Phenomist (3.5e Class)
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A Phenomist is a man with a wide open view of the world around them and the powers at work. Time, dreams, and fates are not just ideals to a Phenomist, but a power they are inspired by to control to even a greater extent.
 Making a Phenomist
A phenomist can, by sheer force of will and want, manipulate the very fabric of time and space down to a quantum level by the use of what they call "Alters." Doing this is no easy task for any Phenomist as they take a huge strain of the body and mind that could leave them in a highly weakened state to the point of falling into a coma, even in the midst of battle. In a group with other adventurers, a phenomist will always keep what he truly is a secret or be overly vague, leaving most to think he is some kind of mage or warlock. Their personalities can vary in range but when talked about personal matters of their trade they tend to change the subject.
Abilities: A Wisdom score of at least 11 is needed to use even the most basic Alters. A high Constitution is useful to take the punishing drain on the Phenomist, while a good Intelligence is needed to understand the skills and abilities for their Alters.
Races: For the most part, only humans have the combined skills of understanding, quick learning, and open-mindedness of the world to even train as a Phenomist. Other races that have a long lasting life can figure out the workings of the universe and training to be a phenomist as well.
Alignment: Chaotic good, Chaotic Neutral, or Chaotic Evil.
Restrictions: Must have at least a Wisdom of 11, deity restriction: Atomsk "The Star Thief" (Chaotic Evil), Men'dul "The Bound Ancient" (Chaotic Neutral), or The Forgotten Lord (Chaotic Good). Cannot multi-class base classes or have prestige classes and can only have an epic Hero class of: Envoy of The Star Thief, Envoy of The Bound Ancient, or Envoy of The Forgotten Lord. They spend every moment of their life focusing on these powers and can not waste their time dabbleing into 'hobbies'.
Starting gold: 2d6×10 gp
|Saving Throws||Special|| Maximum Alter
|1st||0||2||0||2||Deity Spite, Chaotic Orb 1d6+special||0||4|
|3rd||2||3||1||3||Chaotic Orb 2d4+special||1||9|
|5th||3||4||1||4||Chaotic Orb 2d6+special||2||16|
|7th||5||5||2||5||Chaotic Orb 3d6+special||3||22|
|9th||6/1||6||3||6||Alter Orb 3d8+special||4||29|
|10th||7/2||7||3||7||Glimpse Form (Star Thief or The Bound Ancient or The Forgotten Lord)||4+1||33|
|11th||8/3||7||3||7||Alter Orb 4d8+special||5||37|
|14th||10/5||9||4||9||Alter Orb 5d8+special||6+1||46|
|17th||12/7/2||10||5||10||Alter Orb 6d8+special||8||52|
|20th||15/10/5||12||6||12||Alter Wave 7d8+special+(Wisdom Mod x2), Envoy Form (Star Thief or The Bound Ancient or The Forgotten Lord)||9||70|
The +1* is for a Phenomist with a wisdom mod of 4 or better. They are able to cast an Alter level 1 higher then they should normally be able to but they can not cast this higher level Alter as a move action.
Class Skills (6 + Int modifier per level, ×4 at 1st level)
 Class Features
Equipment Restrictions: Cannot wear metal armor (this includes studded leather) or use a weapon made of metal. They can use Bone armor and weapons as a replacement of metal (same stats but the hardness is cut by half). The metal in the armor and weapons misalign the phenomist's Alter energies and they are unable to use their Alters (even Chaotic Orb, Alter Orb, and Alter Wave).
Weapon and Armor Proficiency: Phenomist are proficient with the following: Any martial or simple weapon; any non-metal light or medium armor. A phenomist who wears metal armor or carries a fully metal weapon is unable to cast Altersor use any of her extraordinary abilities while doing so and for two hours thereafter.
