Machiavelli
First Post
Some of you may remember the germ idea for this prestige class back in this thread, wherein Nifft actually produced a fun 5-level prestige class.
Things have changes ALOT since then.
The following are the Custodian envisioned as a prestige class, and as a base class, respectively:
[sblock=Custodian of the Dodecahedron (PrC)]Alignment: Any, but with a strong tendency toward Lawful
Hit Die: d12
Prerequisites:
Must have a pool of power points
Knowledge (psionics) 6 ranks
Skill Focus: Knowledge (psionics)
Class Skills:
The custodian's class skills (and the key ability for each skill) are Autohypnosis (Wis), Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Intimidate (Cha), Jump (Str), Knowledge (psionics) (Int), Listen (Wis), Profession (Int), Ride (Dex), Sense Motive (Wis), Swim (Str), and Tumble (Dex).
Skill Points at Each Level: 6 + Int modifier.
Weapon and Armor Proficiency:
A custodian gains no proficiency with any weapons or armor, and his class abilities are not restricted by armor or shield use.
Power Points:
The custodian's abilities spring from his unique understanding of the world and his unshaking belief in its solidly definable, if perhaps somewhat elastic, mechanics. These mental abilities are embodied in the custodian's pool of power points, which increases as he gains class levels. A custodian does not gain the ability to manifest psionic powers, but he may use psionic feats, may maintain or expend psionic focus, and may spend his power points to manifest powers he knows from gaining levels in any psionic manifesting class.
Bonus Luck Feats:
The custodian gains a bonus luck feat at 1st, 3rd, 5th, and 6th levels. These bonus feats must be luck feats only. The custodian must still meet all prerequisites for the bonus feat, including ability score and base attack bonus minimums as well as class requirements. These bonus feats are in addition to the feats that a character of any class gains every three levels. A custodian is not limited to luck feats when choosing these other feats.
Not Just Luck:
The custodian is mindful of the basic geometric underpinnings of reality, and even manages to manipulate them to his benefit. When making a luck re-roll, a custodian may use 2d12 instead of 1d20 for the re-roll. Any result rolled in this way is resolved exactly as it would be if rolled normally by a single d20, with the exception of 21, 22, 23, and 24. These four results are treated as results of 10, with a bonus untyped modifier of +11, +12, +13, or +14, respectively. Each use of this class ability consumes a single power point for each luck re-roll spent. The custodian is limited to spending no more power points than his class level per use of Not Just Luck. He may apply his Not Just Luck class ability to bonus luck feats gained through custodian class advancement as well as luck feats gained by any other means.
Subtle Tweak:
The custodian may reach out the the world around him, slightly adjusting the random variables of his environment. As a standard action that provokes attacks of opportunity, the custodian may ready an action to apply one of 2 Subtle Tweak effects, as follows:
- He may hinder an enemy, who then rolls 1d12 in place of the first 1d20 roll made during its next turn. Any rolls the target makes out of its turn in reaction to another creature's turn (such as a save versus a spell's effects) are not affected by Subtle Tweak.
- He may aid an ally, who then rolls 2d12 in place of any one 1d20 roll of the custodian's choice made before the beginning of the custodian's next turn. The custodian need not choose exactly which of his target's actions will trigger the Subtle Tweak ability when he readies his action, but he must decide to apply Subtle Tweak before the target makes its roll. The results of this 2d12 roll follow the same rules as for the results of a 2d12 luck re-roll, as above.
At 2nd level a custodian may use a Subtle Tweak 2 times per day, increasing to 4 times at 4th level and an unlimited number of times each day at 6th level.
It's Elementary:
The custodian's generally heightened abilities expand to include almost every aspect of his life. He may attempt a skill check even with untrained skills.
Time & Technique:
With some concentration, and a few custodian tricks, most any problem can be solved. When taking 10 on a skill check, the custodian gains a +2 untyped bonus. This ability may be combined with It's Elementary to take 12 on untrained skills.[/sblock]
[sblock=Custodian of the Dodecahedron]
Hit Die: d12
Starting Gold: 4d4 x 10gp (100gp)
Class Skills:
The custodian's class skills (and the key ability for each skill) are Autohypnosis (Wis), Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Intimidate (Cha), Jump (Str), Knowledge (psionics) (Int), Listen (Wis), Profession (Int), Ride (Dex), Sense Motive (Wis), Swim (Str), and Tumble (Dex).
