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Stratovarius

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Stratovarius's Collection
« on: June 11, 2008, 09:32:36 PM »
This is a collection of all of the various works I have made (good and bad) that do not fall into a specific area, such as Osteomancy or Past, Present, and Future. The formatting is a bit wonky, and some of the classes are formatted in a much older style of mine. I will go through and correct and update them as time permits.

Base Classes:
  • Bowman - Basic archery class, built for NWN but playable in PnP.
  • Dread Magnate - Fear based necromancer
  • Elementalist - Elements based spellcaster.
  • Feral Shifter - An attempt to create a shifting based class, using existing options. Parts borrowed from Barbarian, Druid, Ranger.
  • Master of the Forgotten Bloom - Necromantic, Incomplete
  • Netherlord - Horde style necromancer, evil and fond of armies.
  • Numinous - A combined casting class that possess both divine and arcane spells, but functions best when casting one followed by the other.
  • Proteus - An attempt to recreate the fighter/mage/thief of 2e.
  • Siphoner - Melee touch attack, stealing souls
  • Skald - A bard/barbarian mix that boosts the power of both slightly.
  • Unraveller - Fields that create holes in existence, Complete
Prestige Classes
Alternate Class Features
Feats
Spells
Other
« Last Edit: December 23, 2008, 05:47:39 PM by Stratovarius »
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Stratovarius

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Re: Stratovarius's Collection
« Reply #1 on: June 11, 2008, 09:33:03 PM »
As should surprise absolutely no one at this point in time, I like the undead. I like playing them, writing classes based around them, and so on and so forth. Here's the next in the list.

It's not complete yet, but take a look at one of my newer creations.

Master of the Forgotten BloomMaking an Master of the Forgotten Bloom
Text

Abilities: Text

Races: Text

Alignment: Text

Starting Gold: 4d4 x 10.

Starting Age: Complex (As Wizard).


Table 1: The Siphoner
Hit Die: d10

Code: [Select]
Level  BAB        Ref  Fort  Will  Abilities         
----------------------------------------------------
1      +0         +0   +0    +2    Path of the Bloom (Gift of the Petal)
2      +1         +0   +0    +3    Path of the Bloom (Dance Upon a Thorn)
3      +1         +1   +1    +3   
4      +2         +1   +1    +4    Path of the Bloom (Strength of the Stem)
5      +2         +1   +1    +4   
6      +3         +2   +2    +5    Path of the Bloom (Beauty's Bite)
7      +3         +2   +2    +5   
8      +4         +2   +2    +6    Path of the Bloom
9      +4         +3   +3    +6   
10     +5         +3   +3    +7    Path of the Bloom
11     +5         +3   +3    +7   
12     +6/+1      +4   +4    +8    Path of the Bloom
13     +6/+1      +4   +4    +8   
14     +7/+2      +4   +4    +9    Path of the Bloom
15     +7/+2      +5   +5    +9   
16     +8/+3      +5   +5    +10   Path of the Bloom
17     +8/+3      +5   +5    +10   
18     +9/+4      +6   +6    +11   Path of the Bloom
19     +9/+4      +6   +6    +11   
20     +10/+5     +6   +6    +12   Path of the Bloom
Class Skills (4 + Int modifier per level, x4 at first level): Concentration, Craft, Knowledge (Arcana), Knowledge (History), Knowledge (Religion), Knowledge (The Planes), Spellcraft.

Class Features
Text

  • Weapon and Armour Proficiency: Masters of the Forgotten Bloom are proficient with all simple weapons.
  • Spells
  • Spell List: All spells are used at their wizard/sorcerer levels, and, if none, their cleric. Animate dead,blight, cause fear, chill touch, command undead, control undead, create undead, create undead, greater, death ward, doom, enervation, false life, fear, gentle repose, ghoul touch, halt undead, harm, inflict critical wounds, inflict critical wounds mass, inflict light wounds, inflict light wounds mass, inflict moderate wounds, inflict moderate wounds mass, inflict serious wounds, inflict serious wounds mass, scare, speak with dead, undeath to death, vampiric touch.
  • Path of the Bloom: Text.
    • Undeath: Text.
      • Gift of a Petal: Create 1 skeleton or zombie of HD less than 2x your level
      • Dance upon a Thorn: All undead creatures you create deal 1d4 damage to any creature that strikes them with a natural, unarmed, or non-reach weapon.
      • Strength of the Stem: All undead creatures you create gain a +4 bonus to strength (or a +4 bonus to dexterity if incorporeal), and gain 2 more hit points per hit dice.
      • Beauty's Bite: You may create 1 allip, spectre, wraith, or dread wraith with hit dice equal or less than your level.
    • Vampirism: Text.
      • Gift of a Petal: Gain a 10ft RTA that deals 1d6/3 levels (min 1d6), temp hp half
      • Dance upon a Thorn: Gain a +1 bonus to any single dice roll per 4 temp hp expended.
      • Strength of the Stem: Gain two 1d6 claw attacks, and a 1d8 bite attack. All damage dealt by these attacks is gained as temp hit points.
      • Beauty's Bite: Gain the ability to cast gaseous form at will.
    • Degeneration: Text.
      • Gift of a Petal: Gain a 10ft/level SLA that deals 1 + 1 ability penalty for every 3 levels.
      • Dance upon a Thorn: Gain a 10ft/level SLA that halves target's physical damage.
      • Strength of the Stem: MTA that deals 2d4 strength damage to the touched creature. Gain an equal bonus to strength. Does not stack.
      • Beauty's Bite: Aura of Dex penalty -4, speed reduced by half. 5' per class level.
« Last Edit: June 12, 2008, 02:15:03 PM by Stratovarius »
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Stratovarius

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Re: Stratovarius's Collection
« Reply #2 on: June 11, 2008, 09:33:27 PM »
Complete but for the flavour text.

SiphonerMaking a Siphoner
Text

Abilities: No ability is central to the Siphoner's abilities, although Constitution allows him to remain alive while duelling with the enemies that he has for far longer. Charisma helps increase the difficulty of saving against his abilities, while his use of melee touch attacks places an emphasis on Dexterity.

Races: Siphoners are very rare, even among the races that are most predisposed to possess people of their nature and characteristics.
Those who do appear often seem to have some taint or rare mixture of abilities in their blood that might fuel their abilities in this regard.

AlignmentStarting Gold: 4d4 x 10.

Starting Age: Complex (As Wizard).


Table 1: The Siphoner
Hit Die: d10

Code: [Select]
Level  BAB        Ref  Fort  Will  Abilities         
末末末末末末末末末末末末末末末末末末末末末末末末末末
1      +0         +0   +0    +2    Siphoning Touch 2d6 (Draining Touch)
2      +1         +0   +0    +3    Dancing Defense
3      +2         +1   +1    +3    Siphoning Touch 3d6 (Arresting Touch)
4      +3         +1   +1    +4    Spirit Regeneration 
5      +3         +1   +1    +4    Siphoning Touch 4d6 (Lorehunter's Touch)
6      +4         +2   +2    +5    Soul's Binding
7      +5         +2   +2    +5    Siphoning Touch 5d6 (Slayer's Touch)   
8      +6/+1      +2   +2    +6    Flashing Hands
9      +6/+1      +3   +3    +6    Siphoning Touch 6d6 (Crippling Touch)
10     +7/+2      +3   +3    +7    Leecher's Spirit
11     +8/+3      +3   +3    +7    Siphoning Touch 7d6 (Thieving Touch)
12     +9/+4      +4   +4    +8    Draining Burst
13     +9/+4      +4   +4    +8    Siphoning Touch 8d6 (Skipping Touch)
14     +10/+5     +4   +4    +9    Fury of the Spirit
15     +11/+6/+1  +5   +5    +9    Siphoning Touch 9d6 (Diminishing Touch)
16     +12/+7/+2  +5   +5    +10   Black Dirge
17     +12/+7/+2  +5   +5    +10   Siphoning Touch 10d6 (Shriving Touch)
18     +13/+8/+3  +6   +6    +11   Soul's Life
19     +14/+9/+4  +6   +6    +11   Siphoning Touch 11d6 (Soulbreaker's Touch)
20     +15/+10/+5 +6   +6    +12   Exchange of Souls
Class Skills (4 + Int modifier per level, x4 at first level): Bluff, Concentration, Craft, Diplomacy, Gather Information, Heal, Intimidate, Knowledge (Arcana), Knowledge (History), Knowledge (Religion), Knowledge (The Planes), Sense Motive, Spellcraft, Use Magical Device.