Alters: Offensive, Defensive, and Worldly Alters are the Extraordinary abilities that can be cast as a standard action normally, or as a move action if the Phenomist makes a successful Concentration check (DC 15+ (Alter level x2)). For example, a phenomist that tries to use an alter of level 2 would have to make a Concentration check of 19 (15+(Alter level 2x2) to use it as a move action. If the concentration check fails the Phenomist can not try to make another Concentration check of the same type of Alter, but they do not take the strain damage of that Alter. The DC for a saving throw for an Alter is 10 + The Phenomist's Wisdom modifier + the alter level (unless other wise noted such as all the levels of Disbeleive).(Even though all of the Phenomist's spells are counted as extraordanay a phenomist can not cast any alters of level 5 or lower while in an antimagic field as well as as long as the phenomist stays in an antimagic field the save DC for all of the phenomist's alters is lowered by 1. Any alter spells cast before entering an anti-magic field that are 5th level or lower still remain.)
A Phenomist can not apply feats and metamagic feats that apply to spells to any alters a phenomist must select feats and metamagic feats that apply to Alters to effect Alters.
A alter’s cost is determined by its level, as shown below. Every alter’s cost is noted in its description for ease of reference.
Strain: An Alter user has Strain points as to the chart Strain Points. When an phenomist runs out of Strain points he must make a d20 roll. On a 1 he fall into a coma that lasts one week, on a roll of 2-13 the phenomist faints for 4d6 hours (but they recover Strain points as if they had a full rest for that long), and on a roll of 14-20 they are fine but cannot re-gain Strain points until they rest. This roll cannot be altered or changed. Strain does not fully recover the next day it is only re-gained by resting.
Each time an Alter is used the Phenomist uses up strain points, strain cannot be recovered unless the phenomist has a constant rest for one hour he will recover two point of strain for each hour of undisterbed rest he takes. The strain that a Phenomist takes is based on the level of the Alter type +1 (Example: An Alter cast of first level will cause a strain of 2). Alters do not need Material Components to be cast but spells that require XP cost still must be paid, Alters may do the same effects as spells but they do not count as spells they are all Extraordinary Abilities.
Deity's Spite: At level 1 a phenomist selects two Alter types: Offensive, Defensive, Worldly. The Phenomist is able to cast the alters from the selected types only. A Phenomist can only select Alter types that match their Deity's alignment which one of the two must be of that deity's type. The Forgotten Lord(Offensive Alters) spites Atomsk(Worldly Alters) but respects Men'Dul highly, so the Alters a Phenomist can pick are Offensive and Defensive. Men'dul the Bound Ancient is neutral to both of the other deities so the Phenomist can select Defensive as one Alter and either worldly or Offensive as his other. Atomsk avoids The Forgotten Lord as much as possiable so must select Worldly Alters and Defensive Alters.
Chaotic Orb: An orb of Chaotic Alter power. It is a floating orb that takes up a 5-foot square that goes in a straight line of 50 feet before winking out of existance. A Chaotic Orb does not stop moving when it hits a creature it will continue until it has reaches its full distance but will stop when it hits a wall or machine. Each time a Chaotic Orb moves 5 feet it changes what type of damage it deals. To decide what type of damage it deals whenever it moves 5 feet, roll 1d6. It is a range-touch attack.
|1||+1d6 All the damage counts as physical.|
|2||+1d6 All the damge counts as magical.|
|3||+1d4 All the damage counts as Fire. The target makes a Reflex save (DC:13+1/2 level) or is set on fire for 6.|
|4||+1d6 All the damage counts as Cold. The target makes a Fortitude Save (DC:13+1/2 level) or target's movement is reduced by half for one round.|
|5||+1d4 All the damage counts as Acid. The target makes a Will save (DC:13+1/2 level) or is poisoned for 3 for 1d3 rounds.|
|6||All the damage counts as Alter damage.(This type of damage ignores all DR/-, all resistance, all immunaties, all damage absorbing abilities, and full damage to objects.)|
Alter Orb: An Alter Orb is a stronger more controled version of the Chaotic Orb it also last longer going a distance of 100 feet. The powers of the Phenomist is growing and may turn the direction(Turn left or right) of the Orb once it is cast and then continue the movement of the orb up to its max distance. The Alter Orb may go through machines as long as they are no larger then 10 feet by 10 feet but still wink out when it hits a wall. The Phenomist may select what type of damage it does as if the die roll from the Chaotic Orb was rolled. Alter Orb takes the place of Chaotic Orb. It is a range-touch attack. The extra damage from the chaotic orb special increases to +2d instead of +1d of the selected type.
