
    |
    +2
    |Word gets around (+2)

    5th|
    +2
    |
    +3
    |
    +1
    |
    +3
    |Donation (loyalty beyond destruction)

    6th|
    +3
    |
    +3
    |
    +2
    |
    +3
    |Word gets around (+3)

    7th|
    +3
    |
    +3
    |
    +2
    |
    +3
    |Donation (split presence)

    8th|
    +4
    |
    +4
    |
    +2
    |
    +4
    |Word gets around (+4)

    9th|
    +4
    |
    +4
    |
    +3
    |
    +4
    |Forced obedience 3/day

    10th|
    +5
    |
    +5
    |
    +3
    |
    +5
    |Word gets around (+5)
    [/table]

    Weapon and Armor Proficiency: Diabolists gain no new weapon or armor proficiencies.

    Donation (Su): A diabolist's contracts can break the laws of reality to a greater degree than before. Any creature bound by a diabolist's contract may greater teleport to any place on the same plane where carrying out the contract requires their physical presence.
    At third level, the creature may plane shift to any plane where their presence is required to carry out the contract.
    At fifth level, the diabolist gains Undying Contract as a bonus feat (even if he does not meet the prerequisites), and need not reduce the effective level of the contract to use it.
    At seventh level, the creature may use the plane shift and greater teleport effects without leaving its current location. It perceives, and is affected by, everything that happens in all locations. For instance, a creature could cross from the Abyss to the Material Plane without leaving the Abyss, and then go to a specific place on the Material Plane without leaving its departure point, thus creating three copies of itself. However, the copies would carry out the same actions in all locations; and if one were injured, all would be.
    Like the sworn's donation ability, all of these abilities may only be used once per day. When donating presence, uses per day stack with the sworn's ability to do the same.

    Improved Invocation: The diabolist may add his diabolist level to any invoking levels for purposes of determining EIL.

    Word Gets Around (Ex): At second level, the diabolist gains a reputation among outsiders. Add half the diabolist's level to all Charisma-based checks made against outsiders from a plane other than the diabolist's native plane as a circumstance bonus.

    Forced Obedience (Su): At ninth level, the diabolist may force a creature bound by his contracts to obey them. Such a creature cannot willingly break the diabolist's contracts. If a conflict between two or more such contracts arises, the creating diabolists engage in invoker level checks (1d20 + EIL) to determine which contracts are broken. This ability may only be used once per day for every three class levels, but the diabolist becomes aware of all attempts to break his contracts and may apply this ability as a free action.

    Epic Diabolist
    {table=head] Level | Special
    11 | -
    12 | Word gets around +6, forced obedience 4/day
    13 | -
    14 | Word gets around +7
    15 | Forced obedience 5/day
    16 | Word gets around +8
    17 | -
    18 | Word gets around +9, forced obedience 6/day
    19 | -
    20 | Word gets around +10
    [/table]

    Word Gets Around: A diabolist continues to gain bonuses to Charisma-based checks made against outsiders.

    Playing a Diabolist
    You are more powerful than your sworn bretheren, and you know it. Perhaps your biggest weakness is your ego.
    Combat: The role of the diabolist is not far removed from that of a sworn specializing in summoning and binding.
    Advancement: Diabolists often advance as specialist conjurers, sworn, or horizon walkers.
    Resources: Diabolists are owed favors and often more by a number of outsiders, and may collect those favors with ease.

    Diabolists in the world
    "Run! Someone got Robert mad again!"
    --Jacob Ironside, city guardsman
    Diabolists are often feared by the common people, and hunted by churches of opposed alignment. Some good-aligned churches, however, recognize that diabolists are not always evil and seek out good ones.
    Daily Life: Diabolists often live as other sworn do, so as not to draw attention.
    Notables: Perhaps the most famous diabolist is Sholzak Vaklid, a priest of Asmodeus who seeks to rule the multiverse in his god's name. His strongest opponent is Hubert Armstrong, who seeks to spread the worship of Bahamut.
    Organizations: Diabolists, while lawful, tend to be strongly individualistic. Their loyalties lie more often with powerful outsiders than with mortal agencies. Cults devoted to those outsiders, though, often attract at least a few diabolists.

    NPC Reaction
    Most people's reaction to learning that someone is a diabolist involves either running as far and fast as possible or grabbing the nearest weapon and attacking.

    Diabolists in the game
    A diabolist's primary ability is the ability to strengthen his contracts. He has abilities that would be the envy of a number of sworn.
    Adaptation: Diabolists are best suited to multiplanar campaigns, especially those with a dark and gritty feel. A campaign set on a single plane might have diabolists who call forth entities from a spirit world or some other form of afterlife.
    Encounters: Diabolists may be encountered as part of a cult, may masquerade as powerful wizards or sorcerers, or may be charismatic leaders who happen to use an unusual kind of muscle to carry out their plans.

