Advertisement
jjhreid

vRP Secret Santa 2023: Trogg 1

Dec 24th, 2023 (edited)
35
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 15.19 KB | None | 0 0
  1. Part 1
  2. [MECHANICS] Create a class that is based around outsiders!
  3. [MECHANICS / DANTE MUST DIE MODE] Make a class that is based around Outsiders.
  4.  
  5.  
  6. Lore: Mortals are particularly unique due to the sheer malleability of their souls, this comes with a particular, oft not well known price, that being how vulnerable they can be to outsider influence. A Vessel is a mortal that has, in some way or another, had their soul marred and fused with some planar influence or being, known as a Corrival. The way which these Vessels can be created varies enormously - from a violent dimensional breach in the upper planes resulting in the shattered remains of an angel's consciousness merging with a mortal, to a particularly powerful Inevitable cursing someone that has wronged them so that they must bear the burden of order, to the more common concepts of demonic possession. Whichever way a Vessel is formed, the union is not only not symbiotic, but actively harmful to the mortal affected by it - yet the innate powers that come from the very core of the planes themselves often prove to be just as much of a boon as they are a detriment, even as they chip away at the Vessel's ego - this is because the innate conflict between a Vessel and it's Corrival generates a particularly large amount of energy that goes above and beyond what would be produced in a symbiotic relationship.
  7.  
  8. Role: Vessels are somewhat similar to Oracles in that they must deal with a particular detriment to their being from which they also draw power from - however, Vessels are not only far more varied than Oracles in function, but they must also manage this particular detriment far more closely - lest they do more harm than good. They can be purely martially focused, powerful casters, healers, or a mixture of either, depending on what particular Corrival has made them a Vessel.
  9.  
  10. Requirements
  11.  
  12. Alignment : The formation of a Vessel can only occur if there is a notably extreme difference between themselves, and the extraplanar force affecting them - as such, Vessels can be of any alignment but True Neutral. The force affecting them, then, must be opposite in at least one extreme on the alignment chart. (A Lawful Good Vessel must be affected by either a Chaotic Good, Lawful Evil or Chaotic Evil Force, while a Neutral Evil Vessel can be affected by a Chaotic Good, Neutral Good or Lawful Good force, and so on)
  13.  
  14. Additional Requirements : +5 BAB OR 3rd Level Casting
  15.  
  16.  
  17. Special : A Vessel can only be formed through a particular set of events that would result in an extraplanar force imbuing itself onto the character. This must be discussed with the Dungeon Master ahead of time in the case of making a Vessel at the start of a campaign, or be the result of happenings in the game itself. Due to the self-destructive nature of the process, Vessels cannot be made willingly or reliably through any known process.
  18.  
  19. _____________________________________________________________________________________
  20.  
  21. Hit Die : d8
  22.  
  23. Class Skills : Bluff, Disguise, Intimidate, Knowledge (Religion) (Planes), Sense Motive, Stealth.
  24.  
  25. Skill Ranks per Level: 4 + Int modifier.
  26.  
  27. Level-------BAB-------Fort Save-------Reflex save-------Will save-------Special
  28. 1st +0 +1 +0 +0 Extraplanar Corrival, Fractured Mind
  29. 2nd +1 +1 +1 +1 Ego, Corrupted Body
  30. 3rd +2 +2 +1 +1
  31. 4th +3 +2 +1 +1 Corrupted Body
  32. 5th +3 +3 +2 +2 Between Two Worlds, Expertise Across the Ages
  33. 6th +4 +3 +2 +2 Fleeting Sanity
  34. 7th +5 +4 +2 +2
  35. 8th +6 +6 +3 +3
  36. 9th +6 +5 +3 +3 Corrupted Body
  37. 10th +7 +5 +3 +3 Expertise Across the Ages, Resolution
  38.  
  39. Class Features : Vessels do not gain any additional proficiencies at base.
  40.  
  41. Extraplanar Corrival : At 1st level, the particulars of the Vessel's extraplanar influence must be decided. As previously mentioned, this Corrival must be some form of Outsider that is directly opposed to the Vessel in at least one axis on the alignment chart.
  42.  
  43. Once this is decided, the archetype of the Corrival is then picked - this will affect the progression and abilities of the class. The Available archetypes are as follows.
  44.  
  45. WARRIOR : This Corrival is particularly skilled martial combatant that empowers it's Vessel with it's innate martial knowledge, adrenaline, focus or bloodlust. The Vessel gains d12 HD, full BAB progression, Martial Weapon Proficiency, Proficiency in all armors and shields and two exotic weapon proficiencies of their choice. They also gain a free Combat feat at 3rd, 5th, 7th and 9th levels.
  46.  
  47. If the Vessel already had proficiency in all martial weapons and at least Medium Armor, they also gain a free extra feat of their choice.