Class Features

Text
  • Weapon and Armour Proficiency: Siphoners are proficient with all simple weapons and light armour.
  • Siphoning Touch (Su): The Siphoner can feel the essence of his enemies flowing through their blood, and is trained in the manipulation and control of their forms, and their very energy. At this most basic level, he simply knows how to damage and to siphon a little energy. At higher levels, he gains more sophisticated abilities. This melee touch attack always deals damage as indicated on the table above. Siphoning touch does not function on non-living creatures.
    • Draining Touch
    • Arresting Touch
    • Lorehunter's Touch: Searching and digging among the soul of his opponent, the Siphoner drains off the knowledge of one ability, instead using it for himself. The Siphoner gains knowledge of one feat, one spell, one spell-like or one supernatural ability. He retains knowledge of this ability for one round per 2d6 damage that was dealt.
    • Slayer's Touch: There are few things more deadly than having a soul slashed and broken, a ruin on the ground. The Siphoner doubles all damage dealt by this touch.
    • Crippling Touch: Ripping apart the core of the body, breaking connections and shattering the links, the Siphoner wounds his foe grevously. He deals no damage with this attack. Instead, the target creature is dealt one point of ability damage for every 1d6 damage that would be dealt to an ability of the Siphoner's choosing. No creature may be affected again by the ability damage until it has expired. The ability damage disappears 1 hour later.
    • Thieving Touch
    • Skipping Touch
    • Diminishing Touch: The Siphoner forces himself in and amongst the very crannies of the target's soul, breaking connections and shattering the join between soul and body. He deals no damage with this attack. Instead, the target creature gains 1 negative level for every 2d6 damage that would be dealt. The Siphoner gains 5 temporary hit points for each negative level dealt. The temporary hit points and negative levels disappear 1 hour later.
    • Shriving Touch
    • Soulbreaker's Touch
  • Dancing Defense (Ex): Having long recognized the holes in the defences of others, the Siphoner sees and corrects those mistakes in himself. He gains a +1 Dodge bonus to AC at level 2, and it increases by +1 every three levels, to a maximum of +7 at level 20.
  • Spirit Regeneration (Ex): The soul of the Siphoner is tightly bound, easily able to resist effects that would otherwise be devastating. Whenever the Siphoner fails a save against a spell from the Charm or Compulsion subschool, he gets a second save at the beginning of the next turn. He also heals one point of ability damage per minute, in addition to his normal healing.
  • Soul's Binding (Ex): The Siphoner has not learned just to use his effects outwardly, on the souls of others. He can also pull them towards himself, bestowing much power and resilience upon his own soul. The Siphoner gains a bonus on saves against death magic equal to one half his class level. He also gains the ability to tie himself to another, binding the two together so that they share knowledge, feats, and so on. This takes a full minute, and the target must be willing or unconscious. Whenever one of the two rolls for an ability check, skill check, or save, use the higher modifier among the two. Both get access to all feats that the other possess, whether they would meet the requirements or not. Whenever the Siphoner gains temporary hit points using his class abilities, the other creature gains them as well. Whenever either creature takes damage, the other takes an equal amount. If this ability is the source of the damage dealt, it never ricochets back to the other bound creature. Whenever either creature fails a save against an ability, both are affected.
  • Flashing Hands (Ex): The hands of the Siphoner have long practised seeking the openings in an opponent's defense, and his mastery of melee touch attacks grows with them. The Siphoner may make as many melee touch attacks a round as normal attacks, and he makes these attacks with a +2 competence bonus to hit.
  • Leecher's Spirit (Ex): Long accustomed to drinking in energy from the soul, the Siphoner has learned to adapt his leeching ability slightly and can now use it against magic as well. Whenever he is affected by a spell, that spell has its DC and caster level lowered by one as the Siphoner drains some of the magical energy out of it. The Siphoner gains 10 temporary hit points that last for one hour each time he uses this ability. He can voluntarily lower it as a free action for one round.
  • Draining Burst (Su): Letting his fury and his energy flow forth, the Siphoner catches and pulls at all of those around him. As a standard action, he affects all creatures within 20 ft. of him with a siphoning touch. However, the number of dice is reduced by half, rounded down.
  • Fury of the Spirit (Ex): The Siphoner can radiate an aura of vicious energy, latching onto the soul of those nearby and draining them of their energy. The Siphoner deals damage equal to his Siphoning Touch to all foes within 20 ft.
  • Black Dirge (Ex)
  • Soul's Life (Ex): By placing a foe drained of his life into a secluded casket, the Siphoner may return to that body whenever his current body dies. The foe must have been slain by negative levels, and does not rise as he would normally.
  • Exchange of Souls (Su): The Siphoner has long played in and amongst the souls of other creatures, ingesting them, abusing them, learning from them, but in all ways sharing some form of intimate connection with them. He has now learned to travel along that connection, to walk down the alleys and gullies that the soul provides. Whenever the Siphoner succeeds at a siphoning touch, he may take one of two actions. The first is to use the soul as a gateway, stepping through it and using some of its energy to tarvel where he wishes to go. The Siphoner can journey to any soul or location that he knows well, even across planar boundaries. He arrives either standing next to the soul that he wished to meet, or from a random soul in the area closest to his desired destination. Should there be none available within a 1 mile radius, this journey fails.

    The most powerful use of this ability, however, is one that allows the Siphoner to exchange his soul with that of another, to steal that creature's body and mind. This functions exactly as per the mind switch, true psionic power, but the saving throw to be affected is a Will save against 15 + Charisma modifier, and the Siphoner must have greater than half his normal hit points, and be under no negative conditions. This exchange requires that he be healthy in body and soul, although the same need not be said for his victim.
« Last Edit: August 26, 2008, 02:16:50 PM by Stratovarius »
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Stratovarius

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Re: Stratovarius's Collection
« Reply #3 on: June 11, 2008, 09:34:09 PM »
Cartographer of the Corrupted Map
The Cartographers of the Corrupted Map are members of a society of Truenamers that use the language of Truespeak to warp and twist the land, causing it to writhe as it shudders in the new forms that they choose. Jagged and useless land follows behind them, for they delight in taking pleasure in destroying arable or otherwise useful land. Capable of burying towns with a sentence, they are unwelcome and always heavily watched if what they are becomes known.

- Hit Die: d6
- Proficiencies: A Cartographer of the Corrupted Map gains no additional proficiencies.
- Skill Points: 2 + Int Modifier

Class Skills: Concentration, Bluff, Intimidate, Knowledge (all skills), Truspeak

Code: [Select]
Level  BAB    Ref   Fort  Will
------------------------------
  1    +0     +0    +0    +2
  2    +1     +0    +0    +3
  3    +2     +1    +1    +3
  4    +3     +1    +1    +4
  5    +3     +1    +1    +4
  6    +4     +2    +2    +5
REQUIREMENTS:

Skills: Truespeak 12.
Utterances: Must be able to speak at least one utterance of the Perfected Map
Alignment: Non-Good.