    Sample Encounter
    The sorcerer stands before you, stroking a tattoo on his right arm.
    EL 10: Robert Darklight's entire village was slaughtered by orcs, leaving him the sole survivor. He then swore that he would exterminate all the world's orcs so that it would never happen again.
    Robert Darklight
    Lawful evil male human sorcerer 2 / sworn 6 / diabolist 2
    Init +0, Senses: Spot +2, Listen +2,
    Languages: Common, Draconic, Celestial, Infernal
    ------------------------------------------------
    AC10 , touch 10, flat-footed 10
    41 hp
    Fort +3, Ref +3, Will +11
    ------------------------------------------------
    Speed30 ft. (6 squares)
    Melee punching dagger 1d4 (+4, critical x3)
    Base Atk +4, Grp +4
    Clauses
    Spoiler
    Show

    inflict light wounds: Robert loses this clause and takes 3d6 damage if he allows a specific evil cleric (an ally and party member of his) to fall below half hit points.
    protection from good: This clause has the same condition as the one above.
    know direction: Robert loses this clause and takes 5d6 damage if he aids a druid in good standing. It was obtained from a blighter in his party.
    deadly touch: As the paladin of tyranny class feature, assuming 10th level and Charisma +4. Robert loses this clause and takes 3d6 damage if his alignment changes one step in the Good or Chaotic directions. This clause was taken from one of Robert's party members. Note that in most circumstances, Robert will not use this ability to inflict more that 10 points of damage.
    aura of despair: As the paladin of tyranny class feature. This clause has the same conditions as the one above.
    doom: This clause has the same condition as the two above, except the damage is 4d6.
    summon monster III: Robert loses this clause and takes 5d6 damage if he fails to compensate a wizard in town for the casting within one week after casting the spell. Assume caster level 5th for purposes of figuring compensation.
    breath weapon: As the hell hound ability. Robert loses this clause and takes 4d6 damage if he assists a chaotic good creature in combat. This contract's tattoo matches Robert's natural coloration. Its Spot DC is 14.


    Spells acid splash, flare, dancing lights, light, ray of frost, summon monster I, floating disk


    Supernatural Abilities
    Sanctify oath (damage, curse), donation, summon familiar
    -----------------------------------------------
    Abilities Str 10 (+0), Dex 10 (+0), Con 12 (+1), Int 16 (+3), Wis 14 (+2), Cha 16 (+3)
    SQ: Purity of skin, word gets around +1
    Feats: Spell Focus (conjuration), Spell Focus (evocation), Concealed Contract, Signed in Blood

    Skills: Bluff +16, Concentration +14, Disguise +9, Diplomacy +16, Intimidate +16 Profession (mediator) +13, Sense Motive +13, Spellcraft +10

    Possessions: Assume that Robert is carrying standard urban adventuring equipment, as well as a legal pad with 45 sheets remaining and 4d6 gold.
    Last edited by sidhe3141; 2010-01-19 at 02:50 PM.
    ...and to balance the seriousness of anything I might have said: boingo boingo whoopsy knickers.(Apologies to B. Croshaw)
    My homebrews:
    The Xeromancer [PrC], The Gamer [Monster] (Monster Contest XXXII Winner)The Sworn [Base Class]...and various things scattered around the forums I can't be bothered to track down again.
    78% of DM's started their first campaign in a tavern. If you're one of the 22% that didn't, copy and paste this into your signature.

  20. - Top - End - #20
    Dwarf in the Playground
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    Default Re: My Word is My Bond [Base Class, PEACH]

    Um, hello? Anyone there?
    ...and to balance the seriousness of anything I might have said: boingo boingo whoopsy knickers.(Apologies to B. Croshaw)
    My homebrews:
    The Xeromancer [PrC], The Gamer [Monster] (Monster Contest XXXII Winner)The Sworn [Base Class]...and various things scattered around the forums I can't be bothered to track down again.
    78% of DM's started their first campaign in a tavern. If you're one of the 22% that didn't, copy and paste this into your signature.

  21. - Top - End - #21
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    Default Re: My Word is My Bond [Base Class, PEACH]

    I like them though the clauses and donations confuse me but it is good anyway i like the Diabolist the most though the contract cleric seems to be basiclly copying the thaumaturgist all in all i like (especially the how contracts are always in contrast to skin)
    Avatar thanks to Dorian Soth

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    Default Re: My Word is My Bond [Base Class, PEACH]

    Quote Originally Posted by Wandiya View Post
    I like them though the clauses and donations confuse me but it is good anyway i like the Diabolist the most though the contract cleric seems to be basiclly copying the thaumaturgist all in all i like (especially the how contracts are always in contrast to skin)
    I'm not really seeing the similarities to thaumaturgist... Could you enlighten me?
    ...and to balance the seriousness of anything I might have said: boingo boingo whoopsy knickers.(Apologies to B. Croshaw)
    My homebrews:
    The Xeromancer [PrC], The Gamer [Monster] (Monster Contest XXXII Winner)The Sworn [Base Class]...and various things scattered around the forums I can't be bothered to track down again.
    78% of DM's started their first campaign in a tavern. If you're one of the 22% that didn't, copy and paste this into your signature.

  23. - Top - End - #23
    Dwarf in the Playground
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    Default Re: My Word is My Bond [Base Class, PEACH]

    Okay, if there are no further comments, I will be posting my next PrC (the Forsworn, a sworn who has broken oaths and protects others who do the same) as soon as I get around to finishing it.
    ...and to balance the seriousness of anything I might have said: boingo boingo whoopsy knickers.(Apologies to B. Croshaw)
    My homebrews:
    The Xeromancer [PrC], The Gamer [Monster] (Monster Contest XXXII Winner)The Sworn [Base Class]...and various things scattered around the forums I can't be bothered to track down again.
    78% of DM's started their first campaign in a tavern. If you're one of the 22% that didn't, copy and paste this into your signature.

