Difference between revisions of "User:Snafusam/Purifier (3.5e Prestige Class)"

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<div class="blank">
 
<div class="blank">
{{#set:Summary=The bane of any Necromancer.
+
{{#set:Summary= Hydrokinesis.
|Length=10
+
|Length=5
|Minimum Level=4
+
|Minimum Level=5
|Base Attack Bonus Progression=Moderate
+
|Base Attack Bonus Progression=full
 
|Fortitude Save Progression=Good
 
|Fortitude Save Progression=Good
 
|Reflex Save Progression=Poor
 
|Reflex Save Progression=Poor
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==The Purifier==
 
==The Purifier==
{{quote|''I once feared the undead, now i seek them.''}}
+
{{quote|''I once feared the undead, now I hunt them.''}}
  
A purifier is a representative of true life their values are of life and water anybody seeking to corrupt the purity will find themselves neck-deep in holy-water rather quickly in the presence of a purifier.
+
A purifier is a representative of life and water, anybody seeking to corrupt them will find themselves neck-deep in [[SRD:Holy Water|Holy Water]] rather quickly in the presence of a purifier.
  
 
===Becoming a Purifier===
 
===Becoming a Purifier===
  
Valued by temples for their aura of concentration and blessing while feared by intelligent undead for their usual zealotry. Expected to be considerate of the damage their water can cause, they restrict the amount of water they create to only what is needed however, should a purifier find the need creating small tidal waves is well within their potential. In a desert they are a precious supply of water and in the ocean they are terrifying beings of power which control the waters to their whim.
+
Valued by temples for their aura of concentration and blessing while feared by intelligent undead for their typical zealotry. socially expected to be considerate of the damage their water can cause, they restrict the amount of water they create to only what is needed however, should a purifier find the need creating tidal waves is well within their potential. In a desert they are almost as valued as an [[SRD:Decanter of Endless Water]] and on the ocean they are terrifying beings of power which control the waters to their whim.
  
 
{| class="dragon monstats" cellspacing="0" cellpadding="0"
 
{| class="dragon monstats" cellspacing="0" cellpadding="0"
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|-
 
|-
 
! Skills:
 
! Skills:
| Concentration 1 rank, Spellcraft 3 ranks, Knowledge (religion) 6 ranks
+
| Concentration 5 ranks, Spellcraft 4 ranks, Knowledge (religion) 6 ranks
 +
|-
 +
! Spellcasting:
 +
| Able to cast divine spells.
 
|-
 
|-
 
! Special:
 
! Special:
| Turn Undead
+
| Turn Undead, non-evil alignment
 
|-
 
|-
! Special:
 
| Non-evil Alignment
 
 
|}  
 
|}  
  
Line 55: Line 56:
 
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]
 
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]
 
|-  
 
|-  
| 1st || +0 || +2 || +0 || +2
+
| 1st || +1 || +2 || +0 || +2
| class="left" | [[#Bonus domain|Bonus domain]], [[#Turn undead|Turn Undead]], [[#Lay on hands|Lay on Hands]], [[#Create Water|Create Water character level/day]], [[#Geyser|Geyser purifier level/day]]  
+
| class="left" | [[#Lay on Hands|Lay on Hands]], [[#Turn Undead|Turn Undead]], [[#Hydrokinesis I|Hydrokinesis I]]
| [[#+1 level of existing divine spellcasting class|+1 level of existing divine spellcasting class]]
+
| [[#+ level of existing divine spellcasting class|+1 level of existing divine spellcasting class]]
|-
 
| 2nd || +1 || +3 || +0 || +3
 
| class="left" | [[#Purify food/water at will|Purify food/water at will]], [[#Purifying prowess|Purifying prowess (+1)]]
 
| [[#+1 level of existing divine spellcasting class |+1 level of existing divine spellcasting class]]
 
|-
 
| 3rd || +2 || +3 || +1 || +3
 
| class="left" | [[#Double Turning|Double Turning]]
 
| [[#+1 level of existing divine spellcasting class|+1 level of existing divine spellcasting class]]
 
|-
 
| 4th || +3 || +4 || +1 || +4
 
| class="left" | [[#Zone of consecration|Zone of consecration]], [[#Purifying prowess|Purifying prowess (+2)]]
 
| [[#+1 level of existing divine spellcasting class |+1 level of existing divine spellcasting class]]
 
|-
 
| 5th || +3 || +4 || +1 || +4
 
| class="left" | [[#Create water|Create water at will]]
 
| [[#+1 level of existing divine spellcasting class |+1 level of existing divine spellcasting class]]
 
 
|-  
 
|-  
| 6th || +4 || +5 || +2 || +5
+
| 2nd || +2 || +3 || +0 || +3
| class="left" | [[#Purifying prowess|Purifying prowess (+3)]]  
+
| class="left" | [[#Bonus Domain|Bonus Domain]], [[#Zone of Consecration|Zone of Consecration]]
| [[#+1 level of existing divine spellcasting class |+1 level of existing divine spellcasting class]]
+
| [[#+ level of existing divine spellcasting class |+1 level of existing divine spellcasting class]]
 
|-  
 
|-  
| 7th || +5 || +5 || +2 || +5
+
| 3rd || +3 || +3 || +1 || +3
| class="left" | [[#Major consecration|Major consecration]]
+
| class="left" | [[#Double Turning|Double Turning]], [[#Hydrokinesis II|Hydrokinesis II]]
| [[#+1 level of existing divine spellcasting class |+1 level of existing divine spellcasting class]]
+
| [[#+ level of existing divine spellcasting class|+1 level of existing divine spellcasting class]]
 
|-  
 
|-  
| 8th || +6 || +6 || +2 || +6
+
| 4th || +4 || +4 || +1 || +4
| class="left" | [[#Hydrokinesis|Hydrokinesis]],[[#Purifying prowess|Purifying prowess (+4)]]  
+
| class="left" | [[#Major Consecration|Major Consecration]]  
| [[#+1 level of existing divine spellcasting class |+1 level of existing divine spellcasting class]]
+
| [[#+ level of existing divine spellcasting class |+1 level of existing divine spellcasting class]]  
 
|-  
 
|-  
| 9th || +6 || +6 || +3 || +6
+
| 5th || +5 || +4 || +1 || +4
| class="left" |
+
| class="left" | [[#Hydrokinesis III|Hydrokinesis III]]
| [[#+1 level of existing divine spellcasting class|+1 level of existing divine spellcasting class]]
+
| [[#+ level of existing divine spellcasting class |+1 level of existing divine spellcasting class]]
 
|-  
 
|-  
| 10th || +7 || +7 || +3 || +7
 
| class="left" | [[#Holy Word|Holy Word cha-mod/day]], [[#Purifying prowess|Purifying prowess (+5)]]
 
| [[#+1 level of existing divine spellcasting class |+1 level of existing divine spellcasting class]]
 