Alter Wave: A devastating wave of alter energy. In the form of a wave it travels forward taking up 15 feet. It has a distance of 250 feet and otherwise follows the same rules as the Alter Orb except it may pass through any machines regardless of size but still winks out when it hits a wall dead on but still does damage to that section of wall. Alter wave takes the place of Alter Orb. It is a range-touch attack. The extra damage from the chaotic orb special increases to +3d instead of +2d of the selected type.
Ageless Body: After attaining 20th level, a Phenomist no longer takes ability score penalties for aging and cannot be magically aged. Remove any penalties he may have already incurred due to aging. Bonuses still accrue, and the Phenomist can no longer die from old age.
 Glimpse forms
As a Phenomist gets stronger and stronger in the ways of bending the multiverse to his will his body and mind start to change in the most wonderful of ways:
Glimpse form - The Star Thief: A Phenomist who has the Diety Atomsk The star Thief will start to change. Their hair starts to glow with a faint green tint and their eyes turn black with tiny white specks passing by in them, a closer look reveals that the white specks are stars in space.
As a bonus the Phenomist gains dark vision 60ft, and a +3 to Bluff, Disguise, Hide, Move Silently, Spot, Survival. Also increase the Phenomist's Worldly Alters's DC by +1.
Glimpse form - The Star Thief also gets a special Worldly Alter:
Translocate Object. Translocate Object allows the Phenomist to do the following: Switch two non-creature objects of roughly the same size with each other up to 3/day. Distance:line of sight. Saves: none
Glimpse form - The Bound Ancient:
A Phenomist who has the Diety Men'Dul The Bound Ancient will start to change. Their hair (if any) turns sgragly and grey as well they are now blind and have a magical cloth wrap with the sigil of Men'dul on the front around their eyes.
As a bonus the Phenomist gains blindsight 100ft, and a +3 to Diplomacy, Gather Information, Knowledge(arcana), Knowledge(Alter), Knowledge(History), Knowledge(The planes), and Imtimidate. Also increase the Phenomist's Defensive Alters's DC by +1 and the amount of healing done by all Reject spells by 1/2levels(no aditional non-lethal damage is done this way).
Men'dul's eye wrap is a magical item that is 'given' to the Phenomist once s/he takes Glimpse form - The Bound Ancient.
Men'Dul's Eye Wrap:Is a normal looking strip of white cloth with a three face being painted on it that covers the eyes of the now blind Phenomist. Anyone who takes the Men'dul's Eye wrap without the Phenomist's permission is instantly blind, deaf, and loses all forms of detect, blindsight, Blindsense, and blindfight until the Eye wrap is returned to the Phenomist's possession. The Phenomist him/herself can lower the eye wrap to gain one of three abilities up once a day with only one ability active any any one time. The first ability grants the Phenomist with a horrid face thats gives a temporary +10 to imtimidate rolls for the day. The second ability grants the Phenomist with a handsome or beautyful face that gives a temporary +10 to gather infomation and Diplomacy rolls for the day. The third ability grants the Phenomist with a scholoarly face that gives a temporary +10 to all Knowledge rolls for the day.
Glimpse form - The Forgotten Lord: A Phenomist who has the Diety The Forgotten Lord will start to change. His/her eyes gain a faint golden glow and a constant aura of Inspire Courage of 10ft (+2 at 10th and an additional +1 every three levels [+3 at 13th, +4 at 16th, +5 at 19th])
As a bonus the Phenomist gains low-light vision 60ft and +3 to Concentration, Craft, Listen, Search, Spellcraft, Swim, Use Magic Device, Use Rope. The Phenomist has trained him/herself well in using Alters and is now able to use full-metal weapons while casting, the Phenomist is also able to use armor with metal in it but still must be proficient with it. Also increase the Phenomist's Offensive Alters's DC by +1.
