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ErrantX
2009-06-26, 11:13 PM
Can we Rebuild it? Yes we can!

---

The power of magic comes in many packages

_/ _/ _/ _/ _/ _/ _/ _/ _/ _/ _/

Giant in the Playground PrC Contest XII

The contest begins with the posting of this thread and will run through midnight of July 27th.

Soon after a poll will be opened for everyone to vote for their favorite that will last until midnight of August 7th.

Rules

1) You will be creating an 'original' prestige class. Your class must have its own unique spellcasting or manifesting ability, be it a rebuilding spellcasting class (like the Sublime Chord), a class that has a small but specific set of spells (such as the Blackguard or the Suel Arcanamach), or one that has a whole suite of specific spells (such as the Ur-Priest or Blighter). The class otherwise can have any purpose, such as a holy warrior priest who focuses on healing, a manifesting class that focuses on elemental damage through her weapons, a meldshaper with a specific set of soulmelds for aerial combats, a mystery using shadow-druid with a penchant for duplicity, a martial adept with a small but specific list of invocations to aid his skills, a sneaky rogue that possesses a suite of illusionary spells to get his job done, a sorcerer who learns how to prepare spells and specialize those talents as a wizard, a battlefield controller who inspires his troops and uses walls to design his ideal battleground and so on. You may draw inspiration and rules from any source such as the Tome of Battle, Tome of Magic, Magic of Incarnum, and so on and so forth. Just make sure it's original and new; no previous works please.

2) Entries must include name, complete class, and fluff, combat related and role playing related. Incomplete entries at the deadline will be disqualified.

3) Entries must be 3.5, using the standard format below.

4) Post all entries in this thread. Post all conversation, questions, etc here in the chat thread (http://www.giantitp.com/forums/showthread.php?t=108732).

5) Maximum of one entry per participant (gotta save up those creative juices for the next one too!)

6) Entries must be your own work, and must not be copied for other places. Such entries will be disqualified.

7) No reserving posts. Feel free to tweak your class, but the initial post must include the basics.



_/ _/ _/ _/ _/ _/ _/ _/ _/ _/ _/

And here's a helper if you need it!

(Fax Celestis' Prestige Class Creation Thread) (http://www.giantitp.com/forums/showthread.php?t=10433)

ErrantX
2009-06-26, 11:15 PM
PRESTIGE CLASS NAME

http://Picture URL

Quote of Some Kind by a member of the class!

A general description of whatever the class is!

BECOMING A CLASS NAME
How you would normally become a member of this prestige class.

ENTRY REQUIREMENTS
:
:
:
:
:

Class Skills
The Class Name's class skills (and the key ability for each skill) are....
Skills Points at Each Level: x + int

Hit Dice: dx

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+x|
+x|
+x|
+x|Class Ability

2nd|
+x|
+x|
+x|
+x|Class Ability

3rd|
+x|
+x|
+x|
+x|Class Ability

4th|
+x|
+x|
+x|
+x|Class Ability

5th|
+x|
+x|
+x|
+x|Class Ability

6th|
+x|
+x|
+x|
+x|Class Ability

7th|
+x|
+x|
+x|
+x|Class Ability

8th|
+x|
+x|
+x|
+x|Class Ability

9th|
+x|
+x|
+x|
+x|Class Ability

10th|
+x|
+x|
+x|
+x|Class Ability[/table]

Weapon Proficiencies: A place to put the different proficiencies.
Put all the different class abilities in here!

PLAYING A CLASS NAME
Brief description on how to play the class you are designing.
Combat: Here's a section where you will describe common combat methods for your class. Remember to include information on how your class will use his powers in combat.
Advancement: This is a section on different options and paths that the class can go down when they advance in power.
Resources: What resources might a member of this PrC be able to draw on..

CLASS NAME IN THE WORLD
A quote of somebody else talking about your class!

A brief description of how your class is persevered in the world and how he interacts with the world.
Daily Life: Some general information about the typical day in the life of your class.
Notables: Make up some cool information about notable figures in the history of your class. It's best to give a little information from one of the good alignment and evil alignment (unless it's a good or evil only class).
Organizations: Some information about organizations dedicated to the practice of your class and other organizations which members of your class will be attracted towards.

NPC Reaction
This is an in detail description of how NPC's would perceive your class and the immediate generalization that people would give of your class.

