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Darekun

Energist

Mar 24th, 2020
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  1. HD Type: D8
  2. BAB Factor: ¾
  3. Fort: High
  4. Ref: Low
  5. Will: High
  6. SP/Lev: 2
  7. Class Skills: Concentration(CON), Craft: *(INT), Diplomacy(CHA), Handle Animal(CHA), Heal(WIS), Knowledge: Arcana(INT), Knowledge: Nature(INT), Knowledge: The Planes(INT), Profession: *(WIS), Spellcraft(INT)
  8. Proficiency: Simple Weapons, Light Armor, Medium Armor, Heavy Armor, Shields
  9.  
  10. Spells, Channel Energy, Heighten Spell
  11. 1st Talent Slot
  12. 2nd Talent Slot
  13. 5th Talent Slot
  14. 8th Talent Slot
  15. 11th Talent Slot
  16. 14th Talent Slot
  17. 17th Talent Slot
  18. 20th Talent Slot
  19.  
  20. Spells: An energist casts spontaneous arcane spells, based on CHA. Their caster level equals their Energist level. They use spell slots, and their Spells/Day is given below. Instead of a Spells Known limit, they know all spells on their spell list. Their spell list is given below.
  21. Each energist chooses a time of day when their spell slots refresh. This is not connected to rest, and they may schedule a pitched battle so their spell slots refresh during it.
  22.  
  23. Channel Energy (Su): An energist can channel positive and negative energy. This works like Turn Undead and Rebuke Undead, both drawing from the same pool of [6 + 2×CHA Mod] daily uses. Extra Turning adds 8 uses to this shared pool.
  24.  
  25. Heighten Spell: An energist has this as a class bonus feat.
  26.  
  27. Talent Slot: At each indicated level, an energist gains a class talent slot. Each can hold any Energist talent(subject to prereqs as normal).
  28.  
  29. Energist Spells/Day By Level
  30. Class Level Cantrip 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
  31. 1st 3 2 —— —— —— —— —— —— —— ——
  32. 2nd 4 3 —— —— —— —— —— —— —— ——
  33. 3rd 4 3 2 —— —— —— —— —— —— ——
  34. 4th 5 4 3 —— —— —— —— —— —— ——
  35. 5th 5 4 3 2 —— —— —— —— —— ——
  36. 6th 5 4 4 3 —— —— —— —— —— ——
  37. 7th 6 5 4 3 2 —— —— —— —— ——
  38. 8th 6 5 4 4 3 —— —— —— —— ——
  39. 9th 6 5 5 4 3 2 —— —— —— ——
  40. 10th 6 5 5 4 4 3 —— —— —— ——
  41. 11th 6 6 5 5 4 3 2 —— —— ——
  42. 12th 6 6 5 5 4 4 3 —— —— ——
  43. 13th 6 6 6 5 5 4 3 2 —— ——
  44. 14th 6 6 6 5 5 4 4 3 —— ——
  45. 15th 6 6 6 6 5 5 4 3 2 ——
  46. 16th 6 6 6 6 5 5 4 4 3 ——
  47. 17th 6 6 6 6 6 5 5 4 3 2
  48. 18th 6 6 6 6 6 5 5 4 4 3
  49. 19th 6 6 6 6 6 6 5 5 4 4
  50. 20th 6 6 6 6 6 6 5 5 5 5
  51.  