ABILITIES:
Code: [Select]
Level   Special Abilities           Utterances
--------------------------------------------------------
  1     Warped Land, Speak Freely   ---
  2     Twisting the Knife          +1 Truenamer Level
  3     Shuddering Foundations      +1 Truenamer Level
  4     Rotting Castle              +1 Truenamer Level
  5     Shattered Land              +1 Truenamer Level
  6     Mastery of the Earth        ---
Utterances Known: The Cartographer of the Corrupted Map increases the Truenamer's level, and continues to gain utterances known, but only from the Lexicon of the Perfected Map. The Cartographer of the Corrupted Map also gains one additional utterance from that lexicon at each indicated level. The utterance may be of a level equal to or less than his class level.

Warped Land: The land around a Cartographer of the Corrupted Map is affected as if by a Spike Growth spell. This affects an area equal to 10' per class level. This effect is permanent for any area the Cartographer passes through. It may be removed with a dispel vs a DC of 10 + the Cartographer's Truenaming level.

Speak Freely: Whenever a Cartographer of the Corrupted Map speaks an utterance from the Lexicon of the Perfected Map, he gains a bonus on the check equal to his class level.

Twisting the Knife: Any Utterance of the Perfected Map has its duration doubled when spoken by a Cartographer of the Corrupted Map. If this utterance is then extended, the duration doubles again. Thus, an utterance spoken with this ability that was then extended would increase from a 1 minute duration to 2 minutes, and then be extended to 4 minutes.

Shuddering Foundations: If the Cartographer of the Corrupted Map makes a Truespeak check with a DC of 20, the target house is affected as if by an earthquake spell. For each building size category above a house, the DC increases by 5.

Rotting Castle: If the Cartographer of the Corrupted Map makes a Truespeak check with a DC of 35, the landscape in front of him reshapes itself into a large mansion made of earth, stone and wood. This building looks run down and decrept, but otherwise functions as a Mordenkainen's Magnificient Mansion. The building remains standing for as long as the Cartographer of the Corrupted Map remains within the building, or 12 hours per class level, whichever is shorter.

Shattered Land: The land affected by the Cartographer of the Corrupted Map's Warped Land ability is now affected as if by a Spike Stones spell.

Mastery of the Earth: The Cartographer of the Corrupted Map has acheived such mastery over the earth that he can affect it even with abilities that are not within the purview of Truespeak. He can duplicate any spell with the Earth descriptor by making a check vs a DC of 25 + (2 * Spell Level). This spell is cast at a level equal to his Cartographer of the Corrupted Map level plus his Truenamer level. The DC of any saving throw for this effect is 10 + the Spell Level + the Cartographer of the Corrupted Map's Charisma modifier
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Stratovarius

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Re: Stratovarius's Collection
« Reply #4 on: June 11, 2008, 09:34:32 PM »
Necromancers of the Dead Legion are arcane wizards who specialize in the creation of armies of the walking dead. Zombies, skeletons, and other lesser undead are the tools they wield, each crafted to be more dangerous than their brethren. A single Necromancer of the Dead Legion can create enough undead to overwhelm a small army, while the power of a cabal of these wizards is enough to cause the downfall of an empire.
  • Hit Die: d4
  • Proficiencies: A Necromancer of the Dead Legion gains no additional proficiencies.
  • Skill Points: 2 + Int Modifier
REQUIREMENTS:

Alignment: Evil
Feats: Corpse Crafter
Skills: Lore 10 ranks, Spellcraft 10 Ranks.
Arcane Casting: Must be able to cast 5th level spells.
Special: Must be able to create undead through magic.

ABILITIES:

Level
1: Hardened Flesh, Controlling Power
2: Deathly Twin
3: Bolster Resistance
4: Deathly Resurrection
5: Nimble Bones
6: Legion's Battlecry
7: Deadly Chill
8: Split the Dead
9: Destruction Retribution
10: The Legion Walks

Hardened Flesh: All undead created by the Necromancer of the Dead Legion gain +2 Natural Armour to their AC.

Controlling Power: Beginning at first level, and every 5 levels thereafter, the amount of undead a Necromancer of the Dead Legion can control increases by 2xHD, so at level 1 he may control 4xHD, at level 5 6xHD, at level 10 8xHD, and so on.

Deathly Twin: Whenever the Necromancer of the Dead Legion casts a spell that summons or creates undead, he instead recieves two creatures, each with Hit Die equal to 3/4 of the original summon.

Bolster Resistance:All undead created by the Necromancer of the Dead Legion gain +4 to their Turning Resistance.

Deathly Resurrection: Any monster that dies within the Necromancer of the Dead's aura (30' area) is reanimated one round later as a zombie or skeleton (50/50 chance). Hit Die is equal to 1/2 of the deceased monster.

Nimble Bones: All undead created by the Necromancer of the Dead Legion gain Improved Initiative and an extra 10 feet to their land speed.

Legion's Battlecry: The Necromancer of the Dead Legion shrieks, causing all living creatures within the area to become shaken. All undead within the area recieve a +2 bonus to attack, damage, skills, and saves. The Necromancer of the Dead Legion can use this a number of times per day equal to 3 + his Cha modifier. The benefit and penalties last for a number of rounds equal to Necromancer of the Dead Legion's class level.

Deadly Chill: All undead created by the Necromancer of the Dead Legion gain 1d6 cold damage to their natural attacks.

Split the Dead: In addition to the effects of Deathly Resurrection, the creature's spirit is forced to serve you as an allip under your control with Hit Die is equal to 1/4 of the deceased monster.

Destruction Retribution: An undead creature created by the Necromancer of the Dead Legion deal negative energy damage equal to 1d6 + an additional 1d6 for every 2 HD it possesses to all creatures in a 10 foot burst upon death.

The Legion Walks: Every creature within a 30' burst around the caster must make a fortitude save vs 20 + 1/2 Int Modifier or die and be animated as per Deathly Resurrection. The Necromancer of the Dead can use this ability once per day.

CASTING: Upon gaining a level in Necromancer of the Dead Legion, the character gains new spells per day as if he had also gained a level in his highest caster class (sorcerer, or wizard). He does not learn any new spells through his abilities. He does not gain any other benefit a character of that class would have gained (e.g., improved familiar, bonus feats).
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Stratovarius

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Re: Stratovarius's Collection
« Reply #5 on: June 11, 2008, 09:34:49 PM »
Harbinger of Sorrow
Description: The Harbinger of Sorrow delves deeply into the power of despair, using it as the mental focus and energy behind his manifesting. Spreading it to others, he glories in the anguish and rage that his passage leaves behind. Every place that he has been is a little sadder, a little less at peace with the world. People shy away from Harbingers of Sorrow, for whenever they appear, something evil will follow.

- Hit Die: d6
- Proficiencies: A Harbinger of Sorrow gains no additional proficiencies.
- Skill Points: 2 + Int Modifier

Class Skills: Autohypnosis, Concentration, Forgery, Intimidate, Knowledge (Religion), Knowledge (Psionics), Psicraft

Code: [Select]
Level  BAB    Ref   Fort  Will
------------------------------
  1    +0     +0    +0    +2
  2    +1     +0    +0    +3
  3    +1     +1    +1    +3
  4    +2     +1    +1    +4
  5    +2     +1    +1    +4
REQUIREMENTS:

Skills: Intimidate 4.
Powers: Must be able to manifest Mindlink, Death Urge, Demoralize
Alignment: Non-Good.