CLASS NAME IN THE GAME
This is a good place to provide a quick note on how your class will effect game play statistically.
Adaptation: This is a place where you put in detail how people can adapt your class into their campaign setting.
Encounters: This is a place to describe what sort of encounters PC's will have with NPC versions of your class.

Sample Encounter
Give an example of how one might encounter a member of this PrC.
EL x: Give the encounter level and description of a sample member of this class and a stat block for him/her.


Name
alignment/Gender/Race/Levels
Init +0, Senses: Listen +, Spot +,
Languages
------------------------------------------------
AC , touch , flat-footed ()
hp ( HD)
Fort +, Ref +, Will +
------------------------------------------------
Speed ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions

TSED
2009-06-28, 05:44 PM
Reshaped

https://www.windstoneeditions.com/shop/images/P/401-Frog-Wizard-large-01.jpg

"You know, I always complained about bugs flying into my mouth as a human. I simply can't imagine why I did."

- Talorg the Warty, Reshaped


Sometimes, spellcasters engage in duels and end them with powerful polymorph effects, such as Baleful Polymorph. Sometimes these spells are seen coming, and an attempt at counterspelling is made - and sometimes that fails. And sometimes, just sometimes, the failed counterspell and force of personality inside the target warps the spell into something, strange, different, and amazing.






BECOMING A RESHAPED

Not only is it unlikely that such an event would occur, but you must be lucky enough to escape from the duel alive afterwords to develop your newfound powers. As expected, Reshaped are incredibly rare.

ENTRY REQUIREMENTS
Spellcasting: Capable of casting either 'Dispel Magic' or a greater version of it, or Baleful Polymorph (or a greater version of it). (Also works if capable of using it from from an item, and owns an appropriate item.)
Special: Failed counterspelling a Baleful Polymorph or similar effect that was directed at you. (Also works if from an item.)
Special: Failed the fortitude saving throw of Baleful Polymorph (or greater version)
Special: Succeeded on the Will Saving Throw of Baleful Polymorph (or greater version)
Size: Must be tiny or smaller.
Skills: Must have 13 ranks or more in both Spellcraft and Knowledge (Arcana)


Class Skills
The Reshaped's class skills (and the key ability for each skill) are balance (dex), bluff (dex), climb (str), concentration (con), diplomacy (cha), escape artist (dex), gather information (cha), handle animal (cha), heal (wis), hide (dex), jump (str), knowledge (any) (int), listen (wis), move silently (dex), perform (vocals) (cha), ride (dex), search (int), spellcraft (int), survival (wis), swim (str), tumble (dex), and use magic device (cha)
Skills Points at Each Level: 6 + int

Hit Dice: d6

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+0|
+0|
+2|
+2|A New Form, Frogomancy, Eschew Materials

2nd|
+1|
+0|
+3|
+3|Relearning, Animal Companion

3rd|
+1|
+1|
+3|
+3|Advanced Learning

4th|
+2|
+1|
+4|
+4|Shape/Size Warp

5th|
+2|
+1|
+4|
+4|Class Ability

6th|
+3|
+2|
+5|
+5|Advanced Learning

7th|
+3|
+2|
+5|
+5|Evasion, Mettle

8th|
+4|
+2|
+6|
+6|Stubborn Form

9th|
+4|
+3|
+6|
+6|Advanced Learning

10th|
+5|
+3|
+7|
+7|Cunning Fauna[/table]

Class Abilities


Weapon Proficiencies: If a Reshaped had armour proficiencies before, he goes down one step, because a lot of his training is undone by his new physiology. If he had heavy armour proficiency, it becomes medium armour proficiency. If he had medium armour proficiency, it becomes light armour proficiency, and light armour proficiency fades away into nothingness. Weapon proficiencies are unchanged (but good luck finding some that you can wield now!).

A New Form (Ex):
Your type changes to magical animal. You retain all speech capabilities (though you may have a strange accent now) and memories of your past life. You lose all (ex) and (su) abilities from your previous classes and race, though hit points, skill ranks, and weapon and armour proficiencies are unaffected. Break enchantment does nothing as this IS your new form now.

