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  1. - Top - End - #31
    Barbarian in the Playground
    Join Date
    Jun 2012

    Default Re: Base Class Contest XIX - Inner Might

    Planar Mage Formulas (Part 2):
    Spoiler
    Show

    Summon Elemental V
    6th-level Conjuration (Summoning) formula [See text]
    Minimum Cost: See text
    Casting Time: 1 round
    Duration: 1 minute (D)

    This formula functions like Summon Elemental I, but it summons a creature from the list below (it can't be used to summon a creature from the Summon Elemental I's list).
    {table=head]Creature Summoned|Cost|Descriptor
    Air Elemental, Huge|6 A|Air

    Belker [Neutral Evil]|6 A|Air

    Chraal [Neutral Evil] (MMIII)|6 A, 6 W|Air, Water

    Cinderspawn [Chaotic Evil] (LM)|6 F, 4 N|Fire

    Earth Elemental, Huge|6 E|Earth

    Fire Elemental, Huge|6 F|Fire

    Ice Paraelemental, Huge (MoP)|6 A, 6 W|Air, Water

    Magma Paraelemental, Huge (MoP)|6 E, 6 F|Earth, Fire

    Ooze Paraelemental, Huge (MoP)|6 E, 6 W|Earth, Water

    Oread (FF)|6 E|Earth

    Salamander, average [Neutral Evil]|6 F|Fire

    Smoke Paraelemental, Huge (MoP)|6 A, 6 F|Air, Fire

    Storm Elemental, Large (MMIII)|6 A|Air

    Voidwraith [Neutral Evil] (LM)|6 A, 4 N|Air

    Water Elemental, Huge|6 W|Water

    Xorn, average|6 E|Earth[/table]



    Summon Elemental VI
    7th-level Conjuration (Summoning) formula [See text]
    Minimum Cost: See text
    Casting Time: 1 round
    Duration: 1 minute (D)

    This formula functions like Summon Elemental I, but it summons a creature from the list below (it can't be used to summon a creature from the Summon Elemental I's list).
    {table=head]Creature Summoned|Cost|Descriptor
    Air Elemental, Greater|7 A|Air

    Arrowhawk, elder|7 A|Air

    Djinni (genie) [Chaotic Good]|7 A|Air

    Earth Elemental, Greater|7 E|Earth

    Fire Elemental, Greater|7 F|Fire

    Ice Paraelemental, Greater (MoP)|7 A, 7 W|Air, Water

    Inferno Spider (MMIV)|7 F|Fire

    Invisible Stalker|7 A|Air

    Magma Paraelemental, Greater (MoP)|7 E, 7 F|Earth, Fire

    Movanic Deva [Neutral Good] (FF)|5 N, 5 P|Good

    Ooze Paraelemental, Greater (MoP)|7 E, 7 W|Earth, Water

    Smoke Paraelemental, Greater (MoP)|7 A, 7 F|Air, Fire

    Storm Elemental, Huge (MMIII)|7 A|Air

    Water Elemental, Greater|7 W|Water

    Xorn, elder|7 E|Earth[/table]

    Summon Elemental VII
    8th-level Conjuration (Summoning) formula [See text]
    Minimum Cost: See text
    Casting Time: 1 round
    Duration: 1 minute (D)

    This formula functions like Summon Elemental I, but it summons a creature from the list below (it can't be used to summon a creature from the Summon Elemental I's list).
    {table=head]Creature Summoned|Cost|Descriptor
    Djinni, noble (genie) [Chaotic Good]|8 A|Air

    Efreeti (genie) [Lawful Evil]|8 F|Fire

    Salamander, noble [Neutral Evil]|8 F|Fire

    Storm Elemental, Greater (MMIII)|8 A|Air

    Tojanida, elder|8 W|Water

    Void Ooze (PlH)|8 A, 6 N|Air[/table]

    Augmentation: By spending 1 additional planar point of each type required to summon a specific kind of creature, you can summon 1d3 creatures of that kind instead of only one, and the effective level of the formula increases by 1 for the purpose of effects that rely on it. You cannot augment this formula any further.

    Summon Elemental VIII
    9th-level Conjuration (Summoning) formula [See text]
    Minimum Cost: See text
    Casting Time: 1 round
    Duration: 1 minute (D)
    Augmentation: No

    This formula functions like Summon Elemental I, but it summons a creature from the list below (it can't be used to summon a creature from the Summon Elemental I's list).
    {table=head]Creature Summoned|Cost|Descriptor
    Air Elemental, Elder|9 A|Air

    Earth Elemental, Elder|9 E|Earth

    Fire Elemental, Elder|9 F|Fire

    Ice Paraelemental, Elder (MoP)|9 A, 9 W|Air, Water

    Magma Paraelemental, Elder (MoP)|9 E, 9 F|Earth, Fire

    Ooze Paraelemental, Elder (MoP)|9 E, 9 W|Earth, Water

    Smoke Paraelemental, Elder (MoP)|9 A, 9 F|Air, Fire

    Unraveler (PlH)|7 A, 7 E, 7 F, 7 W, 5 N, 5 P|Air, Earth, Fire, Water

    Water Elemental, Elder|9 W|Water[/table]

    Towering Thunderhead
    9th-level Conjuration (Creation) formula [Air]
    Minimum Cost: 9 A
    Range: Long (400 ft. + 40 ft./level)
    Area: Cylinder (40-ft. radius, 60 ft. high)
    Duration: 3 rounds (D)
    Saving Throw: None
    Spell Resistance: No
    Augmentation: No

    You channel the energy of the Elemental Plane of Air in order to create an enormous mass of dark clouds. This formula functions like the spell of the same name (described in Complete Mage).

    It also counters and dispel the eponymous spell and vice-versa.

    Transmute Rock to Lava
    9th-level Transmutation formula [Earth, Fire]
    Minimum Cost: 9 E, 9 F
    Range: Medium (100 ft. + 10 ft./level)
    Area: One 10-ft. cube
    Duration: Instantaneous
    Saving Throw: Reflex half; see text for the Transmute Rock to Lava spell (Complete Arcane)
    Spell Resistance: No
    Augmentation: No

    You suffuse the earth within the area with the energy of the Elemental Plane of Fire, transforming it into lava. This formula functions like the spell of the same name (described in Complete Arcane).

    It also counters and dispel the eponymous spell and vice-versa.



    New Monsters:
    Spoiler
    Show

    Buio
    Size/Type: Medium Outsider
    Hit Dice: 2d8+4 (13 hp)
    Initiative: -1
    Speed: 30 ft. (6 squares)
    Armor Class: 9 (-1 dex), touch 9, flat-footed 10
    Base Attack/Grapple: +2/+3
    Attack: Masterwork Morningstar +4 melee (1d8+1)
    Full Attack: +3
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Spell-like abilities
    Special Qualities: Body of darkness, darkvision 60 ft., outsider traits, see in darkness
    Saves: Fort +5, Ref +2, Will +5
    Abilities: Str 13, Dex 8, Con 14, Int 10, Wis 15, Cha 10
    Skills: Bluff +9, Concentration +7, Diplomacy +5, Heal +7, Knowledge (the planes) +5, Listen +9, Search +7, Spot +11
    Feats: Alertness, Improved InitiativeB, Tomb-Tainted SoulB (LM)
    Enviroment: Negative Energy Plane
    Organization: Company (2–4 3rd level fighters or clerics), squad (11–20 3rd-level fighters or clerics plus 2 8th-level fighter/clerics and 1 12th-level cleric)
    Challange Rating: 2
    Treasure: Standard
    Alignment: Often Chaotic Neutral
    Advancement: By character class
    Favored Class: Cleric
    Level Adjustment: +2

    The buio are a race of warriors who live on the Negative Energy Plane. They are believed to be close relatives of lumi (see Monster Manual III), exhaling darkness instead of light, but they have a neck, unlike their positive counterparts.
    Buio's society mirror lumi's; they worship Darkness for its ability to hide the weak from their oppressors. They spend most of their life in shadow and rarely leave their home plane. They make occasional patrols around their cities, looking for unfortunate travelers to help. Undead creatures also sometimes get their hospitality, but it rarely happens.
    An average buio stands between 5 and 7 feet in height and weighs 100 to 300 pounds.
    Buio speak Common and Lumi.