ABILITIES:
Code: [Select]
Level   Special Abilities           Powers
--------------------------------------------------------
  1     Spread the Anguish          ---
  2     Sow the Seeds               +1 Manifester Level
  3     Join the Lost               +1 Manifester Level
  4     Siphon Anguish              +1 Manifester Level
  5     Spread Hate                 +1 Manifester Level
Spread the Anguish: The Harbinger of Sorrow gains an aura of demoralize. Anyone entering this aura must save as if the Harbinger of Sorrow had manifested the power upon them. Until they exit the aura, the creatures are not affected again. The aura has a radius of 5' per class level.

Sow the Seeds: Once per round as a free action, the Harbinger of Sorrow can force seeds of doubt into the mind of a target. The target gets a saving throw vs 10 + Class level + Charisma Modifier to resist. If they fail, they become dazed. For the next three rounds after being dazed, the target gets to make a save vs the same DC or be confused. If it succeeds in any round, this ability ends. If it fails all three saves vs confusion, the target falls helpless to the ground, paralyzed by the images wracking its brain. The paralyzation lasts for the Harbinger of Sorrow's character level.

Join the Lost: Tales of sad-eyed wanderer have spread before the Harbinger of Sorrow, and wherever he goes he is unwelcome. Greeted with distrust, Harbingers of Sorrow suffer a penalty equal to their class level to all social skills (Diplomacy, Bluff, etc). Also, all reactions are downgraded by one level (from Unfriendly to Hostile, for example).

Siphon Anguish: The Harbinger of Sorrow has advanced far into the mental energies of despair. He gains the ability to drain despair from others, ripping at their minds in order to fuel his powers. He can attempt to drain from 1 creature per round per two class levels, rounded up (2 creatures at 4, 3 at 5). For each creature drained in this way, the cost of the next power he manifests is reduced by 2. This does not allow him to exceed the normal manifester cap. Any creature failing their save against this ability is dazed for one round, due to the savage drain of mental energy. The save DC against this ability is 15 + Class + Charisma Modifier. It is a free action that requires expending your Psionic Focus.

Spread Hate: The Harbinger of Sorrow can release a 40' pulse of despair centred upon itself once per day. The DC to resist is 15 + Charisma modifier. Those affected either collapse, trapped in their own world of anguish (treat as if the target is affected by the microcosm power), or they channel that despair into a blind rage, lashing out at all those around them (Treat as if they had gone into a Frenzy, as per Frenzied Berserker). There is a 50% chance of either effect happening, and it lasts for five rounds.
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Re: Stratovarius's Collection
« Reply #6 on: June 11, 2008, 09:35:03 PM »
Corrupted Torturer
Description: A foul being found in the deepest dungeons of mad kings and sadistic queens, the Corrupted Torturer is a twisted being, disfigured and warped by the focus of his magics. Taking pleasure in the agony of others, he destroys those under his soft touch and then grins in glee as he releases them back to the world, watching the anguish they cause. Many an adventurer has been broken and lost to the tender ministrations of a Corrupted Torturer. They are Loviatar's beloved.

- Hit Die: d6
- Proficiencies: A Corrupted Torturer gains no additional proficiencies.
- Skill Points: 2 + Int Modifier

Class Skills: Concentration, Forgery, Intimidate, Knowledge (Arcana), Knowledge (Religion), Knowledge (Planes), Profession (Torturer), Sleight of Hand, Spellcraft, Use Rope.
Code: [Select]
Level  BAB    Ref   Fort  Will
------------------------------
  1    +0     +0    +2    +2
  2    +1     +0    +3    +3
  3    +1     +1    +3    +3
  4    +2     +1    +4    +4
  5    +2     +1    +4    +4
  6    +3     +2    +5    +5
  7    +3     +2    +5    +5
  8    +4     +2    +6    +6
  9    +4     +3    +6    +6
 10    +5     +3    +7    +7
REQUIREMENTS:

Feats: Evil Brand, Corrupt Spell, Willing Deformity
Casting: Must be able to cast 3rd level Corrupt Spells.
Spells: Must be able to cast Seething Eyebane, Love's Pain and Liquid Pain.
Alignment: Evil.

ABILITIES:
Code: [Select]
Level   Special Abilities                                     Spells
-------------------------------------------------------------------
  1     Bind Victim, Inherent Corruption                      ---
  2     Transfer the Anguish                                  +1 Caster Level
  3     Draw the Pain                                         +1 Caster Level
  4     Crush the Will                                        +1 Caster Level
  5     Corrupt Equipment                                     +1 Caster Level
  6     Prolonged Torment, Corrupt Spell Focus                +1 Caster Level
  7     Sadistic Torture                                      +1 Caster Level
  8     Shattered Soul                                        +1 Caster Level
  9     Timeless Agonies                                      +1 Caster Level
  10    Informational Sacrifice, Greater Corrupt Spell Focus  +1 Caster Level           
Bind Victim: The Corrupted Torturer gains a bonus on his Use Rope check to bind a person equal to his class level.

Inherent Corruption: A Corrupted Torturer only takes one half the corruption damage, rounded down. The Corrupted Torturer can choose to take full damage as part of casting a Corrupt spell. He increases the caster level of all Corrupt spells by 2, and decreases the caster level of all non-corrupt spells by 1.

Transfer the Anguish: Whenever a Corrupted Torturer takes Corruption damage, he may chose to split that damage with the subject he is torturing. The subject must be within Close (25' + 5'/2 levels) distance. The target of this ability is dazed for 1 round and takes a -2 penalty to attacks, saving throws, and skill checks. Most often this ability is used with spells such as Seething Eyebane.

Draw the Pain: Whenever the Corrupted Torturer uses his Transfer the Anguish ability, he creates one vial of Liquid Pain, as per the spell. No creature under the Corrupted Torturer's exquisite touch can die from Liquid Pain extraction.

Crush the Will: Any time the Corrupted Torturer wins an Intimidate check by 10 or more, the victim takes 1 point of temporary wisdom damage. This damage wears off at a rate of one point per day of rest. For every week spent being tortured, the subject takes one point of permanent Wisdom Drain.

Corrupt Equipment: The Corrupted Torturer can imbue a piece of torture equipment with the effects of a Corrupt spell. The cost to do so is Spell level * Caster level * 50. The spell can be cast on command on the person currently being tortured by the device, and the victim also takes the corruption damage.

Prolonged Torment: Whenever a spell that causes pain is cast upon his current torture victim, the Corrupted Torturer can double. that spell's duration by making a spellcraft check equal to 20 + the Spell level. He may do this more than once to the same spell, but for each doubling of the duration, the DC increases by 2.

Sadistic Torture: While torturing someone, the Corrupted Torturer gains the benefit of the Sadism spell. The effects last until 2 rounds per class level after he has finished torturing someone.

Shattered Soul: For each use of Transfer the Anguish on a single victim, there is a cumulative 5% chance (maximum 50%) that the victim is driven mad by the repeated tearing at his soul and bodies of the corrupt magics. Once this happens, no more useful information can be extracted and the victim gains the Corrupted Creature template with the following changes: Treat a creature created in this way as permanently confused.

Timeless Agonies: No creature that the Corrupted Torturer is currently torturing may die. If an Ability Score would be reduced to less than 1, it remains at 1. If damage would kill the victim, it instead remains alive. Even spells that would instantly kill a creature are blocked. Only spells that also work on items are able to kill the torture victim. The victim cannot choose to fail the saving throw, and gains a bonus on the roll equal to the Corrupted Torturer's class level.