Frogomancy (Su):
You gain access to a brand new spellcasting progression. All prior class levels that had spellcasting OR Use Magic Device as a class skill stack with your Reshaped level to determine your spell casting. Despite the name, you can be anything that meets the requirements of a Reshaped, not just a frog (ie, rats, squirrels, newts, bats, garden slugs). You may cast any spell that appears on your spell list as long as you still have spell casting slots left, like a Dread Necromancer. Additionally, all of the spells on the list are automatically stilled for free. You may choose the 'casting stat' that your spell DCs and requirements to cast the spell from intelligence, charisma, or wisdom, but you only gain bonus spells from having a high charisma. You lose Frogomancy permanently and irrevokably if you take levels in any other spellcasting class, but you DO regain your prior spellcasting if you take a level in a class you once had.

Eschew Materials (Ex):
Gain Eschew Materials as a bonus feat. If you already had it, take another feat you qualify for instead.

Relearning (Ex):
You are slowly working on retrieving the skills you had before your transformation. You may choose one supernatural (Su) ability that you had before you became a Reshaped and may use it normally. You may choose another supernatural ability every Reshaped level. Upon reaching the fifth or tenth level of Reshaped, you may opt to gain an extraordinary (Ex) ability instead of a supernatural one. If the ability came from a class, your Reshaped levels stack with the old levels to determine how effective it is, if applicable. For example, a 10th Warlock / 10th Reshaped's eldritch blast would do as much damage as a 20th level warlock's.

Animal Companion (Ex):
You are not natural, but you ARE very close to it now. Gain an animal companion like a druid, but with your effective druid level being -3 from your own (like a ranger's). If you were a druid before being Reshaped, your companion does not suffer the -3 penalty.

Advanced Learning (Su):
Your mastery of your new form is beginning to show. You may select a spell from the druid, cleric, or wizard/sorcerer list and add it to your spell list. This new spell must be from either the transmutation or abjuration schools. If it is available from more than one spell list and of varying levels, you may choose which level. This new spell must be at least 2 levels lower than your current highest level spell. You gain another Advanced Learning spell every 3 levels. These spells cannot under any circumstances be polymorph spells.

Shape/Size Warp (Su):
The magical aura around you continues to manifest and strengthen. When you are the only living creature in contact with a magical item for 5 straight minutes, it automatically resizes to fit or be used by you. If it is separated from you for 5 minutes, it reverts to its original size. Just because it's the right size doesn't mean you can use it, however.

Hide In Plain Sight (Ex):
You have started to think more like an animal; learning how to hide when the heat is on. You may now Hide In Plain Sight as the ranger class feature (ie: only in areas of wilderness).

Evasion (Ex)
You are becoming light on your feet. All of them. You gain Evasion as the rogue class feature.

Mettle (Ex)
You are impossibly hearty, thanks to the magic that surrounds you. You gain Mettle as the Crusader class feature.

Stubborn Form (Su)
Your new form has settled in - permanently. The magical aura around you has stabilized and you are now immune to all (Polymorph) spells. In addition, when some one attempts to cast a polymorph spell on you, you gain temporary hit points equal to (5*spell leve).

Cunning Fauna (Su)
You have mentally adapted to your new life. Instead of fighting the instincts, you accept the urges from inside as part of who you are now. Whenever you fail a fortitude save, you regain 3 spells (spell level = 1d4-1) as if you had not cast them. Whenever you fail a reflex save, you regain 2 spells (spell level = 1d6-1) as if you had not cast them. Whenever you fail a will save you gain 1 spell (spell level = 1d10-1) as if you had not cast it.



Spell Casting

{table=head]Level|0th|1st|2nd|3rd|4th|5th|6th|7th|8th|9th

1st|
4|
4|
4|
4|
3|
2|
-|
-|
-|
-|

2nd|
4|
4|
4|
4|
3|
2|
1|
-|
-|
-|

3rd|
4|
4|
4|
4|
4|
3|
2|
-|
-|
-|

4th|
4|
4|
4|
4|
4|
3|
2|
1|
-|
-|

5th|
4|
4|
4|
4|
4|
4|
3|
2|
-|
-|

6th|
4|
4|
4|
4|
4|
4|
3|
2|
1|
-|

7th|
4|
4|
4|
4|
4|
4|
4|
3|
2|
-|

8th|
4|
4|
4|
4|
4|
4|
4|
3|
2|
1|

9th|
5|
4|
4|
4|
4|
4|
4|
4|
4|
2|

10th|
5|
5|
4|
4|
4|
4|
4|
4|
4|
3|
[/table]