A Phenomist with Glimpse form - The Forgotten Lord gains a special Offensive alter:
Alter Blow: Melee attack channels Chaotic orb, Alter orb, or Alter wave.
 Envoy forms
As a Phenomist gets to his final stage in his quest for power his physical form now shows his internal level of power and stregnth: When a Phenomist hits 20th level regardless of which Envoy form they gain they also gain the following: Ageless Body, DR5/-, and is now forevermore treated as an outsider(an extraplanar creature) for the purpose of spells and magical effects (but can still be brought back from the dead as if he were a member of his previous creature type), and Immunity to all dieases and all magical/supernatural poisons.
Envoy Form - The Star Thief
At 20th level a Phenomist who has the "Glimpse Form - The star Thief" has been blessed by his Deity. Their hair is now a harmless wild glowing green flame and their body changes into a black body that looks boundless as planets, stars, and glaxies float through him, his eyes are bright super novas that are stationary.
As a bonus the Phenomist gains dark vision 180ft, and a +6 to Bluff, Disguise, Hide, Move Silently, Spot, Survival (replacing the bonus from the Phenomist's Glimpse form). Also increase the Phenomist's Worldly Alters's DC by +3(replacing the bonus from the Phenomist's Glimpse form).
The phenomist can change his shape back into his Glimpse form but is unable to use his Envoy form special Alters.
Envoy form - The Star Thief also gains two special Worldly Alters:
Improve Translocate Object: Improve Translocate Object allows the Phenomist to do one of the following: Switch two non-creature objects of roughly any size with each other up to 5/day, Teleports any object not being held by a creature to the Phenomist 3/day, Teleports any object of one or more size catagorgys smaller then the Phenomist into him storying it 2/day. Distance:line of sight. Saves: none
Store/Remove object: A phenomist with "Envoy Form - The Star Thief" can now store objects into himself in extradimensional space as if he was a bag of holding type IV except the Phenomist can not store creatures, but is able to store bags of holding and portable holes without a rift or a gate to the Astral Plane being torn in the space. If the Phenomist's extradimensional space is filled up he is unable to store any more objects until room is made. The phenomist does not rupture if sharp objects pierce it (from inside or outside).
Envoy form - The Bound Ancient:
At 20th level a Phenomist who has the "Glimpse Form - The Bound Ancient" has been blessed and cursed by his Deity. Their hair falls out and a horrid crown of small devilish horns grow. Their eyes, while still blind, are now angelic and sightfully pleaseing to look at and a pepper grey scholoarly beard grows(if the phenomist is male) or the face gains wisened wrinkles(if the phenomist is female) that shows a being of great knowledge. The Phenomist is now en-wraped by Men'Dul's Restraints.
As a bonus the Phenomist gains blindsight 200ft, and a +6 to Diplomacy, Gather Information, Knowledge(arcana), Knowledge(Alter), Knowledge(History), Knowledge(The planes), and Imtimidate. Also increase the Phenomist's Defensive Alters's DC by +3(replacing the bonuses from the Phenomist's Glimpse form) and the amount of healing done by all Reject spells by 1/level(replacing the bonuses from the Phenomist's Glimpse form)
Men'Dul's eye wrap is now replaced by Men'Dul's Restraints.
Men'dul's Restraints is a magical item that is 'given' to the Phenomist once s/he takes Envoy form - The Bound Ancient.