  24. - Top - End - #24
    Dwarf in the Playground
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    Default Re: My Word is My Bond [Base Class, PEACH]

    All right, for those who thought I'd forgotten the project, here's the
    Forsworn
    "I have flouted the laws of the cosmos. What makes you think the petty laws of the state may bind me?"
    --Fredrick Ironsmith, half-elf forsworn

    Holding to one's word is an ideal, but sometimes the ideal must be sacrificed for what is practical. Either one is incapable of keeping one's vows, or one must let the vows be broken for one's own benefit or to prevent a greater evil. When the oath broken is mystical in nature, the power of the oath leaves a supernatural scar on the oathbreaker. Forsworn are those who have sinned against their word, been marked by the cosmos, and have learned to draw power from their scars.

    Becoming a Forsworn
    It is rare for someone to become forsworn. The prospective forsworn must renounce the ways of honor to do so, breaking some of the oaths that bind him (and suffering the consequences) as a sign of his devotion to the principle of broken honor.

    Requirements:
    Alignment: Any chaotic.
    Skills: Knowledge (arcana) 10 ranks, knowledge (local) 10 ranks.
    Clauses: Able to invoke 4th-level clauses.
    Feats: Must have the Loophole feat for a contract that is no longer in force.
    Special: Must have broken at least one contract and suffered the consequences.

    Class Skills: The forsworn's class skills (and the key ability for each skill) are: Concentration (Con), Diplomacy (Cha), Knowledge (local) (Int), and Spellcraft (Int).
    Skill Points at Each Level: 4+Int modifier

    Hit dice: d6

    Forsworn
    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

    1st|
    +0
    |
    +1
    |
    +0
    |
    +1
    |Suppress clause 1/day, improved invocation

    2nd|
    +1
    |
    +1
    |
    +0
    |
    +1
    |Detect oathbreaker, suppress clause 2/day

    3rd|
    +1
    |
    +2
    |
    +1
    |
    +2
    |Find contract 1/day, suppress clause 3/day

    4th|
    +2
    |
    +2
    |
    +1
    |
    +2
    |False punishment 1/day, suppress clause 4/day

    5th|
    +2
    |
    +3
    |
    +1
    |
    +3
    |Modification 1/day, suppress clause 5/day

    6th|
    +3
    |
    +3
    |
    +2
    |
    +3
    |Find contract 2/day, suppress clause 6/day

    7th|
    +3
    |
    +3
    |
    +2
    |
    +3
    |Modification 2/day, suppress clause 7/day

    8th|
    +4
    |
    +4
    |
    +2
    |
    +4
    |False punishment 2/day, suppress clause 8/day

    9th|
    +4
    |
    +4
    |
    +3
    |
    +4
    |Find contract 3/day, suppress clause 9/day

    10th|
    +5
    |
    +5
    |
    +3
    |
    +5
    |Greater modification, suppress clause 10/day
    [/table]

    Weapon and Armor Proficiency: Forsworn gain no new weapon or armor proficiencies.

    Suppress Clause (Sp): Once per day for each level possessed, the forsworn may use the counterspelling option of dispel magic. He uses his EIL as a caster level, and gets a +2 competence bonus when countering clauses.

    Improved Invocation: The forsworn may add his forsworn level to any invoking levels for purposes of determining EIL.

    Detect Oathbreaker (Su): At second level, the forsworn may identify any creatures who have broken an oath at will. Treat this otherwise as a detect evil clause.

    Find Contract (Su): Once per day at third level, and once for every three levels thereafter, the forsworn may automatically identify and understand all contracts within 30 feet as a free action.

    False Punishment (Su): Once per day at fourth level, and once for every four levels thereafter, the forsworn may force a single creature within 30 feet to make a Will save (DC 10 + level + Intelligence bonus) or be treated as though it had just broken a single contract binding it. This is a standard action equivalent to casting a 3rd-level spell, but may not be affected by any metamagic feat. For purposes of overcoming spell resistance, use the forsworn's EIL as a caster level.

    Modification (Su): Once per day at fifth level, and once for every prime-numbered level thereafter, the forsworn may rewrite a single contract in small ways. This requires that the contract tattoos of all signatories be touched. Any unwilling signatories are allowed a Will save (DC 10+Forsworn level+Intelligence modifier). On a successful save, the contract is not modified and no further attempts to modify it can be made by the same forsworn unless all signatories become willing or the forsworn advances in level or Intelligence.
    The forsworn may exchange one donated clause for another that the donator possesses, of equal or lower level. He may also change the conditions that will result in the contract being broken, although this cannot change a condition to one that is obviously self-destructive or goes against the subject's nature. Only one condition may be changed per attempt.
    At seventh level, the forsworn is now only required to touch one of the signatories. All signatories are mystically informed of the modification attempt and get a will save if they are unwilling.
    This effect cannot alter boilerplates. It is a standard action provoking attacks of opportunity, but requires the forsworn to have a copy of the altered contract available.

