
Louis IX |
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Class: the Karma Dealer
This is a class focusing on Karma, based on the Cleric.
HD: d8
BAB: as Wizard
Saves: good (all)
Skills: 4 points per level
Alignment: any good
Armor proficiency: no armors, no shield
Weapon proficiency: none
Abilities: Dharma, Karma, Mantra, Nirvana
Version 0.00, posted on 23 March 2010
First draft.
Dharma, or “this is my duty”
By praying the cosmic energies flowing around him, the Karma Dealer can cast spells as a cleric and can choose two Domains from the following list: Liberation, Luck, Protection, Sun, Travel, Trickery.
By not wearing armor, the Karma Dealer gets even more in touch with those cosmic energies, which help protect him. Enemies attacking him have a 5% miss chance per Karma Dealer level.
The Karma Dealer doesn’t wield weapons, and is NEVER attacking first. In any encounter, he can’t engage an enemy that hasn’t proved to be hostile.
At level 1, he gains Improved Unarmed Strike as a monk, except that he always deal non-lethal damage.
At level 3, he gains Improved Trip, and his BAB is considered equal to his level for the purpose of tripping foes.
At level 5, he gains Stunning Fist like the monk’s ability.
At level 7, he gains Greater Trip and Defensive Combat Training.
At level 11, he gains Mobility.
Karma, or “reap what you sow”
At level 2, anyone healing the Karma Dealer gets healed as well, for half the hit points healed.
At level 4, the Karma Dealer gets a +2 on skill rolls to make animals and humans react towards him in a better way (Diplomacy and Handle Animals, mainly).
At level 6, enemies attacking the Karma Dealer suffer as non-lethal damage half of what they cause.
At level 9, they suffer as much damage as they inflict (still non-lethal), and are nauseated for one round afterwards (Fort save).
At level 13, they suffer as much damage as they inflict, as non-lethal, plus half of this amount as lethal damage of the same type (except for aligned or energy damage, which is inverted: fire damage is returned as cold damage and vice versa; acid damage becomes electricity and vice-versa; sonic is exchanged with force; etc). Enemies attacking allies adjacent to the Karma Dealer suffer the level 6 backlash.
At level 15, on top of the previous listed effects, enemies attacking the Karma Dealer are blinded just before they attack, giving them usual penalty for blindness (or the sense they use to make the attack). This condition lasts one round per attack made.
At level 19, any creature with an alignment different from the Karma’s Dealer has a slight but cumulative risk of pushing its alignment one step towards the Karma Dealer’s (and its attitude one step towards friendly).
At level 20, any creature with levels in a class attacking a Karma Dealer with the intent to harm suffers intense pain and remorse. He won’t be able to advance in his class before atoning.
Mantra, the Words of Change
Starting at level 8, the Karma Dealer can speak words of power allowing him to change the reality around him and in him. For all intent and purpose, this is the same as the Druid’s Wild Shape ability, but shifted 4 levels later.
Nirvana, the ultimate peace
At level 17, the character has learnt everything possible about ways of reaching eternal peace. Whenever he wants, as an immediate action, even, he can ascend to the sky, becoming one with the cosmic energies he has sought for all his life. For all intent and purpose, he’s dead. Most sincerely dead. Even Wish, Miracle, True Resurrection, Reincarnation, and other similar spells don’t work. Obviously, this is a one-time effect.
Ascending to reach the Nirvana is very rare, and this leaves a strong impression on those witnessing the event. Those who were enemies of the Karma Dealer when he ascended are permanently blinded, suffer 6d6 Sonic damage, and their weapons and armor are shredded to bits. Those friendly, even those unconscious, are fully healed and get a morale bonus of +2 on every d20 roll for the rest of the day.
This departing also leaves excess energies on Earth, and the first character to walk by such a nexus point of these energies is made better (the Karma Dealer’s player’s next character gets a permanent +2 to any one ability score after creation).

Charender |

There needs to be a save to avoid the reflected damage and full damage reflection is a bit much. Half damage reflected is bad enough. I would change level 6 to 25%, level 9 to half, and level 13 to half + 25%.
The level 15 ability needs to be after the attack, and there needs to be a save.
The level 19 ability is too vague, and would be very annoying to other players, especially since it could turn the party paladin into an ex-paladin.
The level 17 ascension should be a level 20 capstone ability. Also, witnesses should get a save to avoid effects and damage. The +2 to the next character is just cheese IMO, and should be removed.