Men'Dul's Restraints: A mask with the symbol of Men'Dul on the forehead that fully covers the head aside from the small new devilish horns, the angelic eyes, and the mouth and chin showing the scholarly beard(or if female opened below the nose showing the wrinkles) and attached to the mask are three sets of chains with ancient runes inscribed in each link that coil and wrap around the Phenomist's torso and arms binding them to his chest chris-cross style ending with a thick pad-lock in front with no key hole (the lock can not be picked/opened/removed/or destroyed). (The phenomist is not concidered helpless while wearing this.) The Phenomist can call upon The Bound Ancient to grant him one of three abilities up once a day with only one ability active any any one time. The first ability grants the Phenomist with a horrid demonic body thats gives a temporary +15 to imtimidate rolls for the day as well as an aura of fear (10-feet, Will save 10+the phenomist's ranks in imtimidate or be shaken). The second ability grants the Phenomist with an angelic and trustworthy body that gives a temporary +15 to gather infomation and Diplomacy rolls for the day as well as Zone of truth. The third ability grants the Phenomist with an aged, scholoarly body that gives a temporary +15 to all Knowledge rolls for the day and make any Knowledge roll even if untrained (as if the phenomist had Bardic Knowledge). The Pheonmist can no longer make attacks that require him to use his hands for holding an object that he attacks with (I.E:swords,bows,wands,etc.).
Envoy form - The Bound Ancient also gains five special Defensive Alters: Mass Reject Light wounds,Mass Reject Moderate wounds,Mass RejectSerious wounds,Mass Reject Critical wounds,Mass Reject.
All levels of Mass Reject have targets of: One creature/2levels, no two of which can be more then 30 ft. apart. The phenomist takes non-lethal damage equal to 1/4 the total healing amount done if any of the Mass Reject spells have three or more targets. (The phenomist takes non-lethal damage equal to 1/2 the total healing amount done if any of the Mass Reject spells have less then three targets.)
Envoy form - The Forgotten Lord:
Envoy form - The Forgotten Lord:
At 20th level a Phenomist who has the "Glimpse form - The Forgotten Lord" has been approved of by his deity and worthy to wear a mock armor of the deity. His eyes shine bright with a golden glow as his body turns white with a thinly visable aura of Inspire Heroics (Radius 10ft) in adition to his Constant aura of Inspire Courage (Radius 15ft, everything else same as Glimpse form - The Forgotten Lord).
As a bonus the Phenomist gains low-light vision 120ft and +6 to Concentration, Craft, Listen, Search, Spellcraft, Swim, Use Magic Device, Use Rope. The Phenomist has trained him/herself well in using Alters and is now able to use full-metal weapons while casting, the Phenomist is also able to use armor with metal in it but still must be proficient with it. Also increase the Phenomist's Offensive Alters's DC by +4.(replacing the bonuses from the Phenomist's Glimpse form)
A Phenomist with Envoy form - The Forgotten Lord retains his special alter from his Glimpse form.
A suit of Full-plate appears on the Phenomist the next day of attaining 20th level when the phenomist has had a full nights sleep.
The Lord's Mocking Armor
This +5 Negating Mithral Full-plate of Great Invulnerability(DR10/magic) is a gift from the Forgotten Lord to the phenomist. The armor itself is white covered in gold long forgotten ancient runes with gold along the edges. Only the phenomist knows that the armor was given to him so that The Forgotten Lord could mock The Lady by showing there are still those who know about him. The phenomist wearing this armor can sleep in it as if he had the Endurance feat. The armor has +8 armor bonus, +3(+2 Mithral) Max Dex Bonus, -3(+3 Mithral) Armor check Penality, 25%(-10% Mithral) Arcane Spell Failure Chance, 20ft/30ft speed, and weights 25lbs.
Offensive Alters: An Offensive Alter is used to, in one form or another, attack or harm a creature or object. Offensive Alters can be used to increase damage done, increase weapon damage, deal direct damage, or increase atack bonus to an object or creature. All Offensive Alters count as range touch attacks. Phenomist Offensive alters and levels are as followed:
1st— Faint Disbeleive(New Spell listed below), Entangle, Flare, Magic weapon, Acid Splash, Disrupt undead, True strike, Magic missle.
2nd— Blindness/Deafness, Daze Monster, Sound burst, Align Weapon, Bull's Strength, Cat's grace, Hold Animal, Spike growth, Flaming Sphere.
