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Pinhead45

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WORLDS LORD

These powerful beings can be deadly to those who rely on the energy and magic of the world against them. For they take that energy to turn the land itself against his foes and to summon mystical defenders of the land.
Requirements:

Base attack: +4
Skills: survival 8 ranks, spellcraft 4 ranks
Feats: skill focus (survival), Skill focus (spell craft)
Special: must have been hit for at least one point of damage from fire, acid, electricity, and cold. Must also have been hit by a arcane spell of at least 2nd level

- Hit die: d6
- Skills: 4 per level their class skills are Concentrate, climb, knowledge, spot, listen, spellcraft and survival.
- Base attack: as cleric
- Saves: as cleric

Progression

Level Special abilities
1 Absorb energy
2 Animation
3 Absorb spell 0-3rd
4
5 Self sacrifice
6
7 Absorb energy
8
9 Absorb spell 4th-6th
10

Ability Descriptions:

Absorb energy: the world lord learns to take some of the energy of the world into his body. The character gains energy resistance of 10 to one type of energy or resistance 5 to two types of energy. The character gains one energy packet equal to half the damage his resistance prevented. The character can use this energy for his animation ability. The character can never have more energy packets then he has levels in this prestige class.
When the character gains this again he can choose to increase his 10 resis to 20 or choose another energy to gain resistance 10 against. Or the character can increase his 2 energy resis 5 to 10 or gain another resis 5 to two other energy types. The world lord can hold energy packets for 24 hours before the energy packets harmlessly dissipate



Animation: this is the ability that makes the world lords so feared. Using the energy packets they collect to animate the land to fight for them. Treat the animated land as a animated object of the listed size. As long as the world lord energy packets he can use animation without limitation.


Animation Energy packets used Duration Size
1 2 rounds Small
2 4 rounds Small
3 6 rounds Medium
4 8 rounds Medium
5 10 rounds Large
6 12 rounds Large
7 14 rounds Huge
8 16 rounds Huge
9 18 rounds Gargantuan
10 20 rounds Colossal

Absorb spell: To use this ability the world lord must take a standard action similar to countering a spell. He must identify the spell and then make an opposed caster check using his level in the prestige class + his wisdom modifier. If he succeeds he captures the magic of the spell and can use it to cast summon natures ally. The summon natures ally must be the same level or lower then the spell the world lord absorbed. The world lord can hold absorbed magic for 1 hour before the magic harmlessly dissipates
 

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Interesting...

A couple things that stand out to me immediately are:

Absorb Energy: DO you mean that a Fire Resist 10 would produce 5 enegy packets if hit by a fireball? If so you need to ramp up the cost of the Animation ability.

Animation: What type of action does this take? at what range can the animated terra firma start from? Why not tie the type of elemental resistance to the animation ability by having it call an actual elemental instead of an animated object? {just realized, if you did this a caster could conceivably maintain power by having the called elemental damage him to gain more enegery packets.... not sure if this is a bad thing or not. Definately interesting flavor :) }

Absorb Spell: Needs rewrite. As a standard action you can never use this ability. If you meant ready an action, then this ablity can be not very powerful. Perhaps.. and this is me thinking out loud, have this add on to the counter spell rules and allow the character to enforce the laws of nature by spending one enegery packet per level of the spell being countered. This means they don't need to know the spell in question in order to counter it.


...and... if no-one has said it yet, Welcome to the Boards!
 

Thanks for the welcome. ok i get what your saying thanks for the help here are the new charts and ability descriptions and i realized i forgot to describe the self sacrifice abilty so i included that and yea if a world lord gets hit with a fireball and had fire resistance 10 he would gain 5 energy packets. heres the changes let me know how they are

Animation: this is the ability that makes the world lords so feared. Using the energy packets they collect to animate the land to fight for them. Treat the animated land as a animated object of the listed size. As long as the world lord energy packets he can use animation without limitation.


Animation Energy packets used Duration Size
3 2 rounds Small
3 4 rounds Small
4 6 rounds Medium
4 8 rounds Medium
6 10 rounds Large
6 12 rounds Large
7 14 rounds Huge
7 16 rounds Huge
10 18 rounds Gargantuan
10 18 rounds Colossal

Absorb spell: To use this ability the world lord must declare a ready action to absorb a spell. He must spend a number of energy packets equal to the spell level and then make an opposed caster check using his level in the prestige class + his wisdom modifier. If he succeeds he captures the magic of the spell and can use it to cast summon natures ally. The summon natures ally must be the same level or lower then the spell the world lord absorbed. The world lord can hold absorbed magic for 1 hour before the magic harmlessly dissipates. This ability uses the same rules as countering spells except as noted above.

Self-sacrifice: the world lord learns to sacrifice some of his life to defend the earth he loves. The character can sacrifice a number of hit points. To cast summon natures ally. The number of hit points needed is double the spell level.
 

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