| Davick |
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The Chosen One
A Chosen One is one who has seen that the world around them is smoke and mirrors created to keep everyone's mind closed to the truth that they are puppets of these creators. They believe that they don't even exist in this world and their true self is somewhere else. Because they have realized the world is only a malleable prison, they can warp the reality themselves, allowing them to turn their bodies into weapons instead of relying on the fake weapons and armors in this world.
Adventuring: A Chosen One adventures to free the minds of others and end the oppression of everyone. They have no reason to adventure for wealth because nothing in this world is real.
Characteristics: A Chosen One fights usually with fist and foot, because they know these things are real. A Chosen One's armor also comes from their realization they they are being struck by something that doesn't exist. They have the ability to achieve great feats of speed and strength through what they call "freeing their mind".
Alignment: Chosen Ones are often Chaotic, breaking free from their prison, and seeing little respect for authorities that do not truly exist. A good Chosen One will strive to free everyone in this prison, an evil Chosen One will seek to dominate the lesser "unfreed" minds that inhabit the world.
Religion: For obvious reasons, many Chosen Ones see the deities as responsible for creating their prison, though others think the gods themselves are merely a part of the illusion.
Background: A Chosen One is often outspoken about their view of the world and untrusting. They never know when someone is actually an agent of the system, even those closest to them may have been replaced by these "prison guards" seeking to re-imprison the Chosen One or stop him from freeing others. They are wary of their surroundings on the lookout for any changes caused by the agents.
Races: Humans and Gnomes are most likely to be Chosen Ones due to their studious nature they are most likely to see the unravels of the world. Though Elves and Dwarves can also notice odd changes or glitches in their time spent in the woodlands and mines leading them to question reality.
Other Classes: The Chosen One notices that spellcasters can also change the world around them and so may be wary of them and wonder where their power comes from. They try and warn their melee companions that their weapons are not real and can't be trusted to harm the agents of the system. They feel a strong connection to monks, they both reach a similar goal by vastly different paths, monks are also the easiest to convert to Chosen Ones.
Game Rule Info
Abilities: Strength and Dexterity are important because the Chosen One is a melee combatant, which one is more important depends on their Technique. Wisdom is important because they use it for their armor class. Constitution is important for hit points and also because some of the Chosen One's abilities depend on a concentration check to be successful
Alignment: Any
Hit Die: d8
BAB: As fighter
Saves: Good Will, see 'Saves' ability.
Class Skills
The Chosen One’s class skills are: Balance, Bluff, Concentration, Escape Artist, Hide, Jump, Knowledge (Any 1), Listen, Sense Motive, Spot, and Tumble.
Skill points at 1st level: (4 + int modifier) X 4
Skill points at each additional level: 4 + int modifier
Level Class Features
1. Awakening, Belief(1d6 +1 AC), Imp Unarmed Strike
2. Technique(+1)
3. Enhanced Senses(Speed +10, 10%), Nothing is Real(1/magic)
4. Uncanny Dodge, Willful Deflection
5. Belief(1d8, +2 AC), Power of the Mind
6. Enhanced Senses(Speed +20, 20%)
7. Hyper-Jump, Technique(+2)
8. Mind-Over-Matter, Nothing is Real(2/magic)
9. Enhanced Senses(Speed +30, 30%)
10. Timeless Body, Belief(1d10, +3 AC)
11. The Messiah
12. Enhanced Senses (Speed +40, 40%), Technique(+3)
13. Nothing is Real (3/adamantine)
14. -
15. Enhanced Senses (Speed+50, 50%), Belief, (2d6, +4 AC)
16. The Sight
17. Bullet-Time, Technique(+4)
18. Enhanced Senses (Speed +60, 60%), Nothing is Real (4/adamantine)
19. Free Mind
20. Ascension, Belief (2d8, +5 AC)
Class Features
Weapon and Armor Proficiency: The Chosen One is proficient 1 weapon of their choice and no armor.