    Combat
    A buio usually goes into combat with its morningstar. They prefer to fight in shadow, as their opponents can rarely see as well in it as themselves. Buio clerics favor spells that can directly harm undead creatures, especially the spells that don't rely on positive energy.
    Body of darkness (Su). A buio's body is suffused with gloomy negative energy. It is immune to all death spells, magical death effects, energy drain, and any positive energy effect (given that they gain Tomb-Tainted Soul as a bonus feat, they are healed by negative energy effects).
    Buio are adapted to live on the Negative Energy Plane. They never take damage or gain negative levels as a result of being in a plane with the negative-dominant energy trait, and thus are never in danger of becoming a wraith when on the Negative Energy Plane. When on a plane with the major negative-dominant energy trait, buio gain 5 hit points for every negative level that the plane would have inflicted on them (though this healing is not converted into temporary hit points if they are at full health).
    A buio sheds faint darkness around itself. However, this effect is too weak to give them any in-game benefit.
    See in darkness (Su). Buio can see perfectly in darkness of any kind, even that created by a Deeper Darkness spell.
    Spell-like abilities. At will— Darkness; 3/day— Inflict Light Wounds (DC 13); 1/day— Death Ward (DC 16). Caster level 3rd.
    Skills. A buio has a +4 racial bonus on Bluff checks and a +2 racial bonus on Search and Spot checks.
    Last edited by Network; 2013-10-14 at 04:01 PM.
    Quote Originally Posted by Razanir View Post
    "I am a human sixtyfourthling! Fear my minimal halfling ancestry!")
    Quote Originally Posted by Zweisteine View Post
    So the real question is, what is a Ling?

  2. - Top - End - #32
    Orc in the Playground
     
    Ra_Va's Avatar

    Join Date
    Sep 2005
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    http://www.giantitp.com/c

    Default Re: Base Class Contest XIX - Inner Might

    Witch-Hunter Kshatriya



    The Kshatriya keep the Witch-Lords in line, and the Maleficar from getting too bold, even they are beyond the Walls. - Lordran, Witch-King of the Lorns

    Kshatriya, The Holders of Authority, are members of one of the two sanctioned Witch-Hunters Guilds, The Silent Griffins, who are an extension of Law-Enforcement in Lorn, and The White Spiders, who hunt Mages for sport, they each consider the other a disgrace to their profession but rarely act against each-other.

    Adventures: Why your class might adventure.

    Characteristics: Kshatriya are naturally in-tuned with the Inner Planes, able to get the magical energies from the very source.

    Alignment: Any Good or Evil, cannot be Neutral due to the manipulation of Positive and Negative Inner Plane Energies

    Religion: Kshatriya typically Gods of Hunting, though Gods of Strength, and in the Silent Griffins case, Law, are not unheard of.

    Background: Kshatriya can detect magic, and therefore can seance each other, its likely that not long after your birth, one of the Witch-Hunter Guilds paid your parents for you, but its just as likely you found them later in life. How Kshatriya are born with such a connection to the Inner Planes is a mystery as they tend to be born in areas without must magical imprinting, though many have their theories they all sound absurd.

    Races: Humans and Half-Elves seem to be the most common but any race has a possibility to become a Witch-Hunter Kshatriya

    Other Classes: Despite being Innately magical themselves, Kshatriya are likely to have very rough relations with other magical classes, especially Wizards and other classes that are academically magic instead of innately.

    Role:

    [b]Adaptation:[/b

    GAME RULE INFORMATION
    Witch-Hunter Kshatriya's have the following game statistics.
    Abilities: A brief description of what ability scores are important to your class.
    Alignment: Any Good or Evil
    Hit Die: d6
    Starting Age: As Sorcerer
    Starting Gold: As Sorcerer

    Class Skills
    The Witch-Hunter Kshatriya's class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Disable Device (Dex), Disguise (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (geography) (Int), Knowledge (local) (Int), Perception (Wis), Sense Motive (Wis), Stealth (Dex), Survival (Wis), and Swim (Str).

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

    Witch-Hunter Kshatriya
    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

    1st|
    +x
    |
    +x
    |
    +x
    |
    +x
    |Detect Magic, Elemental Net (S)

    2nd|
    +x
    |
    +x
    |
    +x
    |
    +x
    |Summon Familiar

    3rd|
    +x
    |
    +x
    |
    +x
    |
    +x
    |Magical Defense +1

    4th|
    +x
    |
    +x
    |
    +x
    |
    +x
    |

    5th|
    +x
    |
    +x
    |
    +x
    |
    +x
    |+1 Feat

    6th|
    +x
    |
    +x
    |
    +x
    |
    +x
    |Para-elemental Blast 3/day

    7th|
    +x
    |
    +x
    |
    +x
    |
    +x
    |Elemental Net (M)

    8th|
    +x
    |
    +x
    |
    +x
    |
    +x
    |Hog Tie

    9th|
    +x
    |
    +x
    |
    +x
    |
    +x
    |Magical Defense +2

    10th|
    +x
    |
    +x
    |
    +x
    |
    +x
    |Oathmark

    11th|
    +x
    |
    +x
    |
    +x
    |
    +x
    |

    12th|
    +x
    |
    +x
    |
    +x
    |
    +x
    |+1 Feat

    13th|
    +x
    |
    +x
    |
    +x
    |
    +x
    |Para- Elemental Blast 6/day

    14th|
    +x
    |
    +x
    |
    +x
    |
    +x
    |

    15th|
    +x
    |
    +x
    |
    +x
    |
    +x
    |+1 Feat

    16th|
    +x
    |
    +x
    |
    +x
    |
    +x
    |Elemental Net (L)

    17th|
    +x
    |
    +x
    |
    +x
    |
    +x
    |Quasi-Elemental Blast 1/day

    18th|
    +x
    |
    +x
    |
    +x
    |
    +x
    |Magical Defense +3

    19th|
    +x
    |
    +x
    |
    +x
    |
    +x
    |

    20th|
    +x
    |
    +x
    |
    +x
    |
    +x
    |Quasi-Elemental Blast 3/day, No Rest[/table]

    Class Features
    All of the following are class features of the Witch-Hunter Kshatriya.


    Detect Magic: Detect magical auras within 60 ft. Functions as a permanent version of the 'Detect Magic' Divination Spell.

    Elemental Net: Summons a net used to entangle enemies, as a throwing action. If entanglement is successful and enemy tries to escape or resist, the net does __ elemental Damage in a permanently chosen element. The net’s maximum range is 10 feet + 2 ft/4 Levels. At 1rst Level it is a small net, 7th Level it is a Medium Net, 16th Level it is a Large Net.

    Summon Familiar:A Witch-Hunter Kshatriya can obtain a unique set of familiars.

    Spoiler: Familiar Table
    Show


    {table=head]Familiar|Size/Type|Hit Dice|Attack|Space/Reach|Abilities|Special|Description

    Talking Tome|Tiny||*|*||Scribe Scroll only cost XP and does not require materials|A talking Magic Book of Infinite Pages

    Elemental Hound|Medium Outsider|3d8+4|Bite +6 melee (1d8+4) Elemental Damage|5 ft./5 ft.|Str 18, Dex 13, Con 16, Int 9, Wis 13, Cha 10| Permanent 'Track by Scent '|A Hound whose attacks do elemental Damage of the Kshatrya's Chosen Element


    [/table]
    * Non-Combatant


    Magical Defense(Ex): An Kshatriya's constant training in countering magic of all types manifests itself as a bonus on saving throws against spells or spell-like abilities. This bonus is +1 at 3rd level, and it increases to +2 at 9th level and to +3 at 18th level.

    Hog Tie(Ex): When a Kshatriya's opponent is Entangled, Pinned, Cowering, Disabled, Held, or otherwise Helpless, he can attempt to hog-tie the opponent. A Kshatriya must have a rope, chain, or manacles in one hand to use this ability.

    Para-elemental Blast:

    Oathmark(Su):This ability magically seals an oath or agreement between two people. The Kshatriya chooses two willing creatures and presses her authority upon them. By accepting her authority and stating their agreement on something (whether a verbal promise, written contract, treaty, or the like), the two creatures are magically linked so that if one breaks the agreement, the other knows it. The expiration of the link does not explain the exact nature of the betrayal, only that it has occurred. If one target dies, the link ends and the other target knows the other party is dead.

    Direct and indirect attempts to violate the agreement end the link; swearing not to kill someone and then hiring someone else to do it is a violation, as is hiring assassins before the agreement with the orders to kill the person later. The link cannot penetrate other planes, areas where magic does not function, or spells such as mind blank that block mind reading. Once the interference ends, the link resumes and determines if the agreement has been broken. The other person in the link knows if the link is blocked, but not why.