Starting Skill Points: (4 + Int modifier) x 4
Skill Points at Each Level: 4 + Int modifier
Weapon and Armor Proficiency:
A custodian only gains proficiency with simple weapons and light armor, but his class abilities are not restricted by armor or shield use.
Power Points:
The custodian's abilities spring from his unique understanding of the world and his unshaking belief in its solidly definable, if perhaps somewhat elastic, mechanics. These mental abilities are embodied in the custodian's pool of power points, which increases as he gains levels in the custodian class or any manifesting classes. A custodian does not gain the ability to manifest psionic powers, but he may use psionic feats, may maintain or expend psionic focus, and may spend his power points to manifest powers he knows from gaining levels in any psionic manifesting class. The custodian may also spend his power points to use his Elemental Cascade ability.
Elemental Cascade:
The custodian has nominal control over the natural forces found in the basic substances of the world: fire, earth, air, ether, and water. As his ability progresses he can distill significant quantities of each concentrated substance, from any surroundings, to devastate a single target. An elemental cascade attack is a psi-like ability that requires a standard action ranged touch attack to deal elemental damage to a single target, bypassing psionic resistance. Initiating a cascade costs a number of power points based on the number and type of damage dice the custodian chooses upon initiation, as detailed below:
1 PP per 1d4 Fire damage
2 PP per 1d6 Acid damage
3 PP per 1d8 Electricity damage
4 PP per 1d12 Force damage
5 PP per 1d20 Cold damage
A custodian may never spend more power points than his class level on a single cascade, however as he gains levels he gains the ability to initiate cascades with lower power point costs (minimum 1 power point). At 2nd level he may subtract 1 from the power point total for any cascade, and at every 3 class levels the amount of power points he may subtract increases by one, up to -7 power points at 20th level. For example, a 7th level custodian may spend up to 7 power points on a single cascade, dealing 9d4 Fire damage, or 1d12 Force damage plus 1d20 Cold damage, or any combination of damage dice that cost 9 power points. The same custodian may choose instead to initiate a cascade dealing 1d8 Electricity damage for only 1 power point.
Not Just Luck:
The custodian is mindful of the basic geometric underpinnings of reality, and even manages to manipulate them to his benefit. When making a luck re-roll, a custodian may use 2d12 instead of 1d20 for the re-roll. Any result rolled in this way is resolved exactly as it would be if rolled normally by a single d20, with the exception of 21, 22, 23, and 24. These four results are treated as results of 10, with a bonus untyped modifier of +11, +12, +13, or +14, respectively. If the luck re-roll is used to re-roll an attack, results of 21, 22, 23, or 24 are considered critical threats, in addition to the usual critical threat range for the attacker's weapon. Each use of this class ability consumes a single power point for each luck re-roll spent. The custodian is limited to spending no more power points than his class level per use of Not Just Luck. He may apply his Not Just Luck class ability to bonus luck feats gained through custodian class advancement as well as luck feats gained by any other means.
Bonus Luck Feats:
The custodian gains a bonus luck feat at 1st, 7th, 13th, 16th, and 19th levels. These bonus feats must be luck feats only. The custodian must still meet all prerequisites for the bonus feat. These bonus feats are in addition to the feats that a character of any class gains every three levels. A custodian is not limited to luck feats when choosing these other feats.
Subtle Tweak:
The custodian may reach out to the world around him, slightly coaxing the random variables of his environment to his will. As a standard action, the custodian may ready an action to apply one of 2 Subtle Tweak effects, as follows:
- He may hinder an enemy, who then rolls 1d12 in place of the first 1d20 roll made during its next turn. Any rolls the target makes out of its turn in reaction to another creature's turn (such as a save versus a spell's effects) are not affected by Subtle Tweak.