  
 
|- class="noalt"
 
|- class="noalt"
 
| colspan="42" class="skill" |
 
| colspan="42" class="skill" |
 
+
'''Class Skills ([[Skill Points::8 + int modifier]])'''<br/>
'''Class Skills (6 + [[Int]] modifier per level)'''<br/>
+
<!--class skills: simply delete those skills which your class does not have as class skills from the complete list below. If you only allow a subsection, such as Knowledge (arcana) (religion), write it like that. -->
  [[Bluff]] ([[Cha]]), [[Concentration]] ([[Con]]), [[Craft]] ([[Int]]), [[Disguise]] ([[Cha]]), [[Diplomacy]] ([[Cha]]), [[Escape Artist]] ([[Dex]]), [[Gather Information]] ([[Cha]])
+
{{3.5e Skills|Bluff,
[[Intimidate]] ([[Cha]]), [[Knowledge]] Religion ([[int]]), [[Knowledge]] History ([[int]]), [[Listen]] ([[Wis]]), [[Move Silently]] ([[Dex]]), [[Ride]] ([[Dex]]), [[Search]] ([[Int]])
+
Concentration,  
[[Sense Motive]] ([[Wis]]), [[Spellcraft]] ([[Int]]), [[Spot]] ([[Wis]]), [[Swim]] ([[Str]]), [[Use Magic Device]] ([[Cha]]).
+
Craft,  
 +
Diplomacy,
 +
Disguise,  
 +
Escape Artist,  
 +
Gather Information,
 +
Intimidate,  
 +
Knowledge (religion) (history),  
 +
Listen,
 +
Move Silently,  
 +
Sense Motive,  
 +
Spellcraft,  
 +
Spot,  
 +
Swim,  
 +
Use Magic Device}}
 
|}
 
|}
  
Line 108: Line 103:
 
All of the following are class features of the Purifier.
 
All of the following are class features of the Purifier.
  
'''{{Anchor|+1 level of existing divine spellcasting class }} ([[Ex]]):''' When a new Purifier level is gained, the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in whatever divine spellcasting class. He does not, however, gain any other benefit a character of that class would have gained.
+
'''{{Anchor|+1 level of existing divine spellcasting class}} ([[Ex]]):''' When a new Purifier level is gained, the character gains new spells per day (and spells known, if applicable) as if he had also gained levels in whatever divine spellcasting class. She does not, however, gain any other benefit a character of that class would have gained. if there is more than one divine spellcasting class only one gains this benefit.
  
'''{{Anchor|Bonus Domain}}:''' At 1st level, a Purifier gains an extra domain either Good or Water if they are able to cast with domain spells.
+
'''{{Anchor|Lay on Hands}} ([[Su]]):''' at 1st level, a purifier with a [[SRD:Charisma|Charisma]] score of 12 or higher can heal wounds (her own or those of others) by touch. Each day she can heal a total number of [[SRD:Hit Points|Hit points]] of damage equal to her character level × her [[SRD:Charisma|Charisma]] bonus. A Purifier may choose to divide her healing among multiple recipients, and she doesn’t have to use it all at once. Using lay on hands is a standard action.
  
'''''{{Anchor|Create water}}'' ([[Sp]]):''' At 1st level, a Purifier can use ''[[SRD:Create Water|Create Water]]'' as a spell-like ability a number of times per day as your character level.
+
*This ability is Similar to the paladins Lay on Hands ability and stacks if the purifier is a paladin base-class, however if the purifier is not a paladin-base, the purifier cannot use this ability to damage undead.  
  
at 5th level it is cast at will.  
+
'''{{Anchor|Turn Undead}} ([[Su]]):''' At 1st level, purifier class levels stack with levels of all other classes that grant the ability to turn undead for the purpose of determining the character’s effective cleric level for [[SRD:Turn or Rebuke Undead|turning]]. For example, a 7th-level cleric/5th-level purifier turns undead as a 12th-level cleric.
  
'''''{{Anchor|Geyser}}'' ([[Sp]]):''' At 1st level, a Purifier can use [[Geyser (3.5e Spell)|Geyser]] as a spell-like ability a number of times per day as your purifier level.  
+
'''{{Anchor|Hydrokinesis I}} ([[Su]]):''' at 1st level the Purifier develops a connection to the elemental plane of water allowing Her to [[SRD:Create Water|Create Water]] at will, [http://i40.tinypic.com/23uaidw.gif| how it appears can be chosen]. (Destruction/evaporation can be achieved as well, at the same rate). Water-based effects such as swimming checks, damage from [[SRD:Environment#Heat_Dangers|boiling water]] and [[SRD:Environment#Water_Dangers|freezing water]] does not effect the purifier.  
  
'''{{Anchor|Lay on Hands}} ([[Su]]):''' at 1st level, a purifier with a [[SRD:Charisma|Charisma]] score of 12 or higher can heal wounds (her own or those of others) by touch. Each day she can heal a total number of [[SRD:Hit Points|Hit points]] of damage equal to her purifier level × her [[SRD:Charisma|Charisma]] bonus. A Purifier may choose to divide her healing among multiple recipients, and she doesn’t have to use it all at once. Using lay on hands is a standard action.
+
*Hydrokinesis effects are treated as a water spell of caster level for purposes required.
  
