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- HD Type: D8
- BAB Factor: ¾
- Fort: High
- Ref: Low
- Will: High
- SP/Lev: 2
- 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)
- Proficiency: Simple Weapons, Light Armor, Medium Armor, Heavy Armor, Shields
- Spells, Channel Energy, Heighten Spell
- 1st Talent Slot
- 2nd Talent Slot
- 5th Talent Slot
- 8th Talent Slot
- 11th Talent Slot
- 14th Talent Slot
- 17th Talent Slot
- 20th Talent Slot
- 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.
- 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.
- 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.
- Heighten Spell: An energist has this as a class bonus feat.
- Talent Slot: At each indicated level, an energist gains a class talent slot. Each can hold any Energist talent(subject to prereqs as normal).
- Energist Spells/Day By Level
- Class Level Cantrip 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
- 1st 3 2 —— —— —— —— —— —— —— ——
- 2nd 4 3 —— —— —— —— —— —— —— ——
- 3rd 4 3 2 —— —— —— —— —— —— ——
- 4th 5 4 3 —— —— —— —— —— —— ——
- 5th 5 4 3 2 —— —— —— —— —— ——
- 6th 5 4 4 3 —— —— —— —— —— ——
- 7th 6 5 4 3 2 —— —— —— —— ——
- 8th 6 5 4 4 3 —— —— —— —— ——
- 9th 6 5 5 4 3 2 —— —— —— ——
- 10th 6 5 5 4 4 3 —— —— —— ——
- 11th 6 6 5 5 4 3 2 —— —— ——
- 12th 6 6 5 5 4 4 3 —— —— ——
- 13th 6 6 6 5 5 4 3 2 —— ——
- 14th 6 6 6 5 5 4 4 3 —— ——
- 15th 6 6 6 6 5 5 4 3 2 ——
- 16th 6 6 6 6 5 5 4 4 3 ——
- 17th 6 6 6 6 6 5 5 4 3 2
- 18th 6 6 6 6 6 5 5 4 4 3
- 19th 6 6 6 6 6 6 5 5 4 4
- 20th 6 6 6 6 6 6 5 5 5 5
- Energist Spell List
- 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
- 1st: Bless Water, Cause Fear, Chill Touch, Curse Water, Doom, Enduring Power, Energy Lance, Energy Wave, Goodberry, Power Ray, Remove Fear, Remove Paralysis, Sanctuary
- 2nd: Blindness/Deafness, Consecrate, Death Knell, Desecrate, Energy Shock, False Life, Ghoul Touch, Lesser Restoration, Power Lance, Power Wave, Remove Blindness/Deafness, Remove Disease
- 3rd: Animate Dead, Bestow Curse, Contagion, Create Food And Water, Fear, Power Shock, Ray Of Exhaustion, Remove Curse, Restoration, Status
- 4th: Death Ward, Enervation, Freedom Of Movement, Imbue With Spell Ability, Panacea(Miniatures Handbook), Spell Immunity
- 5th: Energy Planar Gate, Hallow, Raise Dead, Slay Living, Stone To Flesh, Unhallow, Waves Of Fatigue
- 6th: Circle Of Death, Create Undead, Greater Restoration, Heroes's Feast, Regenerate, Undeath To Death
- 7th: Finger Of Death, Resurrection, Waves Of Exhaustion
- 8th: Create Greater Undead, Holy Aura, Unholy Aura
- 9th: Energy Drain, Foresight, True Resurrection
- Energist Talents
- Channeling Mastery
- 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.
- Deathtouch (Su)
- Prereq: CHA Mod: +1
- Benefit: As the Paladin ability(p44, PHB), except it delivers negative energy, healing undead and harming the living.
- Domain Devotion <Split>
- Split: Choose a clerical domain.
- Benefit: You gain the granted power for the chosen domain.
- Energy Focus
- Prereq: CHA Mod: +1
- 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.
- Energy Focus II
- Prereq: Energy Focus, CHA Mod: +1
- 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.
- Heal Focus
- 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.
- Note: This stacks with Skill Focus: Heal.
- Lay On Hands (Su)
- Prereq: CHA Mod: +1
- Benefit: As the Paladin ability(p44, PHB).
- Pure Healing
- 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.
- Speak With Animals I (Sp)
- Benefit: Speak With Animals 1/day.
- Speak With Animals II (Sp)
- Benefit: Speak With Animals at-will.