3rd— Crushing Despair, Deep Slumber, Explosive Runes, Bestow Curse, Weak Disbeleive, Stinking Cloud, Fire ball, Halt undead, keen edge.
4th— Hold Monster, Shout, Greater Magic weapon, Rusting Grasp, Fire Trap, Crushing Despair, Bestow Curse, Enervation, Wall of Fire, Ice Storm.
5th— Feeblemind, Symbol of sleep, Nightmare, Blight, Symbol of Pain, Waves of Fatigue, Cone of Cold, Flame Strike, Slay Living,
6th— Disbeleive, Bull's Strength(mass), Cat's Grace(mass), Harm, Chain Lightning, Disintegrate, Flesh to stone , Circle of death, Undeath to death.
7th— Word of Chaos, Insanity, Delayed Blast Fireball, Finger of death, Prismatic Spray, MordenKainen's Sword, Power word Blind.
8th— Prismatic Wall, Incendiary Cloud, Otto's Irresistible Dance, Polar Ray, Greater Shout, Symbol of Death, Sunburst.
9th— Strong Disbeleive, Prismatic Sphere, Meteor Swarm, Imprisonment, Energy Drain, wail of the banshee.
Defensive Alters: A Defensive Alter is used to aid or help an object, ally, perfect stranger, or the Phenomist themself. Defensive Alters can be used to reduce damage taken, Reject(New type of healing explained later), Dispell magic, Increase Armor, etc. All Defensive Alters count as range touch attacks. Phenomist Defensive Alters and levels are as followed:
1st— Resistance, Reject Light Wounds, Expeditious Retreat, Undetectable Alignment, Detect magic, Detect evil/good, Faint Disbeleive(New Spell listed below), Remove fear, Shield.
2nd— Reject moderate Wounds, Eagle's Splendor, Heroism, Misdirection, Bear's Endurance, Shield other, Resist energy, Protection from Arrows, Remove curse, Remove disease.
3rd— Weak Disbeleive, Reject Serious wounds, Glibness, Hold person, Helping Hand, Magic Circle against Chaos/Evil/Good/law, Magic Vestment, Protection from Energy, Neutralize Poison
4th— Reject Critical wounds, freedom of movement, Death Ward, Dismissal, Restoration, Stoneskin, Fire shield, Dimensional Anchor, Spell Immunity.
5th— Reject, Mind fog, Spell Resistance, True Seeing, Break Enchantment, Atonement, Mordenkainen's Private Sanctum, Hold monster, Waves of Fatigue.
6th— Disbeleive, Eagle's Splendor(mass), Bear's Endurance(mass), Banishment, Greater Dispel Magic, Repulsion, Antimagic Field, Glode of Invulnerability, Guards and Wards, Stone to flesh.
7th— Greater Restoration, Regenerate, Symbol of weakness, Greater arcane sight, Mass Hold person, Power word Blind, Forcecage, Spell Turning.
8th— Cloak of Chaos, unholy aura, Holy aura, Protection from Spells, Dimensional Lock, Greater spell Immunity, Mind Blank
9th— Strong Disbeleive, Etherealness, Soul bind, Freedom, foresight, Mordenkainen's Disjunction.
Worldly Alters: Alters that fit in neither the Offensive or Defensive Alter lists. Worldly Alters do anything from mending a weapon to creating a heavy fog or even teleporting the Phenomist and party or items to new locations, Or switching two near by objects with one another. Phenomist choose their spells from the following list:
1st— Know Direction, Mage hand, Mending, Animate rope, Read Magic, Erase, Comprehend Languages, Ghost sound, Message, open/close, obscuring mist, Tenser's Floating Disk, Mount, Faint Disbeleive(New Spell listed below).
