Author Topic: Raveler [3.5 Base]  (Read 1144 times)

FireInTheSky

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Raveler [3.5 Base]
« on: June 18, 2017, 09:51:52 AM »
This class took 3rd place in Giant in the Playground's Base Class Contest XIX: Inner Might.


Raveler
 






We cannot turn the clock back nor can we undo the harm caused,
 but we have the power to determine the future and to ensure that
 said future lasts as long as possible.
-Eon Sarlo Augerchrome, Founder of the Order of Ravelers


The Inner Planes form an octahedron, with the various elemental, energy, para-elemental, and quasi-elemental planes forming the vertices and edges. However, few pioneers have ever attempted to explore the center, where all 18 planes meet.

Those who do, find the Apocalypse Clock (Knowledge: The Planes check, DC 30).

Born of the marriage between an insane Primus Modron and Ygorl, the Slaad Lord of Entropy, the unknowable and bizarre Apocalypse Clock exists in an infinite number of dimensions. It seeks to undo all of creation by unwinding the grand tapestry of the multiverse back into its constituent elements, a process called the Great Raveling. The Clock sits in a boiling sea of energies and matter, a Maelstrom of decaying planes that grows ever so slowly as it is fed by the Clock.

Ravelers have discovered a way to subvert the unwinding of the Apocalypse Clock, thereby slowing the growth of the Maelstrom and the advancing doom of reality. This is accomplished through the use of Projections, small extrusions of the Clock onto other planes, which can slow the Apocalypse Clock in small increments, by siphoning off small amounts of the Apocalypse Clock's devastating power to strip individual elements from the wielders' targets, transferring some of the benefit to the wielders in the process.

Adventures: A soon-to-be Raveler, like many other fledgling adventurers throughout history, stumbles upon an eldritch device that will change his life: a Personal Clock. Once he has (unwittingly) bonded with that Clock, he discovers that separating his enemies from their lives (and worldly goods) becomes much easier for him, and his normal adventuring wanderlust kicks in with a fiery passion.

Characteristics: As appropriate for a class about weaving and raveling the disparate threads of the multiverse, a Raveler occupies a sort of hybrid role in the party, with equal parts buffing and support, debuffing enemies, and melee or ranged combat.

Alignment: Ravelers are most commonly Lawful, as they oppose the entropy the clock produces, or Neutral, as they seek to balance the destruction of the clock. However, just because someone is Chaotic does not necessarily mean they want to destroy the multiverse, and even evil creatures tend to want a multiverse to employ their schemes or satisfy their whims and urges in.

Religion: Most Ravelers begin with the religions they were brought up with. However, many Ravelers abandon their previous faiths to dedicate themselves fully to an even higher calling: that of preserving the fabric of the multiverse itself. Beside such weighty matters, the worship of petty gods and their squabbles seem rather pedestrian.

Background: Thanks to the unorthodox distribution of Clock Projections by the Order of Ravelers (see New Affiliation below), Ravelers come from any and all backgrounds. All that's required is a modicum of curiosity and a helping of adventuring wanderlust.

Races: Similarly, any race can become a Raveler; however, races with a surfeit of curiosity and wanderlust, such as halflings and humans, make up a disproportionate fraction of Ravelers. Planetouched are also more likely to become Ravelers than other races, as in their research into ancestral lands they are more likely to stumble upon the Apocalypse Clock by accident.

Other Classes: Wizards and artificers are often fascinated by a Raveler's methods. Archivists are amazed to discover such incredible artifacts have gone unknown to them. Rogues, and especially Spellthieves, appreciate the elemental thievery performed by Ravelers. Druids respect the balancing act that Ravelers perform on a daily basis. Clerics and Paladins tend toward the most conflict with Ravelers, as their views on the end of the Multiverse (i.e., the Apocalypse Clock) rarely dovetail with the tenets of organized religions. (Rangers, bards, and barbarians don’t give a shit. :P)

Role: A Raveler can be an asset to any party, thanks to his multi-role contributions, particularly when it comes to buffing. However, even a well-designed Raveler shouldn't step on any other class's toes, instead acting as a supplement to more specialized skill sets.

Adaptation: A monastic setting might involve a raveler stealing ki from a target’s different chakras. In a tribal setting, a raveler might attack with various animal spirits which give him benefits while taking from his enemies. In a science fiction setting, a raveler might use a brain scanner to borrow portions of his target’s psyche.

GAME RULE INFORMATION
Ravelers have the following game statistics.
Abilities: Wisdom determines the save DCs for the Ravelers abilities, and high physical scores will help the Raveler in combat. Of course, a high Intelligence for more skill points is always useful.
Alignment: Any.
Hit Die: d8
Starting Age: As Ranger.
Starting Gold: As Ranger.

