CyberSpyder
First Post
After seeing the column of 8-Bit Theater's Twinkin' Out in which a few appropriate modifications are made to the 'red mage' class, I thought it would be a splendid idea if there were a class made which really could approximate the absurd style displayed by the red mage character in the comic. Hence, this (still nameless) prestige class, which carefully walks the line between in- and out-of-character thinking.
Name: Still unnamed, as I said. Help?
Requirements:
Knowledge (Numerology & Mathematics), 5 ranks
Sleight of Hand, 5 ranks
Must be able to cast 3rd-level arcane spells
As a mage focuses his magical studies upon the numerical underpinnings of the world, he begins to realize that there is a certain structure to them which can be exploited by someone with the proper understanding and magical aptitude. While the frameworks of others are almost always beyond an individual's reach, those who study the path of the (insert class name) are able to make radical changes to their very natures by creating a physical representation of their innermost selves.
Class Skills:
Knowledge (all)
Concentration
Spellcraft
Decipher Script
Profession
Sleight of Hand
Skill points per level: 2 + int modifier
Bad BAB progression
Good Will save progression
Bad Fort & Reflex save progression
Hit die: d4
No weapon or armor proficiencies gained
At every odd-numbered level of (class name), the character gains spells known and spells per day as if he had gained a level in an arcane spellcasting class to which he previously belonged.
Abilities:
1st. Character Sheet
2nd. Stat Switch
4th. Safety Swap
5th. Borrow Ability
6th. Attribute Allocation
8th. Total Transfer
9th. Borrow 2nd Ability
10th. Man of 720 Combinations
Character Sheet: Upon gaining a single level in this class, a character loses (without the normal penalty) any familiar he may previously have had. He creates a sheet of paper upon which are written numerical representations of every ability and attribute he possesses. This sheet of paper is treated as a familiar in terms of the loss of experience entailed if it is destroyed and the cost associated with creating a new one. Being magically infused, however, it is not as easy to destroy as normal paper - despite being approximately the size of a scroll, it has hardness five and 20 HP.
This paper is, in fact, magically linked to the character, which grants certain benefits - the character is able to determine, merely by examining the paper, whether he is under the influence of any effects that change his numerical attributes (for instance, if holding a particular sword grants a bonus to strength). Possession of this paper is furthermore necessary for the character to make use of any of the abilities of this class. Finally, if another member of this class should get his hands on a character's sheet, that other member would be able to exercise any of those abilities he possesses on the character.
For the record, a character's 'character sheet' is identical to that possessed by the player of that character.
Stat Switch: Starting at second level, a member of this class is able to switch, as a standard action, any two of his base statistics (that is, the number before any bonuses, including inherent, are applied). This can be done once per day, lasts for one hour, and is treated as a supernatural ability.
Safety Swap: Similar to the 'stat switch' ability, at second level, a member of this class as a standard action can switch two of his saves, twice per day, for one hour. Again, the numbers exchanged are the base saves, before magical or attribute bonuses are added. This is treated as a supernatural ability.
Borrow Ability: Starting at fifth level, once per day, a member of this class can assume a class ability granted by any other class or prestige class, at any level up to fifth. This ability is assumed as a standard action, and is kept by the character for a 24-hour period, at the end of which it can be assumed again if desired. For the purposes of 'borrow ability,' a 'class ability' is generally that listed in the 'special' column of classes, and does not include saves, BAB, hit dice, or skill points obtained per level. It can, however, be used to obtain weapon and armor proficiencies. Note that this can be used to obtain a feat, by borrowing a fighter's class ability, but at the end of the 24-hour duration the feat will be lost, and the character must still meet the feat's prerequisites to use it. The GM is encouraged to determine specifically whether or not a particular choice would qualify as a 'class ability.'
Attribute Allocation: At sixth level, the (class name) begins to have better control over manipulation of the character sheet. Instead of simply switching attributes around, he can now transfer up to his number of levels in this class worth of points from one attribute to another. (For example, a 7th-level (class name) could transfer 7 points of STR to CHA) This change lasts for 10 minutes, and can be done once per day as a standard action. It is a supernatural ability.
Total Transfer: At eighth level, the scope of the character's control expands, though it is still difficult to make drastic changes. He is now able, twice per day as a standard action, to switch any two numbers (that relate to character statistics; no inventory numbers or simply numbers written in the margins) on his character sheet; the duration of the change depends on what the numbers are.
Switching two of the exact same type (e.g., ranks in Sense Motive and ranks in Concentration): 1 hour.
Switching two of the same category but different type (e.g., ranks in Sense Motive and total Concentration skill modifier, or base Strength and total Intelligence): 10 minutes.
Switching two of different categories (e.g., total Concentration skill modifier and base Constitution): 1 minute.
This is a supernatural ability.
Borrow Second Ability: This is governed by the same rules as Borrow Ability, except that the class ability assumed can be that granted at any up to 9th level (in a 10-level class), 19th level (in a 20-level class), or 5th level (in a 5-level class).
Man of 720 Combinations: At tenth level, the character has mastered his ability to alter his basic nature. Three times per day, as a standard action, the character can rearrange all of his base, unmodified attributes (that is, strength, intelligence, et cetera) in any combination he likes. Note that this is only rearrangement, not transfer of points between attributes. The change is permanent (treated as having instantaneous duration) until altered again. This is an extraordinary ability.