    The creature who breaks the agreement is cursed with a raised physical mark on the forehead (or other obvious place) indicating his willing violation of the agreement. The target takes a –4 penalty on Diplomacy checks when dealing with those who dislike oathbreakers. Magical attempts to remove the mark — such as via remove curse — require a successful caster level check (DC 10 + Kshatriya’s character level). Even if the curse is removed, the other party in the agreement still knows of the betrayal. The mark is colored and textured as the Kshatriya chooses, and cannot be hidden with makeup, tattoos, or scars, although greater physical obstructions (such as a long wig or low-hanging hat) can conceal it.

    This is a permanent divination effect. Creating a link is a standard action. The Kshatriya may use this ability up to three times per day.

    Quasi-Elemental Blast:

    No Rest (Ex): A 20th level Kshatriya is ceaseless in his pursuit. As long as he has a designated collar, he is immune to fear, fatigue, exhaustion, and unconsciousness up to a number of rounds equal to his his level. He also gains the benefit of the Diehard feat while using this ability. These rounds need not be consecutive.

    Weapon and Armor Proficiencies: What weapons and armor your class is proficient in the use of!

    All other class features go here (Use the format shown directly below if you don't know what to do.)!

    CLASS FEATURE NAME (Ex, Su, Sp, Ps):
    Last edited by Ra_Va; 2013-10-12 at 08:41 AM.
    High Priest of the Fellowship of Xykon's Blade.
    Member of below-average standing in the Class-Maker Guild.
    Thanks to linklele for my Avatar.

  3. - Top - End - #33
    Titan in the Playground
     
    ClericGuy

    Join Date
    Jan 2013

    Default Re: Base Class Contest XIX - Inner Might

    Champion of the Winds

    "Drift like a leaf on the wind, the Spirits of the Air shall guide you." ~Garrick Valkirk, Champion of the Winds

    There are many who know of those chosen by fate. Some hear the call of the divine, some are lured in by the misshapen promises of unholy forces. But Good, Evil, Law, and Chaos are not the only forces who sometimes seek a champion among mortals. The elemental powers, primal, ancient forces have their own call, ones that few special men and women can hear.

    The Champion of the Winds is someone who heard, and answered the call of the great spirits of the Elemental Plane of Air, acting as their chosen hero on the mortal plane.

    Adventures: Wanderlust is a trait many Champions of the Winds hold in their hearts. The elemental spirits of Air choose those who are kindred in some way, ever moving, ever changing, unable to stop or be contained. Those who hear the divine call are given dreams, prophecies, and even vague signs and hints that drive them on to new locations and new challenges to meet. They are loathe to stay in any one place if they can help it.

    Characteristics: Champions of the Winds are tied to, and draw divine power from the Elemental Plane of Air. It's this divine connection which gives the Champion of the Winds their powers, and choosing to break their bond to those powers, or betray them will result in a loss. Champions of the Winds use their powers to smite their enemies and drift through life with the ease of a summer breeze. They prefer to use their powers to misdirect and come at enemies from unexpected angles to set up singular kill shots, over trading blows with a powerful foe in honorable combat.

    Alignment: The elemental forces which give a Champion of the Winds their powers are beyond, or rather don't see to care, about the petty concerns of Good, Evil, Law, and Chaos. The elemental forces of Air will call forth those of all walks of life, asking only a loyalty to them and their desires, caring little what else you might do with the power they grant. A Champion of the Winds can lose their powers, but not from Alignment so much as blatant, personal, and deep betrayal of the causes of their patron.

    Religion: Champions of the Wind are almost all without religion. This is not because the elemental forces of Air demand any particular aversion of Religion, so much as the nature of restless souls that it calls out to. They demand no formal worship, though some Champions choose to venerate them and meditate on the elemental spirits. Those who seek out divine worship tend to be exceptions, rather than the rule, and often find their faith conflicting with the tasks that their elemental patrons set them towards.

    Background: People do not merely choose to become a Champion of the Winds. Becoming a Champion of the Winds is answering a call, and nurturing a divine spark in your soul that is connected to the realm of Air. The choice comes from if you choose to embrace, or deny this potential within yourself.

    Those few who do recognize the call to become a Champion of Wind often gain their powers as a result of journey and visions. They start to receive dreams and premonitions about some great destination or object which drives them onwards. In the course of this journey they start to develop their powers, using their wits and their talents to achieve whatever task the elemental spirits have set out for them. By the time they reach that destination, or recover that artifact shown in their vision, they have gained the powers of a Champion of the Winds, through divine infusion, or mortal tenacity. There is no universal standard however, though this is the most common among the origins of the Champions.

    Champions of the Winds have no true order or brotherhood. They are a class of lone wanderers and vagabonds who are often loathe to put down roots. They will recognize the talents, and the shared purpose that they have with other Champions of the Winds, but feel no deep kinship beyond a simple acknowledgement.

    Races: Humans tend to be the most likely to answer the call to become a Champion of the Winds, lacking a strong central culture and typically having personalities well suited to adapting new ideas, and fitting in with the ideals of wanderlust and travel that the elemental spirits often ask of them. Similarly Half-Elves and Half-Orcs, being constant outsiders to society often feel the call and the appeal to wander that makes them naturals to this class. Few dwarves or elves ever answer the call. Champions of the Winds in other races tend to be exceptional figures, standing apart from their fellows in ways that don't necessarily have to do with their calling.

    Other Classes: Champions of the Winds get along with most classes reasonably well, and understand the need for others to fill out the roles that their own oaths and temperaments just aren't suited towards. Those who are open to the philosophies of the Elements and their metaphysical states, or capable of enlightened views on the subject are often welcomed companions to the Champion of the Winds. They do not get along well with most druids, and some Clerics due to their often (To the Champion of the Winds at least) humorously false interpretations of Air and Wind. Due to their oaths they do not get along well with those who summon elementals. Their own natural wanderlust often fits them in well with classes who prefer to keep their feet on the road for one reason or another, like Paladins, Rogues, and Bards.

    Role: The Champion of the Winds is a highly mobile warrior, leaping from melee to melee where he dishes out divine, elemental judgement to his foes. Their abilities are well suited to a mobile offense, constantly on the attack and hunting down their foes. Out of combat the Champion of the Winds can call upon favors from the elemental spirits of air to help guide themselves and their companions, providing small boons and favors.

    Adaptation: This class is based a lot around the prevalence of Elemental Enemies in your campaign,and how useful the Elemental Powers are. If you don't want to run a campaign with Elemental Themes, you might consider changing "Smite Elemental" to Smite Lawful, and Sense Elements to Detect Lawful (As the spell, at will). Though I find that adaptation bland, it's probably the most universal and somewhat fitting with the theme. My preference and suggestion instead would be to give their Smite Ability into a Knockback Blow, instead of smiting they use an elemental burst of wind with their strike, forcing a DC (Champion of the Winds Level + Charisma Modifier) Fort Save or be knocked back (Charsima Modifier x 5) feet. If knocked back at least 15 feet, knocked prone. If they hit an obstacle that would stop their movement prematurely, take 1d6 damage for every 5 feet they were stopped short.

    GAME RULE INFORMATION
    Champion of the Winds have the following game statistics.
    Abilities: Strength and Constitution are important as a Champion of the Winds will find himself in heavy combat as she/he uses her/his powers to close with enemies and move around the battlefield. Charisma impacts your special powers from this class. A Charisma score of 14 or higher is necessary for a Champion of the Winds to access his/her most powerful spells, a score of at least 11 is needed to cast any spells at all.
    Alignment: Any, so long as they abide by the Code of Conduct.
    Hit Die: d10
    Starting Age: As a Paladin.
    Starting Gold: 4d6 x 10 gp.
    Class Skills
    The Champion of the Winds class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Escape Artist (Dex), Iajutsu Focus (Cha), Intimidate (Cha), Jump (Str), Knowledge (The Planes) (Int), Perform (Cha), Sense Motive (Wis), Spellcraft (Int), Survival (Wis).