  48.  
  49. If the Warrior archetype is picked as a second or third archetype via Expertise Across the Ages, they only gain d10 HD instead, and their BAB cannot go above HD-1.
  50.  
  51. SAGE : This Corrival retains considerable knowledge in the Arcane arts - and this knowledge is promptly shared with the Vessel due to their shared conciousness. If the Vessel has no Arcane Spellcasting, they gain acess to the Magus Spell List, and gain a caster level of 1. With every level they take in this prestige class, they gain a caster level. The Casting Stat of these spells is Intelligence.
  52.  
  53. If the Vessel already has Arcane Casting, they instead continue progressing in their previous spellcasting class, gaining a caster level at 2nd, 3rd, 4th, 6th, 7th, 8th and 10th level. He also uses his original classes' casting stat, instead of the one listed above.
  54.  
  55. The Vessel also gains a single Arcanist Exploit of their choice at 1st level, treating their Vessel level as their Arcanist level.
  56.  
  57. ZEALOT : This Corrival is a considerable source of either Holy or Unholy power, and this power unwittingly bleeds into the Vessel. If the vessel has no Divine Spellcasting, they gain access to the Warpriest Spell list, and gain a caster level of 1. With every level they take in this prestige class, they gain a caster level. The Casting Stat of these spells is Charisma.
  58.  
  59. If the Vessel already has Divine casting, they instead continue progressing in their previous spellcasting class, gaining a caster level at 2nd, 3rd, 4th, 6th, 7th, 8th and 10th level. He also uses his original classes' casting stat, instead of the one listed above.
  60.  
  61. Furthermore, the Vessel gains a Domain of their choice, treating their Vessel level as their Cleric level. This Domain MUST have some form of connection with their Corrival.
  62.  
  63. MENDER : This Corrival was, in some way, a capable healer, wether as a pious chirurgeon, or a cold torturer. The Vessel gains the Channel Energy class feature as if he was a Cleric of his HD. He can, as a swift action, convert one charge of this Channel Energy effect into two charges of Lay on Hands, similarly treating his HD as his Paladin level to determine the strength of his healing.
  64.  
  65. At 3rd level, the Vessel can Lay on Hands others at a range of 10 feet, and as a move action. At 5th level, he gains the Exclusionary Channel feat. If he already has it, he gains a bonus feat of his choice. At 7th level, he treats all of his healing spells and effects as if they were empowered.
  66.  
  67. AGENT : This Corrival is particularly clever, and quick to exploit any openings given to them. The Vessel gains the Sneak Attack feature at 1st level, gaining an additional 1d6 of damage for every two levels they take in this Prestige Class. Furthermore, they gain four additional skill points at every level up, and gains "Good" progression on their Reflex saves.
  68.  
  69.  
  70.  
  71. _______________________________________________________________________________________
  72.  
  73. Fractured Mind : A Vessel is wracked by conflicting mental inputs that chip away at their focus. They take a -2 penalty to all Will saves - however, they roll twice and take the better result whenever rolling against effects with the Fear, Emotion or Enchantment descriptor, as any sort of enchantment magic finds itself having a far harder time affecting their splintered self.
  74.  
  75. _______________________________________________________________________________________
  76.  
  77. Ego : At 2nd level, the Vessel's psyche now finds itself truly affected by it's Corrival, and must keep track of his Ego Points (EP). EP Rises and falls for multiple reasons, and can go into the negatives or positives, which provides a variety of benefits and negatives. This scale goes from -10 EP to +10 EP, and it grows by 5 on either end for every level the Vessel gains beyonds the second - unlocking new effects as it does. For a full guide on these effects and how to gain and lose EP, consult the EP Guide below.
  78.  
  79. https://pastebin.com/reXHdbPC
  80.  
  81. _______________________________________________________________________________________
  82.  
  83.  
  84. Corrupted Body : At 2nd level, the Corrival's presence now becomes visible to others via some form of physical alteration in the Vessel, such as a change in skin tone, the growth of small, withered wings, the presence of antennae, or many other effects, which can prove to be beneficial, despite their unsettling appearance. It also should be noted that these effects are altered depending on the Vessel's EP - the EP guide contains these changes. Pick one of the following corruptions. At 4th and 9th level, pick an additional corruption.
  85.  
  86. Extrasensory Corruption : One of the Vessel's sensory organs change to be more akin to that of his Corrival's, or new ones sprout from his body - such as an eye appearing upon their shoulder, or an insectile antennae upon their forehead. The Vessel gains Blindsense up to fifteen feet, and receives a +2 Circumstance bonus to any saves that involve the impairing of their hearing or their sight.
  87.  