- He may aid an ally, who then rolls 2d12 in place of any one 1d20 roll of the custodian's choice made before the beginning of the custodian's next turn. The custodian need not choose exactly which of his target's actions will trigger the Subtle Tweak ability when he readies his action, but he must decide to apply Subtle Tweak before the target makes its roll. The results of this 2d12 roll follow the same rules as for the results of a 2d12 luck re-roll, as above.
At 3rd level a custodian may use a Subtle Tweak only 1 time each day, increasing by 1 use every 3 levels, up to 6 uses per day at 18th level and an unlimited number of times each day at 20th level. If the custodian's target does not trigger his readied action it is wasted, but no subtle tweak usage is spent.
It's Elementary:
The custodian's generally heightened abilities expand to include almost every aspect of his life. He may attempt a skill check even with untrained skills.
Time & Technique:
With some concentration, a few custodian tricks, and a bit of luck, most any problem can be solved. When able to take 10 on a skill check, the custodian may choose to instead take 6 and gain a +1d12 untyped bonus. This ability may be combined with It's Elementary to take 6+1d12 on untrained skills.[/sblock] Enjoy! Lots more comments welcomed! Specifically: which seems better balanced and more cohesive, and which (perhaps the same one) looks like an idea you could imagine actually using in your game?
Things have changes ALOT since then.
The following are the Custodian envisioned as a prestige class, and as a base class, respectively:
[sblock=Custodian of the Dodecahedron (PrC)]Alignment: Any, but with a strong tendency toward Lawful
Hit Die: d12
Prerequisites:
Must have a pool of power points
Knowledge (psionics) 6 ranks
Skill Focus: Knowledge (psionics)
Class Skills:
The custodian's class skills (and the key ability for each skill) are Autohypnosis (Wis), Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Intimidate (Cha), Jump (Str), Knowledge (psionics) (Int), Listen (Wis), Profession (Int), Ride (Dex), Sense Motive (Wis), Swim (Str), and Tumble (Dex).
Skill Points at Each Level: 6 + Int modifier.
Code:
Base
Attack Fort Ref Will Power
Level Bonus Save Save Save Special Points
1st +0 +0 +0 +2 Bonus Luck Feat, Not Just Luck 2
2nd +1 +0 +0 +3 Subtle Tweak 2/day 4
3rd +2 +1 +1 +3 Bonus Luck Feat, It's Elementary 7
4th +3 +1 +1 +4 Subtle Tweak 4/day 10
5th +3 +1 +1 +4 Bonus Luck Feat, Time & Technique 14
6th +4 +2 +2 +5 Bonus Luck Feat, Unlimited Tweak 18
Weapon and Armor Proficiency:
A custodian gains no proficiency with any weapons or armor, and his class abilities are not restricted by armor or shield use.
Power Points:
The custodian's abilities spring from his unique understanding of the world and his unshaking belief in its solidly definable, if perhaps somewhat elastic, mechanics. These mental abilities are embodied in the custodian's pool of power points, which increases as he gains class levels. A custodian does not gain the ability to manifest psionic powers, but he may use psionic feats, may maintain or expend psionic focus, and may spend his power points to manifest powers he knows from gaining levels in any psionic manifesting class.
Bonus Luck Feats:
The custodian gains a bonus luck feat at 1st, 3rd, 5th, and 6th levels. These bonus feats must be luck feats only. The custodian must still meet all prerequisites for the bonus feat, including ability score and base attack bonus minimums as well as class requirements. These bonus feats are in addition to the feats that a character of any class gains every three levels. A custodian is not limited to luck feats when choosing these other feats.
Not Just Luck:
The custodian is mindful of the basic geometric underpinnings of reality, and even manages to manipulate them to his benefit. When making a luck re-roll, a custodian may use 2d12 instead of 1d20 for the re-roll. Any result rolled in this way is resolved exactly as it would be if rolled normally by a single d20, with the exception of 21, 22, 23, and 24. These four results are treated as results of 10, with a bonus untyped modifier of +11, +12, +13, or +14, respectively. Each use of this class ability consumes a single power point for each luck re-roll spent. The custodian is limited to spending no more power points than his class level per use of Not Just Luck. He may apply his Not Just Luck class ability to bonus luck feats gained through custodian class advancement as well as luck feats gained by any other means.