    Greater Modification (Su): Once per week, a forsworn of tenth level may completely rewrite a contract. All aspects of the contract may be altered. The forsworn can attempt another greater modification even if one of the unwilling signatories succeeded on his will save. This ability is otherwise identical to the modification ability.

    Ex-Forsworn: A forsworn who ceases to be chaotic loses access to his suppression, false punishment, modification, and greater modification abilities. He can regain them by becoming chaotic again.

    Epic Forsworn
    {table=head]Level | Special
    11 | Suppress clause 11/day, modification 3/day
    12 | Suppress clause 12/day, find contract 4/day, false punishment 3/day
    13 | Suppress clause 13/day, modification 4/day
    14 | Suppress clause 14/day
    15 | Suppress clause 15/day, find contract 5/day
    16 | Suppress clause 16/day, false punishment 4/day
    17 | Suppress clause 17/day, modification 5/day
    18 | Suppress clause 18/day, find contract 6/day
    19 | Suppress clause 19/day, modification 6/day
    20 | Suppress clause 20/day, false punishment 5/day
    [/table]

    Playing a Forsworn
    You knew honor once, and have turned your back on it. Now, you interfere with the magic of those still bound by honor.
    Combat: A forsworn may function as a more specialized abjurer, or at higher levels may use offensive abilities. A forsworn's abilities, though, are secondary to the forsworn's existing contract magic.
    Advancement: Forsworn often advance as sworn, ronin (Complete Warrior), or abjurers.
    Resources: Forsworn have little organization, and no unusual resources.

    Forsworn in the world
    "There's something a little weird about him, you know..."
    --Shizki Alderat, about Fredrick Ironsmith
    Forsworn often keep their status secret. They may consider it a sign of pragmatism or a mark of shame, but they often conceal it.

    Daily Life: Forsworn may live as other sworn, but it is not unheard of for them to attempt to purge their dishonor.
    Notables: The most famous forsworn is Charles Forger, who travels the world righting wrongs to atone for a mysterious sin. Another forsworn of note is Salya Kindir, who seeks to destroy the multiverse for unknown reasons.
    Organizations: Forsworn have little organization. They have no common goals, and generally hide their status from even each other.

    NPC Reaction
    A forsworn may be considered either dishonorable or pragmatic when revealed, depending on the personal inclinations of the observer.

    Forsworn in the game
    A forsworn's powers can be best thought of as a corruption or inversion of a sworn's powers. They tend to be low-powered by the standards of their level.
    Adaptation: Forsworn can be used in any game that uses sworn or a similar class. They are best suited to campaigns based on the idea of honor.
    Encounters: Forsworn may be encountered as normal sworn, wandering adventurers, revolutionaries, or a magic-negating member of a normal group.

    Sample Encounter
    The firebrand who has been causing so much trouble for the village rises from his seat at the bar.
    EL 16: Fredrick Ironsmith was a knight interested in the power of contract magic. When the king was corrupted by a pact with a devil, he broke his knightly vows in order to protect the virtue of the realm.
    Fredrick Ironsmith
    Chaotic good male half-elf sworn 6/ex-knight (PHB2) 6/forsworn 4
    Init +1, Senses: Spot +5, Listen +5
    Languages: Common, Elven, Draconic
    Abilities: Str 14 (+2), Dex 12 (+1), Con 15 (+3), Wis 10 (+0) Int 14 (+2), Cha 10 (+0)
    ------------------------------------------------
    AC 16, touch 11, flat-footed 15 (+1 Dex, +5 breastplate)
    110 hp
    Fort +9, Ref +6, Will +12
    ------------------------------------------------
    Speed30 ft. (6 squares)
    Melee 1d8+2 longsword (18/19-20/x2)
    Ranged 1d10 heavy crossbow (1d10/19-20/x2)
    Base Atk +10/+5, Grp +10
    Clauses
    Spoiler
    Show

    Detect evil, guidance and resistance: Fredrick loses these clauses and takes 6d6 damage if he knowingly aids a lawful evil creature.
    Cure moderate wounds: Fredrick loses this clause and takes 4d6 damage if he knowingly harms one of his followers. This contract's tattoo matches Fredrick's natural coloration. Its spot DC is 14. This contract's tattoo can be made to glow as a light spell at will by any creature touching it. If Fredrick is unwilling, he may make a Will save (DC 15) to resist.


    Supernatural Abilities
    Sanctify oath (damage, curse), donation
    -----------------------------------------------
    SQ: Knight's challenge (disabled), knight's code (disabled), bulwark of defense, armor mastery (medium), shield block, vigilant defender, shield ally, low-light vision, elven blood
    Feats: Concealed Contract, Deceitful, Leadership, Loophole (knight's vows, broken), Luminous Contract, Mounted Combat, Negotiator, Ride-By Attack.

    Skills: Bluff +2, Concentration +16, Diplomacy +19, Disguise +4, Gather Information +7, Handle Animal +9, Listen +5, Ride +12, Sense Motive +15, Swim +5, Spot +5
    Possessions: Longsword, armor, military memorabilia, insignia
    Last edited by sidhe3141; 2010-01-19 at 02:18 AM.
    ...and to balance the seriousness of anything I might have said: boingo boingo whoopsy knickers.(Apologies to B. Croshaw)
    My homebrews:
    The Xeromancer [PrC], The Gamer [Monster] (Monster Contest XXXII Winner)The Sworn [Base Class]...and various things scattered around the forums I can't be bothered to track down again.
    78% of DM's started their first campaign in a tavern. If you're one of the 22% that didn't, copy and paste this into your signature.