Class Skills
The Raveler's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (any)(Int), Disable Device (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Arcana, History, Religion, The Planes)(Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (any)(Wis), Search (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis), and Use Magic Device (Cha).
Skill Points at First Level: (6 + Int modifier) x 4
Skill Points at Each Additional Level: 6 + Int modifier

Table: RavelerHD: d8


Level
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
Base
Attack
Bonus
+0
+1
+2
+3
+3
+4
+5
+6/+1
+6/+1
+7/+2
+8/+3
+9/+4
+9/+4
+10/+5
+11/+6/+1
+12/+7/+2
+12/+7/+2
+13/+8/+3
+14/+9/+4
+15/+10/+5

Fort
Save
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
+7
+8
+8
+9
+9
+10
+10
+11
+11
+12

Ref
Save
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
+3
+4
+4
+4
+5
+5
+5
+6
+6
+6

Will
Save
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
+7
+8
+8
+9
+9
+10
+10
+11
+11
+12


Special
Personal Clock, Ravel (Elemental)
Planar Native (Lesser)
Share Ravel (1)
Ravel (Energy)
Weave of Nature
Incarnate Threads (Small), Planar Native (Greater)
Multi-ravel (2)
Ravel (Para-Elemental)
Share Ravel (2)
Greater Weave of Nature
Planar Native (Perfect), Powerful Raveling
Incarnate Threads (Medium), Ravel (Quasi-Elemental)
Multi-ravel (3)
Swift Ravel
Share Ravel (Radius)
Ravel (Quasi-Elemental)
Raveling Burst
Incarnate Threads (Large)
Multi-ravel (4)
Immediate Ravel, Raveling Aura

Class Features
All of the following are class features of the Raveler.

Weapon and Armor Proficiencies: Ravelers are proficient with all simple weapons and one martial weapon of their choice. In addition, they are proficient with all non-exotic armor, and with shields (but not tower shields).

Personal Clock: All Ravelers possess an extrusion of the Apocalypse Clock, which can be in the form of any timekeeping device, such as an hourglass, pocket watch, or small mantle clock. In the hands of anyone other than the Raveler to which it is attuned, the device does nothing other than its normal timekeeping purpose, though many report feeling slightly unsettled while holding it, but are unable to say why. In the possession of a Raveler however, his personal clock allows him access to the powerful magic of Apocalypse Clock, which he can use to devastating effect when raveling. If a Raveler’s personal clock is damaged or destroyed, he may repair/rebuild it over 12 hours with a DC 15 Craft (Timepiece) check.

Ravel (Su): Ravelers channel the power of the Apocalypse Clock through their personal clock, and into their attacks. Whenever the Raveler uses a standard or full-attack action to attack an enemy with a weapon attack (including unarmed strikes and natural attacks, and either ranged or melee), but not more than once per round, he siphons off a portion of The Clock’s power to strip off an element from his target. While this would seem to further the effects of The Clock, raveling in this way (i.e. through a Personal Clock) is only temporary, and due to transfer inefficiencies, requires far more of The Clock’s power than would be expected; thus, the loss of power slows The Clock for a time.
  Raveling is a very unpleasant process for the target. All raveling attacks do an additional amount of damage equal to 1d4 for every 2 Raveler levels (minimum 1). Alternatively, if the Raveler does not have a weapon handy, he may make a melee touch attack which deals the normal raveling bonus damage. In addition, the target suffers a penalty, and the Raveler gains a bonus, depending on the element stripped off (detailed below). Unless otherwise specified below, save DCs equal 10 + ½ Raveler level + Wisdom modifier. The penalty and bonus both last for a number of rounds equal to 1 + the number of bonus damage dice. At 1st level, the Raveler can strip off any one of the primary elements. At 4th level, he may strip off one of the energies; at 8th level, one of the para-elements; at 12th level one either the quasi-positives or quasi-negatives (choose which group); at 16th level, the other group of quasi-elements. Multiple applications of the same benefit or penalty do not stack unless otherwise noted in the detailed descriptions below.

Primary Elements
(click to show/hide)
Energies
(click to show/hide)
Para-Elements
(click to show/hide)
Quasi-Negative Elements
(click to show/hide)
Quasi-Positive Elements
(click to show/hide)

Planar Native (Ex/Su): Constant exposure to the elemental powers of The Clock creates gradual changes in the body of a Raveler, at first giving him a small tolerance to the extremes of his environment, and later, the freedom to travel unimpeded among the primal elements.
  • Lesser – At 2nd level, the Raveler permanently gains the effects of Endure Elements. This is an extraordinary ability, as the changes are in his physical body.
  • Greater – At 6th level, the Raveler permanently gains the effects of Avoid Planar Effects, but only for the inner planes. This is an extraordinary ability, as the changes are in his physical body. In addition, the Raveler can grant allies near to him his lesser protection. All allies within 30 feet of the Raveler gain the benefit of Endure Elements (this portion of Greater Planar Native is a Supernatural ability).
  • Perfect – At 11th level, the Raveler becomes able to grant nearby allies his greater protection. All allies within 30 feet of the Raveler gain the benefit of Avoid Planar Effects, but only for the inner planes. This is a Supernatural ability.
Share Ravel (Su): Beginning at 3rd level, Ravelers learn how to share the benefits their raveling gives them. Each time he makes a successful raveling attempt, the Raveler may choose to share the benefit of his raveling with any one ally within 30 feet. If he successfully ravels more than once in a round, he may choose a different ally for each attempt. At 9th level, he may share with any two allies within 60 feet. At 15th level, all allies within 30 feet may gain the benefit of all successful raveling attempts.