Subtle Tweak:
The custodian may reach out the the world around him, slightly adjusting the random variables of his environment. As a standard action that provokes attacks of opportunity, the custodian may ready an action to apply one of 2 Subtle Tweak effects, as follows:
- He may hinder an enemy, who then rolls 1d12 in place of the first 1d20 roll made during its next turn. Any rolls the target makes out of its turn in reaction to another creature's turn (such as a save versus a spell's effects) are not affected by Subtle Tweak.
- He may aid an ally, who then rolls 2d12 in place of any one 1d20 roll of the custodian's choice made before the beginning of the custodian's next turn. The custodian need not choose exactly which of his target's actions will trigger the Subtle Tweak ability when he readies his action, but he must decide to apply Subtle Tweak before the target makes its roll. The results of this 2d12 roll follow the same rules as for the results of a 2d12 luck re-roll, as above.
At 2nd level a custodian may use a Subtle Tweak 2 times per day, increasing to 4 times at 4th level and an unlimited number of times each day at 6th level.
It's Elementary:
The custodian's generally heightened abilities expand to include almost every aspect of his life. He may attempt a skill check even with untrained skills.
Time & Technique:
With some concentration, and a few custodian tricks, most any problem can be solved. When taking 10 on a skill check, the custodian gains a +2 untyped bonus. This ability may be combined with It's Elementary to take 12 on untrained skills.[/sblock]
[sblock=Custodian of the Dodecahedron]
Hit Die: d12
Starting Gold: 4d4 x 10gp (100gp)
Class Skills:
The custodian's class skills (and the key ability for each skill) are Autohypnosis (Wis), Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Intimidate (Cha), Jump (Str), Knowledge (psionics) (Int), Listen (Wis), Profession (Int), Ride (Dex), Sense Motive (Wis), Swim (Str), and Tumble (Dex).
Starting Skill Points: (4 + Int modifier) x 4
Skill Points at Each Level: 4 + Int modifier
Code:
Base
Attack Fort Ref Will Power
Level Bonus Save Save Save Points Special
1st +0 +0 +0 +2 3 Not Just Luck, Bonus Luck Feat
2nd +1 +0 +0 +2 5 Elemental Cascade -1 PP
3rd +2 +1 +1 +3 7 Subtle Tweak 1/day
4th +3 +1 +1 +4 10 It's Elementary
5th +3 +1 +1 +4 13 Elemental Cascade -2 PP
6th +4 +2 +2 +5 17 Subtle Tweak 2/day
7th +5 +2 +2 +5 21 Bonus Luck Feat
8th +6 +2 +2 +6 25 Elemental Cascade -3 PP
9th +6 +3 +3 +6 29 Subtle Tweak 3/day
10th +7 +3 +3 +7 34 Time & Technique
11th +8 +3 +3 +7 39 Elemental Cascade -4 PP
12th +9 +4 +4 +8 44 Subtle Tweak 4/day
13th +9 +4 +4 +8 50 Bonus Luck Feat
14th +10 +4 +4 +9 56 Elemental Cascade -5 PP
15th +11 +5 +5 +9 57 Subtle Tweak 5/day
16th +12 +5 +5 +10 64 Bonus Luck Feat
17th +12 +5 +5 +10 71 Elemental Cascade -6 PP
18th +13 +6 +6 +11 78 Subtle Tweak 6/day
19th +14 +6 +6 +11 86 Bonus Luck Feat
20th +15 +6 +6 +12 94 Elemental Cascade -7 PP, Unlimited Tweak
A custodian only gains proficiency with simple weapons and light armor, but his class abilities are not restricted by armor or shield use.
Power Points:
The custodian's abilities spring from his unique understanding of the world and his unshaking belief in its solidly definable, if perhaps somewhat elastic, mechanics. These mental abilities are embodied in the custodian's pool of power points, which increases as he gains levels in the custodian class or any manifesting classes. A custodian does not gain the ability to manifest psionic powers, but he may use psionic feats, may maintain or expend psionic focus, and may spend his power points to manifest powers he knows from gaining levels in any psionic manifesting class. The custodian may also spend his power points to use his Elemental Cascade ability.