Spell List

0th Level Spells:
Detect Magic, Dancing Lights, Flare, Light, Mage Hand, Prestidigation

First Level Spells:
Alarm, Cause Fear, Feather Fall, Ghost Sound, Grease, Lesser Confusion, Minor Image, Obscuring Mist, Silent Image, Summon Monster I, Tasha's Hideous Laughter, Ventriloquism

Second Level Spells:
Animal Messenger, Blindness / Deafness, Blur, Calm Emotions, Cat's Grace, Darkness, Eagle's Splendour, Fog Cloud, Mirror Image, Ray of Enfeeblement, Summon Swarm, Suggestion, Water Breathing, Web

Third Level Spells:
Blur, Bear's Endurance, Bull's Strength, Dispel Magic, Fox's Cunning, Gust of Wind, Non-Detection, Major Image, Owl's Wisdom, Ray of Exhaustion, Shrink Item, Spiderclimb, Stinking Cloud, Touch of Idiocy

Fourth Level Spells:
Baleful Polymorph, Bestow Curse, Contagion, Dimension Door, Dominate Animal, Globe of Invulnerability (Lesser), Hallucinatory Terrain, Haste, Illusory Wall, Reduce Person (Mass), Scrying, Slow, Solid Fog

Fifth Level Spells:
Animal Growth, Break Enchantment, Giant Vermin, Minor Creation, Teleport, Prying Eyes, Mind Fog, Wall of Force, Dream, Mirage Arcana, Persistent Image, Shadow Evocation, Blight, Passwall, Transmute Mud to Rock, Transmute Rock to Mud, Waves of Fatigue

Sixth Level Spells
Acid Fog, Dispel Magic (Greater), Eyebite, Flesh to Stone, Globe of Invulnerability, Major Creation, Move Earth, Permanent Image, Speak With Animals, Stone to Flesh, Suggestion (Mass), True Seeing,

Seventh Level Spells
Awaken, Control Weather, Ethereal Jaunt, Insect Plague, Reverse Gravity, Sequester, Spell Turning, Statue, Symbol of Weakness, Transport Via Plants, Waves of Exhaustion

Eighth Level Spells
Demand, Horrid Wilting, Incendiary Cloud, Maze, Mind Blank, Otto's Irresistible Dance, Screen, Shout (Greater), Speak With Animals, Sympathy


Nineth Level Spells
Animate Plants, Astral Projection, Control Plants, Creeping Doom, Dominate Monster, Foresight, Freedom, Hold Monster (Mass), Imprisonment, Mordenkainen's Disjunction, Shambler

Fluff!

PLAYING A RESHAPED
Some Reshaped try desperately to regain their old forms. Others find this once-in-a-life-time opportunity far too interesting to pass up, and devote all of their energies to studying their new body.
Combat: The class essentially 'reboots' your progression, so pretty much every Reshaped should be on equal footing starting out. The main thing to remember is that you're SMALL now - it is easy to be overlooked, and you can affect the battlefield subtlely. Don't try to crush the opponents, outthink them!



RESHAPED IN THE WORLD
" Oi, 'e wuz jus' a little frog, an' I 'ad a mighty guffaw at 'is 'at. Big poofy wizard 'at, ye'd larf too! Oi, den 'e turned me inta a newt."
- Tirist the Peasant (he got better)

Reshaped are actively sought out by many different factions. Their enemy that was originally responsible for the transformation often seeks to 'finish the job', swooping in on the unexperienced Reshaped and snuffing them out very quickly. Those that aren't are sought after to be studied by many different factions and entities. Archmages for scholarly pursuits, dragons to turn it on their competitors, and druids are often as interested - if not more so - in Reshaped than the Reshaped themselves are. There is a primal, mystical energy at play, and many druids across the world would love to know how to harness that savage magic.


NPC Reaction
Few uneducated persons know about the Reshaped. They are a rare breed indeed, and the few that live past their first week tend to quietly devote themselves to one cause or another without making a big name for themselves. As such, frogs or newts or the like wearing magical equipment can be expected to get a good laugh out of many a person.