  52. Energist Spell List
  53. Cantrip: Create Water, Deathwatch, Detect Magic, Detect Poison, Disrupt Undead, Energy Ray, Energy Touch, Mending, Power Touch, Read Magic, Tenser's Floating Disk, Touch Of Fatigue
  54. 1st: Bless Water, Cause Fear, Chill Touch, Curse Water, Doom, Enduring Power, Energy Lance, Energy Wave, Goodberry, Power Ray, Remove Fear, Remove Paralysis, Sanctuary
  55. 2nd: Blindness/Deafness, Consecrate, Death Knell, Desecrate, Energy Shock, False Life, Ghoul Touch, Lesser Restoration, Power Lance, Power Wave, Remove Blindness/Deafness, Remove Disease
  56. 3rd: Animate Dead, Bestow Curse, Contagion, Create Food And Water, Fear, Power Shock, Ray Of Exhaustion, Remove Curse, Restoration, Status
  57. 4th: Death Ward, Enervation, Freedom Of Movement, Imbue With Spell Ability, Panacea(Miniatures Handbook), Spell Immunity
  58. 5th: Energy Planar Gate, Hallow, Raise Dead, Slay Living, Stone To Flesh, Unhallow, Waves Of Fatigue
  59. 6th: Circle Of Death, Create Undead, Greater Restoration, Heroes's Feast, Regenerate, Undeath To Death
  60. 7th: Finger Of Death, Resurrection, Waves Of Exhaustion
  61. 8th: Create Greater Undead, Holy Aura, Unholy Aura
  62. 9th: Energy Drain, Foresight, True Resurrection
  63.  
  64.  
  65.  
  66. Energist Talents
  67. Channeling Mastery
  68. Benefit: +4 daily uses in your Channel Energy pool. +2 daily uses in any other Energist turning pool(for example, via Domain Devotion). All Energist turning gains a +3 untyped bonus on turning checks and +1D6 turning damage.
  69.  
  70. Deathtouch (Su)
  71. Prereq: CHA Mod: +1
  72. Benefit: As the Paladin ability(p44, PHB), except it delivers negative energy, healing undead and harming the living.
  73.  
  74.  
  75. Domain Devotion <Split>
  76. Split: Choose a clerical domain.
  77. Benefit: You gain the granted power for the chosen domain.
  78.  
  79. Energy Focus
  80. Prereq: CHA Mod: +1
  81. Benefit: Choose either positive energy or negative energy. Whenever you deliver the chosen energy via Energist spell, deliver an extra +[CHA Mod] energy of that type. This only applies once per spell — for example, a Power Touch spell would deliver +[CHA Mod] energy on the first round, and only its regular amount each round thereafter.
  82.  
  83. Energy Focus II
  84. Prereq: Energy Focus, CHA Mod: +1
  85. Benefit: Your Energy Focus is +[CHA Mod] energy each time one of your Energist spells delivers energy of the chosen type, or +[CHA Mod] per die for spells that deliver multiple dice of energy. A Power Touch spell, left as a cantrip, would deliver +[CHA Mod] energy each round; heightened to 1st level, it would deliver +[CHA Mod] energy for each D3 each round.
  86.  
  87. Heal Focus
  88. Benefit: +6 untyped bonus on Heal checks. You can take a -4 penalty on a Heal check to halve the time it takes, or a -10 penalty to divide the time by 10.
  89. Note: This stacks with Skill Focus: Heal.
  90.  
  91. Lay On Hands (Su)
  92. Prereq: CHA Mod: +1
  93. Benefit: As the Paladin ability(p44, PHB).
  94.  
  95. Pure Healing
  96. Benefit: With any Energist spell that delivers HP of energy, and offers a decision between positive and negative, you can instead decide on pure healing. This delivers twice as much pure healing as it would energy, and heals the living and undead alike, as well as healing/repairing those neither living nor undead. Instead of Evocation (Positive) or Evocation (Negative), the spell becomes Conjuration (Healing). With a spell that delivers energy periodically(usually each round) you can, instead of dealing double pure healing each round, deliver the usual amount but of pure healing, and for triple the duration.
  97.  
  98. Speak With Animals I (Sp)
  99. Benefit: Speak With Animals 1/day.
  100.  
  101. Speak With Animals II (Sp)
  102. Benefit: Speak With Animals at-will.
  103.  
  104. Touch Mastery <Levelled>
  105. Prereq: Deathtouch, Lay On Hands, CHA Mod: +1
  106. Benefit: You have a single pool of [Energist Level × CHA Mod × (Talent Level + 1)] energy, which you can draw from to power Deathtouch and/or Lay On Hands, as you decide. However, the max you can deliver in a single touch is [Energist Level × CHA Mod] energy.
  107. If you have Pure Healing, then you can use this pool to deliver pure healing, as if it were a spell. The max applies before doubling for pure healing.
  108.  
  109.  
  110.  
