Pleroma [spoiler]
HD:d8
Level | Bab | Fort | Ref | Will | Feature |
1 | +1 | + 0 | +0 | +2 | Pleroma body, Void Soul, Flux Power, Envisaging, Disrupting Touch |
2 | +2 | + 0 | +0 | +3 | Aeon, +1 Wis |
3 | +3 | + 1 | +1 | +3 | +1 Con |
4 | +4 | + 1 | +1 | +4 | Void Essence |
5 | +5 | + 1 | +1 | +4 | Extension of All |
6 | +6 | + 2 | +2 | +5 | Disregard the Earth |
7 | +7 | + 2 | +2 | +5 | +1 Cha |
8 | +8 | + 2 | +2 | +6 | Void Form |
9 | +9 | + 3 | +3 | +6 | +1 Wis |
10 | +10 | +3 | +3 | +7 | Growth |
11 | +11 | +3 | +3 | +7 | +1 Con, +1 Cha |
12 | +12 | +4 | +4 | +8 | Void Sight, +1 Wis |
13 | +13 | +4 | +4 | +8 | +1 Con, +1 Cha |
14 | +14 | +4 | +4 | +9 | Sphere of creation, Sphere of Oblivion |
15 | +15 | +5 | +5 | +9 | Opposition Mastery, +1 Wis |
16 | +16 | +5 | +5 | +10 | Advanced Sphere of Creation, Advanced Sphere of Oblivion |
17 | +17 | +5 | +5 | +10 | Creation from Destruction, +1 Con |
18 | +18 | +6 | +6 | +11 | Greater Sphere of Creation, Greater Sphere of Oblivion |
19 | +19 | +6 | +6 | +11 | Balance the Scales, +1 Cha |
20 | +20 | +6 | +6 | +12 | Eternal Cycle, +1 Wis, +1 Con +1 Cha |
Skills:4+int modifier per level, quadruple at 1st level, class skills are Appraise, Bluff, Heal, Hide, Intimidate, Knowledge (any), Listen, Sense Motive, Spellcraft, Spot, Use Magic Device.
Proficiencies: A Pleroma isn't proficient with any kind of weapon besides its disrupting touch.
Features:Pleroma Body:The Pleroma loses all other racial bonus and gains outsider traits (basicaly darkvision 60 foot). It is a medium sized outsider wich floats just above ground at a speed of 30 feet per round. For now it cannot raise more than a couple of feets in the air. It cannot speak, but it possesses a special kind of telepathy (see Envisaging ).
In adition it gains a bonus to nat armor equal to its Con modifier.
Void Soul: The Pleroma casts spells as if it was a cleric of the same Pleroma level, except that it doesn't know any spells from the cleric spell list. Instead it gains three domains (instead of two) and can use all its spell slots for domain spells, not only its domain slots. At least two of the domains must be of oposite philosophies, like creation and destruction, good and evil, law and chaos. It uses its Pleroma level for any domain special power. If the Pleroma multiclasses into cleric or a prc that advancess divine spellcasting, it may choose to keep increasing this spellcasting instead of normal cleric spellcasting (doesn't gain any extra domains from cleric, but does from prcs). Cleric/prc levels stack for domain abilities.
Flux Power:The Pleroma is a living embodiment of the balance between creation and destruction, and this allows it several special powers besides its spellcasting. At the pointed levels in the table he can use the respective spells as SLAs a certain number of times per day. Some of those spells are always active and altough they can be dispelled the Pleroma can recreate them in its own turn as a free action. The Pleroma can also turn those abilities off out of his own will and reactivate them as a free action when needed(only on its own turn).
Save DC against the SLAs and always active abilities is 10+1/2HD+Cha mod.
[spoiler]
Lv 1-Mending, Daylight each 1/day per HD.
Lv 3-Deeper Darkness, Create Food and Water, each 1/day per HD.
Lv 5-Wood Shape, Plant Growth, each 1/day per 2 HD
Lv 7-Rusting Grasp, Freedom of Movement each 1/day per 2 HD
Lv 9-Break Enchantment, Scult Sound, each 1/day per 3 HD
Lv 11-Shout, Stone Shape each 1/day per 3 HD
Lv 13- Fabricate, 1/day per 4 HD, True Seeing (always active)
Lv 15- Major Creation, Disintegrate each 1/day per 6 HD.
Lv 17-Mage's Disjuction, Horrid Wilting each 1/day per 10 HD.
Lv 19- Wish*, 1/day per 20 HD.