Djinn_in_Tonic
2009-06-28, 10:12 PM
Eerie Traveler

http://fc09.deviantart.com/fs37/f/2008/282/e/8/Chaos_Mage_by_Sergon.jpg

“It took me years to wander past the reaches of reality. It will take me countless lifetimes to forget what I saw there. Would there were enough time…” —Fenris Grell, Eerie Traveler

Eerie Travelers are mortals who have been twisted and corrupted by their travels—whether accidental or otherwise—through the Far Realms. They wield strange and otherworldly powers, invoking magic much like a Warlock, though their powers stem from a far more dangerous and sinister place than the hells.

BECOMING AN EERIE TRAVELER
There is no single class that is most likely to become an Eerie Traveler, although many hail from classes with a strong Will save, and almost all have a strong spirit. Others often lack the willpower to survive the maddening qualities of the Far Realms.

ENTRY REQUIREMENTS
Base Will Save: +5
Feats: Force of Personality, Iron Will
Skills: Knowledge (arcane) 4 ranks, Knowledge (the planes) 4 ranks, Survival 8 ranks
Special: Must have wandered to the Far Realms, and returned alive.

Class Skills
The Eerie Traveler's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Hide (Dex), Intimidate (Cha), Knowledge (arcane) (Int), Knowledge (the planes) (Int), Move Silently (Dex), Profession (Wis), Sense Motive (Wis), Spellcraft (Int) and Survival (Wis).
Skills Points at Each Level: 4 + Intelligence Modifier

Hit Dice: d8

Table 1-1: The Eerie Traveler
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Invocations Known

1st|
+0|
+2|
+0|
+2|Eerie Presence, Unnatural Aura, Least Invocations|
1

2nd|
+1|
+3|
+0|
+3|Far Walk|
2

3rd|
+2|
+3|
+1|
+3|Twisted Form|
2

4th|
+3|
+4|
+1|
+4|Lesser Invocations|
3

5th|
+3|
+4|
+1|
+4|Rotting Touch|
4

6th|
+4|
+5|
+2|
+5|Voices of Madness|
4

7th|
+5|
+5|
+2|
+5|Greater Invocations|
5

8th|
+6|
+6|
+2|
+6|Greater Eerie Presence|
6

9th|
+6|
+6|
+3|
+6|Farthest Walk|
6

10th|
+7|
+7|
+3|
+7|Eye of the Maddening Storm, Dark Invocations|
7[/table]

Weapon Proficiencies: An Eerie Traveler gains no proficiencies in either weapons or armor.

Invocations (Sp): Their strange connection to the Far Realms gives Eerie Travelers a host of seemingly supernatural powers. They gain the ability to cast invocation as a Warlock, only their Invoker level is equal to twice their class level, and their Invocations known are listed in table 1-1: The Eerie Traveler. The save DCs are Charisma based.

Eerie Presence (Su): In the presence of an Eerie Traveler, the world bends slightly. Her footsteps might bubble behind her, or the wind at her back might whisper things in unknown languages. Perhaps flowers turn in her direction, or the ground suddenly seems to have thousands of staring eyes. Whatever the effect, the area around an Eerie Traveler is slightly disturbing. Any enemy within 10 feet of the Eerie Traveler takes a -1 penalty to Attack Rolls, Skill Checks, AC, and Saving Throws.

At 8th level, this penalty increases to -2.

Unnatural Aura (Ex): Eerie Travelers also show subtle signs of their unearthly trials, and this causes fear and consternation in those around them. Animals, whether wild or domesticated, can sense the unnatural presence of an Eerie Traveler at a distance of 30 feet. They do not willingly approach nearer than that and panic if forced to do so; they remain panicked as long as they are within that range.

Far Walk (Su): By stepping briefly through the Far Realms, Eerie Travelers can bypass normal obstacles. As a swift action, an Eerie Traveler can take 1 point of Wisdom damage to gain the benefit of this ability for a single round. This Wisdom damage cannot be negated by any means, and heals normally (unless magical healing is applied). Until the beginning of the Eerie Traveler’s next turn, she gains the ability to ignore any and all impediments to her progress: she may move as if Incorporeal, and may pass freely through force effects as well as material obstacles. Additionally, she draws no attacks of opportunity for her movement. Finally, if attacked before the beginning of her next turn, she is treated as being incorporeal against the attack.

At 9th level, an Eerie Traveler can choose to forgo these benefits in favor of being transported as if through the use of the planeshift spell, with perfect accuracy. Any creature she is touching at the time (up to a total number of creatures equal to half her class level) is dragged along with her, although they are allowed a Will save (DC 10 + the Eerie Traveler’s class level + the Eerie Traveler’s Charisma modifier) to negate the effect. If a creature succeeds on this saving throw, the Eerie Traveler still planeshifts away, along with any creatures failing the saving throw.

