| Sorry it took so long. This one was a prick to make. Mineral Savant-
D8 Hit die
Skills-
2 + intelligence Modifier (x4 At 1st level)
Skill selection-
Concentrate
Craft
Diplomacy
Intimidate
Knowledge-
Machinery
Elemental
Nature
Geography
Organisms
Proffession
Class-
Level---Base attack-----saves-------------Class--------
1-----------0-----------2/0/0----------Mineral Sect----
2-----------1-----------3/0/0------Sense Mineral (30ft)
3-----------2-----------3/1/1--------------------------
4-----------3-----------4/1/1--------Catch Mineral-----
5-----------3-----------4/1/1--------------------------
6-----------4-----------5/2/2-------Control Mineral----
7-----------5-----------5/2/2-------Counter Control----
8-----------6-----------6/2/2-----Sense Mineral (300FT)
9-----------6-----------6/3/3--------Shape Mineral-----
10----------7-----------7/3/3--------------------------
11----------8-----------7/3/3--------Graft Mineral-----
12----------9-----------8/4/4--------------------------
13----------9-----------8/4/4----Sense Mineral (1 mile)
14----------10----------9/4/4--------------------------
15----------11----------9/5/5-------Extract Mineral----
16----------12---------10/5/5-------Sharpen Mineral----
17----------12---------10/5/5--------------------------
18----------13---------11/6/6-------Animate Mineral----
19----------14---------11/6/6--------------------------
20----------15---------12/6/6----Sense Mineral(10 miles),
------------------------------------Mineral Affinity----
Mineral Sect-
You can choose from either Gas, Liquid, or solid as your mineral sect. Unlike Magneto, who was born with the
ability to control metal, you can control anything solid, liquid, or gas.
(It is the DM's Discretion on specific solids, liquids, or gasses such as Plastic being a solid or liquid or Dry ice
being liquid or solid.)
Sense Mineral- You can sense where a specific mineral is within range.
Sense Mineral- At 30ft, you can sense the general direction of a mineral. At 300 ft, you can sense the exact location
to a maximum of 10 ft underground, but still 300ft above. At 1 mile, you can sense the mineral within 1000ft underground
and still the 5280ft above ground AND can control the mineral from a distance of 100 ft. At 10 miles, 10,000 ft underground,
the same 52,800 ft above ground, and can control it within 2,000ft.
All others that don't say specific control ranges are 30 ft. You can, control, shape, sharpen, and animate minerals
within 30ft. (See abilities below. Graft mineral is touch and not ranged)
Catch Mineral- You gain a +4 strength check to catch an inanimate mineral. If it is a sentinal, it is void. But if it's
a rock thrown by a juggernaut, then you gain this bonus. If it is a gas spurted from a trap, you can make a small barrier
to avoid the trap. If it is a liquid, then you can create the same barrier to avoid this.
Control Mineral- You can grab a chunk or dose of your mineral (5 pounds per level Liquid or solid, a radius of 5ft per level of gas)
and can control it how you wish except shape it. You can make it move at a speed of 20ft a round, you can throw it at someone for
1d6 +1/3 levels of damage. You can hold it in a position to try and drown somebody.
Shape Mineral-
You can make any shape of a mineral you wish. It depends on how much you can hold (See above) for the effects.
-Make any weapon: simple, martial, exotic.
-Make any armor: Light, medium, or heavy.
-Make any tool such as a key, a pole, or a ladder.
(Note: if Liquid or Gas, you can still make the weapon, but Liquid deals non-lethal
damage and gas deals -2 damage and nonlethal)
If Gas-
Thicken the gas for a DC increase by 2 (poison for instance.)
Loosen to make the gas have double the radius, but at a cost of -2 DC.
If Solid-
Make wall (As wall of stone for 9th-12th level. As Wall of iron for beyond)
Make transport (Circular disc. Your weight counts in with how much mineral you can hold. goes at a speed of 50ft per
round at perfect maneuverability)
If Liquid-
Modify atoms to make semi acid rain (1d4/level damage. DC 10 + 1/2 your level + your wisdom. Radius=5ft/2 levels)
Turn Dirt into Mud (As the spell "Grease" with DC 10 + 1/2 level + intelligence.)