Saves: The Chosen One chooses which save will be better between Fortitude and Reflex one will be good and the other poor.
Improved Unarmed Strike: The Chosen One gets this as a bonus feat at first level.
Awakening: Gains +2 on saving throws for spells from the school of enchantment and +4 on saves against spells from the school of Illusion.
Belief: If the Chosen One ever willingly puts on armor or uses a shield, he loses this ability forever. The Chosen One can add his Wisdom bonus as a bonus to defense. He only gets this bonus while unarmored and unencumbered. Also The Chosen One gains a +1 to his armor bonus this bonus increases to +2 at 5th level and increases by 1 every fifth level thereafter. At fourth level his attacks are considered magical for overcoming damage reduction. At 10th level his attacks are consider either Chaotic or Lawful, depending on his alignment, for overcoming damage reduction. at 15th level they are considered adamantine for this purpose. In addition, a Chosen One's unarmed strikes do more damage than the norm for his race. It begins at 1d6 at 1st level and improves every 5 levels (1d8 at 5th, 1d10 at 10th, 2d6 at 15, and 2d8 at 20th)
Technique: At 2nd level The Chosen One may add his dexterity modifier to his unarmed attack rolls instead of his strength modifier. Also, if The Chosen One chose Fortitude saves as his better save he adds +1 to damage on his unarmed attacks and with his chosen weapon. If he chose Reflex he adds +1 to hit. At 7th level these modifiers improve to +2 again at 12th level to +3 and again at 17th level to +4.
Enhanced Senses: From his extensive training, The Chosen One can move much faster than someone with a lesser mind. At 3rd level, he gains to listed bonus to his base movement rate, as long as he is not carrying a heavy load. The Chosen One also has a 10% chance to detect someone invisible in his line of sight up to 60 feet. This chance increases by 10% every three levels.
Nothing is real: At 3rd level, The Chosen One gains damage Reduction 1/magic. At 8th level it improves to 2/magic. At 13 it improves to 3/adamantine and at 18th to 4/adamantine.
Uncanny Dodge: Starting at 4th level, The Chosen One can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.
Willful Deflection: At 4th level The Chosen One can deflect ranged attacks. They must have at least one hand free (holding nothing) to use this ability. Once per round when they would normally be hit with a ranged weapon, they may deflect it so that they take no damage from it. they must be aware of the attack and not flatfooted. The Chosen One must make a concentration Check DC 15 when using this ability.
Power of The Mind: At 5th level if The Chosen One makes a successful Reflex or Fortitude saving throw, depending on his technique, and a concentration check DC 20 against an attack that normally deals half damage or has a partial effect on a successful save, they instead take no damage. If the Chosen One is unconscious they do not gain the benefit of this ability.
Hyper-Jump: At 7th level The Chosen One gains the ability to survive almost any fall. If the Chosen One makes a concentration check (DC 15+ the number of d6s of damage) they can fall up to 100 feet and suffer no damage. The Chosen One also gains a bonus to Jump checks equal to their class level.
Mind Over Matter: At 8th level The Chosen One may heal their own wounds. They can heal a number of hit points of damage equal to twice their level each day. The healing need not be used all at once, it can be spread over multiple uses. They also become immune to all diseases.
Timeless Body: At 10th level, The chosen One no longer takes penalties to her ability scores for aging and cannot be magically aged. Any such penalties that they have already taken, do not remain in place. Bonuses still accrue, and they still die of old age when their time is up.
The Messiah: At 11th level each ally within 10 feet of The Chosen One gains a +4 morale bonus on saving throws against fear, compulsion, or illusion effects. This ability functions while the Chosen One is conscious, but not if they are unconscious, however, it does function if the Chosen One is dead.
The Sight: At 16th level The Chosen One sees the world without time. They gain a +2 initiative bonus that stacks with other bonuses. Once per encounter, the Chosen One can reroll a missed attack roll or saving throw.