- Touch Mastery <Levelled>
- Prereq: Deathtouch, Lay On Hands, CHA Mod: +1
- 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.
- 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.
- Spells
- Enduring Power
- Evocation (Positive or Negative)
- Energist 1st
- Range: Touch
- Duration: [Level × 3] rounds
- 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.
- If heightened, then increase duration:
- Spell Level Energy
- 2nd [Level] minutes
- 3rd [Level × 3] minutes
- 4th [Level × 10] minutes
- 5th+ [Level × 30] minutes
- Energy Lance
- Evocation (Positive or Negative)
- Energist 1st
- Range: Long (400' + 40'/Level)
- Area: 5'-wide line
- 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.
- If heightened, then increase energy delivered:
- Spell Level Energy
- 2nd [Level]D3
- 3rd [Level]D6
- 4th [Level × 2]D6
- 5th [Level × 3]D10
- 6th+ [Level × 3]D20
- Energy Planar Gate
- Conjuration (Creation)
- Energist 5th
- Components: V, S
- Casting Time: 1 standard action
- Range: Close (25' + 5'/2 Levels)
- Effect: Gate
- Duration: concentration(up to [Level] rounds)
- Save: None
- Spell Resistance: No
- 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.
- 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.
- Energy Ray
- Evocation (Positive or Negative)
- Energist Cantrip
- Range: Close (25' + 5'/2 Levels)
- Effect: Make a ranged touch attack to hit the intended target. Delivers [Level] positive or negative energy(caster's decision) to the target hit.
- If heightened, then increase energy delivered:
- Spell Level Energy
- 1st [Level]D3
- 2nd [Level]D6
- 3rd [Level × 2]D6
- 4th [Level × 3]D10
- 5th+ [Level × 3]D20
- Energy Shock
- Evocation (Positive or Negative)
- Energist 2nd
- Range: Long (400' + 40'/Level)
- Area: 20'-wide line
- 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.
- If heightened, then increase energy delivered:
- Spell Level Energy
- 3rd [Level]D3
- 4th [Level]D6
- 5th [Level × 2]D6
- 6th [Level × 3]D10
- 7th+ [Level × 3]D20
- Energy Touch
- Evocation (Positive or Negative)
- Energist Cantrip
- Range: Touch
- Effect: Delivers [Level]D3 positive or negative energy(caster's decision) to the target. To hit an unwilling target requires a melee touch attack.
- If heightened, then increase energy delivered:
- Spell Level Energy
- 1st [Level]D6
- 2nd [Level × 2]D6
- 3rd [Level × 3]D10
- 4th+ [Level × 3]D20
- Energy Wave
- Evocation (Positive or Negative)
- Energist 1st
- Range: 0
- Area: 30'-radius burst
- 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.
- If heightened, then increase energy delivered:
- Spell Level Energy
- 2nd [Level]D3
- 3rd [Level]D6
- 4th [Level × 2]D6
- 5th [Level × 3]D10
- 6th+ [Level × 3]D20
- Power Lance
- Evocation (Positive or Negative)
- Energist 2nd
- Range: Long (400' + 40'/Level)
- Area: 5'-wide line
- Duration: [Level] rounds
- 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.
- If heightened, then increase energy delivered each round:
- Spell Level Energy
- 3rd [Level]D3
- 4th [Level]D6
- 5th [Level × 2]D6
- 6th [Level × 3]D10
- 7th [Level × 3]D20
- 8th+ [Level × 3]D20, and triple the duration
- Power Ray
- Evocation (Positive or Negative)
- Energist 1st
- Range: Close (25' + 5'/2 Levels)
- Duration: [Level] rounds
- 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.
- If heightened, then increase energy delivered:
- Spell Level Energy
- 2nd [Level]D3
- 3rd [Level]D6
- 4th [Level × 2]D6
- 5th [Level × 3]D10
- 6th [Level × 3]D20
- 7th+ [Level × 3]D20, and triple the duration
- Power Shock
- Evocation (Positive or Negative)
- Energist 3rd
- Range: Long (400' + 40'/Level)
- Area: 20'-wide line
- Duration: [Level] rounds
- 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.