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    Default Re: My Word is My Bond [Base Class, PEACH]

    First of all, very nice class, congrats. The mechanics are fresh and original. Now here are a few thoughts I had while reading it all, I'll add more when I think of it.

    It seems that the sworn would often need to know the HD of his interlocutor since his donation ability depends on it. Maybe you could make that one of his abilities ?

    Also, would a "practiced contractor" feat be balanced ? (then again, signed in blood is already kind of similar and more flavorful.) Now that I'm thinking of contractor levels, if I'm not mistaken, they only affect the clause's caster level, right ? As it is, it's possible to cast a clause with a higher caster level than the original spell's (especially with signed in blood), is that intentional ?

    Purity of skin might be a tad too severe. For example, arcane mark is a wizard cantrip that could completely depower a sworn with no save allowed. I'm sure there's a ton of other examples of abuse. You should probably restrict the purity to tatoos the sworn voluntarily inscribes on himself or something.

    Or make it so that nothing but contracts can ever be inscribed on his skin, voluntarily or not. The rest disappears after a little while. That transforms the ability from a "you fall" paladin clause into something that could actually be beneficial, granting you immunity to a few harmful effects while restricting you from some other stuff at the same time.

    Ah yes, another thing, as it is, the sworn may decide to inflict or not damage/other effects to the oathbreaker. Maybe he should be unable to do that when the oathbreaker is the sworn himself. Makes it harder for him to just walk away from his contracts.

    For the diabolist, maybe you should make the teleport effects temporary, or at least allow the contractor to teleport back when the contract no longer requires him ? I can just imagine the poor contractor being teleported in the middle of nowhere and left stranded with no means of return.

    The feat "Undying contract" is a bit redundant with the diabolist ability, "loyalty before destruction".

    On the other hand, I find the Forced Obedience ability to be too little, too late. You can throw around suggestions and dominate persons much earlier than level 17, so why restrict a much more limited ability (restricted compulsion effect you have to agree to beforehand), to a much higher level and a specific prc ? This should be an early sworn ability.

    I think you can already make people blind, deaf, or mute through bestow curse, can someone confirm that ? If I remember correctly, it was said somewhere in the book of vile darkness where they give some ideas for curses.

    As it is, the diabolist doesn't really have a big incentive to deal with outsiders more than other creatures. Maybe giving him an ability allowing him to contact outsiders up to his HD for the purpose of sanctified oaths only would help.

    Besides the diabolist which has some unique, useful abilities, the prestige classes are very weak :

    The contract cleric is kind of underwhelming. I mean, all he gets is spells, and not particularly good spells at that, since it caps at 5th level spells at level 12 and he doesn't even get to choose them, being limited to one domain. Augury, divination and commune are good and flavorful, but nothing much either at those levels. At the end of the day, all a contract cleric has to show for himself compared to a normal sworn is Godforsake, which is a good ability but can't redeem the class by itself. The rest is just not worth the levels.
    The forsworn is also very weak when not faced with other sworns. Since he doesn't gain any further oathbreaking punishments from lack of sworn levels, his false punishment ability is basically a 1/day bestow curse with some damage added on top. Aaaand that's pretty much all he has. Rest are anti-sworn abilities, which are decent, but very very situational. Now, from the "Forsworn in the game" part, I can see this is intentional, but still.

    Jesus christ, so many edits. This post started with only three paragraphs, I swear.
    Last edited by Ranos; 2009-09-13 at 10:30 AM.

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    Default Re: My Word is My Bond [Base Class, PEACH]

    Quote Originally Posted by Ranos View Post
    First of all, very nice class, congrats. The mechanics are fresh and original. Now here are a few thoughts I had while reading it all, I'll add more when I think of it.

    It seems that the sworn would often need to know the HD of his interlocutor since his donation ability depends on it. Maybe you could make that one of his abilities ?

    That does sound like a good idea...
    EDIT: Done.

    Quote Originally Posted by Ranos View Post
    Also, would a "practiced contractor" feat be balanced ? (then again, signed in blood is already kind of similar and more flavorful.) Now that I'm thinking of contractor levels, if I'm not mistaken, they only affect the clause's caster level, right ? As it is, it's possible to cast a clause with a higher caster level than the original spell's (especially with signed in blood), is that intentional ?
    No. The way it's intended to work is that "effective level" is used to determine the effects of breaking the contract and what modes are available for the donate ability. I should probably clear that up.

    EDIT: Done.

    Quote Originally Posted by Ranos View Post
    Purity of skin might be a tad too severe. For example, arcane mark is a wizard cantrip that could completely depower a sworn with no save allowed. I'm sure there's a ton of other examples of abuse. You should probably restrict the purity to tatoos the sworn voluntarily inscribes on himself or something.

    Or make it so that nothing but contracts can ever be inscribed on his skin, voluntarily or not. The rest disappears after a little while. That transforms the ability from a "you fall" paladin clause into something that could actually be beneficial, granting you immunity to a few harmful effects while restricting you from some other stuff at the same time.
    Good catch. I should probably get rid of it entirely; it was poorly-thought-out in the first place.