  111. Spells
  112. Enduring Power
  113. Evocation (Positive or Negative)
  114. Energist 1st
  115. Range: Touch
  116. Duration: [Level × 3] rounds
  117. Effect: Clings to the target; to hit an unwilling target requires a melee touch attack. It delivers [Level] positive or negative energy(caster's decision) each round.
  118. If heightened, then increase duration:
  119. Spell Level Energy
  120. 2nd [Level] minutes
  121. 3rd [Level × 3] minutes
  122. 4th [Level × 10] minutes
  123. 5th+ [Level × 30] minutes
  124.  
  125. Energy Lance
  126. Evocation (Positive or Negative)
  127. Energist 1st
  128. Range: Long (400' + 40'/Level)
  129. Area: 5'-wide line
  130. Effect: Delivers [Level] positive or negative energy(caster's decision) to all creatures and objects in the area. The caster can include themself if they so decide.
  131. If heightened, then increase energy delivered:
  132. Spell Level Energy
  133. 2nd [Level]D3
  134. 3rd [Level]D6
  135. 4th [Level × 2]D6
  136. 5th [Level × 3]D10
  137. 6th+ [Level × 3]D20
  138.  
  139. Energy Planar Gate
  140. Conjuration (Creation)
  141. Energist 5th
  142. Components: V, S
  143. Casting Time: 1 standard action
  144. Range: Close (25' + 5'/2 Levels)
  145. Effect: Gate
  146. Duration: concentration(up to [Level] rounds)
  147. Save: None
  148. Spell Resistance: No
  149. Effect: Creates a gate to either the Positive Energy Plane or Negative Energy Plane(caster's decision). Alternately, if cast on one of those planes, creates a gate to any plane the caster decides. In either case, if the caster decides to create a gate to the plane it's on, then the two ends of the gate counter each other and the spell collapses immediately, without letting anything through. Deities and other beings who rule a planar realm can prevent a gate from opening in their personal demesne or presence with but a desire.
  150. The caster targets a location to open the gate, and also decides its physical parameters; its diameter can be anywhere from 5' to 20', it can point any direction, and its shape ranges from circular to a 2×1 ellipse. Each side of the gate links to the opposite side in the other plane. The gate stays open for the duration of the spell.
  151.  
  152. Energy Ray
  153. Evocation (Positive or Negative)
  154. Energist Cantrip
  155. Range: Close (25' + 5'/2 Levels)
  156. Effect: Make a ranged touch attack to hit the intended target. Delivers [Level] positive or negative energy(caster's decision) to the target hit.
  157. If heightened, then increase energy delivered:
  158. Spell Level Energy
  159. 1st [Level]D3
  160. 2nd [Level]D6
  161. 3rd [Level × 2]D6
  162. 4th [Level × 3]D10
  163. 5th+ [Level × 3]D20
  164.  
  165. Energy Shock
  166. Evocation (Positive or Negative)
  167. Energist 2nd
  168. Range: Long (400' + 40'/Level)
  169. Area: 20'-wide line
  170. Effect: Delivers [Level] positive or negative energy(caster's decision) to all creatures and objects in the area. The caster can include themself if they so decide.
  171. If heightened, then increase energy delivered:
  172. Spell Level Energy
  173. 3rd [Level]D3
  174. 4th [Level]D6
  175. 5th [Level × 2]D6
  176. 6th [Level × 3]D10
  177. 7th+ [Level × 3]D20
  178.  
  179. Energy Touch
  180. Evocation (Positive or Negative)
  181. Energist Cantrip
  182. Range: Touch
  183. Effect: Delivers [Level]D3 positive or negative energy(caster's decision) to the target. To hit an unwilling target requires a melee touch attack.
  184. If heightened, then increase energy delivered:
  185. Spell Level Energy
  186. 1st [Level]D6
  187. 2nd [Level × 2]D6
  188. 3rd [Level × 3]D10
  189. 4th+ [Level × 3]D20
  190.  
  191. Energy Wave
  192. Evocation (Positive or Negative)
  193. Energist 1st
  194. Range: 0
  195. Area: 30'-radius burst
  196. Effect: Delivers [Level] positive or negative energy(caster's decision) to all creatures and objects in the area. The caster can exclude themself if they so decide.