Elemental Cascade:
The custodian has nominal control over the natural forces found in the basic substances of the world: fire, earth, air, ether, and water. As his ability progresses he can distill significant quantities of each concentrated substance, from any surroundings, to devastate a single target. An elemental cascade attack is a psi-like ability that requires a standard action ranged touch attack to deal elemental damage to a single target, bypassing psionic resistance. Initiating a cascade costs a number of power points based on the number and type of damage dice the custodian chooses upon initiation, as detailed below:
1 PP per 1d4 Fire damage
2 PP per 1d6 Acid damage
3 PP per 1d8 Electricity damage
4 PP per 1d12 Force damage
5 PP per 1d20 Cold damage
A custodian may never spend more power points than his class level on a single cascade, however as he gains levels he gains the ability to initiate cascades with lower power point costs (minimum 1 power point). At 2nd level he may subtract 1 from the power point total for any cascade, and at every 3 class levels the amount of power points he may subtract increases by one, up to -7 power points at 20th level. For example, a 7th level custodian may spend up to 7 power points on a single cascade, dealing 9d4 Fire damage, or 1d12 Force damage plus 1d20 Cold damage, or any combination of damage dice that cost 9 power points. The same custodian may choose instead to initiate a cascade dealing 1d8 Electricity damage for only 1 power point.
Not Just Luck:
The custodian is mindful of the basic geometric underpinnings of reality, and even manages to manipulate them to his benefit. When making a luck re-roll, a custodian may use 2d12 instead of 1d20 for the re-roll. Any result rolled in this way is resolved exactly as it would be if rolled normally by a single d20, with the exception of 21, 22, 23, and 24. These four results are treated as results of 10, with a bonus untyped modifier of +11, +12, +13, or +14, respectively. If the luck re-roll is used to re-roll an attack, results of 21, 22, 23, or 24 are considered critical threats, in addition to the usual critical threat range for the attacker's weapon. Each use of this class ability consumes a single power point for each luck re-roll spent. The custodian is limited to spending no more power points than his class level per use of Not Just Luck. He may apply his Not Just Luck class ability to bonus luck feats gained through custodian class advancement as well as luck feats gained by any other means.
Bonus Luck Feats:
The custodian gains a bonus luck feat at 1st, 7th, 13th, 16th, and 19th levels. These bonus feats must be luck feats only. The custodian must still meet all prerequisites for the bonus feat. These bonus feats are in addition to the feats that a character of any class gains every three levels. A custodian is not limited to luck feats when choosing these other feats.
Subtle Tweak:
The custodian may reach out to the world around him, slightly coaxing the random variables of his environment to his will. As a standard action, the custodian may ready an action to apply one of 2 Subtle Tweak effects, as follows:
- He may hinder an enemy, who then rolls 1d12 in place of the first 1d20 roll made during its next turn. Any rolls the target makes out of its turn in reaction to another creature's turn (such as a save versus a spell's effects) are not affected by Subtle Tweak.
- He may aid an ally, who then rolls 2d12 in place of any one 1d20 roll of the custodian's choice made before the beginning of the custodian's next turn. The custodian need not choose exactly which of his target's actions will trigger the Subtle Tweak ability when he readies his action, but he must decide to apply Subtle Tweak before the target makes its roll. The results of this 2d12 roll follow the same rules as for the results of a 2d12 luck re-roll, as above.
At 3rd level a custodian may use a Subtle Tweak only 1 time each day, increasing by 1 use every 3 levels, up to 6 uses per day at 18th level and an unlimited number of times each day at 20th level. If the custodian's target does not trigger his readied action it is wasted, but no subtle tweak usage is spent.
It's Elementary:
The custodian's generally heightened abilities expand to include almost every aspect of his life. He may attempt a skill check even with untrained skills.
Time & Technique:
With some concentration, a few custodian tricks, and a bit of luck, most any problem can be solved. When able to take 10 on a skill check, the custodian may choose to instead take 6 and gain a +1d12 untyped bonus. This ability may be combined with It's Elementary to take 6+1d12 on untrained skills.[/sblock] Enjoy! Lots more comments welcomed! Specifically: which seems better balanced and more cohesive, and which (perhaps the same one) looks like an idea you could imagine actually using in your game?
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