Bullet-Time: At 17th level, for 1 round per level per day, The Chosen One can use the willful deflection ability against every ranged attack. This can even deflect targeted magical attacks such as magic missile or scorching ray, but not area of effect spells like fireball. The Chosen One must make a concentration check to deflect each attack after the first. The DC for the check is 15 + a cumulative +1 for each attack. To deflect a spell the DC is 25 +1 for each cumulative attack. This ability need not be used all at once, the rounds can be split up and used throughout the day.
Free Mind: At 19th level once a day The Chosen One can create a wall of force up to 10 feet in front of them and up to 15 feet wide that lasts for 1d6 rounds as long as the Chosen One makes a successful concentration check at the beginning of each round. Nothing can get through the wall and no spells can pass through except teleport and dimension door.
Ascension: The Chosen One has achieved a state of consciousness no others can attain. At 20th level, they can bend their surroundings to their will. The Chosen One initiative bonus improves to +4. The Chosen One also gains a flight speed of 40ft a round(perfect maneuverability), this speed is modified by the Enhanced Senses ability.
Set
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Very cool bit of flavor. I love the solipsistic 'only I am real' notion tied to their hand to hand attacks and eschewing of armor.
They could even see spellcasters, manipulating the 'illusion of the world' as being even more entrapped within that illusion than non-spellcasters. Alternately, they might see spellcasters as the only ones with a *hint* as to the transient and ephemeral nature of reality, displayed when the spellcaster destroys an apparently 'real' item with disintegrate, or creates a wall of stone from thin air, or summons up or banishes a creature.
Neat concept. Walkers in a world of dreams, from which no one else but they seems to be able to wake up.
| Stalchild |
My only issues with this are A) the timeless body ability. As the monk ability, the aging penalties already accrued should remain in place. I don't really think I'd be fond of letting one of my players 'reverse age' to regain old lost ability scores without some specific magical effect (a wish if I ever heard one).
B) Your unarmed AC/damage bonuses disappearing permanently if the character EVER willingly dons any armor at all. I understand the flavor of this, but in practice it denies the use of a very large amount of magic items. Bracers of Armor, a Helm of Brilliance, heck, even some Boots are now off limits to our young Neo-phyte (c what I did there?). Perhaps a mild relaxing of the limitations, or maybe allowing some form of atonement?
Aside from that though, I really like it. Now, how comfortable I'd be with a bunch of Morpheus and Neo clones rushing around, I don't really know. At the first mention of a 'blue potion or red potion?' I'd probably have to shut the campaign down. Or, "Rocks fall. Everyone dies. And they also fall on your immobilized real body in another dimension."
| Davick |
B) Your unarmed AC/damage bonuses disappearing permanently if the character EVER willingly dons any armor at all. I understand the flavor of this, but in practice it denies the use of a very large amount of magic items. Bracers of Armor, a Helm of Brilliance, heck, even some Boots are now off limits to our young Neo-phyte (c what I did there?). Perhaps a mild relaxing of the limitations, or maybe allowing some form of atonement?
I was actually just thinking about Belief's impact on magical items.
I think I may change it to more closely resemble the original ability. You only gain the AC bonus when unarmored and unencumbered.
And timeless body could end up being a +6 to all your physical stats if someone plays a venerable character. I just didn't think about somebody abusing that honestly. Of course they'd also run the risk of dying soon (tho elves can live 400 years past venerable).
| Stalchild |
I was actually just thinking about Belief's impact on magical items.I think I may change it to more closely resemble the original ability. You only gain the AC bonus when unarmored and unencumbered.
And timeless body could end up being a +6 to all your physical stats if someone plays a venerable character. I just didn't think about somebody abusing that honestly. Of course they'd also run the risk of dying soon (tho elves can live 400 years past venerable).
Didn't mean to imply it was abusive. Just that it gave me the impression that the character was aging in reverse if they had already reached that point. And getting younger (especially so quicly) sounds like an archetypal 'wish'.