  88. Mobile Corruption : The Vessel's body changes in a way that heigthens their sense of balance, such as growing a serpentine tail or clawed feet. Increase your base speed by 10 feet. The bonus to Charging becomes +4, and you gain +2 damage when making charge attacks.
  89.  
  90. Brutal Corruption : The Vessel's body becomes more honed for combat, as he grows a single, goring horn, taloned hands or fangs. You gain a single Natural Attack of your choice - A Gore, A Bite or a Claw. They deal 1d8 damage, and have a 19-20/x2 critical multiplier, otherwise functioning as the natural attacks of their namesake. You may treat this natural attack as a manufactured weapon aswell, for the purposes of feats. This natural attack deals 1-1/2 times the Vessel's Strength bonus on damage rolls if used as a Primary attack, and the Vessel's Strenght bonus on damage rolls if used as a Secondary attack. This Corruption can be selected multiple times.
  91.  
  92. Defensive Corruption : The Vessel's body grows metal plates, scales, rough leathery skin or any other particular appearance that would align with the appearance of his Corrival. They gain a +2 Natural Armor bonus to AC, which stacks with other Natural Armor effects.
  93.  
  94. Thaumaturge's Corruption : The Vessel's body sprouts with some form of magical foci that empowers their spells, be that a shattered halo, a spell-chanting mouth appearing in some part of their body, or a focused, etheric crystal. He gains an ability knowns as {APPRENTICE'S METAMAGIC}. Three times per day, they may add the Reach, Extended, Disruptive, Elemental or Focused Metamagic effect to any of their spels upon casting them, at no additional cost.
  95.  
  96. _______________________________________________________________________________________
  97.  
  98. Ego : At 2nd level, the Vessel's psyche now finds itself truly affected by it's Corrival, and must keep track of his Ego Points (EP). EP Rises and falls for multiple reasons, and can go into the negatives or positives, which provides a variety of benefits and negatives. This scale goes from -10 EP to +10 EP, and it grows by 5 on either end for every level the Vessel gains beyonds the second - unlocking new effects as it does. For a full guide on these effects and how to gain and lose EP, consult the EP Guide below.
  99.  
  100. https://pastebin.com/reXHdbPC
  101.  
  102.  
  103. _______________________________________________________________________________________
  104.  
  105. Between Two Worlds : At 5th level, the Vessel is considered a Native Outsider to both the material plane, and the plane of origin of his Corrival- he no longer counts as his original race for any negative effects. He gains an immunity to Poisons, and no longer needs to eat or drink to survive - though he can still feel hunger and thirst.
  106.  
  107.  
  108. _______________________________________________________________________________________
  109.  
  110.  
  111. Expertise Across the Ages : At 5th level, the Vessel selects a second archetype for his Corrival, as further experiences beyond his Corrival's original existence flood into his mind. He counts as Vessel Level -2 when it comes to gaining effects, spells and abilities from this second Archetype. At 10th level, he gains a Third Archetype, counting as his Vessel Level-5 for it's abilities.
  112.  
  113.  
  114. _______________________________________________________________________________________
  115.  
  116. Fleeting Sanity : At 6th level, once per day, the Vessel has at least enough knowledge of his situation to try to stabilize himself, at the cost of his mental focus. The Vessel may elect to raise his EP by 10. If he does so, he takes a -2 penalty to all saves. This penalty is increased by 1 for every additional time the Vessel uses Fleeting Sanity, to a maximum of -10. This penalty is reset if Fleeting Sanity is not used for three days. This ability cannot be used during Downtime.
  117. _______________________________________________________________________________________
  118.  
  119. Resolution : At 10th level, the Vessel and it's Corrival become completely intertwined - for good, or ill. Depending on how they have been interacting, the Dungeon Master's choice, one of three effects occur. No matter which is picked, the Vessel no longer ages, and is functionally immortal.
  120.  
  121. GESTALT : The Vessel and the Corrival, despite their differences, manage to maintain a Symbiotic relationship. Either the Vessel, the Corrival's (or both) have their alignment shifted one point towards the other. (I.E - A CG Vessel with a LE Corrival can either result in the Vessel becoming NG, the Corrival becoming LN, and so on). The Vessel's EP can no longer drop below 0, no matter what.
  122.  
  123. CONFLICT : The Vessel and the Corrival remain in conflict with one another - though neither can ever manage to ascertain their presence fully. The Vessel can, as a free action, once per day, choose to shift their EP up or down by up to 20 points.
  124.  
  125. FRACTURE : The Vessel and the Corrival are so incompatible that the result permanently damages the mind and sense of self of the Vessel. The Vessel's alignment must shift one point closer to that of his Corrival, and his EP never raises above 0. However, he always counts as having the benefits - but none of the drawbacks - of Ego Corrosion for one archetype of his choice, even if his EP is above -25.
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement