Tyler Do'Urden
Soap Maker
One of my players is currently playing an Erenlander Defender with the Mystic heroic path. Due to his (well, our) obsession with The Matrix, we decided to create a prestige class that would allow characters to perform similiar feats of reality-bending. He gave me a sample class he designed, and I tweaked it heavily (dropped the attack bonus and saving throws down a notch, clarified the abilities, wrote a skill list and upped the skill points, added Art of Magic and the halved version of Improved Spellcasting, adjusted the level abilites, and changed the prerequisites.
I'd love some feedback on the class before I "road test" it.
Willforce Adept
Since the sundering, the spirits of the dead and of the yet-to-be-born have been caught in an unending cycle of death and rebirth. After death, the spirits of the living, unable to journey to the heavens or the hells, end up either caught in their decaying bodies, corrupted to the shadow’s will, or wander as spirits, either haunting the place of their death or joining the ring of disembodied souls that circles the world of Aryth. The force that makes up these spirits, the Willforce, is not only responsible for the animation of the sentient beings of Aryth, but is the very fabric of reality itself. Without these spirits, the material and natural world would not exist.
Some spiritual channelers, through their attunement to this willforce, gain abilities that go far beyond their kin, and allow them to manipulate the fabric of Aryth itself. By mastering both their physical and mental being, they become the Essence of Willforce, the Willforce Adept.
Hit Dice: D8
Requirements
To qualify to become a Willforce Adept, a character must fulfill the following criteria.
Base Attack Bonus: 5+
Skills: Concentration 4 ranks, Jump 8 ranks, Spellcraft 4 ranks, Tumble 8 ranks.
Feats: Magecraft (Spiritual), Iron Will, Spellcasting (Any one)
Class Skills
The Willforce Adept’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (Arcana) (Int), Knowledge (Nature) (Int), Knowledge (Religion) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Swim (Str), Tumble (Dex)
Skill Points at Each Level: 4 + Int mod
Class Features
All of the following are features of the Willforce Adept prestige class.
Weapon and Armor Proficiency: Willforce Adepts gain no additional proficiencies with either weapons or armor. Note that armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble. Also, Swim checks suffer a –1 penalty for every five pounds of equipment carried.
Improved Spellcasting: At 1st, 3rd, 5th, 7th, and 9th levels, the Willforce Adept gains one new spell of any school and level he can cast (according to his new level). A Willforce Adept can learn additional spells according to the normal rules for learning spells.
In addition, the Willforce Adept’s effective caster level increases by one. This affects level-related spell effects, caster level checks, and the level of spells that the character can learn. It does not grant him any bonus spells or spell energy.
A Willforce Adept adds his level to that of channeler levels for the purposes of determining the highest-level spells the character can cast. A character with more channeler and Willforce Adept levels than levels in other classes adds +1 to his character level to determine the highest-level spells he can cast. For example, a chn5/wlfa3/def7 can cast up to 8th-level spells.
Art of Magic: The willforce adept gains spell energy equal to his class level each day. This bonus spell energy stacks with that gained from the Magecraft feat and Channeler levels.
Transcend Gravity (Su): At 1st level, a Willforce Adept may expend a point of spell energy to make a Will save vs. DC 15. If made, The Willforce Adept’s Jump skill is no longer limited by height, and may move with perfect maneuverability in the air, allowing him to hover in the air and move around corners, and also run across water as long as speed is sufficient. They may also move at an increased rate of speed, which is equal to the Willforce Adept’s base movement + 10 ft. per class level. This ability lasts for a number of rounds equal to the Adept’s Concentration bonus.
Block Attack (Ex): At 2nd level, a Willforce Adept may add his Wisdom modifier to Armor Class. This is considered a supernatural bonus. This bonus is lost at any time that the character is denied his dexterity bonus to AC, or if the character is wearing armor.