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

    Champion of the Winds
    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|1st|2nd|3rd|4th

    1st|
    +1
    |
    +2
    |
    +2
    |
    +0
    |Elemental Affinity I, Elemental Smite 1/day|-|-|-|-

    2nd|
    +2
    |
    +3
    |
    +3
    |
    +0
    |Spirit of the North Wind, Spirit of the West Wind|-|-|-|-

    3rd|
    +3
    |
    +3
    |
    +3
    |
    +1
    |Winding Winds, |-|-|-|-

    4th|
    +4
    |
    +4
    |
    +4
    |
    +1
    |Elemental Smite 1/day|1|-|-|-

    5th|
    +5
    |
    +4
    |
    +4
    |
    +1
    |Elemental Affinity II, Read the Winds|1|-|-|-

    6th|
    +6
    |
    +5
    |
    +5
    |
    +2
    |Elemental Resistance I|2|1|-|-

    7th|
    +7
    |
    +5
    |
    +5
    |
    +2
    |Elemental Smite 1/day, Spirit of the East Wind|2|1|-|-

    8th|
    +8
    |
    +6
    |
    +6
    |
    +2
    |Smite Aberrations|2|2|1|-

    9th|
    +9
    |
    +6
    |
    +6
    |
    +3
    |Spirit of the South Wind|3|2|1|-

    10th|
    +10
    |
    +7
    |
    +7
    |
    +3
    |Elemental Affinity III, Elemental Smite 4/day|3|2|2|1

    11th|
    +11
    |
    +7
    |
    +7
    |
    +3
    |Elemental Resistance II|3|3|2|1

    12th|
    +12
    |
    +8
    |
    +8
    |
    +4
    |Aether Wind|4|3|2|2

    13th|
    +13
    |
    +8
    |
    +8
    |
    +4
    |Elemental Smite 5/day|4|3|3|2

    14th|
    +14
    |
    +9
    |
    +9
    |
    +4
    |Smite Outsiders|4|4|3|2

    15th|
    +15
    |
    +9
    |
    +9
    |
    +5
    |Elemental Affinity IV|5|4|3|3

    16th|
    +16
    |
    +10
    |
    +10
    |
    +5
    |Elemental Smite 6/day, Elemental Resistance III|5|4|4|3

    17th|
    +17
    |
    +10
    |
    +10
    |
    +5
    |Aether Storm|5|5|4|3

    18th|
    +18
    |
    +11
    |
    +11
    |
    +6
    |Eye of the Storm|6|5|4|4

    19th|
    +19
    |
    +11
    |
    +11
    |
    +6
    |Elemental Smite 7/day|6|5|5|4

    20th|
    +20
    |
    +12
    |
    +12
    |
    +6
    |Elemental Affinity V|6|6|5|4[/table]

    Class Features
    All of the following are class features of the Champion of the Winds:

    Weapon and Armor Proficiencies: Champions of the Winds are proficient with all simple and martial weapons, and with all types of armor (Heavy, Medium, Light), and with shields (except tower shields).

    Elemental Affinity (Ex): A Champion of the Winds power is derived solely from the Elemental Plane of Air and cannot be disguised. Any ability which allows the user to detect elemental presences would detect a greater than normal amount of the Air Element within a Champion of the Winds. (e.g: another Champion of the Winds using the sense elements ability will detect a medium sized Champion of the Winds as a Large source of Air element (Along with also being a medium Earth, Fire, and Water source as humanoids comprise all 4 elements).
    At first level a Champion of the Winds gains the ability to Sense Elements as a spell like ability (As per the Shugenja ability, description follows if you are unfamiliar) at will.
    Spoiler
    Show
    As a full round action a Champion of the Winds can become aware of all sources of one chosen element (Air, earth, fire, or water) within 10 feet of him/herself. The Champion of the Winds learns the size of the objects but not their precise locations or actual nature. By concentrating longer, a Champion of the Winds can either extend her senses or gather more information about the elements she has detected. Each additional round spend in concentration allows the Champion of the Winds to add 5 feet to the radius of her sense ability, to a maximum of 5 additional feet per Champion of the Winds level. Thus, at 4th level Garrick Valkirk can sense elements to a maximum range of 30 feet by concentrating for 5 rounds. Alternatively, the Champion of the Winds can focus on one source of the sensed element per round, attempt a Spellcraft check to determine more about that single item. The amount of information she learns depends on her spellcraft check result:

    20 or higher: Item's general location (5-foot square containing it, or its nearest boundary if it is larger than a 5-foot square).
    25 or higher: Whether the item is natural or a spell effect.
    30 or higher: Whether the item is a creature or object.
    35 or higher: The exact nature of the item.

    In subsequent rounds, a Champion of the Winds can either retry the Spellcraft check on the same object, or focus on a different item, or extend the range of their sense.
    Like many divination effects, the sense elements ability is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

    At 5th level a Champion of the Winds becomes closer to the Elemental ideals that they hold dear, and starts to undergo a partial transformation. A number of times per day equal to their Charisma modifier a Champion of the Winds may consider a d20 roll on an Escape Artist or Jump check as a 20.
    At 10th level a Champion of the Winds unleashes their natural elemental power in their strikes. Anytime they roll a critical hit they may either knock a target prone, back 5 feet per critical multiple on the attack (if stopped short by an obstacle they take 1d6 damage), or Daze the target for a round. These effects occur if you would roll a critical hit, regardless of any immunity to critical hits the target may have.
    At 15th level a Champion of the Winds gains greater mastery over their element and their weapon. On top of the level 10 effects, anytime the Champion of Winds rolls a critical hit, they may teleport up to their movement speed in any direction so long as there is an empty space for them to appear, they may make a second strike against an enemy within 15' at the same attack bonuses and damage, or they may turn invisible, as per Greater Invisibility for Charisma Modifier rounds. These effects occur if you would roll a critical hit, regardless of any immunity to critical hits the target may have.
    At 20th level a Champion of the Winds becomes one with the Elemental Plane of Air. If they are not already they become a native elemental creature with the Air subtype, and is no longer effected by abilities and effects which target humanoids. The Champion of the Winds will cease to age physically (Gaining mental stat bonuses for Aging, but not physical stat penalties), and takes on an otherworldly countenance which reveals their ties to the Elemental Plane of Air. All of the Champion of the Winds elemental resistances are raised by 5, the Champion of the Winds is immune to Critical Hits, Stunning, cannot be sneak attacked or subject to precision damage, and is immune to poisons and diseases.

    Elemental Smite (Su): Starting at first level a Champion of the Winds can channel their divine power to smite hostile and disruptive elementals and creatures with an elemental subtype other than Air once per day. Every 3 levels after 1st, a Champion of the Winds gains another daily use of this ability. When making an Elemental Smite attack a Champion of the Winds adds their Charisma Modifier (If positive) to the Attack roll, and deals 1 extra Air energy damage for every level of Champion of the Winds the smiter possesses. Elemental Smite has no effect on non-elementals or creatures without an elemental subtype unless otherwise stated.
    At 8th level a Champion of the Winds gains the ability to use their Smite on Aberrations.
    At 14th level a Champion of the Winds gains the ability to use their Smite on Outsiders.

    Spirit of the North Wind (Su): A second level Champion of the Winds adds their Charisma modifier to their saving throws (If positive).

    Spirit of the West Wind (Su): A second level Champion of the Winds becomes a conduit for some of the elemental energy of the spirits of the Wind. Spirit of the West Wind comes with a number of "Charges" per day equal to the Champion of the Winds Charisma Modifier times their Champion of the Winds level. They may spend these "Charges in the following ways:
    Any number of Charges: Make a single touch attack as a standard action. The target takes X Air energy damage unless they make a saving throw for half (DC is 10+ the Champion of the Winds level + Charisma Modifier).
    2 Charges: As an immediate action gives a single target the Champion of the Winds touches a +4 Dodge bonus to AC and Reflex Saves.
    5 Charges: Increases the movement speed of a touched target by 5 times the Champion of the Wind's Charisma Modifier feet for a single round.

    Winding Winds (Su): At 3rd level a Champion of the Winds becomes immune to any Slowing or Entangling effects. They exude an aura of freedom that extends to their allies within 10 feet of him/her, which gives everyone within that aura a bonus to saving throws against effects that would impede their movement equal to half the Champion of the Winds Charisma modifier. This ability functions only so long as the Champion of the Winds is not unconscious or dead.

    Spellcasting (Ex): Starting at 4th level a Champion of the Winds may cast divine spells from the Champion of the Winds spell list. A Champion of Winds must choose and prepare his/her spells in advance and apply any Metamagic feats to a spell at the time it is prepared.
    To prepare or cast a spell a Champion of Flame must have a Charisma score equal to at least 10+ the spell level. The Difficulty Class for saving throws against a Champion of the Winds spell is 10+ the spell level + charisma modifier.
    A Champion of the Winds caster level is equal to 1/2 his/her Champion of the Winds level.