Informational Sacrifice: The Corrupted Torturer performs a ritual which takes 8 hours. During the course of this ritual, he may make a Knowledge (Religion) check every half hour to gain information. The DC is from the Knowledge skill (10 (for really easy questions), 15 (for basic questions), or 20 to 30 (for really tough questions)), or is set by the DM. The Corrupted Torturer gains a +10 bonus to this check.

(Greater) Corrupt Spell Focus: You gain the (Greater) Corrupt Spell Focus feat.
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Re: Stratovarius's Collection
« Reply #7 on: June 11, 2008, 09:35:24 PM »
Scion of the Twisted Thoughts
Description: The Twisted Thoughts are a psionic organization that venerates Abberations, and wishes to become like them. They see the abberant form as offering advantages no mortal could have, while at the same time offering great power for those who can master the innate power of abberation: psionics. By stepping onto this path, a Shard of the Twisted Thoughts forsakes his mortal heritage and places himself in the hands of the abberations the organization worships.

- Hit Die: d6
- Proficiencies: A Scion of the Twisted Thoughts gains no additional proficiencies.
- Skill Points: 2 + Int Modifier

Class Skills: Concentration, Knowledge (Psionic), Knowledge (Dungeoneering), Bluff, Psicraft, Sense Motive, Decipher Script, Disguise, Spot.
Code: [Select]
Level  BAB    Ref   Fort  Will
------------------------------
  1    +0     +0    +2    +2
  2    +1     +0    +3    +3
  3    +2     +1    +3    +3
  4    +3     +1    +4    +4
  5    +3     +1    +4    +4
  6    +4     +2    +5    +5
  7    +5     +2    +5    +5
  8    +6     +2    +6    +6
  9    +6     +3    +6    +6
 10    +7     +3    +7    +7
REQUIREMENTS:

Feats: Abberation Blood, Warped Mind, one other Abberant feat.
Manifesting: Must be able to manifest 3rd level powers.
Powers: Must be able to manifest Ubiquitous Vision and Psionic Blast.
Alignment: Non-good.

ABILITIES:
Code: [Select]
Level   Special Abilities                  Powers
-------------------------------------------------------------------
  1     Gaze of the Umberhulk               ---     
  2     Bonus Abberant Feat                 +1 Manifester Level
  3                                         +1 Manifester Level
  4     Mind of the Illithid                +1 Manifester Level
  5                                         +1 Manifester Level
  6     Bonus Abberant Feat                 +1 Manifester Level
  7     Eye of the Beholder                 ---
  8                                         +1 Manifester Level
  9     Tentacles of the Chuul              +1 Manifester Level
  10    Bonus Abberant Feat, Abberant Life  +1 Manifester Level           
Gaze of the Umberhulk: Whenever you manifest the Ubiquitous Vision power, you gain a gaze attack that can be used every 1d6 rounds. All creatures within a 25 foot cone must make a will save vs 10 + 1/2 your class level + your charisma modifier, or be confused for 1d6 rounds. The duration increases by 1d6 for every additional 5 levels in the class (2d6 at 5, 3d6 at 10).

Bonus Abberant Feat: You gain one additional Abberant Feat. You must still meet the requirements for that feat. If there are no more Abberant feats available, you may take one psionic feat for which you meet the requirement.

Mind of the Illithid: Once per day per two Abberant Feats, you create an effect equal to the Psionic Blast power except as follows: The duration of the effect is equal to 3d4 rounds, and the DC is 10 + 1/2 your class level + your charisma modifier. You may use this ability once every 1d4 rounds. It is a full round action that requires expending psionic focus.

Eye of the Beholder: Once per day, you may emit a 60' Null Psionics Cone. The point of origin is the manifester's third eye, and it extends in the direction he is facing. This functions as if cast by a manifester of your manifester level, and lasts for the same number of rounds.

Tentacles of the Chuul: As a standard action, you can transform one or both of your arms into tentacles. An arm transformed in this way no longer can be used for somatic components, and must drop all that it is carrying. You gain one (or two, depending on the number of arms transformed) natural attacks dealing 1d8 + Str modifier damage. On a successful hit, the target must succeed at a Fortitude save or be paralyzed for 1d6 rounds. The DC of this save is 10 + 1/2 Class levels + your Constitution Modifier.

Your tentacles are natural weapons, so you are considered armed when attacking with them, and they can be affected by powers, spells, and effects that enhance or improve natural. You can choose to deal nonlethal damage with your tentacles, taking the standard -4 penalty on your attack roll.

Your tentacles work just like the natural weapons of many monsters. You can make an attack with one tentacle or a full attack with two tentacles at your normal attack bonus, replacing your normal attack routine. You take no penalties for two-weapon fighting, and neither attack is a secondary attack. If your base attack bonus is +6 or higher, you do not gain any additional attacks-you simply have two tentacle attacks at your normal attack bonus.

Abberant Life: Your type changes to Abberation, you gain Darkvision, and recieve a permanent +2 to your Constitution score.
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Re: Stratovarius's Collection
« Reply #8 on: June 11, 2008, 09:35:42 PM »
Swarm Caster
(PRESTIGE CLASS)
The Swarm Caster specializes in the conjuration of planar beasts, augmenting their abilities and numbers through his command of magical energy. Swarm Casters are a rare breed, due to the extensive study and experimentation required to gain the knowledge necessary for the abilities. As gaining the expertise to enter this class requires some form of planar travel, almost all Swarm Casters come from within the apprentices of existing members of the class.

- Hit Die: d4
- Proficiencies: A Swarm Caster gains no additional proficiencies.
- Skill Points: 2 + Int Modifier

REQUIREMENTS:

Feats: Augment Summoning, Rashemi Elemental Summoning, Stalwart Planar Ally.
Skills: Lore 12 ranks, Concentration 8 Ranks.
Arcane Casting: Must be able to cast 5th level spells.

ABILITIES:

Level
1: Swarm Summoning
2: 
3:
4: Wall of Flesh
5:
6: Maximize Summoning
7:
8: Imbue Summons
9: Force of Growth
10: Planar Deluge

Swarm Summoning: When using the Summon Monster line of spells, the Swarm Caster must take one of the options that allows for multiple summonings. For example, if he casts Summon Monster 4, he can either choose 1d3 creatures off of the Summon Monster 3 list, or 1d4+1 off of the Summon Monster 2. He can not choose a monster from the Summon Monster 4 list. Reroll any result of 1 to determine the number of monsters summoned.

Wall of Flesh: Whenever the Swarm Caster casts a Summon Monster spell, he gains an extra summon if the table chosen is 1 below the maximum, 2 extra summons if it two below, and so on.

Maximize Summoning: When casting a Summon Monster spell, the Swarm Caster may maximize the number of creatures summoned by the spell. He may do this 3 times a day + Wisdom modifier.

Imbue Summons: The Swarm Caster may sacrifice a spell when casting a Summon Monster spell. If he does so, each creature summoned by that Summon Monster spell gains the ability to cast the sacrificed spell once. When cast, the spell acts in all ways as if the Swarm Caster had cast it. That spell may occupy a slot no greater than 1/2 the Swarm Caster's class level rounded down. He may do this 3 times a day + Wisdom modifier.

Force of Growth: The Swarm Caster may force a summoned creature to grow as it is being called, causing it to gain Hit Dice and all the benefits that entails. However, the summoned monster must make both a Will and Fortitude save at a DC of 10 + 5 per forced Hit Die of growth. If it fails the Will save, the forced growth has affected its mind and it is permanently confused. If it fails the Fortitude save, the creature dies from the enlarging of its body.