    EDIT: Done.
    Quote Originally Posted by Ranos View Post
    Ah yes, another thing, as it is, the sworn may decide to inflict or not damage/other effects to the oathbreaker. Maybe he should be unable to do that when the oathbreaker is the sworn himself. Makes it harder for him to just walk away from his contracts.
    The idea was that the decision as to whether or not to punish oathbreakers is made when the contract is signed.

    Edit: Clarified.

    Quote Originally Posted by Ranos View Post
    For the diabolist, maybe you should make the teleport effects temporary, or at least allow the contractor to teleport back when the contract no longer requires him ? I can just imagine the poor contractor being teleported in the middle of nowhere and left stranded with no means of return.
    Maybe...

    Quote Originally Posted by Ranos View Post
    The feat "Undying contract" is a bit redundant with the diabolist ability, "loyalty before destruction".
    Yes, maybe I should make loyalty until destruction a bonus feat...

    EDIT: Done.
    Quote Originally Posted by Ranos View Post
    On the other hand, I find the Forced Obedience ability to be too little, too late. You can throw around suggestions and dominate persons much earlier than level 17, so why restrict a much more limited ability (restricted compulsion effect you have to agree to beforehand), to a much higher level and a specific prc ? This should be an early sworn ability.
    Maybe... maybe I should make it no save?

    EDIT: and done.
    Quote Originally Posted by Ranos View Post
    I think you can already make people blind, deaf, or mute through bestow curse, can someone confirm that ? If I remember correctly, it was said somewhere in the book of vile darkness where they give some ideas for curses.
    I don't have BoVD, so I wouldn't know. The SRD, though, sets the limits as:
    Quote Originally Posted by D20 SRD
    * -6 decrease to an ability score (minimum 1).
    * -4 penalty on attack rolls, saves, ability checks, and skill checks.
    * Each turn, the target has a 50% chance to act normally; otherwise, it takes no action.

    Quote Originally Posted by Ranos View Post
    As it is, the diabolist doesn't really have a big incentive to deal with outsiders more than other creatures. Maybe giving him an ability allowing him to contact outsiders up to his HD for the purpose of sanctified oaths only would help.
    Half his level as a bonus to Diplomacy all Charisma-based checks, the ability to add a spell especially useful for outsiders to the contract, and the ability to let them get around the version of death outsiders get isn't an incentive?

    Quote Originally Posted by Ranos View Post
    Besides the diabolist which has some unique, useful abilities, the prestige classes are very weak :

    The contract cleric is kind of underwhelming. I mean, all he gets is spells, and not particularly good spells at that, since it caps at 5th level spells at level 12 and he doesn't even get to choose them, being limited to one domain. Augury, divination and commune are good and flavorful, but nothing much either at those levels. At the end of the day, all a contract cleric has to show for himself compared to a normal sworn is Godforsake, which is a good ability but can't redeem the class by itself. The rest is just not worth the levels.
    Good call. Maybe I should increase the spell-gain rate or add more abilities or something.

    Quote Originally Posted by Ranos View Post
    The forsworn is also very weak when not faced with other sworns. Since he doesn't gain any further oathbreaking punishments from lack of sworn levels, his false punishment ability is basically a 1/day bestow curse with some damage added on top. Aaaand that's pretty much all he has. Rest are anti-sworn abilities, which are decent, but very very situational. Now, from the "Forsworn in the game" part, I can see this is intentional, but still.
    Hmmm... Yes, I see what you're getting at. Maybe I should give them decent physical offensive ability too.
    Last edited by sidhe3141; 2009-09-14 at 10:42 AM.
    ...and to balance the seriousness of anything I might have said: boingo boingo whoopsy knickers.(Apologies to B. Croshaw)
    My homebrews:
    The Xeromancer [PrC], The Gamer [Monster] (Monster Contest XXXII Winner)The Sworn [Base Class]...and various things scattered around the forums I can't be bothered to track down again.
    78% of DM's started their first campaign in a tavern. If you're one of the 22% that didn't, copy and paste this into your signature.

  27. - Top - End - #27
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    Default Re: My Word is My Bond [Base Class, PEACH]

    Quote Originally Posted by sidhe3141 View Post
    No. The way it's intended to work is that "effective level" is used to determine the effects of breaking the contract and what modes are available for the donate ability. I should probably clear that up.
    Oh, I see, that makes more sense. In that case, a "practiced contractor" wouldn't be redundant anymore, and it would help with multiclass sworns. Similar to the practiced spellcaster/manifester feats, it would increase EIL for clauses by 4 up to a maximum of the character's HD. What do you think ?

    Quote Originally Posted by sidhe3141 View Post
    I don't have BoVD, so I wouldn't know. The SRD, though, sets the limits as:
    I just checked, bestow curse actually allows you to make your target both blind and deaf at the same time with a single curse. Says nothing specifically about rendering a target mute though, but most DMs would probably allow that too.

    Quote Originally Posted by sidhe3141 View Post
    Half his level as a bonus to Diplomacy all Charisma-based checks, the ability to add a spell especially useful for outsiders to the contract, and the ability to let them get around the version of death outsiders get isn't an incentive?
    Oh yeah, you're right. Dunno how I missed that.