  197. If heightened, then increase energy delivered:
  198. Spell Level Energy
  199. 2nd [Level]D3
  200. 3rd [Level]D6
  201. 4th [Level × 2]D6
  202. 5th [Level × 3]D10
  203. 6th+ [Level × 3]D20
  204.  
  205. Power Lance
  206. Evocation (Positive or Negative)
  207. Energist 2nd
  208. Range: Long (400' + 40'/Level)
  209. Area: 5'-wide line
  210. Duration: [Level] rounds
  211. Effect: Clings to all creatures and objects in the area; the caster can include themself if they so decide. It delivers [Level] positive or negative energy(caster's decision) each round.
  212. If heightened, then increase energy delivered each round:
  213. Spell Level Energy
  214. 3rd [Level]D3
  215. 4th [Level]D6
  216. 5th [Level × 2]D6
  217. 6th [Level × 3]D10
  218. 7th [Level × 3]D20
  219. 8th+ [Level × 3]D20, and triple the duration
  220.  
  221. Power Ray
  222. Evocation (Positive or Negative)
  223. Energist 1st
  224. Range: Close (25' + 5'/2 Levels)
  225. Duration: [Level] rounds
  226. Effect: Clings to the target hit; make a ranged touch attack to hit the intended target. It delivers [Level] positive or negative energy(caster's decision) each round.
  227. If heightened, then increase energy delivered:
  228. Spell Level Energy
  229. 2nd [Level]D3
  230. 3rd [Level]D6
  231. 4th [Level × 2]D6
  232. 5th [Level × 3]D10
  233. 6th [Level × 3]D20
  234. 7th+ [Level × 3]D20, and triple the duration
  235.  
  236. Power Shock
  237. Evocation (Positive or Negative)
  238. Energist 3rd
  239. Range: Long (400' + 40'/Level)
  240. Area: 20'-wide line
  241. Duration: [Level] rounds
  242. Effect: Delivers [Level] positive or negative energy(caster's decision) to all creatures and objects in the area. The caster can include themself if they so decide.
  243. If heightened, then increase energy delivered:
  244. Spell Level Energy
  245. 4th [Level]D3
  246. 5th [Level]D6
  247. 6th [Level × 2]D6
  248. 7th [Level × 3]D10
  249. 8th [Level × 3]D20
  250. 9th+ [Level × 3]D20, and triple the duration
  251.  
  252. Power Touch
  253. Evocation (Positive or Negative)
  254. Energist Cantrip
  255. Range: Touch
  256. Duration: [Level] rounds
  257. Effect: Clings to the target; to hit an unwilling target requires a melee touch attack. It delivers [Level] positive or negative energy(caster's decision) each round.
  258. If heightened, then increase energy delivered each round:
  259. Spell Level Energy
  260. 1st [Level]D3
  261. 2nd [Level]D6
  262. 3rd [Level × 2]D6
  263. 4th [Level × 3]D10
  264. 5th [Level × 3]D20
  265. 6th+ [Level × 3]D20, and triple the duration
  266.  
  267. Power Wave
  268. Evocation (Positive or Negative)
  269. Energist 2nd
  270. Range: 0
  271. Area: 30'-radius burst
  272. Duration: [Level] rounds
  273. Effect: Clings to all creatures and objects in the area; the caster can exclude themself if they so decide. It delivers [Level] positive or negative energy(caster's decision) each round.
  274. If heightened, then increase energy delivered:
  275. Spell Level Energy
  276. 3rd [Level]D3
  277. 4th [Level]D6
  278. 5th [Level × 2]D6
  279. 6th [Level × 3]D10
  280. 7th [Level × 3]D20
  281. 8th+ [Level × 3]D20, and triple the duration
  282.  
  283.  
  284.  
  285.  
  286.  