Uncanny Dodge (Ex): Starting at 3rd level, the Willforce Adept gains the extraordinary ability to react to danger before his senses would normally allow him to do so. At 3rd level and above, he retains his Dexterity bonus to AC (if any) regardless of being caught flat-footed or struck by an invisible attacker. (He still loses his Dexterity bonus to AC if immobilized)
At 7th level, the Willforce Adept can no longer be flanked; he can react to opponents on opposite sides of him as easily as he can react to a single attacker. This defense denies others the ability to use flank attacks to sneak attack him. The exception to this defense is that another character with the sneak attack ability whose total levels exceed the Adept's total levels by four or more may still flank him (and thus sneak attack him).
Nullforce Aura (Su): At 4th level, a Willforce Adept may alter the kinetic energy of a projectile object with his mind. He may take a full-round action to make an opposed Will save against any number of opponents using ranged projectile weapons (Bow, Sling, Thrown, etc.), as long as those targets are sentient and are not immune to mind-effects. Targets attacking with magical projectiles (such as an enchanted arrow or javelin) may add the projectile’s magic bonus to their saving throw. If the Willforce Adept succeeds, all projectiles from the specified targets cease their motion once they come within a 5 foot radius of the Adept, even if the Adept is not the target of the attack. The Adept may expend a Spell Energy point to increase the radius by an additional 5 feet. This ability lasts for a number of rounds equal to the Adept’s Concentration bonus.
Pain is an Illusion (Sp): At 5th level, a Willforce Adept may heal his own wounds and the wounds of others simply by seeing through the illusion of matter. Each day he can cure a total number of hit points equal to his Wisdom bonus (if any) times his class level. The Adept may cure himself. He may choose to divide his curing among multiple recipients, and he doesn’t have to use it all at once. Pain is an Illusion is a spell-like ability whose use is a standard action.
Force of Thought (Ex): At 6th level, the Willforce Adept may add his Wisdom modifier to damage rolls when attacking unarmed.
Inertia (Su): At 8th level, the Willforce Adept may immediately expend a point of spell energy to block the movement of all moving objects as if with Nullforce Aura, but bypassing the Will save. This also effects objects thrown by non-sentient or immune creatures, as well as natural objects. This ability lasts for one round per point expended, for as long as the Adept desires.
Denial of Existence (Su): At 9th level, the Willforce Adept may make a Will Save to disbelieve the existence of a clearly visible (and clearly real) object. (Only non-living, non-undead objects may be affected. Constructs with magic immunity (such as Golems) and Artifacts are not affected.) Then, the item (or holder of the item) may make a Will save (DC of the Essence’s orginal save.) If the save fails, the target no longer exists, and three points of spell energy are consumed. If the save succedes, there is no effect, and one point of spell energy is consumed.
Denial of Will (Su): At 10th level, the Willforce Adept may, after succeeding at a melee touch attack, obliterate the willforce essence of a target creature. This requires an oppoesed Will save against the target, and requires a full round action. If the Willforce Adept suffers any damage while this occurs, his Will save in the check is considered a critical fail. If the Adept succeeds by 3 or more, the target ceases to exist, causing a backflux of arcane energy that deals 1d6 points of negative energy damage per half the level or hit dice of the target, rounded down, to all targets within 100 feet, and ten points of spell energy are used. If the saves are tied, or within 2 points, nothing happens. If the Essence fails by 3 or more, he/she is drained of all spell energy points, and takes 2d6 temporary wisdom damage. This ability may only be attempted once per week, regardless of whether the attempt is a success or a failure.
Willforce Adept
Class Level Base Attack Bonus F/R/W Special
1 +0 +0/+0/+2 Art of Magic, Improved Spellcasting, Transcend Gravity
2 +1 +0/+0/+3 Block Attack
3 +2 +1/+1/+3 Uncanny Dodge (Dex bonus to AC)
4 +3 +1/+1/+4 Nullforce Aura
5 +3 +1/+1/+4 Pain is an Illusion
6 +4 +2/+2/+5 Force of Thought
7 +5 +2/+2/+5 Uncanny Dodge (Can’t be Flanked)
8 +6 +2/+2/+6 Inertia
9 +6 +3/+3/+6 Denial of Existence
10 +7 +3/+3/+7 Denial of Will
I'd love some feedback on the class before I "road test" it.