    Quote Originally Posted by sidhe3141 View Post
    Good call. Maybe I should increase the spell-gain rate or add more abilities or something.
    More abilities, definitely. You can already get spells through clauses, so give the prestige class more unique stuff.

    Quote Originally Posted by sidhe3141 View Post
    Hmmm... Yes, I see what you're getting at. Maybe I should give them decent physical offensive ability too.
    Well what I'm gonna say kind of goes against what I just said before, making the class even weaker, but I think the forsworn should have some penalties with his contracts. I mean, obviously, the guy is gonna get a reputation. Who would sign a binding contract with a guy who keeps breaking them ?
    He should probably rely less on clauses than a normal sworn, and more on abilities from his prestige class.

    Actually, that was a stupid idea. Contracts are the whole point. If I'm gonna have a guy who doesn't use clauses anyway, I'll just choose some other class instead of a sworn.

    Just an idea, but chaotic, breaking contracts...maybe the forsworn should be based on flexibility, giving him the ability to alter contracts in some small ways, removing some limitations, or something similar that changes the way his clauses work in the first place instead of more active abilities stacked on top of those he already has.
    Last edited by Ranos; 2009-09-14 at 11:32 AM.

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    Default Re: My Word is My Bond [Base Class, PEACH]

    Quote Originally Posted by Ranos View Post
    More abilities, definitely. You can already get spells through clauses, so give the prestige class more unique stuff.
    The thing is, though, that these are clauses you get pretty much for free. The big limitation on clauses is that you have to give something up for them.

    Quote Originally Posted by Ranos View Post
    Just an idea, but chaotic, breaking contracts...maybe the forsworn should be based on flexibility, giving him the ability to alter contracts in some small ways, removing some limitations, or something similar that changes the way his clauses work in the first place instead of more active abilities stacked on top of those he already has.
    Hmmm. That might work.
    Last edited by sidhe3141; 2009-09-14 at 01:09 PM.
    ...and to balance the seriousness of anything I might have said: boingo boingo whoopsy knickers.(Apologies to B. Croshaw)
    My homebrews:
    The Xeromancer [PrC], The Gamer [Monster] (Monster Contest XXXII Winner)The Sworn [Base Class]...and various things scattered around the forums I can't be bothered to track down again.
    78% of DM's started their first campaign in a tavern. If you're one of the 22% that didn't, copy and paste this into your signature.

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    Default Re: My Word is My Bond [Base Class, PEACH]

    Oh man, Forsworns. Now I'm never gonna be able to stop quoting "I have altered the deal. Pray I do not alter it any further."

    You should probably clarify what a reduced creator level does when applying a metacontract feat. I'm guessing it's a similar effect to signed in blood, but maybe "creator level" should be defined in the Sworn class description, separate from "invoker level", which modifies a clause's power.

    The sworn might be a bit too front-loaded. You could take a single level of the class and potentially get clauses as high level as any other sworn, with the advantage of being some other class on top of that. Obviously, your caster level would suck, but it's not always important. My suggestion would be to have your limit be sworn class levels+ 1/2 rest of your HD (round down). Maybe make that your invoker level as well. (But you might want to keep creator level equal to the sworn class level.)

    Maybe you could also allow for a sworn to get a donation from a higher-HD creature as long as the creature already had the power he is donating when he was of an equal HD to the sworn himself. (So for example, a high level cleric could give cure light wounds to a beginner sworn. Makes sense and I don't think it's too broken, but correct me if I'm wrong. Obviously that wouldn't work for monsters who never had a lower HD to begin with. Unless you use the various monster classes to adjudicate that.)

    When both the recipient and the donator have the resources at their disposition to use a clause (spell slots, power points...), it shouldn't be automatically the recipient who uses the resources. That stuff should be decided in the contract. Otherwise, a sworn who just happens to be spellcaster is at a disadvantage when casting spell clauses (same with sworn/psion and power clauses, etc.)

    The Forsworn class description mistakenly uses the Diabolist name in the class skills and weapon/armor proficiency entries.

    I think you should prevent someone from signing a contract under magical compulsion. Otherwise, you could just dominate someone and force him to give you all his power without any compensation. Charm effects are probably fine though.

    About the Forsworn's modification power...Now that I think about it, it's not very forsworn-like. It's not really honorless and underhanded if everyone agrees to it in the first place. On the other hand, the power to completely modify the contract at your whim is way broken. Let's keep it as a capstone. Here's an idea, rushed a bit so the language isn't precise, but you'll get the intent :

    Modification (Su): Once per day at third level, and once for every prime-numbered level thereafter, the forsworn may rewrite a single contract in small ways. This requires that all signatories be touched. Any unwilling signatories are allowed a will save (DC 10+Forsworn level+Intelligence modifier). On a successful save, the contract is not modified and no further attempts to modify it can be made unless all signatories become willing.
    At third level, the forsworn may only change the contract's creator level, to a maximum of his own creator level.
    At fifth level, the forsworn may also exchange one donated clause for another the donator possesses, of equal or lower level.
    At seventh level, the forsworn is now only required to touch one of the signatories. All signatories are mystically informed of the modification attempt and get a will save if they are unwilling.
    At ninth level, the forsworn may add a new donation to the contract.