This ability is Similar to the paladins Lay on Hands ability and stacks if the purifier is a paladin base-class, however if the purifier is not a paladin-base, the purifier cannot use this ability to damage undead.  
+
{| class="zebra d20"
 +
|-
 +
|COLSPAN="2" align="left" |'''standard rates of generation'''
 +
|-
 +
!align="left" | Gallons <br/> per round|!!appearance
 +
|-
 +
|align="left" | ''1/5'' || basic indoor faucet
 +
|-
 +
|align="left" | ''1'' || garden hose
 +
|-
 +
|align="left" | ''5'' || shoots a 5 ft. thin line
 +
|-
 +
|align="left" | ''30'' || 10-foot-long, 1-foot-wide stream
 +
|-
 +
|COLSPAN="2" align="left" |<small>1d8 bludgeoning damage per 10 gallons used as a ray.<small>
 +
|}
  
'''{{Anchor|Turn Undead}} ([[Su]]):''' Purifier class levels stack with levels of all other classes that grant the ability to turn undead for the purpose of determining the character’s effective cleric level for [[SRD:Turn or Rebuke Undead|turning]]. For example, a 4th-level cleric/8th-level purifier turns undead as a 12th-level cleric.
+
Controlling 10gallons/character level of water within 10ft/character level; [[SRD:concentration|concentration check]] required. 
 +
:Copying a spell costs turning attempts/spell level and requires a [[SRD: spellcraft|spellcraft]] check DC of 15+ double spell level, the purifiers ability to copy spells increases by hydrokinesis level.
 +
*[[SRD:concentration|Concentration]] is needed only for [[SRD:Casting Time (Spell Descriptor)| casting time]] and spell-like effects are not limited the purifiers water-control range.
  
'''''{{Anchor|Purifying Prowess}}'' ([[Ex]]):''' 2nd level, a Purifier gains unsurpassed power over Life. increasing her effective caster level.  
+
{| class="zebra d20"
 +
|-
 +
|COLSPAN="2" align="left" |'''standard copied spells'''
 +
|-
 +
!align="left" | Turning attempts <br/> spell level|!!Spellcraft DC|!!example spells
 +
|-
 +
|align="left" | ''1'' ||17|| [[SRD: Obscuring Mist|Obscuring Mist]], [[:Wei Yu's Water Arrows (3.5e Spell)|Wei Yu's Water Arrows]] or [[:Wei Yu's Water Shield (3.5e Spell)|Wei Yu's Water Shield]]
 +
|-
 +
|align="left" | ''2'' ||19|| [[SRD: Fog Cloud|Fog Cloud]] or [[:Wei Yu's Crashing Wave (3.5e Spell)|Wei Yu's Crashing Wave]]
 +
|-
 +
|align="left" | ''3'' ||21|| [[SRD:Water Walk|Water Walk]], [[:Wei Yu's Water Spears (3.5e Spell)|Wei Yu's Water Spears]] or [[:Wei Yu's Oceanic Shield (3.5e Spell)|Wei Yu's Oceanic Shield]], [[SRD: Water Breathing|Water Breathing]]
 +
|-
 +
|COLSPAN="3" align="left" |summon monster only summons water-types.
 +
|-
 +
|}
  
The bonus is +1 at 2nd level, +2 at 4th level, +3 at 6th level, and +4 at 8th level, and +5 at 10th level and higher.
+
The purifier is capable of using Water to fight as a powerful weapon and armor defined/limited by Her [[SRD: spellcraft|spellcraft]] and [[SRD:concentration|concentration]] checks. <br/>
 +
The Purifier is treated as if she has proficiency with anything water-created.
  
'''{{Anchor|Double Turning}} ([[Su]]):''' At 3rd level, The Purifier can use her turning ability twice as many times per day as her base ability. (3 + your Charisma modifier becomes: 6 + double your Charisma modifier.)
+
{| class="zebra d20"
 +
|-
 +
|COLSPAN="3" align="left" |'''standard maneuvers/creations'''
 +
|-
 +
!align="left" | Water-name|!!action required|!!effect
 +
|-
 +
|align="left" | ''Walk'' ||[[SRD:Free Action|free action]]|| The purifier walks on water(not ice) without effort.<br/>an [[SRD: spellcraft|spellcraft]] check will allow (1/10 [[SRD: spellcraft|spellcraft]] check) other creatures to also walk on water.
 +
|-
 +
|align="left" | ''Surprise'' || [[SRD:Move Actions|move action]] || Create a (target size category) amount of water above a target and let it drop on them naturally, <br/>no damage (unless damaged by water), target is now drenched and re-rolls (or starts) initiative with -4.
 +
|-
 +
|align="left" | ''Freeze'' || [[SRD:Standard Actions|standard action]] || Cause 1 gallon per hydrokinesis level to [[SRD:Environment#Cold_Dangers|freeze]].
 +
|-
 +
|align="left" | ''Boil'' || [[SRD:Standard Actions|standard action]] || Cause 1 gallon per hydrokinesis level to [[SRD:Environment#Heat_Dangers|boil]].
 +
|-
 +
|align="left" | ''Shield''<SUP>1</SUP> ||[[SRD:Move Action|Move action]]|| creates a shield granting Shield bonus 5.<br/>(1 hardness & 5hp for 1/5 ''[[SRD: spellcraft|spellcraft]] check).
 +
|-
 +
|align="left" | ''Armor''<SUP>1</SUP> ||[[SRD:Move Action|Move action]]|| creates full-plate armor granting Armor bonus 5.<br/>(2 hardness & 10hp for 1/5 ''[[SRD: spellcraft|spellcraft]] check).
 +
|-
 +
|align="left" | ''Blade''<SUP>1</SUP> ||[[SRD:Move Action|Move action]]|| holding water in your hand you create a sword to deal slashing/piercing damage,<br/>(density is 10, hardness is 1/2 ''[[SRD: spellcraft|spellcraft]]  check, hp = ''[[SRD: spellcraft|spellcraft]] check),<br/>damage is equal to (Purifier level)d8.
 +
|-
 +
|align="left" | ''Mace''<SUP>1</SUP> ||[[SRD:Move Action|Move action]]|| Covering an arm with water it turns into a powerful mace weapon of any size desired<br/>(density is 10, hardness is 1/2 ''[[SRD: spellcraft|spellcraft]]  check, hp = ''[[SRD: spellcraft|spellcraft]] check)<br/>bludgeoning damage is equal to (purifier level)d8.
 +
|-
 +
|COLSPAN="3" align="left" |<small>1 Add one magical property to creations for every hydrokinesis level.
 +
|-
 +
|COLSPAN="3" align="left" |<small>1 creation lasts for as long as [[SRD:concentration|concentration]] is maintained (unless destroyed). <small>
 +
|-
 +
|COLSPAN="3" align="left" |<small>1 creation can be destroyed as a natural item. <small>
 +
|-
 +
|COLSPAN="3" align="left" |<small>1 weapons are considered Holy and Cold Iron (Epic, if the character exceeds level 20) for the purpose of overcoming damage reduction. <small>
 +
|-
 +
|}
  