Willforce Adept
Since the sundering, the spirits of the dead and of the yet-to-be-born have been caught in an unending cycle of death and rebirth. After death, the spirits of the living, unable to journey to the heavens or the hells, end up either caught in their decaying bodies, corrupted to the shadow’s will, or wander as spirits, either haunting the place of their death or joining the ring of disembodied souls that circles the world of Aryth. The force that makes up these spirits, the Willforce, is not only responsible for the animation of the sentient beings of Aryth, but is the very fabric of reality itself. Without these spirits, the material and natural world would not exist.
Some spiritual channelers, through their attunement to this willforce, gain abilities that go far beyond their kin, and allow them to manipulate the fabric of Aryth itself. By mastering both their physical and mental being, they become the Essence of Willforce, the Willforce Adept.
Hit Dice: D8
Requirements
To qualify to become a Willforce Adept, a character must fulfill the following criteria.
Base Attack Bonus: 5+
Skills: Concentration 4 ranks, Jump 8 ranks, Spellcraft 4 ranks, Tumble 8 ranks.
Feats: Magecraft (Spiritual), Iron Will, Spellcasting (Any one)
Class Skills
The Willforce Adept’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (Arcana) (Int), Knowledge (Nature) (Int), Knowledge (Religion) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Swim (Str), Tumble (Dex)
Skill Points at Each Level: 4 + Int mod
Class Features
All of the following are features of the Willforce Adept prestige class.
Weapon and Armor Proficiency: Willforce Adepts gain no additional proficiencies with either weapons or armor. Note that armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble. Also, Swim checks suffer a –1 penalty for every five pounds of equipment carried.
Improved Spellcasting: At 1st, 3rd, 5th, 7th, and 9th levels, the Willforce Adept gains one new spell of any school and level he can cast (according to his new level). A Willforce Adept can learn additional spells according to the normal rules for learning spells.
In addition, the Willforce Adept’s effective caster level increases by one. This affects level-related spell effects, caster level checks, and the level of spells that the character can learn. It does not grant him any bonus spells or spell energy.
A Willforce Adept adds his level to that of channeler levels for the purposes of determining the highest-level spells the character can cast. A character with more channeler and Willforce Adept levels than levels in other classes adds +1 to his character level to determine the highest-level spells he can cast. For example, a chn5/wlfa3/def7 can cast up to 8th-level spells.
Art of Magic: The willforce adept gains spell energy equal to his class level each day. This bonus spell energy stacks with that gained from the Magecraft feat and Channeler levels.
Transcend Gravity (Su): At 1st level, a Willforce Adept may expend a point of spell energy to make a Will save vs. DC 15. If made, The Willforce Adept’s Jump skill is no longer limited by height, and may move with perfect maneuverability in the air, allowing him to hover in the air and move around corners, and also run across water as long as speed is sufficient. They may also move at an increased rate of speed, which is equal to the Willforce Adept’s base movement + 10 ft. per class level. This ability lasts for a number of rounds equal to the Adept’s Concentration bonus.
Block Attack (Ex): At 2nd level, a Willforce Adept may add his Wisdom modifier to Armor Class. This is considered a supernatural bonus. This bonus is lost at any time that the character is denied his dexterity bonus to AC, or if the character is wearing armor.
Uncanny Dodge (Ex): Starting at 3rd level, the Willforce Adept gains the extraordinary ability to react to danger before his senses would normally allow him to do so. At 3rd level and above, he retains his Dexterity bonus to AC (if any) regardless of being caught flat-footed or struck by an invisible attacker. (He still loses his Dexterity bonus to AC if immobilized)
At 7th level, the Willforce Adept can no longer be flanked; he can react to opponents on opposite sides of him as easily as he can react to a single attacker. This defense denies others the ability to use flank attacks to sneak attack him. The exception to this defense is that another character with the sneak attack ability whose total levels exceed the Adept's total levels by four or more may still flank him (and thus sneak attack him).
