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Old April 22nd, 2006, 09:53 PM
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Default Re: OT: Narf has gone looney and wants to GM.

I came up with a new class based on the idea of a good-based spontanious spellcaster like the warlock. Anyway, what do you think?
Touched

A Touched harbors intense resevors of light energy due to either birth or circumstances. This energy can come from
exposure to intense good-aligned magical spells, unprotected residence on the Positive Energy Plane (Typically, this only
works for non-natives) or oaths to powerfull, good-aligned beings.
This allows them to heal inflictions, aquire knowledge magically, aid their allies and smite evil. Touched tend to be at
least one of cheerfull, determined, law-abiding or helpfull.

Adventuring

Since most touched explore their power willingly, the most common reasons for adventuring are simply to do good,
expand their knowledge of their powers and to see things that they havn't before. However, to some characters, the power is
something that happened to them due to accidental exposure and they'd really rather get rid of it so they can get on with
their lives. Such characters tend to be either pre-occupied with other concerns or areas of study; some are also evil and
resent the intrusion into their activities. Repentant touched are certainly possible.
If a touched aquired their power from an oath, they also tend to adventure to further the goals and ideals of their
patron. They tend also to be sent on specific errands. On the other hand, a touched with a patron can also expect backup
from time to time, as well as allies in the form of other followers of the patron. The GM should scale the help to the number of
errands the character is sent on. Oath-bound touched work best as NPC's.

Characteristics

Touched are filled with great resoviors of magical energy. The light energy filling their bodies makes them resistant to
magic, especially magic with the 'Evil' descriptor. Touched do not cast spells; instead, they learn how to shape the energy
they harbor to a small number specific ends. Touched also tend to be hardier than most as their energies work to sustain
their life-force.

Alignment

Touched are typically good-aligned and tend to be law-abiding. A touched can be a fearsome and dedicated foe of
evil. Known for helping others, known touched often receive requests to do so. Typically, a touched either learns what is
truely important or wears themselves out trying to take care of everyone's problems. In addition, a known touched with a
specific mission may find they have to deal with too many delays. Nothing prevents them from not announcing their
presence, however.
On the other hand, a touched can abandon their morals and turn to evil. Such characters tend to be vile and
dedicated opponents of all that is good as they twist the light energy they posses. (GM's: Turning such a character into a
warlock could be one result.).

Religeon

An oath-bound touched typically has the same religeon as their patron. Other touched may worship or not,
depending on their inclination.

Other Classes

A touched tends to get along best with good-aligned clerics and paladins. They can get along well with anyone who
is good-aligned. They tend to understand spontanieous casters better than studious casters. Characters of loose morals can
get a cold shoulder. Really, you should base this on alignment and attitude. Anything else is unnessasary.

Role

The touched tends to serve the much the same role as a cleric. He is much more limited in capability, however, so
another spellcaster is still recommended.

Game Rule Information

Touched have the following game statistics.
Abilities: A high charisma score helps make a touched' charms more powerfull. A high dexterity score helps them
aim certain charms. A high constitution helps them survive.
Alignment: Should be any Good.
Hit Die: d6

Class Skills
The touched's class skills (and the key ability for each skill) are Concentration(Con), Diplomacy(Cha), Heal(Wis),
Knowledge(Arcana)(Int), Knowledge(Religeon)(Int), Knowledge(The Planes)(Int), Sense Motive(Wis), Speak Language(None)
and Use Magic Device(Cha).
Skill Points at 1st Level: (2 + Int modifier) X 4
Skill Points at Each Additional Level: 2 + Int modifier

Class Features

Restorative Touch: Touch someone to heal them. At will.
Charms: Kinda like invocations, only a different moral.
Detect Magic: At will, as spell.
Temporary HP: One hour, renewed every two hours at will.
Resist Evil: Resist any magical effect with the Evil Descriptor. It's a save bonus.

Code:
	Table 1-1: The Touched

Base
Attack Fort Ref Will Charms
Level Bonus Save Save Save Special Known
1st +0 +0 +0 +2 Restorative Touch +1d6, 1
New Charm(Minor)
2nd +1 +0 +0 +3 Detect Magic 2
3rd +1 +1 +1 +3 Restorative Touch +2d6 2
4th +2 +1 +1 +4 +1d4 Temporary HP 3
5th +2 +1 +1 +4 Restorative Touch +3d6 3
6th +3 +2 +2 +5 New Charm(Minor or Small) 4
7th +3 +2 +2 +5 Restorative Touch +4d6 4
8th +4 +2 +2 +6 +1d6 Temporary HP 5
9th +4 +3 +3 +6 Restorative Touch +5d6 5
10th +5 +3 +3 +7 Resist Evil +2 6
11th +5 +3 +3 +7 Restorative Touch +6d6 7
New Charm(Minor, Smal or
moderate)
12th +6/+1 +4 +4 +8 +1d8 Temporary HP 7
13th +6/+1 +4 +4 +8 Imbue Item 8
14th +7/+2 +4 +4 +9 Restorative Touch +7d6 8
15th +7/+2 +5 +5 +9 9
16th +8/+3 +5 +5 +10 New Charm(Minor, Small, Moderate 10
or Bright), +1d10 Temporary HP
17th +8/+3 +5 +5 +10 Restorative Touch +8d6 10
18th +9/+4 +6 +6 +11 11
19th +9/+4 +6 +6 +11 Resist Evil +4 11
20th +10/+5 +6 +6 +12 Restorative Touch +9d6, 12
+1d12 Temporary HP

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