Results 1 to 1 of 1
Thread: Orb Sheltered (In Progress)
- Join Date
- Feb 2013
Orb Sheltered (In Progress)
Design: The orb sheltered is an attempt to make a summoner type class with a very weak summoner (relative to other DnD classes) and a powerful guardian. This is supposed to result in the same sort of effect as "the fighter defending the level 1 wizard" but all in one character. I understand there are ways to accomplish this already, but I don't really like the feel of most of those options (leadership for a weak cohort, steroiding an animal companion, etc) and they tend to give way more than I want (one billionty followers, spellcasting, etc). While the Orb Sheltered will have small abilities to defend himself, most of his capability comes from his orb. After summoning, the orb guarding does have a nice advantage in action economy despite the fact that he himself is fairly weak.
Orb Sheltered: Orb Sheltered are those who wander the material plane, loners at heart, they seek few companions and desire solitude. They are fragile to the point that most people consider them very ordinary. However, they do have one companion, something that understands them and guards them, an Orb Guardian.
Spoiler: Orb Sheltered
Hit Dice: d4
Class Skills: Bluff, Concentration, Diplomacy, Disguise, Escape Artist, Hide, Knowledge: Dungeoneering, Knowledge: Local, Move Silently, Sense Motive, Survival.
Skill Points per Level: 4 + Int
Level Base Attack Bonus Fort Ref Will Special 1rst level Spell-Like Abilities/Day 2nd level Spell-Like Abilities/Day 3rd level Spell-Like Abilities/Day 1 +0 +0 +0 +2 Obtain Guardian, Call Orb 1/day 2 +1 +0 +0 +3 3 +1 +1 +1 +3 4 +2 +1 +1 +4 Call Orb 2/day 5 +2 +1 +1 +4 1 6 +3 +2 +2 +5 1 7 +3 +2 +2 +5 1 8 +4 +2 +2 +6 Call Orb 3/day 2 1 9 +4 +3 +3 +6 2 1 10 +5 +3 +3 +7 2 1 11 +5 +3 +3 +7 3 2 1 12 +6/+1 +4 +4 +8 Call Orb 4/day 3 2 1 13 +6/+1 +4 +4 +8 3 2 1 14 +7/+2 +4 +4 +9 4 3 2 15 +7/+2 +5 +5 +9 4 3 2 16 +8/+3 +5 +5 +10 Call Orb 5/day 4 3 2 17 +8/+3 +5 +5 +10 4 4 3 18 +9/+3 +6 +6 +11 4 4 3 19 +9/+3 +6 +6 +11 4 4 3 20 +10/+4 +6 +6 +12 Call Orb 6/day 4 4 4
Armor and Weapon proficiency: The Orb Sheltered is proficient with simple weapons and light armor but not with any shields.
Obtain Guardian/Call Orb: The Orb Sheltered is the master of a powerful Orb Guardian that arrives at his call or when harm comes his way. At first level the Orb Sheltered gains an Orb Guardian that grows in power as he levels up. The Orb Guardian he gains is chosen at level 1 and is one of those described below, once this decision is made it cannot be changed as he and the Orb Guardian are bonded for life. The Orb Guardian levels at the same time as the Orb Sheltered. The Orb Guardian follows the instructions of the Orb Sheltered as well as it possibly can, even willingly dying if the Orb Sheltered requests it.
At first level the Orb Sheltered may call the Orb Guardian as a standard action once per day, this limit increases every four levels after the first. Once called the Guardian remains present and within 100ft of the Orb Sheltered at all times for a number of rounds equal to 3 + the Orb Sheltered's Constitution Modifier. Calling the Orb Guardian is a Supernatural Ability, though the Orb Guardian itself is not a summon and does not disappear in the presence of an Anti-Magic Field or equivalent after it has been called.
Finally, if the Orb Sheltered would be harmed in any way (any non-harmless spell effect, hit point damage, ability damage, ability drain, or any other effect) the Orb Guardian will appear as if it had been continuously readying an action to appear if the Orb Sheltered was harmed in anyway. The Orb Guardian will then relentlessly attack the source of damage, stopping only if the Orb Sheltered is under threat of something else (in which case it can be commanded normally) or if the Orb Sheltered succeeds on a DC20 Concentration check to command the Orb (the check is only made once, failure requires the Orb Sheltered to wait 1 round before trying again). If the source of the damage is the Orb Sheltered itself, the Orb Guardian will appear but will not commit to any action unless there is a threat to the Orb Sheltered nearby. The orb arriving due to damage or a harmful effect does not spend one of the Orb Sheltered's Callings for the day as the Orb is arriving by its own power.
Spoiler: Orb Guardian
HD: D10 (20 bonus points due to construct size)
Saves: No good Saves
Skill Points: 2+ Int
Attributes: Str 16, Dex 10, Con --, Wis 10, Int --, Cha 16
HD Features 1rst Level Sp 2rst Level Sp 3rst Level Sp 4rst Level Sp 5rst Level Sp 6rst Level Sp 7rst Level Sp 8rst Level Sp 9rst Level Sp
Last edited by Oko and Qailee; 2015-03-09 at 12:29 PM.(Currently afk halfway across the country.)