2nd— Arcane lock, fod cloud, web, detect thought, See invisibility, gust of wind, Minor image, Fox's cunning, Owl's wisdom, spider climb, Warp wood, Wood shape
3rd— Weak Disbeleive, Blink, Clairaudience/Clairvoyance, Dispel Magic, Gaseous Form, Major Image, Scrying, Create Food and Water, Phantom steed, Arcane Sight, Leomund's Tiny Hut, Shrink Item
4th— Dimension Door, Hallucinatory Terrain, Leomund's Secure Shelter, Control Water, Sending, Tongues, Locate Creature, Minor Creation, Polymorph, Enlarge Person, Reduce Person.
5th— Scrying, Dream, Shadow Walk, Tree Stride, Control Winds, Baleful Polymorph, Leomund's Secret Chest, Major Creation, Teleport, Transmute Rock to mud, Transmute Mud to Rock, Wall of force, Permanency.
6th— Disbelieve, Wall of Iron, Legend Lore, Fox's Cunning(mass), Owl's Wisdom (mass), Find the Path, Heroes' Feast, Veil, Move earth, Analyze Dweiner, Animate Objects, Veil.
7th— Limited Wish, Control Weather, Greater Scrying, Plane shift, Phase Door, Greater Teleport, Teleport Object, Reverse Gravity, Statue
8th— Maze, Sympathy, Antipathy, Clone, Polymorph any object, screen, Temporal Stasis, Discern location, Earthquake
9th— Strong Disbeleive, Teleportation Circle, gate, Refuge, Time stop, Wish
 Disbeleive and Reject
Disbeleive: Disbeleiveing is the one of the most powerful altets a phenomist can cast. There are four different levels of Disbeleiving: Faint disbeleive, Weak Disbeleive, Disbeleive, and Strong Disbeleive. Disbeleiveing is the ability to Disbeleive an object out of existance itself, another words the phenomist forces himself to make an object that is there no longer there.
The way Disbeleive and all ranks of it works is as follows. First the DC for the rank of Disbeleive is made.(The die roll can not be changed.)
|Rank of Disbeleive||DC|
|Faint Disbeleive||DC:5+Phenomist's Wisdom mod+1/4 Level(min 1)|
|Weak Disbeleive||Dc:5+Phenomist's Wisdom mod+1/2 Level|
|Disbeleive||Dc:5+Phenomist's Wisdom mod+3/4 Level|
|Strong disbeleive||Dc:5+Phenomist's Wisdom mod+ Level|
After the DC is made the object or target must make an aposeing willsave equal or greater to the DC in order to still exist, any creature that does not have a wisdom score is immune to this effect. If the object or target does make the save the Phenomist still takes the drain to his/her body. If the object or creature fails their save they are removed from existance as if it was never there. Any linguring effects and damage done by the creature befor it was Disbeleived remain.
Reject: Reject is a Phenomist's way of "healing" by rejecting wounds that have happened to themself or their allies but in doing so wears them out taking non-lethal damage equal to half the amount they "heal".
|Rank of Reject||How much it heals|
|Reject Light wounds||1d8+1/Level|
|Reject Moderate wounds||2d8+1/Level|
|Reject Serious wounds||3d8+1/Level|
|Reject Critical wounds||4d8+1/level|
If ever a Phenomist has a wisdom score below 11 they are no longer able to gain levels in the Phenomist class as they no longer have a strong understanding of the world and the powers that be. They lose their alter abilities and can not cast any alter abilities but is still able to cast Chaotic orb as if they where level 1(regardless of what Phenomist level they where/are) but they do not get their special die roll for damage. The Chaotic orb in this case counts as magic damage. An Ex-Phenomist can multiclass at this point.
 Phenomist Lore
Characters with ranks in Knowledge(Arcana) or Knowledge(Alter), can research Phenomists to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
|10||The Phenomist seems like some kind of mage or warlock.|
|15||The Phenomist relys on Alters over scrolls and books. They do not cast spells.|
|20||The Phenomist has the potential to become a very powful being that even Dieties might take notice of.|
|30||The Phenomist is a powerful being in the making. They will things into existance almost as the gods of the multiverse do.|