Graft Mineral- You gain the following effects-
If Gas-
Immunity to all poisons, paralysis, stunning, and daze effects as you have been around the mineral enough.
If Solid-
Fortification 50% (Ignore criticals and sneak attacks at 50% chance). +2 natural armor.
If Liquid-
Immunity to Non-lethal damage. Damage reduction 5/slashing and piercing. Bludgeoning affects you less.
Furthermore-
If gas-
Can inhale and gain focus. +4 wisdom for 1d10 rounds. You can do this 2/day.
If Solid-
Muddy Wholeness of Body. You can apply mud or dirt to your skin for 10 points of damage healed/2 levels. You can do
this to a maximum of what you can heal. Example, if you were 10th level (50 points healed), you could heal 27 points
at one point and heal the other 23 points later when needed.
If Liquid-
Fuse into lungs. This let's you gain +4 constitution as your lungs are purified with the water. It lasts for 1d10 rounds.
you can do this 2/day.
Extract Mineral-
You can take a mineral from a person and use it however you see fit.
1. You can extract 3 ounces of water per round from a living creature. (Liquid)
2. You can extract 2 ounces of iron or any solid per round from a living or non-living creature. (Solid)
3. You can extract all oxygen from a creature once per round. (Gas)
Effects-
1. paralyses a target for 1d4 minutes. Deals 3d4 nonlethal damage.
2. Stuns target (or disables if non-living [sentinal]) for 2d6 minutes.
3. deals 1d8 lethal and 2d8 nonlethal damage to target.
Sharpen Mineral-
You can make a mineral sharper and more potent than it originally is.
Gas: Thicken. Halve the time it takes to start suffocating.
Liquid: Thicken. Halve the time it takes to start suffocating.
Solid: Sharpen or thicken. Use a created weapon or countered weapon with the Keen and Weapon Specialization as if you had it
when you use it.
Animate Mineral-
You can animate a mineral as if it were an construct. It costs XP equal to the hitdie of the creature you use.
-If you have books with optional golems and such, use them as you see fit.
-If you only have access to the three core books, treat this as a Stone Golem with the following changes.
Liquid:
Replace/Give
Damage reduction 10/adamantine/Resist Ice 30, Vulnerability to electricity (X1.5 damage)
Speed 20ft/speed 10ft above water, 30 ft in water.
Special- you can take off 1 natural armor for 10 extra hitpoints or vice versa.
Solid:
Improved Toughness (+1 hitpoint per hitdie)
Natural armor +2
Speed 10ft instead of 20ft.
Damage Reduction 10/bludgeoning instead of adamantine.
Special-
You can treat it in all ways like a stone golem instead of the modified golem above.
Gas-
Incorporeal.
Strength: -6
Attackers must make percentiles to see if it hit the golem. 50% chance miss.
Mineral affinity-
You gain the following for your chosen mineral-
Liquid-
Can breath above and below water normally.
Damage Reduction 5/-
Improved toughness (+1 hitpoint her hitdie)
Special- you can sacrAfice XP for the following
100XP for +1 hitpoint permanently up to a total of (NOT including the Improved toughness) +30 hitpoints for 3000XP.
2000Xp for +1 damage reduction/- to a maximum of 10/-
Gas-
Gain an effect similar to "Displacement" permanently. This gives your attackers a 50% miss chance for
any attack including the ones of the Elemental Adept.
Special XP sacrafice.
1000XP for 5% up to a total of 75% attacker miss chance.
Solid-
Damage Reduction 20/Adamantine.
Natural armor +6 (Replacing the +2 from graft)
Special XP Sacrafice.
500XP for +1 natural armor
1500XP for each +2 Damage reduction/adamantine.
(I hope this isn't too insane.) |