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  1. - Top - End - #1
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    Jormengand's Avatar

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    Default The Living Saint (Class in 30 minutes; PEACH)

    Level BAB Fort Ref Will Special
    Rebirth
    1st +1 +2 +0 +2 Rebirth, Shield Other
    1/day, 1d6
    2nd +2 +3 +0 +3 Gift of the Martyr
    1/day, 1d6
    3rd +3 +3 +1 +3 Cure Light Wounds 1/day
    1/day, 2d6
    4th +4 +4 +1 +4 Gift of the Martyr
    2/day, 2d6
    5th +5 +4 +1 +4 Cure Moderate Wounds 1/day
    2/day, 3d6
    6th +6/+1 +5 +2 +5 Gift of the Martyr
    2/day, 3d6
    7th +7/+2 +5 +2 +5 Cure Serious Wounds 1/day, Cure Light Wounds 2/day
    3/day, 4d6
    8th +8/+3 +6 +2 +6 Gift of the Martyr
    3/day, 4d6
    9th +9/+4 +6 +3 +6 Cure Critical Wounds 1/day
    3/day, 5d6
    10th +10/+5 +7 +3 +7 Gift of the Martyr
    4/day, 5d6
    11th +11/+6/+1 +7 +3 +7 Cure Moderate Wounds 2/day, Cure Light Wounds 3/day
    4/day, 6d6
    12th +12/+7/+2 +8 +4 +8 Gift of the Martyr
    4/day, 6d6
    13th +13/+8/+3 +8 +4 +8 Heal 1/day
    5/day, 7d6
    14th +14/+9/+4 +9 +4 +9 Gift of the Martyr
    5/day, 7d6
    15th +15/+10/+5 +9 +5 +9 Cure Serious Wounds 2/day, Cure Light Wounds 4/day
    5/day, 8d6
    16th +16/+11/+6/+1 +10 +5 +10 Gift of the Martyr
    6/day, 8d6
    17th +17/+12/+7/+2 +10 +5 +10 Cure Moderate Wounds 3/day
    6/day, 9d6
    18th +18/+13/+8/+3 +11 +6 +11 Gift of the Martyr
    6/day, 9d6
    19th +19/+14/+9/+4 +11 +6 +11 Cure Critical Wounds 2/day , Cure Light Wounds 5/day
    7/day, 10d6
    20th +20/+15/+10/+5 +12 +6 +12 Final Act, Gift of the Martyr
    7/day, 10d6
    Alignment: Any Good
    Hit Die: 1d6

    Class Skills:
    The living saint’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (religion) (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).
    Skill Points at 1st Level: (4 + Int modifier) × 4
    Skill Points at Each Additional Level: 4 + Int modifier

    Weapon and Armour Proficiency
    The living saint is proficient in all simple and martial weapons, but not with any type of armour or shield.

    Rebirth (Su)
    Living saints are expected to charge heedlessly into battle, safe in the knowledge that they will be restored to life should they fall. When the living saint dies, a number of times per day equal to one, plus one per 3 levels after first, she is raised from the dead as true resurrection on her next initiative count (or immediately if she is not in combat, or if the combat ends before her initiative comes up) except that she is only restored to a number of hit points equal to 1d6, plus 1d6 per two levels after first. The resurrection also physically lifts the saint to her feet without provoking attacks of opportunity, and produces a flash of light.

    If the living saint dies in an antimagic field, or similar area or effect, she is raised as soon as she leaves if out of combat, or on her next initiative count if in combat. If she wasn't in combat when she died but wakes up in combat, or if she is killed in one combat but wakes in another, she immediately rolls initiative; if her initiative is higher than the current count she acts on the current count, otherwise she acts on her initiative.

    If the living saint runs out of uses of this ability and dies again, she must be raised properly for the ability to have any effect. If she is raised as an undead creature that retains its supernatural abilities, she immediately raises herself when she regains uses of the ability.