    Read the Wind (Ex): At 5th level a Champion of the Winds may enter a strange trance where they open up their senses to the elemental spirits of the wind. It takes 1 minute to enter this trance, and it can be maintained for up to Constitution Modifier (Minimum one) minutes. While in this trance a Champion of the Winds sees aether trails as creatures and objects have moved, for up to 1 minute into the past. Thus a Champion of the Winds can see where a Guard was walking patrol a minute ago, or follow the complete path of a falling leaf from branch to ground even after it already hit the ground. It only shows the location of creatures/objects that have moved, and not what they did. Thus the Champion of the Winds may know that a guard was at a certain spot, but not know if he was there drawing his weapon, just looking around, tying his shoes, setting a trap, etc.

    Elemental Resistance (Ex): At 6th level, a Champion of the Winds gains Air Resistance 5, and Resistance 5 to one other Element of his choice (Earth, Fire, Water, etc) or Air again, raising his Resistance to 10. At this level the Champion of the Winds may use his Spirit of the West Wind to heal himself (If using the damage inflicting option on himself).
    At 11th level, the Champion of the Winds increases his Air resistance by 5 more and can again raise resistance against another two elements by 5, one of them does not have to be the same element he/she chose at 6th level.
    At 16th level, the Champion of the Winds gains an additional 10 Air resistance, and if his Air Resistance is 25 or higher has immunity to Air. The Champion of the Winds also adds 5 to three different elemental resistances of his/her choice.

    Spirit of the East Wind (Su): At 7th level a Champion of the Winds may use one of their Smite Elemental daily uses to empower not only himself, but also his allies with the blessings of the elemental spirits. Allies within 15' of the Champion of the Winds gain a divine bonus equal to his Charisma modifier on ranged attack rolls and AC against Ranged attacks, anyone who moves at least 15' before attacking gains a bonus to attack and damage equal to the Champion of the Winds' Charisma Modifier. This Aura lasts for a number of rounds equal to the Champion of the Winds constitution modifier.

    Spirit of the South Wind (Su): At 9th level a Champion of the Winds gains the ability to manifest a small portion of the greatest elemental spirits of Air through his own body. A Champion of the Winds may use Spirit of the South Wind as a standard action a number of times per day equal to one-third (Rounded down) of his Champion of the Winds level. Manifestations last a number of minutes equal to the Champion of the Winds constitution modifier. Multiple instances of different manifestations may be active at once. Manifesting the same boon that is already active only refreshes it's duration, they do not stack.

    ---The Champion of the Winds gains a +10' bonus to his movement speed, if the Champion of the Winds charges he gains a bonus to damage equal to his Charisma modifier.

    ---The Champion of the Winds increases his critical threat range by 2, this explicitly stacks with other sources of improved critical hit range (Such as Keen weapons and the Improved Critical feat).

    ---The Champion of the Winds may take a free 5' step after any successful attack (Limit Con Modifier times per round, at least one).

    ---The Champion of the Winds gains Improved Uncanny Dodge (referencing Champion of the Winds level on top of other classes that give improved uncanny dodge), and if the Champion of the Winds would flank a target deals extra damage equal to their Champion of the Winds level. Immunity to critical hits or precision damage does not negate this damage.

    Aether Winds (Su): At 12th level a Champion of the Winds uses their mastery of the forces of Air and Magic to spoil the magics of others. By using a use of their Elemental Smite, they can make an immediate action to try to counter a spell targeted on them, or someone adjacent to them. The Champion of the Winds must be aware of the spellcaster, with line of sight to them, and the ability to identify the spell they are casting. You make a Dispel Check (DC 11 + Spell Level) by rolling 1d20 + Champion of the Winds level + Charisma Modifier. Success negates the spell completely.

    Aether Storm (Su): At 17th level a Champion of the Winds ability to use the Aether Winds improves dramatically. It still costs a use of their Elemental Smite. They may use the ability against any spell they detect being cast (As opposed to only singular target spells), on a successful Dispel Check (DC 11 + Spell level) by rolling 1d20 + Champion of the Winds Level + Charisma Modifier, the area within 15' of the Champion of the Winds is not effected by the spell. Creatures/Objects within the area aren't effected, objects and effects don't manifest within the area. Example: If someone dropped an Evard's Black Tentacles centered on the Champion of the Winds, and he successfully used this ability, there would be a 15' radius area of 'nothing' centered on the Champion of the Winds, but the tentacles would still exist between 15' and 20' away from him.

    Eye of the Storm (Su): At 18th level a Champion of the Winds can unleash the full fury of the Elemental forces of Air upon the battlefield. Once per day he can activate Eye of the Storm, which lasts for his Constitution Modifier in Rounds. Creatures within 5-10' of the Champion of the Winds at the start of his turn, or the start of their turn must make a DC 25 Balance check or be knocked prone. Creatures within 15-25' of the Champion of the Winds must make a DC 30 Balance check instead, and take 2d6 damage from flying debris. Creatures 30' feet away make a DC 20 balance check or be knocked prone. Spells the Champion of the Winds casts while using Eye of the Storm are Maximized and Empowered for free. Enemies attempting to move through the area must make a balance check for their zone, or be knocked prone instead. Ranged attacks which cross this effect are whipped aside and will instead hit any creature in the 15-25' zone.

    Code of Conduct: A Champion of the Winds is a divine crusader for the Elemental Spirits of Air. As such there are certain standards they are held to in order to maintain their gifts, though the Elemental Spirits care little for Law, Chaos, Good, and Evil, and do not create edicts which favor alignments. Should the code ever be broken, a Champion of the Winds loses all class abilities other than Spellcasting, and cannot gain levels in Champion of the Winds until they receive an Atonement spell on their behalf or achieve a proper quest to regain the spirits' favor.

    A Champion of the Winds is a mortal champion of the Elemental Spirits upon the world. They value the freedom of the skies and orderly progress of the winds. They are forbidden to traffic with, and aid those who seek to bind elementals. They can "Associate", the Elemental Spirits care little for the actions of others, compared to the actions of their champion, but they must not help others bind, enslave, or otherwise use elementals against their will. They must never destroy a peaceful, innocent elemental. Elementals summoned by others, or evil ones who attack you first, are fair game, as they have fallen from the balance or been ripped out. A Champion of the Winds is forbidden to personally bind or enslave elementals for any purpose (Temporary summonings are acceptable, but calling, binding, using them to fuel golems, etc, is not).

    Champion of the Winds Spell List:

    1st level:
    Daze, Ghost Sound, Guidance, Feather Fall, Expeditious Retreat, Obscuring Mist, Magic Weapon, Summon Monster I (All creatures called are considered Air Elemental types, thus Air Hawk, Air Raven, Air Ow, rather than Fiendish and Celestial), Entropic Shield, Longstrider, Comprehend Languages.

    2nd Level:
    Wind Wall, Eagle's Splendor, Remove Paralysis, Summon Monster II (All creatures called are considered Air Elemental type), Silence, Levitate, Yari of Air, Gust of Wind, Resist Elements.

    3rd Level:
    Clairaudience/Clairvoyance, Haste, Gaseous Form, Summon Monster III (All creatures called are considered Air Elemental type), Fly, Blink, Greater Magic Weapon, Keen Edge, Remove Curse.

    4th Level:
    Break Enchantment, Dimension Door, Solid Fog, Summon Monster IV (All creatures called are considered Air Elemental type), Freedom of Movement, Air Walk, Tongues, Sending, Control Winds.
    Last edited by ArcturusV; 2013-10-14 at 05:24 AM.
    Currently sick as a dog and unable to focus properly. Will heal soon.

  4. - Top - End - #34
    Pixie in the Playground
    Join Date
    Sep 2012

    Default Re: Base Class Contest XIX - Inner Might

    Raveler

    Image! Another Image!

    We cannot turn the clock back nor can we undo the harm caused,
    but we have the power to determine the future and to ensure that
    said future lasts as long as possible.
    -Eon Sarlo Augerchrome, Founder of the Order of Ravelers

    The Inner Planes form an octahedron, with the various elemental, energy, para-elemental, and quasi-elemental planes forming the vertices and edges. However, few pioneers have ever attempted to explore the center, where all 18 planes meet.

    Those who do, find the Apocalypse Clock (Knowledge: The Planes check, DC 30).

    Born of the marriage between an insane Primus Modron and Ygorl, the Slaad Lord of Entropy, the unknowable and bizarre Apocalypse Clock exists in an infinite number of dimensions. It seeks to undo all of creation by unwinding the grand tapestry of the multiverse back into its constituent elements, a process called the Great Raveling. The Clock sits in a boiling sea of energies and matter, a Maelstrom of decaying planes that grows ever so slowly as it is fed by the Clock.