Louis IX |

There needs to be a save to avoid the reflected damage and full damage reflection is a bit much. Half damage reflected is bad enough. I would change level 6 to 25%, level 9 to half, and level 13 to half + 25%.
The level 15 ability needs to be after the attack, and there needs to be a save.
The level 19 ability is too vague, and would be very annoying to other players, especially since it could turn the party paladin into an ex-paladin.
The level 17 ascension should be a level 20 capstone ability. Also, witnesses should get a save to avoid effects and damage. The +2 to the next character is just cheese IMO, and should be removed.
Thanks for your input. I agree on the saves on the returned attacks, or another mean to negate or lower them. I'd rather find a fixed way of doing this in order not to have to throw too many dice.
For level 19, I forgot to write "any creature who attacks the Karma Dealer". Of course, if a Paladin wants to strike a Karma Dealer (who is generally good-aligned), he should have a damn good reason. And the chance of this succeeding will be pretty low... perhaps managed through a Will save DC 15 or something.
There already is a level 20 ability (if you watch closely, you'll see that each level gives an ability). Do you think I should exchange level 17 and 20? Rotate 17, 19, and 20? Since the character "dies" (and most sincerely so), I think it's a bit restrictive to put at level 20, especially if we remove the next-character ability increase. For the next update, I would change is to that it's only +1, with somewhat decreased ascension effects (to which I'll add a save, as you suggest).

KenderKin |
L,
I can't keep up with all your classes. I think that most of them are interesting and have some good elements.
I think sticking with one for a period of time might allow for more focus and attention for each one. And time to get feedback and look at changes and (to me even more importantly) options.
The gish seems popular and I am not sure it has ever been done right. I specifically want to see a good version of the bladesinger and a PC class that brings "that kender feeling" to the gnomes and halflings of the PF world.
Keep posting as many as you come up with I'll at least read them and give my very cheap 2 cents.......

Charender |

Charender wrote:There needs to be a save to avoid the reflected damage and full damage reflection is a bit much. Half damage reflected is bad enough. I would change level 6 to 25%, level 9 to half, and level 13 to half + 25%.
The level 15 ability needs to be after the attack, and there needs to be a save.
The level 19 ability is too vague, and would be very annoying to other players, especially since it could turn the party paladin into an ex-paladin.
The level 17 ascension should be a level 20 capstone ability. Also, witnesses should get a save to avoid effects and damage. The +2 to the next character is just cheese IMO, and should be removed.
Thanks for your input. I agree on the saves on the returned attacks, or another mean to negate or lower them. I'd rather find a fixed way of doing this in order not to have to throw too many dice.
For level 19, I forgot to write "any creature who attacks the Karma Dealer". Of course, if a Paladin wants to strike a Karma Dealer (who is generally good-aligned), he should have a damn good reason. And the chance of this succeeding will be pretty low... perhaps managed through a Will save DC 15 or something.
There already is a level 20 ability (if you watch closely, you'll see that each level gives an ability). Do you think I should exchange level 17 and 20? Rotate 17, 19, and 20? Since the character "dies" (and most sincerely so), I think it's a bit restrictive to put at level 20, especially if we remove the next-character ability increase. For the next update, I would change is to that it's only +1, with somewhat decreased ascension effects (to which I'll add a save, as you suggest).
Yes, the ascension seems like a more of a capstone ability. I would swap 17 and 20.
Which brings me to....
I have a vague uneasyness about this class because a lot of stuff is very hard to DM. Forced Alignment changes are hard to enforce on players. A lot of the abilities are useless against NPCs(Who cares if an NPC has to atone before gaining levels?).

Louis IX |

I can't keep up with all your classes. I think that most of them are interesting and have some good elements.I think sticking with one for a period of time might allow for more focus and attention for each one. And time to get feedback and look at changes and (to me even more importantly) options.
The gish seems popular and I am not sure it has ever been done right. I specifically want to see a good version of the bladesinger and a PC class that brings "that kender feeling" to the gnomes and halflings of the PF world.
Keep posting as many as you come up with I'll at least read them and give my very cheap 2 cents.......
Thank you. What do you mean by "options"? Class features (like Nature Bond) that can be chosen? I don't see the link between your "gish" comment and the Karma Dealer (which isn't that at all), is this a suggestion? Are the Bladesinger and Kenderkin (:-)) suggestions as well?
Yes, the ascension seems like a more of a capstone ability. I would swap 17 and 20.Which brings me to....
I have a vague uneasyness about this class because a lot of stuff is very hard to DM. Forced Alignment changes are hard to enforce on players. A lot of the abilities are useless against NPCs(Who cares if an NPC has to atone before gaining levels?).
Thank you for your input, I will update the class later on.
I wrote this class with several things in mind, one of them being the lasting impact a Karma Dealer could have around him. I don't see alignment changes as coerced, but as showing the example. The KD comes around, stay a bit, and the more hostile people in the area gradually become more good, improving the global population's goodwill.
And I wouldn't enforce it on players. If their characters fight each other regularly, chances are that one of them will die before the alignment change occurs.