'''''{{Anchor|Zone of consecration}}'' ([[Su]]):''' At 4th level, a purifier begins to exert her authority over life. This aura is identical to the effects of the [[SRD: Consecrate | Consecrate]] spell that it affects only ‘enemy’ undead. It also causes [[SRD:Bless Water |Bless Water]] on any water within 5 feet of The Purifier.
+
*For the purposes of concentration all effects of hydrokinesis are considered one, each additional active effect increases the [[SRD: Concentration|Concentration]] and [[SRD: spellcraft|spellcraft]] DC by 2.
 +
*If concentration is lost due to a self-action there is a 50% chance to maintain any previous effect.
  
'''''{{Anchor|Major consecration}}'' ([[Su]]):''' At 7th level, a purifier extends her authority over life. The supernatural aura of Positive energy surrounding her ([[#Zone of consecration | Zone of consecration]],) now extends to a radius of 10 feet per purifier class level. It also causes [[SRD:Bless Water |Bless Water]] on any water within 5 feet per purifier class level, any creature vulnerable to [[SRD:Holy Water |Holy Water]] is treated as if they are submerged, unless they are intentionally excluded by the purifier.
+
'''{{Anchor|Bonus Domain}}:''' At 2nd level, a Purifier gains an extra domain either Good or Water if they are able to cast with domain spells. (if the character already has both domains she may pick another domain without having the proper "alignment or deity")
  
'''{{Anchor|hydrokinesis}} ([[Ex]]):''' at 8th level, the source of life is manipulated easily by a purifier. Creation, manipulation even combat with the element of life is within grasp of a purifier. Treated as a water spell of 6th level for purposes required.
+
'''''{{Anchor|Zone of Consecration}}'' ([[Su]]):''' At 2nd level, a purifier begins to exert her authority over life. This aura is identical to the effects of the [[SRD: Consecrate | Consecrate]] spell however it affects only ‘enemy’ undead, the purifier is treated as a shrine to their diety.
  
* '''Creation:''' Generate as much water as desired, within 30 feet of self, how it appears can be chosen (even direction traveling when created)
+
'''{{Anchor|Double Turning}} ([[Su]]):''' At 3rd level, The Purifier can use her turning abilities twice as many times per day as her base ability. (3 + your Charisma modifier becomes: 6 + double your Charisma modifier.)
  
Keep in mind, that destruction/evaporation can be achieved as well, at the same rate.
+
'''{{Anchor|Hydrokinesis II}} ([[Su]]):''' at 3rd level the purifier gains greater control. allowing higher level spells
 +
{| class="zebra d20"
 +
|-
 +
|COLSPAN="2" align="left" |'''standard copied spells II'''
 +
|-
 +
!align="left" | Turning attempts <br/> spell level|!!Spellcraft DC|!!example spells
 +
|-
 +
|align="left" | ''4'' ||23|| [[SRD: Control Water|Control Water]], [[:Wei Yu's Protective Bubble (3.5e Spell)|Wei Yu's Protective Bubble]]
 +
|-
 +
|align="left" | ''5'' ||25|| Airy water, [[:Wei Yu's Tides of Fury (3.5e Spell)|Wei Yu's Tides of Fury]] or [[:Wei Yu's Spirit Water Spears (3.5e Spell)|Wei Yu's Spirit Water Spears]], [[Drown (3.5e Spell)|Drown]]
 +
|-
 +
|align="left" | ''6'' ||27|| Extract water elemental, Tidal surge
 +
|-
 +
|COLSPAN="3" align="left" |<small>spells which have divine and arcane spell levels use divine primarily<small>
 +
|}
  
'''Example Rates of Generation'''
+
{| class="zebra d20"
 +
|-
 +
|COLSPAN="2" align="left" |'''standard maneuvers/creations II'''
 +
|-
 +
!align="left" | Water-name|!!action required|!!effect
 +
|-
 +
|align="left" | ''Arrows'' ||[[SRD:Full-Round Action|Full-Round Action]]|| creating (1/2 [[SRD: spellcraft|spellcraft]] check # of) arrows, the purifier launches them at an enemy (each arrow is treated as a ray)<br/>Piercing damage is equal to 1d6 per arrow.<br/>cannot have more than 1 arrow/ 5 levels/ 5 feet
 +
|-
 +
|COLSPAN="3" align="left" |<small>Add one magical property to creations for every 1/5 [[SRD: spellcraft|spellcraft]] check.
 +
|-
 +
|COLSPAN="3" align="left" |<small>weapons are considered Holy and Cold Iron (Epic, if the character exceeds level 20) for the purpose of overcoming damage reduction. <small>
 +
|}
  
Faucet: creates 1 gallon per 5 rounds (your basic water faucet)
+
'''''{{Anchor|Major Consecration}}'' ([[Su]]):''' At 4th level, a purifier extends her authority over life. The supernatural aura of Positive energy surrounding her ([[#Zone of consecration | Zone of consecration]],) now extends to a radius of 15 feet per purifier class level. It also causes all water within 5 feet per level to be treated as [[SRD:Holy Water |Holy Water]].
  