Weave of Nature (Su): Ravelers of 5th level have gained some measure of proficiency and control with their clock, allowing them to gain a greater benefit by raveling a bit of the powerful elements in their surroundings. As a full round action, the Raveler may ravel a single element or energy of his choice from nature around them. This does no damage and applies no penalty, but the Raveler gains the normal benefit, for a duration equal to one minute per die of bonus raveling damage. This benefit may be shared through his Share Ravel ability. However, you (and others) cannot benefit from this ability more than once simultaneously; if this ability is used while a previous benefit of this ability is in effect, the new benefit replaces the previous one, and the duration resets.

Incarnate Threads (Su): When a Raveler achieves 6th level, he learns to weave the elements he works with into creatures. Whenever he uses his ravel ability to strip an element, he may choose to forego the usual benefit from raveling to instead form the element he strips into a Small elemental of the same type. The created elemental is a normal creature of its type and kind, except that it has a total (and maximum) number of hit points equal to the amount of bonus damage you dealt with your ravel ability. The elemental you create is under your control as if summoned by a conjuration (summoning) spell, though effects which alter summoning spells do not affect this ability.

Weaving the elements this way is inherently unstable, however, so the elemental loses 2 hit points per round of its existence. It otherwise lasts until destroyed. You cannot control more elementals with this ability than the total number of elements you can ravel in a round; creating additional elementals causes the oldest previous elementals to be destroyed. At 12th level, you may create a Medium elemental with this ability (with double the hit points), and at 18th level you may create a Large elemental (with triple the hit points).

Multi-Ravel (Su): At 7th level, the raveler has become proficient enough at controlling the power he steals from the Apocalypse Clock that he can ravel two elements (or energies) in the same round. He may apply both ravels to the same attack, or divide them among the attacks he makes however he likes. The distribution must be announced before any attacks are made, and the same element (or energy) cannot be raveled from the same target more than once in a given round. If the ravels are split among multiple attacks, each raveling attack gains bonus damage as normal; however, if the raveler applies more than one ravel to the same attack, that attack (if successful) gains only one instance of bonus damage, which is equally divided between all damage types granted by the elements he is raveling. In either case, the raveler may choose any two elements (or energies) he could strip, even if they are diametrically opposed, and the penalties and benefits from both are applied. At 13th level, the raveler may ravel three times in the same round (divided between one or more attacks), and at 19th level he may ravel four times in the same round.

Greater Weave of Nature (Su): At 10th level, the Raveler has learned to unlock even more power from his surroundings with each ravel. With each use of his Weave of Nature ability, he may ravel two elements or energies, and the duration increases to 1 hour per die of bonus raveling damage. Multiple uses still overlap, and do not stack.

Powerful Raveling: Starting at 11th level, Ravelers can channel more of The Clock’s power with every raveling attempt, increasing the bonus damage from d4’s to d8’s.

Swift Raveling (Su): Beginning at 14th level, once per round the Raveler may make one raveling touch attack as a swift action.
   
Raveling Burst (Su): At 17th level, the Raveler masters one of the greatest powers of his personal clock. As a standard action, he may unleash some of the Apocalypse Clock’s powers as a 30 foot radius burst at medium range (100’+10’/Raveler level), stripping out up to one fewer than his maximum number of elements and/or energies. All enemies within the area automatically affected by the raveling damage (Reflex Save for half damage, DC 10 + 1/2 Raveler Level + Wisdom modifier) and suffer the penalties, while the Raveler gains one set of benefits as normal.

Immediate Raveling (Su): At 20th level, the Raveler may make his Swift Raveling attack as an immediate action instead of a swift action. He may not take more than one such attack per round.

Raveling Aura (Su): At 20th level, raveling has become so instinctive to him that the Raveler projects an aura which, under the correct conditions, can automatically ravel a creature targeting him with an effect. Choose an element or energy you can ravel, and one of the following categories: natural and non-reach weapons, reach weapons and ranged attacks, targeted spells and spell-like abilities. Whenever you are affected by an effect in the chosen category, the source of that effect is automatically raveled of the chosen element or energy, suffering the penalty and bonus raveling damage as normal, while you gain the benefit. As a swift action, you may change either the element or energy to ravel, or the category of effect.