*-The exp cost must be paid if used to create any permanent lasting effect like an item.
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Envisaging:Disrupting Touch: Aeon: at 2nd level the Pleroma's darkvision increases to 120 feet, and gains resistance to Cold plus a bonus on saves against poison both equal to its HD, and then resistance to fire and electrecity equal to half its HD.
Ability Score Increase: The Pleroma gains +1 to
Wis at levels 2, 9, 12, 15, 20
Con at levels 3, 11, 13, 17, 20
Cha at levels 7, 11, 13, 19, 20
For a total of +5 Wis, +5 Con, +5 Cha at level 20
Void Essence: At 4th level the Pleroma gains Fast healing equal to half its HD and SR equal to 11+HD. it may rise or lower its SR at any time as a free action.
Extension of All:Disregard the Earth:At 6th level the Pleroma's base speed is doubled, and can now rise as high as it wants, counting as flight with perfect maneuverability.
Void Form:Growth:At 10th level the Pleroma grows one size category.
Void Sight: At 12th level the Pleroma gains Blindsight with range 20 feet plus 5 feet per HD.
Sphere of Creation: At 14th level once per day per 2 HD, the Pleroma can manifest a 2-foot-diameter sphere of white energy that hovers above its left hand as a standard action. By concentrating as a swift action, the pleroma can control this sphere, causing it to fly slowly at a speed of 10 feet per round. The sphere can travel in any direction, but must remain within 300 feet of the pleroma or it immediately dissipates. Wherever the sphere travels, it leaves behind a 5-foot-wide path of new non-valuable matter, creating new terrain (such as swamp, tundra, desert, or forest) that counts as hard terrain and provides cover. It may even create terrain in mid-air, in which case it floats naturally. Any creature that comes in a square trough which the sphere passes must make a DC 10+1/2 HD+Con modifier Reflex save or be entangled and fixed in place into the new terrain unless the Pleroma wishes otherwise. Trapped creatures may atempt to get out as a fullround action by suceeding on a new Reflex save with the same DC. Creatures that save are pushed to the nearest unoccupied location adjacent to the newly created terrain. The sphere is highly unstable and only lasts 1d4 minutes before exploding with a blinding flash.
No more than one such sphere at a time (including the greater version).
Sphere of Oblivion: At 14th level once per day per 2 HD, the Pleroma the pleroma can manifest a 2-foot-diameter sphere of complete and utter darkness that hovers above its right hand as a standard action. The sphere is an empty void similar to a sphere of annihilation. Any creature (living or nonliving) that is in the same square as the sphere automatically takes 1d6 damage per HD,Fort save DC 10+1/2HD+Con mod for half damage. Larger objects (such as ships or buildings) and area spells (like black tentacles and wall of force) are destroyed at a rate of one 10-foot cube per round of contact with the sphere. Magic objects are allowed a Fort save with the same DC as before. Lasting spell effects are automatically dispeled. By concentrating as a swift action, the pleroma can control this sphere, causing it to fly slowly at a speed of 10 feet per round. The sphere can travel in any direction, but must remain within 300 feet of the pleroma or it immediately dissipates. The sphere is highly unstable and only lasts 1d4 minutes before harmlessly imploding upon itself. No creature or magic object can be affected by a Sphere of Oblivion more than once per round.
No more than one such sphere at a time (including the greater version).
Opposition Mastery: At 15th level, if the Pleroma has both a Sphere of Oblivion and a Sphere of Creation out at the same time, it may concentrate on both as a single swift action. This also works for the greater version.
Advanced Sphere of Creation: At 16th level, when using its Minor Sphere of creation, the Pleroma may choose for it to leave behind a 10-foot-square wall composed of a single natural non-valuable substance (such as clay, wood, or stone) instead of creating new terrain. Plus now when the sphere explodes all creatures other than the Pleroma within 30 feet of the flash must make a DC 10+1/2 HD+ Con modifier Fortitude save or be permanently blinded.
Advanced Sphere of Oblivion: At 16th level, the Pleroma may hurl the sphere as a ranged touch attack (with a 10-foot range increment) against a single creature. When thrown in this manner, the creature hit must suceed on a Fort save with DC 10+1/2 HD+Con mod or be utterly destroyed as touched by an actual sphere of annhilation. The sphere of oblivion implodes immediately after the attack is resolved,
Creation from Destruction: At 17th level the Pleroma may summon a sphere of oblivion and a sphere of creation as a fullround action. This also works for the greater versions. It must still spend ability uses as normal.