Stream: pours out 1 gallon per round.
+
'''{{Anchor|Hydrokinesis III}} ([[Su]]):'''
  
Hose: produces a 5-foot-long stream at 5 gallons per round.  
+
{| class="zebra d20"
 +
|-
 +
|COLSPAN="2" align="left" |'''standard copied spells III'''
 +
|-
 +
!align="left" | Turning attempts <br/> spell level|!!Spellcraft DC|!!example spells
 +
|-
 +
|align="left" | ''7'' ||29|| Submerge ship, Waterspout
 +
|-
 +
|align="left" | ''8'' ||31|| [[Infinite Geyser (3.5e Spell)| Infinite Geyser]]
 +
|-
 +
|align="left" | ''9'' ||33|| Tidal wave
 +
|-
 +
|}
  
Geyser: produces a 20-foot-long, 1-foot-wide stream at 30 gallons per round. The force deals 1d4 points of bludgeoning damage against one target.
+
{| class="zebra d20"
 
+
|-
* '''Manipulation: Control ECL x 10 gallons of water within ECL x 10 feet per level of purifier, Concentration required. 
+
|COLSPAN="2" align="left" |'''maneuvers/creations III'''
 
+
|-
Because the water near the purifier turns into holy water, water weapons are considered Holy and Cold Iron for the purpose of damage reduction, while dealing damage as holy water. Add one magical property for every 1/10 ''[[SRD: spellcraft|spellcraft]]  check.
+
!align="left" | Water-name|!!action required|!!effect
 
+
|-
'''Example Manipulations''' note that effects would only last as long as [[SRD:concentration|concentrated]] on and the effect is within ''hydrokinesis'' range of effect.
+
|align="left" | ''Dragon'' ||[[SRD:Full-Round Action|Full-Round Action]]|| creating a force of water in the shape of a dragon<br/>deals a combination of bludgeoning and piercing damage to one target (as a ray).<br/>damage is [[SRD: spellcraft|spellcraft]] check for both bludgeoning and piercing damage (total of 2x [[SRD: spellcraft|spellcraft]] check.)  
 
+
|-
copying the effects of [[SRD: Obscuring Mist|Obscuring Mist]] would be a DC:20 spellcraft check
+
|}  
 
 
copying the effects of [[SRD: Fog Cloud|Fog Cloud]] would be a DC:21 (+1 /5 feet away from purifier) spellcraft check
 
 
 
making water hard enough for the purifier to walk on would be a DC:22 spellcraft check
 
 
 
copying the effects of [[SRD: Water Breathing|Water Breathing]] on SELF would be a DC:25 spellcraft check
 
 
 
copying the effects of [[SRD: Control Water|Control Water]] would be a DC:25+1 per 2 feet altered.
 
 
 
copying the effects of [[SRD: Water Breathing|Water Breathing]] on OTHERS would be DC:30/+5 per target, spellcraft check
 
 
 
copying the effects of http://dndtools.eu/spells/stormwrack--87/airy-water--3357/ would be a DC:35 spellcraft check
 
 
 
making 30 feet of water hard enough for a group to walk on (surface area) would be a DC:39 spellcraft check
 
 
 
causing a http://dndtools.eu/spells/shining-south--25/tidal-wave--3281/ DC: 41 spellcraft check
 
 
 
* '''Combat:''' using Water to fight is a powerful and unexpected weapon by turning it into different weapons it can become many things, with a ''[[SRD: spellcraft|spellcraft]] and [[SRD:concentration|concentration]] check, of course. All creations are treated as the purifiers natural weapons.
 
Because the water near the purifier turns into holy water, water weapons are considered Holy and Cold Iron for the purpose of damage reduction, while dealing damage as holy water. Add one magical property for every 1/15 ''[[SRD: spellcraft|spellcraft]]  check.
 
 
 
* '''Example Combat Maneuvers'''
 
 
 
Water Surprise: create a (size category) cube of water above a stationary target and let it drop on them naturally, no damage (unless vulnerable to water), however target is now drenched and re-rolls initiative -4.
 
 
 
Water Shield: visible shield and is able to be handled by the purifier as a physical shield. 1 hardness & 5hp for 1/5 ''[[SRD: spellcraft|spellcraft]] check.  Creation is a ''[[SRD:Move Action|Move action]] and lasts for as long as [[SRD:concentration|concentration]] is maintained.
 
 
 
Water Arrows: Holding arms wide the Purifier creates a hail of arrows and launches them in an area dealing piercing damage.(each arrow is treated as a ray) 1 arrow for 1/2 [[SRD: spellcraft|spellcraft]] check made, damage is equal to ECL per arrow.
 
 
 
(an advised limit) cannot have more than 1/5 level arrows per 5 feet, meaning a level 3 cleric /8 purifier could have 2 arrows
 
hit an medium target but not 3, whereas a level 7 cleric /8 purifier could have 3 arrows hit one medium target.
 
 
 
Water Blade: Covering an arm with water it turns into a powerful slashing/piercing weapon of any size desired (density is 1, hardness is 1/2 ''[[SRD: spellcraft|spellcraft]] check, hp = ''[[SRD: spellcraft|spellcraft]] check), damage is equal to ECL. Creation is a ''[[SRD:Move Action|Move action]] and lasts for as long as [[SRD:concentration|concentration]] is maintained.
 
 
 
Water Mace: holding water in your hand you create a club or mace to deal bludgeoning damage to any creature, (density is 1, hardness is 1/2 ''[[SRD: spellcraft|spellcraft]] check, hp = ''[[SRD: spellcraft|spellcraft]]  check) damage is equal to ECL.  Creation is a ''[[SRD:Move Action|Move action]] and lasts for as long as [[SRD:concentration|concentration]] is maintained.
 
 
 
'''''{{Anchor|Holy Word}}'' ([[Sp]]):''' At 10th level, a Purifier can use ''[[SRD:Holy Word|Holy Word]]'' as a spell-like ability equal to her Charisma Modifier per day.
 