    Ravelers have discovered a way to subvert the unwinding of the Apocalypse Clock, thereby slowing the growth of the Maelstrom and the advancing doom of reality. This is accomplished through the use of Projections, small extrusions of the Clock onto other planes, which can slow the Apocalypse Clock in small increments, by siphoning off small amounts of the Apocalypse Clock's devastating power to strip individual elements from the wielders' targets, transferring some of the benefit to the wielders in the process.

    Adventures: A soon-to-be Raveler, like many other fledgling adventurers throughout history, stumbles upon an eldritch device that will change his life: a Personal Clock. Once he has (unwittingly) bonded with that Clock, he discovers that separating his enemies from their lives (and worldly goods) becomes much easier for him, and his normal adventuring wanderlust kicks in with a fiery passion.

    Characteristics: As appropriate for a class about weaving and raveling the disparate threads of the multiverse, a Raveler occupies a sort of hybrid role in the party, with equal parts buffing and support, debuffing enemies, and melee or ranged combat.

    Alignment: Ravelers are most commonly Lawful, as they oppose the entropy the clock produces, or Neutral, as they seek to balance the destruction of the clock. However, just because someone is Chaotic does not necessarily mean they want to destroy the multiverse, and even evil creatures tend to want a multiverse to employ their schemes or satisfy their whims and urges in.

    Religion: Most Ravelers begin with the religions they were brought up with. However, many Ravelers abandon their previous faiths to dedicate themselves fully to an even higher calling: that of preserving the fabric of the multiverse itself. Beside such weighty matters, the worship of petty gods and their squabbles seem rather pedestrian.

    Background: Thanks to the unorthodox distribution of Clock Projections by the Order of Ravelers (see New Affiliation below), Ravelers come from any and all backgrounds. All that's required is a modicum of curiosity and a helping of adventuring wanderlust.

    Races: Similarly, any race can become a Raveler; however, races with a surfeit of curiosity and wanderlust, such as halflings and humans, make up a disproportionate fraction of Ravelers. Planetouched are also more likely to become Ravelers than other races, as in their research into ancestral lands they are more likely to stumble upon the Apocalypse Clock by accident.

    Other Classes: Wizards and artificers are often fascinated by a Raveler's methods. Archivists are amazed to discover such incredible artifacts have gone unknown to them. Rogues, and especially Spellthieves, appreciate the elemental thievery performed by Ravelers. Druids respect the balancing act that Ravelers perform on a daily basis. Clerics and tend toward the most conflict with Ravelers, as their views on the end of the Multiverse (i.e., the Apocalypse Clock) rarely dovetail with the tenets of organized religions. Rangers, bards, and barbarians don’t give a ****.

    Role: A Raveler can be an asset to any party, thanks to his multi-role contributions, particularly when it comes to buffing. However, even a well-designed Raveler shouldn't step on any other class's toes, instead acting as a supplement to more specialized skill sets.

    Adaptation: A monastic setting might involve a raveler stealing ki from a target’s different chakras. In a tribal setting, a raveler might attack with various animal spirits which give him benefits while taking from his enemies. In a science fiction setting, a raveler might use a brain scanner to borrow portions of his target’s psyche.

    GAME RULE INFORMATION
    Ravelers have the following game statistics.
    Abilities: Wisdom determines the save DCs for the Ravelers abilities, and high physical scores will help the Raveler in combat. Of course, a high Intelligence for more skill points is always useful.
    Alignment: Any.
    Hit Die: d8
    Starting Age: As Ranger.
    Starting Gold: As Ranger.

    Class Skills
    The Raveler's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (any)(Int), Disable Device (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Arcana, History, Religion, The Planes)(Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (any)(Wis), Search (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis), and Use Magic Device (Cha).

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

    Raveler
    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
    1st|+0|+2|+0|+2|Personal Clock, Ravel (Elemental)
    2nd|+1|+3|+0|+3|Planar Native (Lesser)
    3rd|+2|+3|+1|+3|Share Ravel (1)
    4th|+3|+4|+1|+4|Ravel (Energy)
    5th|+3|+4|+1|+4|Weave of Nature
    6th|+4|+5|+2|+5|Incarnate Threads (Small), Planar Native (Greater)
    7th|+5|+5|+2|+5|Multi-ravel (2)
    8th|+6/+1|+6|+2|+6|Ravel (Para-Elemental)
    9th|+6/+1|+6|+3|+6|Share Ravel (2)
    10th|+7/+2|+7|+3|+7|Greater Weave of Nature
    11th|+8/+3|+7|+3|+7|Planar Native (Perfect), Powerful Raveling
    12th|+9/+4|+8|+4|+8|Incarnate Threads (Medium), Ravel (Quasi-Elemental)
    13th|+9/+4|+8|+4|+8|Multi-ravel (3)
    14th|+10/+5|+9|+4|+9|Swift Ravel
    15th|+11/+6/+1|+9|+5|+9|Share Ravel (Radius)
    16th|+12/+7/+2|+10|+5|+10|Ravel (Quasi-Elemental)
    17th|+12/+7/+2|+10|+5|+10|Raveling Burst
    18th|+13/+8/+3|+11|+6|+11|Incarnate Threads (Large)
    19th|+14/+9/+4|+11|+6|+11|Multi-ravel (4)
    20th|+15/+10/+5|+12|+6|+12|Immediate Ravel, Raveling Aura
    [/table]

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

    Weapon and Armor Proficiencies: Ravelers are proficient with all simple weapons and one martial weapon of their choice. In addition, they are proficient with all non-exotic armor, and with shields (but not tower shields).

    Personal Clock: All Ravelers possess an extrusion of the Apocalypse Clock, which can be in the form of any timekeeping device, such as an hourglass, pocket watch, or small mantle clock. In the hands of anyone other than the Raveler to which it is attuned, the device does nothing other than its normal timekeeping purpose, though many report feeling slightly unsettled while holding it, but are unable to say why. In the possession of a Raveler however, his personal clock allows him access to the powerful magic of Apocalypse Clock, which he can use to devastating effect when raveling. If a Raveler’s personal clock is damaged or destroyed, he may repair/rebuild it over 12 hours with a DC 15 Craft (Timepiece) check.

    Ravel (Su): Ravelers channel the power of the Apocalypse Clock through their personal clock, and into their attacks. Whenever the Raveler uses a standard or full-attack action to attack an enemy with a weapon attack (including unarmed strikes and natural attacks, and either ranged or melee), but not more than once per round, he siphons off a portion of The Clock’s power to strip off an element from his target. While this would seem to further the effects of The Clock, raveling in this way (i.e. through a Personal Clock) is only temporary, and due to transfer inefficiencies, requires far more of The Clock’s power than would be expected; thus, the loss of power slows The Clock for a time.
    Raveling is a very unpleasant process for the target. All raveling attacks do an additional amount of damage equal to 1d4 for every 2 Raveler levels (minimum 1). Alternatively, if the Raveler does not have a weapon handy, he may make a melee touch attack which deals the normal raveling bonus damage. In addition, the target suffers a penalty, and the Raveler gains a bonus, depending on the element stripped off (detailed below). Unless otherwise specified below, save DCs equal 10 + ½ Raveler level + Wisdom modifier. The penalty and bonus both last for a number of rounds equal to 1 + the number of bonus damage dice. At 1st level, the Raveler can strip off any one of the primary elements. At 4th level, he may strip off one of the energies; at 8th level, one of the para-elements; at 12th level one either the quasi-positives or quasi-negatives (choose which group); at 16th level, the other group of quasi-elements. Multiple applications of the same benefit or penalty do not stack unless otherwise noted in the detailed descriptions below.