Greater Sphere of Creation: At 18th level the Pleroma may choose to spend three uses of Sphere of Creation to produce a much stronger version. Any existing matter, either living or nonliving that is in the same square as the greater sphere must make a DC 10+1/2 HD+Con mod Fortitude save or be absorbed and incorporated into the new substance (only freedom, miracle, or wish can rescue creatures so trapped). Even if they save they must still suceed on the Reflex roll or be left entangled and fixd into place of the normal version. No more than 1 check per round.
Greater Sphere of Oblivion: At 18th level the Pleroma may choose to spend three uses of Sphere of Creation to produce a much stronger version. Any creature that is on the same square as the sphere must succeed on a DC 10+12HD+Con mod Fortitude save or be sucked into the sphere and destroyed, after which nothing short of pure direct divine intervetion (miracle and wish aren't enough) may restore them. Even if they suceed on this fortitude save they're still affected by the base damaging ability of the Sphere of Oblivion. No more than 1 check per round.
Balance the Scales: At 19th level a number of times per day equal to their Cha mod, the Pleroma may spontaneously cast any spell it knows by sacrificing a prepared spell of the same level or higher.
Eternal Cycle:Everything that begins must come to an end, but also everything that falls may yet rise again. At 20th level, 1/day if it has both greater Creation and greater Oblivion spheres summoned, as a fullround action, the Pleroma may fuse them in any space adjacent to itself and hope for the best. Roll a 1d100 and consult the following table.
1d100 Roll | Result |
1-20 | Negation |
21-40 | Omni Sphere |
41-60 | Out of control |
61-80 | Big Bang |
81-95 | Void Ascension |
96-100 | Aeon Gate |
Negation-the spheres disapear in a quite epic scene above any possible words description, but otherwise nothing pratical happens.
Omni Sphere-the spheres fuse themselves into the mighty Omni Sphere! Its radius is 20 feet and can work as either or both a Greater Sphere of Oblivion and Greater Sphere of Creation, Pleroma's choice and can be moved up to 300 feet per round instead of just 10 feet. It creates/destroys 40 feet cubes of matter instead of 10 feet cubes, and the Pleroma adds either his Wis or Cha mod to the DCs, whichever's higher. The omni sphere only lasts 1d4 rounds.
Out of Control-As Omni sphere, but the result is too powerful for the Pleroma to control! The omni sphere acts on its own at the end of each of the Pleroma's rounds, as if it was
Insane. Treat a result of 1-10 as going after the Pleroma and a result of 11-20 as trying to pass over as many creatures as it can in a single round. It moves at a speed of 300 feet and doesn't disapear if it leaves the Pleroma's control range.
Big Bang-The spheres anihilate each other in a reality-shaking explosion. All within 30 feet of the Pleroma takes 2d8 damage per HD that bypasses all regeneration, a reflex save DC 10+HD+Con mod Reflex save reduces this damage by half. A new plane of random characteristics is started at the center of the explosion, but it immediatily separates itself from the current plane.
The Pleroma itself has a 50% chance of being sucked to this new plane of existence, but if it fails this chance, the explosive energy destroys it.
Void Ascension-The spheres fuse themselves with Pleroma, which grows to gargantuan size as its power swells beyond all imagination. All damage is healed and all harmfull conditions removed. The Pleroma can also instantly apply any known metamagics to its spells for free whitout increased casting time, and the DCs and CLs of its spells and SLAs are all increased by 2. This state only lasts 1d4 rounds, after which the Pleroma returns to normal.
Aeon Gate-The fusion of the spheres opens a rift in reality that spwans 1d4 Pleromas adjacent to you with level equal to your HD and elite array of stats. They follow your orders for 1 hour and then leave.
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Comments
[spoiler]
Some would tell you the multiverse is balanced between good and evil, chaos and order. They lie. Neutrality also plays an important role, standing in the middle and preventing either side from geting too strong.
The Pleroma is a champion of neutrality from pathfinder that on top of being a cleric and the usual array of SLAs also flies around a couple of artifact spheres. So no big trouble on what to focus on this class, actually had to pull back on the cleric casting. The spheres are first acessed at 14th level but only attain their true power at 18th level. The capstone is based on an old game boss that was also built around a creation sphere and a destruction sphere.
So overall cleric casting, SLAs and some minor powers, and then flying around two spheres that blow up and create stuff. If you want to play a judge of the multiverse, the Pleroma's for you!
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