Maeloke |

My general response: I like the ideas here, but because they're all passive, the sum is way too potent. Damage reflection is cripplingly powerful and obnoxious to keep track of, and instant blindness for attacking the dealer? Yuck.
Coupled with the staggering miss chance he builds up - 5% per level - means that you're doing a ton of math for every fight, and all it'll tell you is that the dealer takes no damage, and everyone else is blind, shaken, and half unconscious. And that's without the karma dealer taking actions - those he can spend doing full-time healer duty, or whatever else the party needs that isn't combat-oriented.
I think KenderKin's gish comment is centered on the fact that, as far as we can tell, this class has full cleric spellcasting and much of the monk's combat ability. Clearly the flavor is different, but that's not necessarily obvious to those of us looking just at power interactions.
At any rate - full cleric spellcasting on top of all that insane defensive stuff is flat-out too good. Build in a mechanical reason for the class to not abuse it's powers, and things might be better. For starters, I might suggest having them treat every creature as though they were effected by sanctuary.

Charender |

Charender wrote:
Yes, the ascension seems like a more of a capstone ability. I would swap 17 and 20.Which brings me to....
I have a vague uneasyness about this class because a lot of stuff is very hard to DM. Forced Alignment changes are hard to enforce on players. A lot of the abilities are useless against NPCs(Who cares if an NPC has to atone before gaining levels?).
Thank you for your input, I will update the class later on.
I wrote this class with several things in mind, one of them being the lasting impact a Karma Dealer could have around him. I don't see alignment changes as coerced, but as showing the example. The KD comes around, stay a bit, and the more hostile people in the area gradually become more good, improving the global population's goodwill.
And I wouldn't enforce it on players. If their characters fight each other regularly, chances are that one of them will die before the alignment change occurs.
If that is the intent, I would change the ability then.
At level 19, each day an NPC who spends a significant amount of time(1 hour or more) around the KD moves one alignment step toward the KD's alignment(will negates). For every week the NPC goes without contact with the KD, they can make a will save. If they succeed, they move one alignment step back toward their old alignment.

Louis IX |

Class: the Karma Dealer, version 0.01
This is a class focusing on Karma, based on the Cleric.
HD: d8
BAB: as Wizard
Saves: good (all)
Skills: 4 points per level
Alignment: any good
Armor proficiency: no armors, no shield
Weapon proficiency: none
Abilities: Dharma, Karma, Mantra, Nirvana
Version 0.00, posted on 23 March 2010 - First draft.
Version 0.01 – first update
- reduced spellcasting to the Bard’s progression
- changed the 5% miss chance for the monk’s AC bonus
- nerfed the returned damage from Karma
- replaced alignment change and class progression hindrance with other mechanical advantages
- put Ascension at level 20, and nerfed it a bit
Dharma, or “this is my duty”
By praying the cosmic energies flowing around him, the Karma Dealer can cast spells. He uses the Cleric spell list and uses Wisdom to cast spells, and the Bard’s spell progression and ability to cast spells spontaneously. He can also choose two Domains from the following list: Liberation, Luck, Protection, Sun, Travel, Trickery.
By not wearing armor, the Karma Dealer gets even more in touch with those cosmic energies, which help protect him. Like a monk, he gains his Wisdom bonus to AC.
The Karma Dealer doesn't want to use violence. Each time he wants to attack or cast an offensive spell, consider the target as under a Sanctuary spell (Will save to proceed).
At level 1, he gains Improved Unarmed Strike as a monk, except that he always deal non-lethal damage.
At level 3, he gains Improved Trip, and his BAB is considered equal to his level for the purpose of tripping foes.
At level 5, he gains Dodge, and Stunning Fist like the monk’s ability.
At level 7, he gains Defensive Combat Training.
At level 11, he gains Mobility.
Karma, or “reap what you sow”
The energies surrounding the Karma Dealer help those helping him, and provokes intense pain upon those causing him harm.
At level 2, anyone healing the Karma Dealer gets healed as well, for a quarter (round down) of the hit points healed. This raises to half the healing at level 6, and the same amount at level 13.
At level 4, enemies attacking the Karma Dealer with melee attacks suffer as non-lethal damage a quarter (rounded down) of the physical damage they cause. This raises to half the damage at level 9, and the full damage at level 15. Reflex save for half.
At level 17, enemies attacking the Karma Dealer with spells or spell-like abilities inflicting damage suffer a backlash if they are within 30 feet of the character. This backlash equals a quarter of the damage incurred, but its type is the opposite (fire damage is returned as cold damage and vice versa; acid damage becomes electricity and vice-versa; sonic is exchanged with force; good-aligned becomes evil-aligned; etc). The same save applies, with the same DC and the same effect (if the Karma Dealer made his save, consider that the opponent made his as well). The returned damage and distance is doubled at level 19.
Mantra, the Words of Change
Starting at level 8, the Karma Dealer can speak words of power allowing him to change the reality around him and in him. For all intent and purpose, this is the same as the Druid’s Wild Shape ability, but shifted 4 levels later.
Nirvana, the ultimate peace
At level 20, the character has learnt everything possible about ways of reaching eternal peace. Whenever he wants, as an immediate action, even, he can ascend to the sky, becoming one with the cosmic energies he has sought for all his life. For all intent and purpose, he’s dead. Most sincerely dead. Even Wish, Miracle, True Resurrection, Reincarnation, and other similar spells don’t work. Obviously, this is a one-time effect.
Ascending to reach the Nirvana is very rare, and this leaves a strong impression on those witnessing the event (in a 30 feet burst area around the character). Those who were enemies of the Karma Dealer when he ascended are permanently blinded, suffer 6d8 Sonic damage, and their weapons and armor are shredded to bits (they suffer the same Sonic damage) – a Fortitude save DC 20 halves the Sonic damage and reduces the blindness to 2d6 rounds. Those friendly (even those unconscious) are healed of 6d8 damage and get a morale bonus of +2 on every d20 roll for the rest of the day.
This departing also leaves excess energies on random places on Earth. The first character to be born in such a nexus point of energies is made better. In game terms, the next character the Karma Dealer’s player creates gets a permanent +2 to one ability score after creation.

