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.
)
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 INFORMATIONRavelers 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 SkillsThe 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: Raveler | HD: 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 |
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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 |
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Class FeaturesAll 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- Air: Your bonus raveling damage is [Sonic] damage.
- Raveler Bonus – You can glide, negating damage from a fall of any height and allowing 20 feet of forward travel for every 5 feet of descent. You glide at a speed of 30 feet (average maneuverability). Even if your maneuverability improves, you can't hover while gliding, and you can't glide while carrying a medium or heavy load. If you become unconscious or helpless while in midair, you descend in a tight corkscrew and take only 1d6 points of falling damage, no matter what the actual distance of the fall. At 5th level, you can fly at a speed of 40 feet (average maneuverability). At 10th level, your flight speed increases to 80 feet (good maneuverability). At 15th level, you can fly at 120 feet (perfect maneuverability).
- Target Penalty - Your target cannot breathe, as per the rules for suffocation; the target can hold its breath for 2 rounds per point of Constitution, as normal, before it must begin making Constitution checks.
- Earth: Your bonus raveling damage is Slashing damage.
- Raveler Bonus – You gain a Burrow Speed equal to 10 feet for every 3 Raveler levels (minimum 10 feet).
- Target Penalty – Your target counts as one size category smaller for every 5 Raveler levels (minimum 1 size category) whenever it would be detrimental.
- Fire: Your bonus raveling damage is [Fire] damage.
- Raveler Bonus – You gain resistance to [Cold] equal to your Raveler level.
- Target Penalty – Your target suffers from mild hypothermia (see Frostburn p10 for details). At 8th level, suffer from moderate hypothermia, and at 15th level, suffer from severe hypothermia. Make a Fortitude save to decrease the severity of hypothermia by one step.
- Water: Your bonus raveling damage is Bludgeoning damage.
- Raveler Bonus – You gain a Swim Speed equal to 10 feet for every 3 Raveler levels (minimum 10’).
- Target Penalty – Your target suffers from dehydration (see Sandstorm p15 for details) if it fails a Fortitude save.
Energies- Negative: Your bonus raveling damage is Negative Energy damage.
- Raveler Bonus – You gain 1 temporary hit point per Raveler level.
- Target Penalty – Your target immediately heals 1d4 points of ability damage to the ability score of its choice, as per lesser restoration. At 10th level, you may choose to instead remove 1 negative level from the target. If the target is undead, it instead takes 1d4 points of Strength damage (Fortitude save to negate) or receives 1 negative level, even if it would normally be immune to ability damage or negative levels.
- Positive: Your bonus raveling damage is Positive Energy damage.
- Raveler Bonus – You gain fast healing equal to half your Raveler level.
- Target Penalty – Your target gains one negative level if it fails a Fortitude save (DC = 5 + ½ Raveler level + Wisdom modifier). At 10th level, the DC increases to 10 + ½ Raveler level + Wisdom modifier.
Para-Elements- Ice (Air/Water): Your bonus raveling damage is [Frostburn] damage.
- Raveler Bonus – Icicles sprout from your body, which you can attack with as if they were +1 Icy Burst Armor Spikes. In addition, any creature attacking you with a natural or non-reach weapon takes damage from the icicles.
- Target Penalty – Your target suffers an effect similar to that of the heat metal spell, except that the number and size of all damage dice increases by one step (none -> 1d6, 1d4 -> 2d6, 2d4 -> 3d6).
- Magma (Earth/Fire): Your bonus raveling damage is half [Fire] damage and half Bludgeoning damage.
- Raveler Bonus – Your body bursts into flames. While you and your equipment are unaffected, any creature that grapples you, is grappled by you, or attacks you with an unarmed strike, a natural attack or a touch attack automatically suffers 1d6 fire damage for every two Raveler levels you have, with no save.
- Target Penalty – Your target suffers an effect similar to that of the chill metal spell, except that the number and size of all damage dice increases by one step (none -> 1d6, 1d4 -> 2d6, 2d4 -> 3d6).
- Ooze (Earth/Water): Your bonus raveling damage is [Acid] damage.
- Raveler Bonus – You have a 25% chance of negating critical hits and precision damage. At 11th level, this increases to 50%; at 14th level, this increases to 75%; at 17th level, you gain immunity to critical hits and precision damage.
- Target Penalty – Your target must make a Fortitude save or be paralyzed.
- Smoke (Air/Fire): Your bonus raveling damage is half [Fire] damage and half [Sonic] damage.
- Raveler Bonus – You gain concealment. At 15th level, you gain total concealment. This ability is not an illusion effect, and is not negated by anything short of the true seeing spell.
- Target Penalty – Your target loses any concealment it has, regardless of the source, and its total concealment (if applicable) is reduced to concealment. At 15th level, your target loses total concealment as well.
Quasi-Negative Elements- Ash (Neg/Fire): Your bonus raveling damage is half [Acid] and half [Cold] damage.
- Raveler Bonus – You gain resistance to [Fire] equal to your Raveler level.
- Target Penalty – Your target cannot benefit from healing (natural or magical) for the duration of the effect. This includes fast healing; however, a creature with regeneration still converts damage to nonlethal as normal.
- Dust (Neg/Earth): Your bonus raveling damage is [Acid] damage.
- Raveler Bonus – You gain the benefit of the freedom of movement spell.
- Target Penalty – Your target must make a Fortitude save or be petrified for the duration.
- Salt (Neg/Water): Your bonus raveling damage is [Dessication] damage.
- Raveler Bonus – You gain resistance to [Acid] equal to half your Raveler level.
- Target Penalty – Your target must make a Will save or be confused, and a Fortitude save at the same DC or be sickened.
- Vacuum (Neg/Air): Your bonus raveling damage is [Force] damage.
- Raveler Bonus – You do not need to breathe. In addition, you gain resistance to [Sonic] equal to half your Raveler level.
- Target Penalty – Your target's encumbrance increases by one step (no load -> light load -> medium load -> heavy load -> double max load -> immoblilized). See Carrying Capacity for details on how encumbrance affects movement and combat.
Quasi-Positive Elements- Lightning (Pos/Air): Your bonus raveling damage is [Electricity] damage.
- Raveler Bonus – You gain the effects of the haste spell.
- Target Penalty – Your target suffers the effects of the slow spell.
- Mineral (Pos/Earth): Your bonus raveling damage is Piercing damage.
- Raveler Bonus – You gain hardness equal to ½ your Raveler level (or increase existing hardness by the same amount).
- Target Penalty – Your target’s hardness is decreased by 1 for every 3 Raveler levels (to a minimum of 0). If the target does not have any hardness, instead decrease its existing damage reduction by the same amount.
- Radiance (Pos/Fire): Your bonus raveling damage is [Fire] damage.
- Raveler Bonus – You gain the ability to see invisible and ethereal creatures, as per the see invisibility spell. At 17th level, you instead gain the effects of the True Seeing spell.
- Target Penalty – Your target must make a Fortitude save or be blinded. Targets immune to blindness, or targets whose blindness is healed before the duration of this effect expires, are dazzled for the duration.
- Steam (Pos/Water): Your bonus raveling damage is [Rimefire] damage.
- Raveler Bonus – You and all your equipment gain the Incorporeal subtype.
- Target Penalty – Your opponent must make a Will save or be affected as if by the calm emotions spell. This is not an [enchantment] or [mind-affecting] effect.
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