Nullforce Aura (Su): At 4th level, a Willforce Adept may alter the kinetic energy of a projectile object with his mind. He may take a full-round action to make an opposed Will save against any number of opponents using ranged projectile weapons (Bow, Sling, Thrown, etc.), as long as those targets are sentient and are not immune to mind-effects. Targets attacking with magical projectiles (such as an enchanted arrow or javelin) may add the projectile’s magic bonus to their saving throw. If the Willforce Adept succeeds, all projectiles from the specified targets cease their motion once they come within a 5 foot radius of the Adept, even if the Adept is not the target of the attack. The Adept may expend a Spell Energy point to increase the radius by an additional 5 feet. This ability lasts for a number of rounds equal to the Adept’s Concentration bonus.
Pain is an Illusion (Sp): At 5th level, a Willforce Adept may heal his own wounds and the wounds of others simply by seeing through the illusion of matter. Each day he can cure a total number of hit points equal to his Wisdom bonus (if any) times his class level. The Adept may cure himself. He may choose to divide his curing among multiple recipients, and he doesn’t have to use it all at once. Pain is an Illusion is a spell-like ability whose use is a standard action.
Force of Thought (Ex): At 6th level, the Willforce Adept may add his Wisdom modifier to damage rolls when attacking unarmed.
Inertia (Su): At 8th level, the Willforce Adept may immediately expend a point of spell energy to block the movement of all moving objects as if with Nullforce Aura, but bypassing the Will save. This also effects objects thrown by non-sentient or immune creatures, as well as natural objects. This ability lasts for one round per point expended, for as long as the Adept desires.
Denial of Existence (Su): At 9th level, the Willforce Adept may make a Will Save to disbelieve the existence of a clearly visible (and clearly real) object. (Only non-living, non-undead objects may be affected. Constructs with magic immunity (such as Golems) and Artifacts are not affected.) Then, the item (or holder of the item) may make a Will save (DC of the Essence’s orginal save.) If the save fails, the target no longer exists, and three points of spell energy are consumed. If the save succedes, there is no effect, and one point of spell energy is consumed.
Denial of Will (Su): At 10th level, the Willforce Adept may, after succeeding at a melee touch attack, obliterate the willforce essence of a target creature. This requires an oppoesed Will save against the target, and requires a full round action. If the Willforce Adept suffers any damage while this occurs, his Will save in the check is considered a critical fail. If the Adept succeeds by 3 or more, the target ceases to exist, causing a backflux of arcane energy that deals 1d6 points of negative energy damage per half the level or hit dice of the target, rounded down, to all targets within 100 feet, and ten points of spell energy are used. If the saves are tied, or within 2 points, nothing happens. If the Essence fails by 3 or more, he/she is drained of all spell energy points, and takes 2d6 temporary wisdom damage. This ability may only be attempted once per week, regardless of whether the attempt is a success or a failure.
Willforce Adept
Class Level Base Attack Bonus F/R/W Special
1 +0 +0/+0/+2 Art of Magic, Improved Spellcasting, Transcend Gravity
2 +1 +0/+0/+3 Block Attack
3 +2 +1/+1/+3 Uncanny Dodge (Dex bonus to AC)
4 +3 +1/+1/+4 Nullforce Aura
5 +3 +1/+1/+4 Pain is an Illusion
6 +4 +2/+2/+5 Force of Thought
7 +5 +2/+2/+5 Uncanny Dodge (Can’t be Flanked)
8 +6 +2/+2/+6 Inertia
9 +6 +3/+3/+6 Denial of Existence
10 +7 +3/+3/+7 Denial of Will
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