Azhagal |

saying that this class intrigues me would be a MAJOR understatement, with that said, on paper it sounds like an amazing class but I'd need to playtest it to see how it works. the flavoring is very pleasant and thankfully the class abilities reflect it. let's see, one thing I noticed is that there are no class skills(which can tell you a lot about a class)if I were to play this class I'd likely go all the way to 20 without multiclassing which is a very good thing. I am excited to se the final version

Louis IX |

saying that this class intrigues me would be a MAJOR understatement, with that said, on paper it sounds like an amazing class but I'd need to playtest it to see how it works. the flavoring is very pleasant and thankfully the class abilities reflect it. let's see, one thing I noticed is that there are no class skills(which can tell you a lot about a class)if I were to play this class I'd likely go all the way to 20 without multiclassing which is a very good thing. I am excited to se the final version
Thanks for your enthusiasm. The skills I'd see linked to this class are geared towards nonviolent interaction:
- Craft (only because every class has them)- Diplomacy
- Handle Animal
- Heal
- Knowledge (history, local, nature, planes, and religion)
- Linguistics
- Perception
- Profession (same as Craft)
- Sense Motive
- Spellcraft
- Survival
The skills I'm undecided yet:
- Acrobatics (because going without armor could improve their agility)
- Appraise (because they are good at understanding what's around them)
- Escape Artist (because they are good at avoiding danger)
- Stealth (because they mesh well with their environment)

Charender |

Azhagal wrote:saying that this class intrigues me would be a MAJOR understatement, with that said, on paper it sounds like an amazing class but I'd need to playtest it to see how it works. the flavoring is very pleasant and thankfully the class abilities reflect it. let's see, one thing I noticed is that there are no class skills(which can tell you a lot about a class)if I were to play this class I'd likely go all the way to 20 without multiclassing which is a very good thing. I am excited to se the final versionThanks for your enthusiasm. The skills I'd see linked to this class are geared towards nonviolent interaction:
- Craft (only because every class has them)
- Diplomacy
- Handle Animal
- Heal
- Knowledge (history, local, nature, planes, and religion)
- Linguistics
- Perception
- Profession (same as Craft)
- Sense Motive
- Spellcraft
- SurvivalThe skills I'm undecided yet:
- Acrobatics (because going without armor could improve their agility)
- Appraise (because they are good at understanding what's around them)
- Escape Artist (because they are good at avoiding danger)
- Stealth (because they mesh well with their environment)
I would say yes to acrobatics and escape artist. Those skills are about avoiding conflict.
Appraise is pretty common among caster types, so I would probably say yes there.
I would say no on stealth. Blending in and being actively sneaks are different.