  287. Summon Energy Ally
  288. Evocation (Positive or Negative)
  289. Energist 1st
  290. Components: V, S
  291. Casting Time: 1 round
  292. Range: Touch
  293. Effect: summoned creature(s)
  294. Duration: [Level] rounds (D)
  295. Save: None
  296. Spell Resistance: No
  297. Effect: Summons a creature from an energy plane. It appears next to you, and you must provide it a supporting environment for it to appear in. It acts immediately, on your turn. Unless instructed otherwise, it attacks your opponents to the best of its ability; if you can communicate with it, then you can direct it not to attack, to attack particular enemies, or to perform other actions.
  298. Note: A summoned monster can't summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities.
  299. At 1st spell level, it summons a creature from the 1st-level list. If heightened, then a more-powerful creature can be summoned:
  300. 1st entropic baboon (animal), entropic porpoise (animal), Medium entropic monstrous centipede (vermin), Small vivacious monstrous scorpion (vermin), vivacious badger (animal), vivacious stirge
  301. 2nd `
  302. 3rd `
  303. 4th Xag-Ya(Energon, Manual Of The Planes)
  304. 5th Ravid, Xeg-Yi(Energon, Manual Of The Planes)
  305. 6th `
  306. 7th `
  307. 8th Void Ooze(Planar Handbook)
  308. 9th `
  309. Various other entropic creatures and vivacious creatures(Planar Handbook) can be summoned at a spell level equal to their CR, but should be statted beforehand.
  310. Optionally, the caster can summon multiple creatures of a single stat block, so long as that's from a lower-level list. They can summon 2 from 1 list below, 2D2+1 from 2 lists below, or 3D3+2 from 3 lists below.
  311.  
  312. Medium entropic monstrous centipede
  313. Medium Outsider
  314. HD: 1D8+1
  315. Initiative: +2
  316. Speed: 40', Climb 40'
  317. AC: 14 (+2 DEX, +2 natural armor), Tou: 12, FF: 12, FF Tou: 10
  318. BAB: +0
  319. Grapple: -1
  320. Attack: Bite +2 melee(1D6-1 plus poison)
  321. Space/Reach: 5'/5'
  322. Special Attacks: Poison(Fort DC: 11, 1D3 DEX/1D3 DEX)
  323. Special Qualities: Darkvision: 60', vermin traits
  324. Saves: Fort: +3, Ref: +2, Will: +0
  325. Abilities: CHA: 4, CON: 12, DEX: 15, INT: 3, STR: 9, WIS: 10
  326. Skills: Climb: +10, Hide: +10, Spot: +4
  327. Feats: Weapon Finesse^B
  328. Environment: Underground
  329. Organzation: solitary or colony(2..5)
  330. CR: 1
  331. Advancement: ——
  332. Level Adjustment: ——
  333.  
  334. Large entropic monstrous centipede
  335. Large Outsider
  336. HD: 3D8+3
  337. Initiative: +2
  338. Speed: 40', Climb 40'
  339. AC: 14 (-1 size, +2 DEX, +3 natural armor), Tou: 11, FF: 12, FF Tou: 9
  340. BAB: +2
  341. Grapple: +7
  342. Attack: Bite +3 melee(1D8+1 plus poison)
  343. Space/Reach: 10'/5'
  344. Special Attacks: Negative Energy Ray, Poison(Fort DC: 12, 1D4 DEX/1D4 DEX)
  345. Special Qualities: Darkvision: 60', vermin traits, Positive SR, Negative Adaptation, Negative Energy Aura
  346. Saves: Fort: +4, Ref: +3, Will: +1
  347. Abilities: CHA: 4, CON: 12, DEX: 15, INT: 3, STR: 13, WIS: 10
  348. Skills: Climb: +10, Hide: +6, Spot: +4
  349. Feats: Weapon Finesse^B
  350. Environment: Underground
  351. Organzation: solitary or colony(2..5)
  352. CR: 2
  353. Advancement: 4..5 HD(Large)
  354. Level Adjustment: ——
  355.  
  356. Negative Energy Ray (Su): `
  357. Positive SR (Ex): An entropic creature has SR: [15 + HD] against any spell or spell-like ability using positive energy, including Cure spells.
  358. Negative Adaptation (Ex): Entropic creatures don't lose HP or need to make Fort saves due to a negative-dominant environment.
  359. Negative Energy Aura (Su): `
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