Planar Deluge: In moments of desperation, a Swarm Caster can expend his magical energy in an attempt to turn the tide of battle. He may cast as many Summon Monster spells in a single round as he has memorized. In order to do this, he must succeed at a Will save vs a DC of 15 + 2 per spell cast in this way, or be rendered unconscious for a number of rounds equal to the total of all spell levels cast. Even if he succeeds at his saving throw, he is Shaken and Slowed for a number of rounds equal to half the total spell levels he cast in this way, due to the effort of controling the planar energy. This ignores any immunity to those effects.

CASTING:

Upon gaining a level in Swarm Caster, the character gains new spells per day as if he had also gained a level in his highest arcane class. He does not gain any other benefit a character of that class would have gained (e.g., improved familiar, bonus feats).
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Re: Stratovarius's Collection
« Reply #9 on: June 11, 2008, 09:36:05 PM »
The Peritan Gnaral is an order of mages and clerics who believe that specialization in magic is the highest calling, and that without rigorous studying of a single school, it is truly impossible to know magic.
  • Hit Die: d4
  • Proficiencies: A Peritan Gnaral gains no additional proficiencies.
  • Skill Points: 2 + Int Modifier
REQUIREMENTS:

Alignment: Lawful
Feats: Spell Focus, Greater Spell Focus, Arcane Defense in one school.
Skills: Lore 8 ranks, Spellcraft 8 Ranks.
Arcane Casting: Must be able to cast 3rd level spells.
Divine Casting: Must be able to cast 3rd level spells.
Special: Both the arcane and divine spell list must go to ninth level spells.

ABILITIES:

Level
1: Focused Study, Hold to Focus
2:
3: Focused Study
4: Peritan Casting
5: Focused Study
6: Peritan Spontaneity
7: Focused Study
8:
9: Focused Study
10: Peritan Mastery

Focused Study: Each time a Peritan Gnaral gains this ability, it sacrifices the ability to cast spells from a spell school, for both its arcane and divine casting. In return, it gains a +1 Bonus to DC, Spell Penetration, and Saves to its chosen school. It also gains a bonus spell slot of a spell level equal to the Peritan Gnaral level.

Hold To Focus: The Peritan Gnaral loses the ability to take Spell Focus or other spell school related feats for any school except their chosen one.

Peritan Casting: A Peritan Gnaral casts spells from his chosen school as if he possessed the appropriate Practiced Spellcaster feats. This does not stack with Practiced Spellcaster.

Peritan Spontaneity:A Peritan Gnaral may change any spell into one of his chosen school. The spell levels must be equal, and he can do this once per spell level per day.

Peritan Mastery: A Peritan Gnaral who has achieved the pinnacle of their ability can, once per day per class level, cast a spell with all variable effects maximized, and with no save and no spell resistance.

CASTING: Upon gaining a level in Peritan Gnaral, the character gains new spells per day as if he had also gained a level in his highest arcane and divine caster classes. He does not gain any other benefit a character of that class would have gained (e.g., improved familiar, bonus feats, turning)
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Re: Stratovarius's Collection
« Reply #10 on: June 11, 2008, 09:36:15 PM »
The gravebound are arcane spellcasters who draw power from graveyards, or other places of death, such as battlefields. They use the souls of the dead as fuel for their spells, and can use them to infuse the spells with dread magics. They can even force the souls to animate bodies or appear to defend them, although the gravebound only uses this as a matter of last resort.
  • Hit Die: d4
  • Proficiencies: A Gravebound gains no additional proficiencies.
  • Skill Points: 2 + Int Modifier
  • Base Attack Bonus: 1 every 2 levels.
  • Saving Throws: Will strong, Fortitude and Reflex weak.
REQUIREMENTS:

Alignment: Evil
Feats: Spell Focus Necromancy, Arcane Defense Necromancy
Skills: Concentration 8 ranks, Spellcraft 8 Ranks.
Arcane Casting: Must be able to cast 3rd level spells.
Special: Must be able to cast at least two necromancy spells that drain energy or abilities.

ABILITIES:

Level
1: Tainted, Spirit Scour, Fell Weaken
2: Soul Infusion
3: Shield of the Weakling
4: Fell Frighten
5: Spirit Drain
6: Soul Siphon
7: Fell Drain
8: Army of the Damned
9: Aura of the Weakling
10: Fell Animate, Soul Burn

Tainted: Because of the negative energy infusing the Gravebound from its connection to death, healing spells only work at half effectiveness when cast on a Gravebound.

Spirit Scour: A number of times a day equal to 2 * his Gravebound level, a Gravebound can siphon energy from a soul to power his spells or class abilities.

Fell Weaken: The Gravebound can expend a use of Spirit Scour ability to have his next spell deal 4 Strength damage to all targets. This drain lasts for a number of minutes equal to the Gravebound's class level.

Soul Infusion:By expending three uses of his Spirit Scour ability, the Gravebound can force a soul to occupy a nearby body, causing it to rise as a warrior zombie under his control. Zombies created in this manner are permanent until killed, and have hit dice equal to 1 + the Gravebound's class level. You may have 2 * your level in HD controlled in this way.

Shield of the Weakling: By expending two uses of his Spirit Scour ability, the Gravebound force spirits to come to his defense, surrounding him in a whirling mass that grants 20% concealment, Spell Resistance of 12 + Class Level, and causes any creature trying to strike him to take 1d6 + class level in damage. This ability lasts for 5 rounds. For every additional use of Spirit Scour expended on this ability, the Spell Resistance increases by 2, the damage dealt by 1, and the duration increases by 5 rounds. You may only expend a number of uses up to your level in this way.

Fell Frighten: The Gravebound can expend a use of Spirit Scour ability to have his next spell cause all targets become frightened if they fail a Will save vs 10 + Class Level + 1/2 Cha modifier. This drain lasts for a number of minutes equal to the Gravebound's class level.

Spirit Drain: By expending a use of Spirit Scour ability, the Gravebound launches a spectral wraith at the target. The target must succeed at a Fort save vs 10 + Class Level + 1/2 Cha modifier, or suffer a number of levels drained equal to the Gravebound's class level.

Soul Siphon: By drawing on the souls of his allies, the Gravebound can restore uses of his Spirit Scour ability. For every use of Soul Siphon, all allies take takes two points of Con drain, and the Gravebound gains 1 extra use of Spirit Scour per two allies drained. This drain cannot be removed by any magical means, and only after a period of twenty four hours does it dissipate. Allies that are immune to ability drain do not count for the purposes of gaining uses of Spirit Scour.

Fell Drain: The Gravebound can expend a use of Spirit Scour ability to have his next spell deal 1 level drain to all targets. This drain lasts for a number of hours equal to the Gravebound's class level.

Army of the Damned: The Gravebound causes a number of skeletal warriors equal to 1/2 his class level + 1d10 to claw out of the ground and attack. Because of the drain placed on the souls to animate long dead corpses, the skeletal warriors only last a number of rounds equal to his class level. This ability costs four uses of Spirit Scour. The skeletal warriors have Hit Dice equal to 2 + the caster's Gravebound level.

Aura of the Weakling: By expending four uses of his Spirit Scour ability, the Gravebound creates an aura that applies the effects of Shield of the Weakling to all within it. However, all neutral allies within the aura take half damage as if they had hit the Gravebound, while good allies take full damage. This damage is applied once a round. Allied undead within the aura are healed by the damage each round.

Fell Animate: The Gravebound can expend two uses of Spirit Scour ability to apply
Fell Animate to his next spell. Any creature slain by a Fell Animated spell is animated as a zombie under the control of the Gravebound. The zombie has a number of Hit Dice equal to the total it had in life.

Soul Burn: A Gravebound who has drained all uses from his Soul Scour ability can power his abilities by burning his own soul as fuel. For each use of his own soul in this manner, he takes two points of Con drain. This drain cannot be removed by any magical means, and only after a period of twenty four hours does it dissipate.

CASTING: Upon gaining a level in Gravebound, the character gains new spells per day as if he had also gained a level in his highest caster class (sorcerer, or wizard). He does not learn any new spells through his abilities. He does not gain any other benefit a character of that class would have gained (e.g., improved familiar, bonus feats).
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Re: Stratovarius's Collection
« Reply #11 on: June 11, 2008, 09:38:25 PM »
UnravellerMaking an Unraveller
Unravellers are in some ways passive characters, their fields always active and targeting those around them. However, it has the ability to create targeted, lesser fields that it can use to damage smaller areas. They practice controlling their fields endlessly, some attempting to gain a measure of a normal life, others looking for a way to force a stronger grip of unreality. It is a controlled, focused life for some, while others are wild, dancing things, satyrs of the night. Unravellers also learn how to shift constantly, keeping their enemies within the fields that are so dangerous to those who remain within them over time.

Abilities: No ability is central to the Unraveller's abilities, although Constitution allows him to remain alive while duelling with the enemies that he has for far longer. It also boosts his concentration, helpful for keeping his targeted fields alive.

Races: Unravellers are very rare, even among the races that are most predisposed to chaos or similar creations. There are no races that they are more predisposed to appear among, except for a few like Slaadi.

Alignment:Starting Gold: 4d4 x 10.

Starting Age: Complex (As Wizard).


Table 1: The Unraveller
Hit Die: d8



Level  BAB        Ref  Fort  Will  Abilities          1      +0         +0   +0    +2    Unravelling, Limited Field       
2      +1         +0   +0    +3    Warped Field, Atrophy                     
3      +2         +1   +1    +3    Reverse Polarity 
4      +3         +1   +1    +4     
5      +3         +1   +1    +4    Collapsar 
6      +4         +2   +2    +5    Diminution 
7      +5         +2   +2    +5       
8      +6/+1      +2   +2    +6    Dislocation
9      +6/+1      +3   +3    +6    Dissipation
10     +7/+2      +3   +3    +7    Greater Unravelling
11     +8/+3      +3   +3    +7    Breakdown
12     +9/+4      +4   +4    +8   
13     +9/+4      +4   +4    +8    Degradation
14     +10/+5     +4   +4    +9    Regression
15     +11/+6/+1  +5   +5    +9    Reality Reordered
16     +12/+7/+2  +5   +5    +10   
17     +12/+7/+2  +5   +5    +10   Order Unbound
18     +13/+8/+3  +6   +6    +11   
19     +14/+9/+4  +6   +6    +11   Rifts
20     +15/+10/+5 +6   +6    +12   Supreme Unravelling

Class Skills (4 + Int modifier per level, x4 at first level):
Concentration, Craft, Knowledge (Arcana), Knowledge (History), Knowledge (Religion), Knowledge (The Planes), Spellcraft.

Class Features
Fields slowly tear apart your enemies, building to a crescendo of power in only a few short rounds. All those who stay within your fields will perish as they decay and disappear, their reality crumbling into a ruined body.
  • Weapon and Armour Proficiency: Unravellers are proficient with all simple weapons and light armour.
  • Limited Field: The maximum penalty that can be assigned by any class ability is limited to his class level. (Thus Collapsar at level 5 can do a maximum of 5d6 at level 5)
  • Fields of Unravelling (Su): The Unraveller projects several fields that warp and damage the natural reality of all creatures and things in the area. He is immune the effects of these fields, but his allies are not. All of these fields are an emanation from the Unraveller that is 5' per class level in radius. The Unraveller can switch the effect of the field as a standard action. He can suppress a field as a swift action.
    • Unravelling: The Unraveller is a walking hole in the reality in the universe, and especially in the fabric of magic. His very presence upsets and alters the nature of any magic that exists over a period of time, be it truenaming, Magic, arcane or divine in nature. Whenever a creature affected by a spell is within the area, the Unraveller affects the spell in one of two ways, depending on whether it has a numeric effect such as Bull's Strength.
      • 1st Round: Spells are unaffected.
      • 2nd Round: Spells operate at 75% efficiency (rounded up).
      • 3rd Round: Spells operate at 50% efficiency (rounded up).
      • 4th Round: Spells operate at 25% efficiency (rounded up).
      • 5th Round: Spells are suppressed.
      If the spell does not have a numeric effect (failure means the spell is suppressed):
      • 1st Round: Spells are unaffected.
      • 2nd Round: Spells have a 75% chance to keep operating.
      • 3rd Round: Spells have a 50% chance to keep operating.
      • 4th Round: Spells have a 25% chance to keep operating.
      • 5th Round: Spells are suppressed.
      Once a spell is suppressed, it has no effect. Rounds while suppressed still count towards the duration of the spell. Once the creature (or Unraveller) is far enough away that the spells are outside of the Unravelling, they are fully restored. At level one, Unravelling only affects spells of first level. The following chart provides the level progression:
      • Unraveller 1: Spell Level 1
      • Unraveller 4: Spell Level 2
      • Unraveller 6: Spell Level 3
      • Unraveller 8: Spell Level 4
      • Unraveller 10: Spell Level 5
      • Unraveller 12: Spell Level 6
      • Unraveller 14: Spell Level 7
      • Unraveller 16: Spell Level 8
      • Unraveller 18: Spell Level 9
    • Collapsar: The Unraveller changes and alters his field of unravelling, shifting it from unravelling the fabric of magic to peeling back the layers of the material world. Each round that a creature is in the field, it takes 1d6 points of damage per round within it. Thus, on the first round it takes 1d6, while on the fourth it takes 4d6. A Fortitude save vs 10 + 1/2 class levels + Charisma modifier cuts the damage taken in half.
    • Dissipation: The field of unravelling begins siphoning off little sections of all those who remain within it, causing their abilities to degrade. Each round that a creature is in the field, it takes 1 point of damage per round within it to a random ability score. Thus, on the first round it takes 1 point of damage, while on the fourth it is 4. To determine which statistic is damaged, line them up alphabetically and roll 1d6 (or any other appropriate method).
    • Degradation: Time and space themselves warp around the Unraveller, twisting and slowing. Each round that a creature is in the field, it loses 5' of speed and 1 attack per round. Thus, a creature that started with three attacks and 30' movement on the second round has 1 attack and 20' of movement. This cannot reduce a creature beneath 1 attack and 5' of movement.
    • Order Unbound: Probability crumbles under the assault of the Unraveller, falling completely by the wayside. Each round that a creature is in the field, its d20 rolls are altered by an additional d6. To determine whether the Xd6 is added or subtracted, flip a coin or roll a die with odds as subtraction and evens as addition. Thus, on the first round an extra 1d6 is added or subtracted to all dice rolls for that creature, while on the fourth it would be 4d6.
  • Warped Field (Su): The Unraveller twists his field, opening holes within it. These holes are spots of unreality hit again with unreality, negating itself and creating a "real" hole in an otherwise unreal field. Creatures within these holes are unaffected by the field's damaging effects. The Unraveller may have the holes anywhere within his field, but it takes his swift action to reallocate their location.
    • 1st Level: The Unraveller can create a 5' hole in his field.
    • 5th Level: The Unraveller can create two 5' holes in his field. These can be placed next to one another if desired.
    • 10th Level: The Unraveller can create three 5' holes in his field. These can be placed next to one another if desired.
    • 15th Level: The Unraveller can create four 5' holes in his field. These can be placed next to one another if desired.
    • 20th Level: The Unraveller can create five 5' holes in his field. These can be placed next to one another if desired.
  • Atrophy (Su):
  • Reverse Polarity (Su):
  • Diminution (Su): The Unraveller attacks the weave of magic in a localized area, causing it to become unstable. The Unraveller can centre the field anywhere within close range, and it affects an area of 5' per two class levels. The Unraveller must maintain concentration as a standard action on the field for it to remain. Creatures are affected as follows:
    • 1st Round: Spells have a 10% chance to fail when cast.
    • 2nd Round: Spells have a 20% chance to fail when cast.
    • 3rd Round: Spells have a 30% chance to fail when cast.
    • 4th Round: Spells have a 40% chance to fail when cast.
    • 5th Round: Spells have a 50% chance to fail when cast.
  • Dislocation (Su): Creatures begin to randomly teleport, their location no longer fixed on the battlefield. They teleport 5' per two levels of the Unraveller in a random direction. The Unraveller can centre the field anywhere within close range, and it affects an area of 5' per two class levels. The Unraveller must maintain concentration as a standard action on the field for it to remain. Creatures are affected as follows:
    • 1st Round: Creatures are unaffected.
    • 2nd Round: Creatures have a 25% chance to teleport.
    • 3rd Round: Creatures have a 50% chance to teleport.
    • 4th Round: Creatures have a 75% chance to teleport.
    • 5th Round: Creatures always teleport.
  • Greater Unravelling (Ex): The Unraveller has learned how to attune his Field of Unravelling to multiple sections of reality, allowing him to have two different Fields of Unravelling active at the same time. (For example, creatures are affected by both Collapsar and Unravelling).
  • Breakdown (Su): The Unraveller creates a field that targets the mental processes of all those involved, warping and altering them. The Unraveller can centre the field anywhere within close range, and it affects an area of 5' per two class levels. The Unraveller must maintain concentration as a standard action on the field for it to remain. Creatures are affected as follows:
    • 1st Round: Creatures are unaffected.
    • 2nd Round: Creatures have a 25% chance to become confused.
    • 3rd Round: Creatures have a 50% chance to become confused.
    • 4th Round: Creatures have a 75% chance to become confused.
    • 5th Round: Creatures are confused.
  • Regression (Su): The Unraveller causes all creatures in an area to regress, returning to an earlier form of themselves. The Unraveller can centre the field anywhere within close range, and it affects an area of 5' per two class levels. The Unraveller must maintain concentration as a standard action on the field for it to remain. Creatures take one negative level each round until they have negative levels equal to half their hit dice. Once they leave the field, their levels are restored at the rate of one per round.
  • Reality Reordered (Su): The Unraveller pulls apart the strands of magical energy, sending spells flying off in all directions. With a ranged touch attack, the Unraveller causes all spells on a single creature to be randomly reassigned amongst all others within an area of 5' per two class levels. The original creature is a valid target for the spells to land on. If the spell would land on an invalid target, it returns to the original creature. The spells's durations continue on as normal.
  • Rifts (Su): Wrenching at the fabric that orders the universe, the Unraveller pulls open gates that span the planes. This creates 1d4 gates, linked to a random plane. The gate itself is a circular hoop or disk from 10 feet in diameter, oriented vertically and facing a random direction. It is a two謀imensional window looking into the plane. Anyone or anything that moves through a gate is shunted instantly to the other side. All creatures who move within 10 feet of a gate must make a Reflex saving throw vs 15 + Unraveller's Charisma Modifier or be sucked into the gate. For every round that the gates are held open, there is a cumulative 10% chance that a creature comes through. The type of creature is left entirely to the DM's discretion. The Unraveller must maintain concentration as a standard action on the gates for them to remain
  • Supreme Unravelling (Ex): As the Unraveller moves, the core of space and time unlock themselves from one another, collapsing into impossibilities as he moves through. This allows him to have three different Fields of Unravelling active at the same time. (For example, creatures are affected by Degradation, Collapsar and Unravelling).
« Last Edit: June 12, 2008, 01:34:56 PM by Stratovarius »
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Stratovarius

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Re: Stratovarius's Collection
« Reply #12 on: June 12, 2008, 09:47:45 AM »
Domain Cleric

"I learn from all things."
Latnavasa the Bright, Human Domain Cleric

This is a modification to the core cleric class, rather than a new class entirely.

Domain Casting
At level one, replace the cleric's ability to learn spells with this ability.

The cleric does not learn spells like normal. Instead, a starting cleric picks three domains, in addition to the two he would normally have. He may memorize spells from domains granted by this ability in any spell slot, and treats them as if they were normal clerical spells. Beginning at level 3, and every 2nd level thereafter (5, 7, 9, etc.), the domain cleric chooses another domain, and becomes able to cast the spells from it, as described in this ability.

Domains granted by this ability do not grant their domain power, nor do they count for the purposes of prerequisites. The two domains taken normally at first level behave properly. A domain cleric levelling in another class does not learn additional domains.
« Last Edit: June 12, 2008, 01:33:54 PM by Stratovarius »
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Stratovarius

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Re: Stratovarius's Collection
« Reply #13 on: July 16, 2008, 08:56:32 AM »
Non-Spellcasting RangerSpell Casting
The ranger does not gain spellcasting as per normal. Instead, at each level when he would have gained a new spell level, he gains a new favoured enemy. At each of these levels, he also gains a single two-weapon fighting feat if he chose that combat style, or a single archery feat if he chose that style. Thus, he replaces each level of spellcasting with a favoured enemy and with a combat style feat.
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Stratovarius

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Re: Stratovarius's Collection
« Reply #14 on: July 16, 2008, 08:57:21 AM »
Crafter's Magic
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Stratovarius

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Re: Stratovarius's Collection
« Reply #15 on: July 16, 2008, 08:58:08 AM »
Linked Magic
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Kuroimaken

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Re: Stratovarius's Collection
« Reply #16 on: August 01, 2008, 08:10:13 PM »
WHAT?! NO BARD LOVE?!

SHAME ON YOU, SIR! SHAME ON YOU!!
Gendou Ikari is basically Gregory House in Kaminashades. This is FACT.

For proof, look here:

http://www.layoutjelly.com/image_27/gendo_ikari/

[SPOILER]
Which Final Fantasy Character Are You?
Final Fantasy 7
My Unitarian Jihad Name is: Brother Katana of Enlightenment.
Get yours.[/SPOILER]

I HAVE BROKEN THE 69 INTERNETS BARRIER!


Stratovarius

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Re: Stratovarius's Collection
« Reply #17 on: August 02, 2008, 01:58:11 PM »
My reply to that is: They're bards. They don't cast interesting spells :P
Arhosa Campaign World - Always Recruiting
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Kuroimaken

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Re: Stratovarius's Collection
« Reply #18 on: August 02, 2008, 05:01:14 PM »
Quote
My reply to that is: They're bards. They don't cast interesting spells

Not true since the Sublime Chord came out.  :D
Gendou Ikari is basically Gregory House in Kaminashades. This is FACT.

For proof, look here:

http://www.layoutjelly.com/image_27/gendo_ikari/

[SPOILER]
Which Final Fantasy Character Are You?
Final Fantasy 7
My Unitarian Jihad Name is: Brother Katana of Enlightenment.
Get yours.[/SPOILER]

I HAVE BROKEN THE 69 INTERNETS BARRIER!


Stratovarius

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Re: Stratovarius's Collection
« Reply #19 on: August 02, 2008, 07:47:19 PM »
That's not a bard. That's a wizard in sheep's clothing.
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