- If heightened, then increase energy delivered:
- Spell Level Energy
- 4th [Level]D3
- 5th [Level]D6
- 6th [Level × 2]D6
- 7th [Level × 3]D10
- 8th [Level × 3]D20
- 9th+ [Level × 3]D20, and triple the duration
- Power Touch
- Evocation (Positive or Negative)
- Energist Cantrip
- Range: Touch
- Duration: [Level] rounds
- 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.
- If heightened, then increase energy delivered each round:
- Spell Level Energy
- 1st [Level]D3
- 2nd [Level]D6
- 3rd [Level × 2]D6
- 4th [Level × 3]D10
- 5th [Level × 3]D20
- 6th+ [Level × 3]D20, and triple the duration
- Power Wave
- Evocation (Positive or Negative)
- Energist 2nd
- Range: 0
- Area: 30'-radius burst
- Duration: [Level] rounds
- 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.
- If heightened, then increase energy delivered:
- Spell Level Energy
- 3rd [Level]D3
- 4th [Level]D6
- 5th [Level × 2]D6
- 6th [Level × 3]D10
- 7th [Level × 3]D20
- 8th+ [Level × 3]D20, and triple the duration
- Summon Energy Ally
- Evocation (Positive or Negative)
- Energist 1st
- Components: V, S
- Casting Time: 1 round
- Range: Touch
- Effect: summoned creature(s)
- Duration: [Level] rounds (D)
- Save: None
- Spell Resistance: No
- 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.
- Note: A summoned monster can't summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities.
- At 1st spell level, it summons a creature from the 1st-level list. If heightened, then a more-powerful creature can be summoned:
- 1st entropic baboon (animal), entropic porpoise (animal), Medium entropic monstrous centipede (vermin), Small vivacious monstrous scorpion (vermin), vivacious badger (animal), vivacious stirge
- 2nd `
- 3rd `
- 4th Xag-Ya(Energon, Manual Of The Planes)
- 5th Ravid, Xeg-Yi(Energon, Manual Of The Planes)
- 6th `
- 7th `
- 8th Void Ooze(Planar Handbook)
- 9th `
- 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.
- 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.
- Medium entropic monstrous centipede
- Medium Outsider
- HD: 1D8+1
- Initiative: +2
- Speed: 40', Climb 40'
- AC: 14 (+2 DEX, +2 natural armor), Tou: 12, FF: 12, FF Tou: 10
- BAB: +0
- Grapple: -1
- Attack: Bite +2 melee(1D6-1 plus poison)
- Space/Reach: 5'/5'
- Special Attacks: Poison(Fort DC: 11, 1D3 DEX/1D3 DEX)
- Special Qualities: Darkvision: 60', vermin traits
- Saves: Fort: +3, Ref: +2, Will: +0
- Abilities: CHA: 4, CON: 12, DEX: 15, INT: 3, STR: 9, WIS: 10
- Skills: Climb: +10, Hide: +10, Spot: +4
- Feats: Weapon Finesse^B
- Environment: Underground
- Organzation: solitary or colony(2..5)
- CR: 1
- Advancement: ——
- Level Adjustment: ——
- Large entropic monstrous centipede
- Large Outsider
- HD: 3D8+3
- Initiative: +2
- Speed: 40', Climb 40'
- AC: 14 (-1 size, +2 DEX, +3 natural armor), Tou: 11, FF: 12, FF Tou: 9
- BAB: +2
- Grapple: +7
- Attack: Bite +3 melee(1D8+1 plus poison)
- Space/Reach: 10'/5'
- Special Attacks: Negative Energy Ray, Poison(Fort DC: 12, 1D4 DEX/1D4 DEX)
- Special Qualities: Darkvision: 60', vermin traits, Positive SR, Negative Adaptation, Negative Energy Aura
- Saves: Fort: +4, Ref: +3, Will: +1
- Abilities: CHA: 4, CON: 12, DEX: 15, INT: 3, STR: 13, WIS: 10
- Skills: Climb: +10, Hide: +6, Spot: +4
- Feats: Weapon Finesse^B
- Environment: Underground
- Organzation: solitary or colony(2..5)
- CR: 2
- Advancement: 4..5 HD(Large)
- Level Adjustment: ——
- Negative Energy Ray (Su): `
- Positive SR (Ex): An entropic creature has SR: [15 + HD] against any spell or spell-like ability using positive energy, including Cure spells.
- Negative Adaptation (Ex): Entropic creatures don't lose HP or need to make Fort saves due to a negative-dominant environment.
- Negative Energy Aura (Su): `
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