    Primary Elements
    Spoiler
    Show
    • Air: Your bonus raveling damage is [Sonic] damage.
      • Raveler Bonus – You can glide, negating damage from a fall of any height and allowing 20 feet of forward travel for every 5 feet of descent. You glide at a speed of 30 feet (average maneuverability). Even if your maneuverability improves, you can't hover while gliding, and you can't glide while carrying a medium or heavy load. If you become unconscious or helpless while in midair, you descend in a tight corkscrew and take only 1d6 points of falling damage, no matter what the actual distance of the fall. At 5th level, you can fly at a speed of 40 feet (average maneuverability). At 10th level, your flight speed increases to 80 feet (good maneuverability). At 15th level, you can fly at 120 feet (perfect maneuverability).
      • Target Penalty - Your target cannot breathe, as per the rules for suffocation; the target can hold its breath for 2 rounds per point of Constitution, as normal, before it must begin making Constitution checks.
    • Earth: Your bonus raveling damage is Slashing damage.
      • Raveler Bonus – You gain a Burrow Speed equal to 10 feet for every 3 Raveler levels (minimum 10 feet).
      • Target Penalty – Your target counts as one size category smaller for every 5 Raveler levels (minimum 1 size category) whenever it would be detrimental.
    • Fire: Your bonus raveling damage is [Fire] damage.
      • Raveler Bonus – You gain resistance to [Cold] equal to your Raveler level.
      • Target Penalty – Your target suffers from mild hypothermia (see Frostburn p10 for details). At 8th level, suffer from moderate hypothermia, and at 15th level, suffer from severe hypothermia. Make a Fortitude save to decrease the severity of hypothermia by one step.
    • Water: Your bonus raveling damage is Bludgeoning damage.
      • Raveler Bonus – You gain a Swim Speed equal to 10 feet for every 3 Raveler levels (minimum 10’).
      • Target Penalty – Your target suffers from dehydration (see Sandstorm p15 for details) if it fails a Fortitude save.

    Energies
    Spoiler
    Show
    • Negative: Your bonus raveling damage is Negative Energy damage.
      • Raveler Bonus – You gain 1 temporary hit point per Raveler level.
      • Target Penalty – Your target immediately heals 1d4 points of ability damage to the ability score of its choice, as per lesser restoration. At 10th level, you may choose to instead remove 1 negative level from the target. If the target is undead, it instead takes 1d4 points of Strength damage (Fortitude save to negate) or receives 1 negative level, even if it would normally be immune to ability damage or negative levels.
    • Positive: Your bonus raveling damage is Positive Energy damage.
      • Raveler Bonus – You gain fast healing equal to half your Raveler level.
      • Target Penalty – Your target gains one negative level if it fails a Fortitude save (DC = 5 + ½ Raveler level + Wisdom modifier). At 10th level, the DC increases to 10 + ½ Raveler level + Wisdom modifier.

    Para-Elements
    Spoiler
    Show
    • Ice (Air/Water): Your bonus raveling damage is [Frostburn] damage.
      • Raveler Bonus – Icicles sprout from your body, which you can attack with as if they were +1 Icy Burst Armor Spikes. In addition, any creature attacking you with a natural or non-reach weapon takes damage from the icicles.
      • Target Penalty – Your target suffers an effect similar to that of the heat metal spell, except that the number and size of all damage dice increases by one step (none -> 1d6, 1d4 -> 2d6, 2d4 -> 3d6).
    • Magma (Earth/Fire): Your bonus raveling damage is half [Fire] damage and half Bludgeoning damage.
      • Raveler Bonus – Your body bursts into flames. While you and your equipment are unaffected, any creature that grapples you, is grappled by you, or attacks you with an unarmed strike, a natural attack or a touch attack automatically suffers 1d6 fire damage for every two Raveler levels you have, with no save.
      • Target Penalty – Your target suffers an effect similar to that of the chill metal spell, except that the number and size of all damage dice increases by one step (none -> 1d6, 1d4 -> 2d6, 2d4 -> 3d6).
    • Ooze (Earth/Water): Your bonus raveling damage is [Acid] damage.
      • Raveler Bonus – You have a 25% chance of negating critical hits and precision damage. At 11th level, this increases to 50%; at 14th level, this increases to 75%; at 17th level, you gain immunity to critical hits and precision damage.
      • Target Penalty – Your target must make a Fortitude save or be paralyzed.
    • Smoke (Air/Fire): Your bonus raveling damage is half [Fire] damage and half [Sonic] damage.
      • Raveler Bonus – You gain concealment. At 15th level, you gain total concealment. This ability is not an illusion effect, and is not negated by anything short of the true seeing spell.
      • Target Penalty – Your target loses any concealment it has, regardless of the source, and its total concealment (if applicable) is reduced to concealment. At 15th level, your target loses total concealment as well.

    Quasi-Negative Elements
    Spoiler
    Show
    • Ash (Neg/Fire): Your bonus raveling damage is half [Acid] and half [Cold] damage.
      • Raveler Bonus – You gain resistance to [Fire] equal to your Raveler level.
      • Target Penalty – Your target cannot benefit from healing (natural or magical) for the duration of the effect. This includes fast healing; however, a creature with regeneration still converts damage to nonlethal as normal.
    • Dust (Neg/Earth): Your bonus raveling damage is [Acid] damage.
      • Raveler Bonus – You gain the benefit of the freedom of movement spell.
      • Target Penalty – Your target must make a Fortitude save or be petrified for the duration.
    • Salt (Neg/Water): Your bonus raveling damage is [Dessication] damage.
      • Raveler Bonus – You gain resistance to [Acid] equal to half your Raveler level.
      • Target Penalty – Your target must make a Will save or be confused, and a Fortitude save at the same DC or be sickened.
    • Vacuum (Neg/Air): Your bonus raveling damage is [Force] damage.
      • Raveler Bonus – You do not need to breathe. In addition, you gain resistance to [Sonic] equal to half your Raveler level.
      • Target Penalty – Your target's encumbrance increases by one step (no load -> light load -> medium load -> heavy load -> double max load -> immoblilized). See Carrying Capacity for details on how encumbrance affects movement and combat.

    Quasi-Positive Elements
    Spoiler
    Show
    • Lightning (Pos/Air): Your bonus raveling damage is [Electricity] damage.
      • Raveler Bonus – You gain the effects of the haste spell.
      • Target Penalty – Your target suffers the effects of the slow spell.
    • Mineral (Pos/Earth): Your bonus raveling damage is Piercing damage.
      • Raveler Bonus – You gain hardness equal to ½ your Raveler level (or increase existing hardness by the same amount).
      • Target Penalty – Your target’s hardness is decreased by 1 for every 3 Raveler levels (to a minimum of 0). If the target does not have any hardness, instead decrease its existing damage reduction by the same amount.
    • Radiance (Pos/Fire): Your bonus raveling damage is [Fire] damage.
      • Raveler Bonus – You gain the ability to see invisible and ethereal creatures, as per the see invisibility spell. At 17th level, you instead gain the effects of the True Seeing spell.
      • Target Penalty – Your target must make a Fortitude save or be blinded. Targets immune to blindness, or targets whose blindness is healed before the duration of this effect expires, are dazzled for the duration.
    • Steam (Pos/Water): Your bonus raveling damage is [Rimefire] damage.
      • Raveler Bonus – You and all your equipment gain the Incorporeal subtype.
      • Target Penalty – Your opponent must make a Will save or be affected as if by the calm emotions spell. This is not an [enchantment] or [mind-affecting] effect.


    Planar Native (Ex/Su): Constant exposure to the elemental powers of The Clock creates gradual changes in the body of a Raveler, at first giving him a small tolerance to the extremes of his environment, and later, the freedom to travel unimpeded among the primal elements.
    • Lesser – At 2nd level, the Raveler permanently gains the effects of Endure Elements. This is an extraordinary ability, as the changes are in his physical body.
    • Greater – At 6th level, the Raveler permanently gains the effects of Avoid Planar Effects, but only for the inner planes. This is an extraordinary ability, as the changes are in his physical body. In addition, the Raveler can grant allies near to him his lesser protection. All allies within 30 feet of the Raveler gain the benefit of Endure Elements (this portion of Greater Planar Native is a Supernatural ability).
    • Perfect – At 11th level, the Raveler becomes able to grant nearby allies his greater protection. All allies within 30 feet of the Raveler gain the benefit of Avoid Planar Effects, but only for the inner planes. This is a Supernatural ability.


    Shared Ravel (Su): Beginning at 3rd level, Ravelers learn how to share the benefits their raveling gives them. Each time he makes a successful raveling attempt, the Raveler may choose to share the benefit of his raveling with any one ally within 30 feet. If he successfully ravels more than once in a round, he may choose a different ally for each attempt. At 9th level, he may share with any two allies within 60 feet. At 15th level, all allies within 30 feet may gain the benefit of all successful raveling attempts.

    Weave of Nature (Su): Ravelers of 5th level have gained some measure of proficiency and control with their clock, allowing them to gain a greater benefit by raveling a bit of the powerful elements in their surroundings. As a full round action, the Raveler may ravel a single element or energy of his choice from nature around them. This does no damage and applies no penalty, but the Raveler gains the normal benefit, for a duration equal to one minute per die of bonus raveling damage. This benefit may be shared through his Share Ravel ability. However, you (and others) cannot benefit from this ability more than once simultaneously; if this ability is used while a previous benefit of this ability is in effect, the new benefit replaces the previous one, and the duration resets.