Thoughts? Comments? And what should I name it?
Name: Still unnamed, as I said. Help?
Requirements:
Knowledge (Numerology & Mathematics), 5 ranks
Sleight of Hand, 5 ranks
Must be able to cast 3rd-level arcane spells
As a mage focuses his magical studies upon the numerical underpinnings of the world, he begins to realize that there is a certain structure to them which can be exploited by someone with the proper understanding and magical aptitude. While the frameworks of others are almost always beyond an individual's reach, those who study the path of the (insert class name) are able to make radical changes to their very natures by creating a physical representation of their innermost selves.
Class Skills:
Knowledge (all)
Concentration
Spellcraft
Decipher Script
Profession
Sleight of Hand
Skill points per level: 2 + int modifier
Bad BAB progression
Good Will save progression
Bad Fort & Reflex save progression
Hit die: d4
No weapon or armor proficiencies gained
At every odd-numbered level of (class name), the character gains spells known and spells per day as if he had gained a level in an arcane spellcasting class to which he previously belonged.
Abilities:
1st. Character Sheet
2nd. Stat Switch
4th. Safety Swap
5th. Borrow Ability
6th. Attribute Allocation
8th. Total Transfer
9th. Borrow 2nd Ability
10th. Man of 720 Combinations
Character Sheet: Upon gaining a single level in this class, a character loses (without the normal penalty) any familiar he may previously have had. He creates a sheet of paper upon which are written numerical representations of every ability and attribute he possesses. This sheet of paper is treated as a familiar in terms of the loss of experience entailed if it is destroyed and the cost associated with creating a new one. Being magically infused, however, it is not as easy to destroy as normal paper - despite being approximately the size of a scroll, it has hardness five and 20 HP.
This paper is, in fact, magically linked to the character, which grants certain benefits - the character is able to determine, merely by examining the paper, whether he is under the influence of any effects that change his numerical attributes (for instance, if holding a particular sword grants a bonus to strength). Possession of this paper is furthermore necessary for the character to make use of any of the abilities of this class. Finally, if another member of this class should get his hands on a character's sheet, that other member would be able to exercise any of those abilities he possesses on the character.
For the record, a character's 'character sheet' is identical to that possessed by the player of that character.
Stat Switch: Starting at second level, a member of this class is able to switch, as a standard action, any two of his base statistics (that is, the number before any bonuses, including inherent, are applied). This can be done once per day, lasts for one hour, and is treated as a supernatural ability.
Safety Swap: Similar to the 'stat switch' ability, at second level, a member of this class as a standard action can switch two of his saves, twice per day, for one hour. Again, the numbers exchanged are the base saves, before magical or attribute bonuses are added. This is treated as a supernatural ability.
Borrow Ability: Starting at fifth level, once per day, a member of this class can assume a class ability granted by any other class or prestige class, at any level up to fifth. This ability is assumed as a standard action, and is kept by the character for a 24-hour period, at the end of which it can be assumed again if desired. For the purposes of 'borrow ability,' a 'class ability' is generally that listed in the 'special' column of classes, and does not include saves, BAB, hit dice, or skill points obtained per level. It can, however, be used to obtain weapon and armor proficiencies. Note that this can be used to obtain a feat, by borrowing a fighter's class ability, but at the end of the 24-hour duration the feat will be lost, and the character must still meet the feat's prerequisites to use it. The GM is encouraged to determine specifically whether or not a particular choice would qualify as a 'class ability.'
Attribute Allocation: At sixth level, the (class name) begins to have better control over manipulation of the character sheet. Instead of simply switching attributes around, he can now transfer up to his number of levels in this class worth of points from one attribute to another. (For example, a 7th-level (class name) could transfer 7 points of STR to CHA) This change lasts for 10 minutes, and can be done once per day as a standard action. It is a supernatural ability.
Total Transfer: At eighth level, the scope of the character's control expands, though it is still difficult to make drastic changes. He is now able, twice per day as a standard action, to switch any two numbers (that relate to character statistics; no inventory numbers or simply numbers written in the margins) on his character sheet; the duration of the change depends on what the numbers are.
Switching two of the exact same type (e.g., ranks in Sense Motive and ranks in Concentration): 1 hour.
Switching two of the same category but different type (e.g., ranks in Sense Motive and total Concentration skill modifier, or base Strength and total Intelligence): 10 minutes.
Switching two of different categories (e.g., total Concentration skill modifier and base Constitution): 1 minute.
This is a supernatural ability.
Borrow Second Ability: This is governed by the same rules as Borrow Ability, except that the class ability assumed can be that granted at any up to 9th level (in a 10-level class), 19th level (in a 20-level class), or 5th level (in a 5-level class).
Man of 720 Combinations: At tenth level, the character has mastered his ability to alter his basic nature. Three times per day, as a standard action, the character can rearrange all of his base, unmodified attributes (that is, strength, intelligence, et cetera) in any combination he likes. Note that this is only rearrangement, not transfer of points between attributes. The change is permanent (treated as having instantaneous duration) until altered again. This is an extraordinary ability.
Thoughts? Comments? And what should I name it?
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