*Inspiration from sirpercival
« Last Edit: June 24, 2017, 11:59:14 PM by FireInTheSky »

FireInTheSky

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Re: Raveler [3.5 Base]
« Reply #1 on: June 18, 2017, 09:52:19 AM »
NEW AFFILIATION: The Order of Ravelers


Symbol: A clock.
Background & Goals: Over grand millennia, a dedicated few who prefer the multiverse remain existing have formed the Order of Ravelers. Led by the brilliant and erratic Gnomish artificer Sarlo Augerchrome, the Order furthers their goals by crafting Projections which bond irrevocably with anyone who activates them, and passing them along to unsuspecting adventurers (either by way of mysterious and gregarious merchants, or by hiding them in obvious places among abandoned ruins). The conscripted Ravelers unwittingly slow the destruction of the multiverse, and are only given knowledge of the Order's true goals when they have achieved a significant level of personal growth and experience.
  The Order makes its headquarters inside the Maelstrom at the center of the Inner Planes, thus allowing them to keep an eye on the Apocalypse Clock, and to send its projections all over the multiverse for adventurers to find. Contrary to their name, the Order does contain non-Raveler members. These are all experienced planar travelers – most often Wizards, Artificers, and Wu-Jen – who, upon discovering the clock (and the Order) decided to join and help further the Order’s goals. In addition to the members who travel across the multiverse distributing and using Clock Projections, there are some members who remain in the Maelstrom, studying the Apocalypse Clock itself in the hopes of finding a direct solution.
Type: Cabal
Members: Ravelers, as well other planar travelers who have witnessed the Apocalypse Clock, and wish to oppose its purpose.
Scale: 20 (Cosmos)
Membership Requirements: Must bear a Personal Clock or have seen the Apocalypse Clock.



Criterion
Affiliation
Score
Modifier
One-time
Character Level+1/2 PC’s level
Levels in Horizon Walker, Planar Shepherd (Inner Plane), Planeshifter, Raveler, Shugenja, or Wu Jen+2/class
6+ levels in Raveler+2
5 or more ranks in Craft (Timepiece, Weaving), Disable Device, Knowledge (Arcana, The Planes)+1/skill
10 or more ranks in Craft (Timepiece, Weaving), Disable Device, Knowledge (Arcana, The Planes)+1/skill
Ability to Wildshape into an Elemental, an Elemental Companion, access to an Elemental Domain, ability to channel Positive or Negative energy, an Elemental Graft+1 each
Elemental Type, [Elemental] subtype, [Energy] subtype, Elemental Bloodline, Race which is descended from a denizen of the inner planes+1
Elemental Bloodline feats, Elemental Heritage feats, Summon Elemental reserve feat, Devotion feats for an Elemental domain+1/feat
Worshipping Ygorl, or dedicating yourself to an Elder Evil whose goals include destroying the multiverse-5
Multi-use
Destroying a creature through raveling+1+creature’s CR/6
Knowingly destroying another member of the Order-5
Unknowingly destroying another member of the Order-2
Destroying a Raveler’s Personal Clock-1
Hastening the effects of the Apocalypse Clock-10

Affiliation
Score

Title: Benefits and Duties
3 or lowerSeconds: No affiliation.
4-10Minutes: You are a low-level Raveler, or a planar traveler who has heard of the Apocalypse clock, but never visited. Gain a +2 circumstance bonus to Knowledge (The Planes) checks for information with regards the Inner Planes and their denizens.
11-20Days: You have gone through the first initiation into the Order, personally witnessing the Apocalypse Clock, and learning of the Order’s goals and methods, but must now guide at least one new member per year through the same process. You have spent enough time around the Apocalypse Clock that you have developed resistance to lesser forms of raveling. You are now immune to the negative effects of a Raveler’s raveling ability. In addition, you gain a +2 circumstance bonus on social checks and social skill checks with denizens of the Inner Planes.
21-30Years: You are privy to most of the Order’s secrets, and oversee the Order’s operations on a particular plane. In any city of at least 25,000 people, you can find at least one other member of the Order who will grant you shelter and/or aid (such as he can). In addition, if you or an ally within 30’ planeshifts to the inner planes, the attempt is made with perfect accuracy. You must spend at least 48 hours each month making or distributing Clock Projections.
30 or higherMillenia: You’re a paragon of the Order, and work closely with Eon Augerchrome to develop Order policies and missions. You may Planeshift once per day as a spell-like ability with your caster level equal to ½ your affiliation score, to anywhere in the Inner Planes, including the location of the Apocalypse Clock.

Affiliation titles are a reflection of the amount of time the Order believes a member will have slowed the Apocalypse Clock upon reaching a given level.

Executive Powers: Craft, Gift, Research