  
 
===Campaign Information===
 
===Campaign Information===
  
The Purifier is a prestige class created for Clerics, however would work well with Paladins. For a desert purifier increase the difficulty of using hydrokinesis and make her more valued as a water-source and potential flood-risk, reversing this quality for an ocean-environment turning her into a water-powerhouse. But valued in most situations for anti-undead.  
+
The purifier is a prestige class created for clerics and paladins. Valued in almost any situation for her anti-undead capabilities.  
 +
:For a desert purifier increase the difficulty of using hydrokinesis and make her more valued as a water-source and potential flash-flood risk.
 +
:For an ocean-environment her powers turn her into a water-nuisance and powerhouse.
 +
:Rainforests may have plenty of water, but nobody purifies like a Purifier.
  
 
====Playing a Purifier====
 
====Playing a Purifier====
Line 204: Line 266:
 
With Water-manipulation for any situation be it desert-survival or using a water-shield as an umbrella.
 
With Water-manipulation for any situation be it desert-survival or using a water-shield as an umbrella.
  
 +
You've probably noticed that there is a lot of complex/semi-complex calculations involved in the purifier's abilities, to keep these up with quick gameplay You'll want to make a side-note of your Effective caster level, Character level, Spellcraft check, Concentration check and turning attempts per day. I also advise pre-creating your water-based combat maneuvers.
  
'''Advancement:'''  A purifier only lacks self-survival, so either advancing in any other healing-capable class is the most likely, there’s no reason to bring back the dead, if you don’t let them die in the first place.
+
'''Advancement:'''  A purifier only lacks self-survival, so advancing in any other healing-capable class is the most likely.
  
 
'''Resources:''' Varies. The Purifier is a powerful and devoted class which desires to do the most it can with its abilities, if there is a town riddled with famine or drought that’s where you’ll find a purifier... after destroying any undead they happen to learn about.
 
'''Resources:''' Varies. The Purifier is a powerful and devoted class which desires to do the most it can with its abilities, if there is a town riddled with famine or drought that’s where you’ll find a purifier... after destroying any undead they happen to learn about.
Line 211: Line 274:
 
====Purifiers in the World====
 
====Purifiers in the World====
  
Purifiers are rare usually taught their practice by another purifier as a mentor. The prestige class grants several spell-like and other magical abilities.  Often known to quest for combat against “true necromancers”.
+
'''NPC Reactions:''' For their holy aura and gift of water the purifier is usually a welcome sight in any situation as a symbol of good.  However for an necromancer they are an source of trouble.
 
 
'''NPC Reactions:''' For their holy aura and gift of life the purifier is usually a welcome sight in any situation as a symbol of good and life.  However for an necromancer they are an source of trouble.
 
  
 
====Purifier Lore====
 
====Purifier Lore====
Line 223: Line 284:
 
! DC || class="left" | Result
 
! DC || class="left" | Result
 
|-  
 
|-  
| 13 || class="left" | Purifiers are great manipulators of holy power and water.
+
| 16 || class="left" | Purifiers are great manipulators of holy power and water. usually hunting down undead and their ilk.
 
|-  
 
|-  
| 18 || class="left" | Purifiers create water and purify it causing common problems to undead and evil outsiders, often paid to walk through towns purifying all the water in the pipes/sewage.
+
| 21 || class="left" | Purifiers create water and purify it causing common problems to undead and evil outsiders, often paid to walk through towns purifying all the water in the pipes/sewage.
 
|-  
 
|-  
| 23 || class="left" | Purifiers control the waters, allowing them to do feats like attacking someone with water.
+
| 26 || class="left" | Purifiers control the waters, allowing them to do feats like attacking someone with water. Started with a temple of Giraldo.
 +
|-
 +
| 32 || class="left" | Purifiers have the ability to manipulate water at will. reveal story of Theraga
 
|-  
 
|-  
| 29 || class="left" | Purifiers have the ability to manipulate water at will.
 
 
|}
 
|}
  
 
====Purifiers in the Game====
 
====Purifiers in the Game====
  
It should be extremely easy to make a Cleric PC into a Purifier. With NPCs, you'll generally want to only make upper-class NPCs into Purifiers. They are the ones more likely to be taught purifying magic. Lower class NPC Clerics are probably spending all their time healing and praying.
 
  
'''Adaptation:''' Purifiers are very powerful and direct. You can make some weird organization made up of all purifiers if you want, but there's really no problems with making a lower-class purifier either just expect them to work far more than a high-level cleric.
+
The first purifier, Theraga Silversgleaming began Her practice in an holy church of Giraldo (god of the secrets and waters) when a necromancer overwhelmed the church with His undead minions after the treasures locked inside. Manipulating the ''holy water'' surrounding the temple Theraga formed Her armor, shield and weapons through a great battle in which She destroyed countless undead, when She finally reached the temple however, She was too late the worshipers had been slaughtered and the treasure stolen. Theraga quested for years to find the Necromancer however, found no satisfaction when destroying the heathen. She created a new temple and began to teach Her art to others.
 +
 
 +
After a thousand years the sacred art became available to any follower of good or neutral deity with a connection to water or weather however, Purifiers are still rare and only taught their secrets by another Purifier. The secretive class granting several spell-like and other magical abilities.
 +
 
 +
The main challenge for making an PC into a purifier is that they generally teach each-other their secrets, for a cleric to discover the secrets on their own would be unusual. With NPCs, You'll generally want to only make upper-class NPCs into Purifiers. They are the ones more likely to be taught purifying magic. Lower class NPC Clerics are less likely to have the 'drive' to become purifiers.
  
 +
'''Adaptation:''' Purifiers are very powerful and direct, they are well respected despite how very secretive they are about their secret art. they aren't known to have an organization which opposes them seeing as most necromancers prefer to work separately to prevent becoming known to such goodly-foes however, such evil are known to make tentative agreements for the destruction of such organizations.
  
 +
There's really no problems with making a lower-class purifier either, just expect them to work just as much, if not more than a high-class cleric.
  
