Revision [277]

Last edited on 2011-02-15 00:15:33 by Akhat (unregistered user)
Additions:
**Abilities**: Int 13+ OR Wis 13+
**Rooted Mind (1)**: A diamond mind has received begun to better understand the nature of their own minds, the fears and impulses that act upon it. They gain a +2 to all will saves.
**Perception of Reality (1)**: The diamond mind is better equipped to being able to distinguish between the real and illusions. They gain a +4 bonus to saving throws against illusions.
**Mental Development (2)**: The diamond mind chooses a mental ability to concentrate on developing. This ability gains a permanent +2. At level 4, this bonus increases to +4, and the other ability (Wis if first was Int, Int if first was Wis) increases by +2.
**Aura of Reality (4) (Su)**: The diamond mind has a solid grip on what is really there. Allies within 50 feet now gain the save bonus against illusions as well. In addition, any illusion that comes within 20 feet of the Mind may be dispelled: the caster of the illusion makes a check (1d20+caster level) against a DC of 10 + Diamond Mind levels + Wis mod + Int mod; if they fail, the illusion shatters, if they succeed, the illusion holds and is immune to the Aura effect for the next hour.
**Mental Projection (5) (Ex)**: By separating their mind and segmenting it, the diamond mind can send part of their spirit and intelligence where their flesh goes not. In order to do this, they must first concentrate for three rounds, making DC 20 Concentration checks; to make these checks is a standard action. Their projection can travel through walls or barriers. The projection has its own move action, and can move up to 50 feet a round. The projection sees the world as it is: it does not perceive illusions directly, but can see invisible and phased creatures just fine. In the event the Mind wants to do something else (move, attack, etc) while maintaining the projection, they must make a DC 30 concentration check each round as a free action; if they fail the check their mind reforms and the projection returns to them; they must start over with the initial checks.
Deletions:
**Statistic**: Int 13+


Revision [276]

Edited on 2011-02-14 20:08:16 by Akhat (unregistered user)
Additions:
======**Diamond Minds**======
"//The mind is a weapon, a powerful weapon, one that is not apparent from appearances, and is oft underestimated. But, just like a weapon, it must be sharpened and honed to a dangerous edge.//"
-- Polixo Phenerol, Diamond Mind and crazy inventor
The Diamond Minds are an organization dedicated to mental perfection. They are believed to be an offshoot cult dedicated to [[Akhat Akhat]], formed by a schism with the [[StoneFists Fists of Stone]], as to what the focus of their meditations should be. It is a widespread organization, with ties and groups from nearly every race known on the face of the world. They were first accounted for some time within ten generations of the Cataclysm known by, among other names, the Rain of Fire. The name, the Diamond Minds, is attributed to the gnomish civilization, who has a larger than average contingent of the Minds.
Joining the Minds means dedicating everything: resources, time, the very lifeforce, to pursuit of mental perfection. Even before joining up, most members exhibit signs of great mental aptitude and force of will. Monks are the most common adherents to the class, with their focus of perfection and self-knowledge. Tinkerers and artificers also popularly pursue the art, to greater enhance their already formidable mental capabilities.
**Base Saves**: Will +3 OR Iron Will feat
**Skills**: Concentration 6 ranks
**Statistic**: Int 13+
BAB: 1/2
Saves: Good Will; Bad Ref, Fort
**Weapon and Armor Proficiency**: Diamond Minds gain no weapon or armor proficiencies.
**Monk Abilities**: Diamond Mind levels stack with monk levels for the purpose of determining bonus movement speed and bonus AC.
**Class Skills**: Concentration(Con), Craft(Int), Knowledge(all)(Int), Listen(Wis), Profession, Spot(Wis)
8 + (Int bonus) skill points per level
Deletions:
======**Fists of Stone**======
"//Through knowledge, we can control ourselves. Through controlling ourselves, we can control the world.//"
-- Grathbar Graymountain, Fist of Stone
The Fists of Stone are an organization dedicated to physical perfection. Their origin is hidden in the dark annals of time, but they surfaced within several generations of the first Cataclysm, known by many names, from the Rain of Fire to the Sundering. There seems to be no central point that the Fists first came to either -- the name probably originated among the Dwarves of the Old World, but already the organization had been formed up in other cultures across the world.
To join the ranks of the Fists is easy and difficult. It is a decision and a calling from a higher power, all rolled into one. The enclaves don't have any particular requirements to study -- some of their members, particularly on the Blasted Isle, teach lower forms of the discipline to commoners -- but those who aren't of a certain physical quality, showing no signs of improving, are quietly shunted to the side. Monks are the most common adherents to the class, as they are often set apart as it is, and their focus on self-knowledge fits nicely with the Fists. Desert Dwellers are also known to become Fists -- their mentality of self-perfection by constant testing leads them along similar paths.
**Alignment**: Non-chaotic
**Base Attack Bonus**: +3
**Skills**: Concentration 2 ranks
**Feats**: Improved Unarmed Strike
BAB: 3/4
Saves: Good Fort, Ref; Bad Will
**Weapon and Armor Proficiency**: Fists of Stone gain no weapon or armor proficiencies.
**Monk Abilities**: Fist of Stone levels stack with monk levels for the purpose of determining unarmed damage, bonus movement speed, and bonus AC.
**Flurry of Blows**: Fists of Stone gain the Flurry of Blows class feature, identical to the monk's. By opting to use a Flurry of Blows rather than a full attack, the Fist gains one extra attack at their highest attack bonus, but all attacks this round are made with a -2 penalty.
**Internal Focus(2)(Ex)**: By making a DC 20 Concentration check, three times per day, the Fist can speed up his metabolism in order to facilitate greater energy use by his body, allowing him to move and act faster. This allows them to function as if under the effects of Haste with a caster level of Fist level + 2.
**Penetrating Fist(3)(Ex)**: Through rigorous discipline and training, the Fist has been trained to strike in such a way as to do damage in spite of a creature's armor or similar effects. The Fist's unarmed attacks ignore the first five points of damage reduction of creatures hit. This increases to ignore the first ten points at level six.
**Shattering Strike(4)(Ex)**: The Fist has learned how to analyze a creature for weak points and exploit them. Five times per day, before making an attack roll, the Fist can announce they are using a Shattering Strike. If the strike hits, it does 1d8 per level of Fist of Stone. If the target is a construct or object, it is 2d8 per level. The target can save against the strike by making a Fortitude save with a DC 15 + Fist's Str mod + 1/2 levels of Fist
**Adamantite Fist(5)(Ex)**: The unarmed attacks of the Fist are treated as Adamantite for the purpose of overcoming damage reduction.
**Metabolic Overload(6)(Su)**: The Fist has achieved such a level of control over their body that they can accelerate their bodies to levels beyond the imagination. This is not an easy feat, nor one to be undertaken lightly, it can be used once per day. In order to begin the overload, they must make a DC 30+ Concentration check. The concentration check is a standard action to initiate. After making the first check, they must make the same check the following round, using a full action. The difficulty of the check is increased by any damage taken that round, one point for each point of damage. If they make both the concentration checks, they gain 1d4+2 rounds of extra action: these rounds can be used to move or attack.
**Class Skills**: Balance (Dex), Climb(Str), Concentration(Con), Craft(Int), Escape Artist(Dex), Hide(Dex), Jump(Str), Listen(Wis), Move Silently(Dex), Spot(Wis), Swim(Str), Tumble(Dex)
4 + (Int bonus) skill points per level


Revision [275]

The oldest known version of this page was created on 2011-02-14 19:57:16 by Akhat (unregistered user) [Cloned from StoneFists]