    Greater Modification (Su): Once per week, a forsworn may completely rewrite all aspects of a contract. To do that, he needs to touch one of the signatories. All signatories are still informed of the modification attempt and get a will save if they are unwilling, as per the modification ability. Unlike the modification ability, the forsworn can attempt another greater modification even if one of the unwilling signatories succeeded on his will save.
    Last edited by Ranos; 2009-09-15 at 06:11 AM.

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    Default Re: My Word is My Bond [Base Class, PEACH]

    Quote Originally Posted by Ranos View Post
    Oh man, Forsworns. Now I'm never gonna be able to stop quoting "I have altered the deal. Pray I do not alter it any further."
    Glad to see it made an impression, but it's easy to keep the forsworn from altering it any further.

    Quote Originally Posted by Ranos View Post
    You should probably clarify what a reduced creator level does when applying a metacontract feat. I'm guessing it's a similar effect to signed in blood, but maybe "creator level" should be defined in the Sworn class description, separate from "invoker level", which modifies a clause's power.
    Yeah, but seeing as the only things that affect creator level are metacontract feats, it should probably be in the definition for metacontract feat.

    Quote Originally Posted by Ranos View Post
    The sworn might be a bit too front-loaded. You could take a single level of the class and potentially get clauses as high level as any other sworn, with the advantage of being some other class on top of that. Obviously, your caster level would suck, but it's not always important. My suggestion would be to have your limit be sworn class levels+ 1/2 rest of your HD (round down). Maybe make that your invoker level as well. (But you might want to keep creator level equal to the sworn class level.)
    Actually, I think capping it at sworn level might be a better idea.

    Quote Originally Posted by Ranos View Post
    Maybe you could also allow for a sworn to get a donation from a higher-HD creature as long as the creature already had the power he is donating when he was of an equal HD to the sworn himself. (So for example, a high level cleric could give cure light wounds to a beginner sworn. Makes sense and I don't think it's too broken, but correct me if I'm wrong. Obviously that wouldn't work for monsters who never had a lower HD to begin with. Unless you use the various monster classes to adjudicate that.)
    Yeah, but who keeps track of what order they took levels in which classes? Or what order they selected stuff like spells or hireophant abilities? Or, for that matter, which classes they lost due to level loss effects? That way lies madness, or at least a massive DM headache.

    (And now I can scratch that off the list of things I always wanted to say.)

    Quote Originally Posted by Ranos View Post
    When both the recipient and the donator have the resources at their disposition to use a clause (spell slots, power points...), it shouldn't be automatically the recipient who uses the resources. That stuff should be decided in the contract. Otherwise, a sworn who just happens to be spellcaster is at a disadvantage when casting spell clauses (same with sworn/psion and power clauses, etc.)
    Yeah, I should fix that, and maybe change the default to "donator spends resources".

    Quote Originally Posted by Ranos View Post
    The Forsworn class description mistakenly uses the Diabolist name in the class skills and weapon/armor proficiency entries.
    My bad. I'll fix it soon.

    Quote Originally Posted by Ranos View Post
    I think you should prevent someone from signing a contract under magical compulsion. Otherwise, you could just dominate someone and force him to give you all his power without any compensation. Charm effects are probably fine though.
    It's in the description, I think. Interesting question: do compelled creatures count as willing?

    Quote Originally Posted by Ranos View Post
    About the Forsworn's modification power...Now that I think about it, it's not very forsworn-like. It's not really honorless and underhanded if everyone agrees to it in the first place. On the other hand, the power to completely modify the contract at your whim is way broken. Let's keep it as a capstone. Here's an idea, rushed a bit so the language isn't precise, but you'll get the intent :

    Modification (Su): Once per day at third level, and once for every prime-numbered level thereafter, the forsworn may rewrite a single contract in small ways. This requires that all signatories be touched. Any unwilling signatories are allowed a will save (DC 10+Forsworn level+Intelligence modifier). On a successful save, the contract is not modified and no further attempts to modify it can be made unless all signatories become willing.
    At third level, the forsworn may only change the contract's creator level, to a maximum of his own creator level.
    At fifth level, the forsworn may also exchange one donated clause for another the donator possesses, of equal or lower level.
    At seventh level, the forsworn is now only required to touch one of the signatories. All signatories are mystically informed of the modification attempt and get a will save if they are unwilling.
    At ninth level, the forsworn may add a new donation to the contract.

    Greater Modification (Su): Once per week, a forsworn may completely rewrite all aspects of a contract. To do that, he needs to touch one of the signatories. All signatories are still informed of the modification attempt and get a will save if they are unwilling, as per the modification ability. Unlike the modification ability, the forsworn can attempt another greater modification even if one of the unwilling signatories succeeded on his will save.
    Those sound cool. Maybe I might use them instead.
    ...and to balance the seriousness of anything I might have said: boingo boingo whoopsy knickers.(Apologies to B. Croshaw)
    My homebrews:
    The Xeromancer [PrC], The Gamer [Monster] (Monster Contest XXXII Winner)The Sworn [Base Class]...and various things scattered around the forums I can't be bothered to track down again.
    78% of DM's started their first campaign in a tavern. If you're one of the 22% that didn't, copy and paste this into your signature.

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