 
----
 
----

Latest revision as of 22:47, 31 January 2014

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Date Created: May 2013
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  • "full" is not in the list (Good, Moderate, Poor, Other) of allowed values for the "Base Attack Bonus Progression" property.
  • "Turn Undead, +divine spellcasting, Hydrokinesis" is not in the list (Prepared Arcane Spellcasting, Spontaneous Arcane Spellcasting, Prepared Divine Spellcasting, Spontaneous Divine Spellcasting, Arcane Spellcasting, Divine Spellcasting, Prepared Spellcasting, Spontaneous Spellcasting, Alternate Magic, Psionics, ...) of allowed values for the "Class Ability" property.
Water-blade.

The Purifier[edit]

I once feared the undead, now I hunt them.

A purifier is a representative of life and water, anybody seeking to corrupt them will find themselves neck-deep in Holy Water rather quickly in the presence of a purifier.

Becoming a Purifier[edit]

Valued by temples for their aura of concentration and blessing while feared by intelligent undead for their typical zealotry. socially expected to be considerate of the damage their water can cause, they restrict the amount of water they create to only what is needed however, should a purifier find the need creating tidal waves is well within their potential. In a desert they are almost as valued as an SRD:Decanter of Endless Water and on the ocean they are terrifying beings of power which control the waters to their whim.

Entry Requirements
Skills: Concentration 5 ranks, Spellcraft 4 ranks, Knowledge (religion) 6 ranks
Spellcasting: Able to cast divine spells.
Special: Turn Undead, non-evil alignment

Table: The Purifier

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Spells per Day
Fort Ref Will
1st +1 +2 +0 +2 Lay on Hands, Turn Undead, Hydrokinesis I +1 level of existing divine spellcasting class
2nd +2 +3 +0 +3 Bonus Domain, Zone of Consecration +1 level of existing divine spellcasting class
3rd +3 +3 +1 +3 Double Turning, Hydrokinesis II +1 level of existing divine spellcasting class
4th +4 +4 +1 +4 Major Consecration +1 level of existing divine spellcasting class
5th +5 +4 +1 +4 Hydrokinesis III +1 level of existing divine spellcasting class

Class Skills (8 + int modifier)
Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Intimidate (Cha), Knowledge (religion) (history) (Int), Listen (Wis), Move Silently (Dex), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Swim (Str), Use Magic Device (Cha).

Class Features[edit]

All of the following are class features of the Purifier.

+1 level of existing divine spellcasting class (Ex): When a new Purifier level is gained, the character gains new spells per day (and spells known, if applicable) as if he had also gained levels in whatever divine spellcasting class. She does not, however, gain any other benefit a character of that class would have gained. if there is more than one divine spellcasting class only one gains this benefit.

Lay on Hands (Su): at 1st level, a purifier with a Charisma score of 12 or higher can heal wounds (her own or those of others) by touch. Each day she can heal a total number of Hit points of damage equal to her character level × her Charisma bonus. A Purifier may choose to divide her healing among multiple recipients, and she doesn’t have to use it all at once. Using lay on hands is a standard action.

  • This ability is Similar to the paladins Lay on Hands ability and stacks if the purifier is a paladin base-class, however if the purifier is not a paladin-base, the purifier cannot use this ability to damage undead.

Turn Undead (Su): At 1st level, purifier class levels stack with levels of all other classes that grant the ability to turn undead for the purpose of determining the character’s effective cleric level for turning. For example, a 7th-level cleric/5th-level purifier turns undead as a 12th-level cleric.

Hydrokinesis I (Su): at 1st level the Purifier develops a connection to the elemental plane of water allowing Her to Create Water at will, how it appears can be chosen. (Destruction/evaporation can be achieved as well, at the same rate). Water-based effects such as swimming checks, damage from boiling water and freezing water does not effect the purifier.

  • Hydrokinesis effects are treated as a water spell of caster level for purposes required.
standard rates of generation
Gallons
per round
appearance
1/5 basic indoor faucet
1 garden hose
5 shoots a 5 ft. thin line
30 10-foot-long, 1-foot-wide stream
1d8 bludgeoning damage per 10 gallons used as a ray.

Controlling 10gallons/character level of water within 10ft/character level; concentration check required.

Copying a spell costs turning attempts/spell level and requires a spellcraft check DC of 15+ double spell level, the purifiers ability to copy spells increases by hydrokinesis level.
standard copied spells
Turning attempts
spell level
Spellcraft DC example spells
1 17 Obscuring Mist, Wei Yu's Water Arrows or Wei Yu's Water Shield
2 19 Fog Cloud or Wei Yu's Crashing Wave
3 21 Water Walk, Wei Yu's Water Spears or Wei Yu's Oceanic Shield, Water Breathing
summon monster only summons water-types.

The purifier is capable of using Water to fight as a powerful weapon and armor defined/limited by Her spellcraft and concentration checks.
The Purifier is treated as if she has proficiency with anything water-created.

standard maneuvers/creations
Water-name action required effect
Walk free action The purifier walks on water(not ice) without effort.
an spellcraft check will allow (1/10 spellcraft check) other creatures to also walk on water.
Surprise move action Create a (target size category) amount of water above a target and let it drop on them naturally,
no damage (unless damaged by water), target is now drenched and re-rolls (or starts) initiative with -4.
Freeze standard action Cause 1 gallon per hydrokinesis level to freeze.
Boil standard action Cause 1 gallon per hydrokinesis level to boil.
Shield1 Move action creates a shield granting Shield bonus 5.
(1 hardness & 5hp for 1/5 spellcraft check).
Armor1 Move action creates full-plate armor granting Armor bonus 5.
(2 hardness & 10hp for 1/5 spellcraft check).
Blade1 Move action holding water in your hand you create a sword to deal slashing/piercing damage,
(density is 10, hardness is 1/2 spellcraft check, hp = spellcraft check),
damage is equal to (Purifier level)d8.
Mace1 Move action Covering an arm with water it turns into a powerful mace weapon of any size desired
(density is 10, hardness is 1/2 spellcraft check, hp = spellcraft check)
bludgeoning damage is equal to (purifier level)d8.
1 Add one magical property to creations for every hydrokinesis level.
1 creation lasts for as long as concentration is maintained (unless destroyed).
1 creation can be destroyed as a natural item.
1 weapons are considered Holy and Cold Iron (Epic, if the character exceeds level 20) for the purpose of overcoming damage reduction.
  • For the purposes of concentration all effects of hydrokinesis are considered one, each additional active effect increases the Concentration and spellcraft DC by 2.
  • If concentration is lost due to a self-action there is a 50% chance to maintain any previous effect.