    Spell-like abilities (Sp)
    A living saint gains the following spell-like abilities:

    • Shield Other at will.
    • Cure light wounds 1/day at 3rd level, plus 1/day per 4 levels after 3rd,
    • Cure moderate wounds 1/day at 5th level, plus 1/day per 6 levels after 5th,
    • Cure serious wounds 1/day at 7th level, plus 1/day per 8 levels after 7th,
    • Cure critical wounds 1/day at 9th level, plus 1/day per 10 levels after 9th,
    • Heal 1/day at 13th level, plus 1/day per 14 levels after 13th.


    Gift of the Martyr (Su)
    When a living saint dies, she has a profound effect on those around her. Every 2nd level, she chooses a gift of the martyr, an ability that triggers upon the living saint's death. All gifts of the martyr trigger on death, not just one.

    Blast into Ruin: The living saint takes a single move action, and then explodes as per fireball only there is no damage cap.
    Curse of the Fallen: The creature who killed the living saint (if any) takes a -1 penalty to an ability score of the living saint's choice per two levels, which can't reduce the score below zero, for 1 minute.
    End to Suffering: Minimum level 8. The living saint casts greater dispel magic. This can be used to counterspell if the living saint dies at an oddly specific time.
    Feel My Pain: The creature who killed the living saint (if any) takes the effects of the attack that killed the living saint (though they can make their own save).
    Guide the Spirit: An ally within 100 ft + 10 ft/level gains a bonus equal to twice the living saint's level on their next d20 roll.
    Inspiring Death: The living saint gets a free diplomacy check against everyone who saw her die.
    Last Laugh: The living saint immediately makes a full attack (against anyone in range).
    Restore Hope: Up to one creature per two levels within 25 ft + 5 ft/2 levels regains 1d6/2 levels hit points.
    Righteous Fury: The living saint gains a +1 bonus on all d20 rolls per 2 levels and a +1 bonus on damage rolls per level for 1 minute.
    Up in Flames: Up to one creature per two levels within 100 ft + 10 ft/level Catches On Fire.
    Wings of Glory: Minimum level 6. The living saint grows angelic wings and gets two wing attacks of her size, plus a fly speed equal to twice her base land speed, for 10 minutes/level.

    Final Act (Su)
    At 20th level, when the living saint dies, she can immediately take three full turns before her death resolves.
    Last edited by Jormengand; 2016-05-28 at 12:29 PM.

  2. - Top - End - #2
    Colossus in the Playground
     
    JNAProductions's Avatar

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    Default Re: The Living Saint (Class in 30 minutes; PEACH)

    Last Laugh: The living saint immediately makes a full attack (against anyone).
    "Kill me."

    "Why?"

    "It'll let me full attack the BBEG."

    "He just teleported away."

    "Doesn't matter."
    I have a LOT of Homebrew!

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    Dwarf in the Playground
     
    DeadpanSal's Avatar

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    Default Re: The Living Saint (Class in 30 minutes; PEACH)

    I don't get some of the stacking death abilities. If you die, you can trigger more than one ability, so you can do Last Laugh and Inspiring Death and Blast into Ruin if you set that up right. That means someone is going to fight about the order: first to make the diplomacy check (which fails), then they want to make a full attack, but they're not in range so they do Blast into Ruin to move into melee, and blow up, but think they still get the full attack after exploding into what I make out as chunky salsa.

    It's a good idea, but I really think you need a priority system on the death abilities or a specific progression that will only allow one ability that overwrites the lesser ones.
    . . .

  4. - Top - End - #4
    Bugbear in the Playground
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    Default Re: The Living Saint (Class in 30 minutes; PEACH)

    How does Wings of Glory work? You get angelic wings when you die? I guess because you come back next turn, you get them gain, but it still seems weird.
    Currently Playing:
    Qianal Ai the Dragonborn Paladin/Barbarian in Sentinels of Houshen

    Doderic Took the Halfling Kensei in Falling Stars

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    Jormengand's Avatar

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    Default Re: The Living Saint (Class in 30 minutes; PEACH)

    JNAproductions: Haha, fixed. I meant it to specify you don't need to attack your killer.
    Master of Aeons: You can do them in any order. So yes, you can try to diplomacy, then if you fail, roll up to someone and explode (possibly after getting some neat new wings to go further), then take your full attack now you're in range (including possible wing attacks). You can even diplomacy, then if you fail remove someone's buff, curse them to reduce their dexterity, get wings, fly up to them and explode, get a bonus on d20 rolls and damage rolls, full attack them, and drop the attack that killed you back on them.
    UrsosArctos: Mainly that you get them when you're raised, and partly that you can combo it with Blast into Ruin or Last Laugh.