    Incarnate Threads (Su): When a Raveler achieves 6th level, he learns to weave the elements he works with into creatures. Whenever he uses his ravel ability to strip an element, he may choose to forego the usual benefit from raveling to instead form the element he strips into a Small elemental of the same type. The created elemental is a normal creature of its type and kind, except that it has a total (and maximum) number of hit points equal to the amount of bonus damage you dealt with your ravel ability. The elemental you create is under your control as if summoned by a conjuration (summoning) spell, though effects which alter summoning spells do not affect this ability.

    Weaving the elements this way is inherently unstable, however, so the elemental loses 2 hit points per round of its existence. It otherwise lasts until destroyed. You cannot control more elementals with this ability than the total number of elements you can ravel in a round; creating additional elementals causes the oldest previous elementals to be destroyed. At 12th level, you may create a Medium elemental with this ability (with double the hit points), and at 18th level you may create a Large elemental (with triple the hit points).

    Multi-Ravel (Su): At 7th level, the raveler has become proficient enough at controlling the power he steals from the Apocalypse Clock that he can ravel two elements (or energies) in the same round. He may apply both ravels to the same attack, or divide them among the attacks he makes however he likes. The distribution must be announced before any attacks are made, and the same element (or energy) cannot be raveled from the same target more than once in a given round. If the ravels are split among multiple attacks, each raveling attack gains bonus damage as normal; however, if the raveler applies more than one ravel to the same attack, that attack (if successful) gains only one instance of bonus damage, which is equally divided between all damage types granted by the elements he is raveling. In either case, the raveler may choose any two elements (or energies) he could strip, even if they are diametrically opposed, and the penalties and benefits from both are applied. At 13th level, the raveler may ravel three times in the same round (divided between one or more attacks), and at 19th level he may ravel four times in the same round.

    Greater Weave of Nature (Su): At 10th level, the Raveler has learned to unlock even more power from his surroundings with each ravel. With each use of his Weave of Nature ability, he may ravel two elements or energies, and the duration increases to 1 hour per die of bonus raveling damage. Multiple uses still overlap, and do not stack.

    Powerful Raveling: Starting at 11th level, Ravelers can channel more of The Clock’s power with every raveling attempt, increasing the bonus damage from d4’s to d8’s.

    Swift Raveling (Su): Beginning at 14th level, once per round the Raveler may make one raveling touch attack as a swift action.

    Raveling Burst (Su): At 17th level, the Raveler masters one of the greatest powers of his personal clock. As a standard action, he may unleash some of the Apocalypse Clock’s powers as a 30 foot radius burst at medium range (100’+10’/Raveler level), stripping out up to one fewer than his maximum number of elements and/or energies. All enemies within the area automatically affected by the raveling damage (Reflex Save for half damage, DC 10 + 1/2 Raveler Level + Wisdom modifier) and suffer the penalties, while the Raveler gains one set of benefits as normal.

    Immediate Raveling (Su): At 20th level, the Raveler may make his Swift Raveling attack as an immediate action instead of a swift action. He may not take more than one such attack per round.

    Raveling Aura (Su): At 20th level, raveling has become so instinctive to him that the Raveler projects an aura which, under the correct conditions, can automatically ravel a creature targeting him with an effect. Choose an element or energy you can ravel, and one of the following categories: natural and non-reach weapons, reach weapons and ranged attacks, targeted spells and spell-like abilities. Whenever you are affected by an effect in the chosen category, the source of that effect is automatically raveled of the chosen element or energy, suffering the penalty and bonus raveling damage as normal, while you gain the benefit. As a swift action, you may change either the element or energy to ravel, or the category of effect.




    NEW AFFILIATION: The Order of Ravelers

    Symbol!

    Symbol: A clock.
    Background & Goals: Over grand millennia, a dedicated few who prefer the multiverse remain existing have formed the Order of Ravelers. Led by the brilliant and erratic Gnomish artificer Sarlo Augerchrome, the Order furthers their goals by crafting Projections which bond irrevocably with anyone who activates them, and passing them along to unsuspecting adventurers (either by way of mysterious and gregarious merchants, or by hiding them in obvious places among abandoned ruins). The conscripted Ravelers unwittingly slow the destruction of the multiverse, and are only given knowledge of the Order's true goals when they have achieved a significant level of personal growth and experience.
    The Order makes its headquarters inside the Maelstrom at the center of the Inner Planes, thus allowing them to keep an eye on the Apocalypse Clock, and to send its projections all over the multiverse for adventurers to find. Contrary to their name, the Order does contain non-Raveler members. These are all experienced planar travelers – most often Wizards, Artificers, and Wu-Jen – who, upon discovering the clock (and the Order) decided to join and help further the Order’s goals. In addition to the members who travel across the multiverse distributing and using Clock Projections, there are some members who remain in the Maelstrom, studying the Apocalypse Clock itself in the hopes of finding a direct solution.
    Type: Cabal
    Members: Ravelers, as well other planar travelers who have witnessed the Apocalypse Clock, and wish to oppose its purpose.
    Scale: 20 (Cosmos)
    Membership Requirements: Must bear a Personal Clock or have seen the Apocalypse Clock.

    {table=head]Criterion|Affiliation Score Modifier
    {colsp=2}
    One-time
    |
    Character Level|+1/2 PC’s level
    Levels in Horizon Walker, Planar Shepherd (Inner Plane), Planeshifter, Raveler, Shugenja, or Wu Jen|+2/class
    6+ Levels in Raveler|+2
    5 or more ranks in Craft (Timepiece, Weaving), Disable Device, Knowledge (Arcana, The Planes)|+1/skill
    10 or more ranks in Craft (Timepiece, Weaving), Disable Device, Knowledge (Arcana, The Planes)|+1/skill
    Ability to Wildshape into an Elemental, an Elemental Companion, access to an Elemental Domain, ability to channel Positive or Negative energy, an Elemental Graft|+1 each
    Elemental Type, [Elemental] subtype, [Energy] subtype, Elemental Bloodline, Race which is descended from a denizen of the inner planes|+1
    Elemental Bloodline feats, Elemental Heritage feats, Summon Elemental reserve feat, Devotion feats for an Elemental domain|+1/feat
    Worshipping Ygorl, or dedicating yourself to an Elder Evil whose goals include destroying the multiverse|-5
    {colsp=2}
    Multi-use
    |
    Destroying a creature through raveling|+1+creature’s CR/6
    Knowingly destroying another member of the order|-5
    Unknowingly destroying another member of the order|-2
    Destroying a Raveler’s Personal Clock|-1
    Hastening the effects of the Apocalypse Clock|-10
    [/table]


    {table=head]Affiliation Score|Title: Benefits and Duties
    3 or lower|Seconds: No affiliation.
    4-10|Minutes: You are a low-level Raveler, or a planar traveler who has heard of the Apocalypse clock, but never visited. Gain a +2 circumstance bonus to Knowledge (The Planes) checks for information with regards the Inner Planes and their denizens.
    11-20|Days: You have gone through the first initiation into the Order, personally witnessing the Apocalypse Clock, and learning of the Order’s goals and methods, but must now guide at least one new member per year through the same process. You have spent enough time around the Apocalypse Clock that you have developed resistance to lesser forms of raveling. You are now immune to the negative effects of a Raveler’s raveling ability. In addition, you gain a +2 circumstance bonus on social checks and social skill checks with denizens of the Inner Planes.
    21-30|Years: You are privy to most of the Order’s secrets, and oversee the Order’s operations on a particular plane. In any city of at least 25,000 people, you can find at least one other member of the Order who will grant you shelter and/or aid (such as he can). In addition, if you or an ally within 30’ planeshifts to the inner planes, the attempt is made with perfect accuracy. You must spend at least 48 hours each month making or distributing Clock Projections.
    31 or higher|Millenia: You’re a paragon of the Order, and work closely with Eon Augerchrome to develop Order policies and missions. You may Planeshift once per day as a spell-like ability with your caster level equal to ½ your affiliation score, to anywhere in the Inner Planes, including the location of the Apocalypse Clock.
    [/table]
    Affiliation titles are a reflection of the amount of time the Order believes a member will have slowed the Apocalypse Clock upon reaching a given level.

    Executive Powers: Craft, Gift, Research

    *Inspiration from sirpercival
    Last edited by FireInTheSky; 2013-10-16 at 11:01 PM.

  5. - Top - End - #35
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    Default Re: Base Class Contest XIX - Inner Might

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