Bonus Domain: At 2nd level, a Purifier gains an extra domain either Good or Water if they are able to cast with domain spells. (if the character already has both domains she may pick another domain without having the proper "alignment or deity")

Zone of Consecration (Su): At 2nd level, a purifier begins to exert her authority over life. This aura is identical to the effects of the Consecrate spell however it affects only ‘enemy’ undead, the purifier is treated as a shrine to their diety.

Double Turning (Su): At 3rd level, The Purifier can use her turning abilities twice as many times per day as her base ability. (3 + your Charisma modifier becomes: 6 + double your Charisma modifier.)

Hydrokinesis II (Su): at 3rd level the purifier gains greater control. allowing higher level spells

standard copied spells II
Turning attempts
spell level
Spellcraft DC example spells
4 23 Control Water, Wei Yu's Protective Bubble
5 25 Airy water, Wei Yu's Tides of Fury or Wei Yu's Spirit Water Spears, Drown
6 27 Extract water elemental, Tidal surge
spells which have divine and arcane spell levels use divine primarily
standard maneuvers/creations II
Water-name action required effect
Arrows Full-Round Action creating (1/2 spellcraft check # of) arrows, the purifier launches them at an enemy (each arrow is treated as a ray)
Piercing damage is equal to 1d6 per arrow.
cannot have more than 1 arrow/ 5 levels/ 5 feet
Add one magical property to creations for every 1/5 spellcraft check.
weapons are considered Holy and Cold Iron (Epic, if the character exceeds level 20) for the purpose of overcoming damage reduction.

Major Consecration (Su): At 4th level, a purifier extends her authority over life. The supernatural aura of Positive energy surrounding her ( Zone of consecration,) now extends to a radius of 15 feet per purifier class level. It also causes all water within 5 feet per level to be treated as Holy Water.

Hydrokinesis III (Su):

standard copied spells III
Turning attempts
spell level
Spellcraft DC example spells
7 29 Submerge ship, Waterspout
8 31 Infinite Geyser
9 33 Tidal wave
maneuvers/creations III
Water-name action required effect
Dragon Full-Round Action creating a force of water in the shape of a dragon
deals a combination of bludgeoning and piercing damage to one target (as a ray).
damage is spellcraft check for both bludgeoning and piercing damage (total of 2x spellcraft check.)

Campaign Information[edit]

The purifier is a prestige class created for clerics and paladins. Valued in almost any situation for her anti-undead capabilities.

For a desert purifier increase the difficulty of using hydrokinesis and make her more valued as a water-source and potential flash-flood risk.
For an ocean-environment her powers turn her into a water-nuisance and powerhouse.
Rainforests may have plenty of water, but nobody purifies like a Purifier.

Playing a Purifier[edit]

Combat: Purifiers do almost the exact same thing as a Cleric or Paladin. Gaining an Increase in spellcasting, turning and anti-undead abilities.

With Water-manipulation for any situation be it desert-survival or using a water-shield as an umbrella.

You've probably noticed that there is a lot of complex/semi-complex calculations involved in the purifier's abilities, to keep these up with quick gameplay You'll want to make a side-note of your Effective caster level, Character level, Spellcraft check, Concentration check and turning attempts per day. I also advise pre-creating your water-based combat maneuvers.

Advancement: A purifier only lacks self-survival, so advancing in any other healing-capable class is the most likely.

Resources: Varies. The Purifier is a powerful and devoted class which desires to do the most it can with its abilities, if there is a town riddled with famine or drought that’s where you’ll find a purifier... after destroying any undead they happen to learn about.

Purifiers in the World[edit]

NPC Reactions: For their holy aura and gift of water the purifier is usually a welcome sight in any situation as a symbol of good. However for an necromancer they are an source of trouble.

Purifier Lore[edit]

Characters with ranks in Knowledge (Religion) can research Purifiers to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge (Religion)
DC Result
16 Purifiers are great manipulators of holy power and water. usually hunting down undead and their ilk.
21 Purifiers create water and purify it causing common problems to undead and evil outsiders, often paid to walk through towns purifying all the water in the pipes/sewage.
26 Purifiers control the waters, allowing them to do feats like attacking someone with water. Started with a temple of Giraldo.
32 Purifiers have the ability to manipulate water at will. reveal story of Theraga

Purifiers in the Game[edit]

The first purifier, Theraga Silversgleaming began Her practice in an holy church of Giraldo (god of the secrets and waters) when a necromancer overwhelmed the church with His undead minions after the treasures locked inside. Manipulating the holy water surrounding the temple Theraga formed Her armor, shield and weapons through a great battle in which She destroyed countless undead, when She finally reached the temple however, She was too late the worshipers had been slaughtered and the treasure stolen. Theraga quested for years to find the Necromancer however, found no satisfaction when destroying the heathen. She created a new temple and began to teach Her art to others.

After a thousand years the sacred art became available to any follower of good or neutral deity with a connection to water or weather however, Purifiers are still rare and only taught their secrets by another Purifier. The secretive class granting several spell-like and other magical abilities.

The main challenge for making an PC into a purifier is that they generally teach each-other their secrets, for a cleric to discover the secrets on their own would be unusual. With NPCs, You'll generally want to only make upper-class NPCs into Purifiers. They are the ones more likely to be taught purifying magic. Lower class NPC Clerics are less likely to have the 'drive' to become purifiers.

Adaptation: Purifiers are very powerful and direct, they are well respected despite how very secretive they are about their secret art. they aren't known to have an organization which opposes them seeing as most necromancers prefer to work separately to prevent becoming known to such goodly-foes however, such evil are known to make tentative agreements for the destruction of such organizations.

There's really no problems with making a lower-class purifier either, just expect them to work just as much, if not more than a high-class cleric.


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