  6. - Top - End - #6
    Ogre in the Playground
     
    GrayDeath's Avatar

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    Default Re: The Living Saint (Class in 30 minutes; PEACH)

    Really weird....but in a Setting I am working on this might be THE Class for the Ruling Theocracy.
    Crazy about dying indeed ^^
    A neutron walks into a bar and says, “How much for a beer?” The bartender says, “For you? No charge.”


    Later: An atom walks into a bar an asks the bartender “Have you seen an electron? I left it in here last night.” The bartender says, “Are you sure?” The atom says, “I’m positive.”

  7. - Top - End - #7
    Ogre in the Playground
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    Default Re: The Living Saint (Class in 30 minutes; PEACH)

    Without some sort of taunt mechanic, it makes opponents who have any idea about your abilities want to attack everyone else in your party instead of you. Deviates slightly from the concept of a saint/martyr, at least in my mind.

    Even a relatively minor ability on par with iron guard's glare, knight's challenge, or somesuch would be an immense boon to the class. Perhaps an aura which heals and toughens up allies, a la marshal. I don't mean that you should crib off of other classes, but something in that vein might be useful and for a BAB 3/4 class. Unless they commit suicide, which is rather dark....

    Also, two additional nitpicks to last laugh:
    As written, there is no range specified. I presume you meant within reach, since within range of say, a bow, could lead to a full attack from 2000 feet away, or 5 feet, since "range" is a specific term that doesn't really apply in this instance.

    More importantly, as written, it functions as whirlwind attack, where you get a full attack against EVERY enemy within "range". Which, if combined with the range/reach issue and a bow, could be rather nasty.
    Last edited by Demidos; 2016-05-28 at 12:02 PM.
    My Homebrew:
    WIP
    The Fortunar Base Class: A Fortuneteller wielding a minor Deck of Many Things. Mid T3.

    Completed Classes
    The Grandmaster : A master of animated stattuettes and tactical magic. High tier 3.
    The Hidden Word: An infiltrator with a wide range of abilities that works best in small teams. Tier 2-3
    Web-Spinner: A martial class based around using webs. Mid T3.
    The True Warrior: A swift mundane martial combat class that can dodge and slice their way to victory. Low Tier 3.

  8. - Top - End - #8
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    Jormengand's Avatar

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    Default Re: The Living Saint (Class in 30 minutes; PEACH)

    Quote Originally Posted by Demidos View Post
    Without some sort of taunt mechanic, it makes opponents who have any idea about your abilities want to attack everyone else in your party instead of you. Deviates slightly from the concept of a saint/martyr, at least in my mind.

    Even a relatively minor ability on par with iron guard's glare, knight's challenge, or somesuch would be an immense boon to the class. Perhaps an aura which heals and toughens up allies, a la marshal. I don't mean that you should crib off of other classes, but something in that vein might be useful and for a BAB 3/4 class. Unless they commit suicide, which is rather dark....
    I'll add something in, but a tripper living saint could be funny anyway. Let me live, I lock you down. Kill me, I come back.

    Also, two additional nitpicks to last laugh:
    As written, there is no range specified. I presume you meant within reach, since within range of say, a bow, could lead to a full attack from 2000 feet away, or 5 feet, since "range" is a specific term that doesn't really apply in this instance.

    More importantly, as written, it functions as whirlwind attack, where you get a full attack against EVERY enemy within "range". Which, if combined with the range/reach issue and a bow, could be rather nasty.
    "In range" means "In the range where you can actually make the attack". This may not be within your reach, or your threatened area, or anywhere else.

    Anyone within range means any one person within range, not everyone within range.

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