Twisted Form (Su): As long as the power of the Far Realms has dominion over an Eerie Traveler, strange forces act upon them. While the outward appearance of the Traveler changes little, the laws of physics no longer apply, nor can any normality be relied upon. The Eerie Traveler gains immunity to critical hits, flanking, and ability damage and ability drain to her physical ability scores, as her physiology is not longer easily predictable.

Rotting Corruption (Su): Like the creatures of the Realms themselves, the touch of an Eerie Traveler can drain the life from her foes. Any creature touching an Eerie Traveler (whether through an attack with a natural weapon, a grapple check, or a touch attack made by the Eerie Traveler) takes 1 point of Constitution damage. An Eerie Traveler can suppress or activate this ability as a Swift Action.

Voices of Madness (Su): As the Far Realms seep into the world about the Eerie Traveler, they corrupt mortal magic and communication. Any person within 30 feet (other than the Eerie Traveler) attempting to communicate verbally or cast spells with verbal components must succeed on a Will save (DC 10 + the Eerie Traveler’s class level + the Eerie Traveler’s Charisma modifier) or speak only incomprehensible gibberish. Spellcasters who fail their checks in this manner suffer a 50% failure rate on the spell in question. An Eerie Traveler can suppress or activate this ability as a Swift Action.

Eye of the Maddening Storm (Sp): Once per day, as a full-round action, an Eerie Traveler can become a portal to the Far Realms itself. Everything within 60 feet must make a Will save (DC 10 + the Eerie Traveler’s class level + the Eerie Traveler’s Charisma modifier) each round or be rendered permanently insane as if by the insanity spell. This effect lasts for 5 rounds. At the end of the duration, any creature who made a save (regardless of whether or not they are currently in the area of effect) must make an additional Will save at the same DC or be sent to the Far Realms as if by the planeshift spell.


INVOCATION LIST
Note on Summoning Invocations: If an invocation would summon creatures of the animal type, the creatures thus summoned gain the Psuedonatural template. Do not recalculate Hit Dice, Base Attack Bonus, Base Saving Throws, or Skill Points. Instead of resemvling normal animals, these creatures are vaguely recognizable at best, completely alien at worst.

Least: Baleful Utterance, Corrupting Touch (as Ghoul Touch), Dark One’s Own Luck, Entropic Warding, Glimpse of Madness (as Tasha’s Hideous Laughter), See the Unseen, Summon Swarm, Twisted Mind (as Touch of Idiocy, but a Close Ranged Touch attack)
Lesser: Fell Flight, Flee the Scene, Hungry Darkness, Unearthly Form (as Amorphous Form from Underdark), Voidsense, Walk Unseen
Greater: Chilling Tentacles, Devour Magic, Dread Insight (as Fear), Enervating Shadow, Tenacious Plague
Dark: Dark Discorporation (additionally, the Invoker gains the Psuedonatural template), Path of Shadows, Retributive Invisibility, Spurn Reality (as Ethereal Jaunt), Terrible Insight (as Phantasmal Killer), Unfathomable Psyche (as Mindblank, but the Invoker also gains the Psuedonatural template)


PLAYING AN EERIE TRAVELER
Eerie Travelers are, almost to a man, rather distant individuals. Most of their old friends, companions, or loved ones have no idea the horrors and nightmares they have been exposed to, and thus Eerie Travelers find it difficult to connect to people. Many travel the world alone, but some seek out parties of similiarly ostracized people...like those found within a typical adventuring party.
Combat: Eerie Travelers have a great ability to stay mobile, shifting from plane to plane, allowing for hit and run tactics that other classes can only dream of. The risk is that the Wisdom damage must be carefully watched, as it can get very dangerous with overuse. Your main power comes from your rather potent Invocations, which should be used whenever the option arises.
Advancement: Once tenth level has been reached, Eerie Travelers usually continue advancing as whatever class they were before their voyage. Spellcasters are the least likely to do this, as often they find the energies of the Far Realms disrupt their ability to quickly learn powerful spells. Advancement as Rangers, Rogues or Scouts is often quite common, as Eerie Travelers like to be on the road as much as possible, keeping themselves distant from the rest of the normal world.
Resources: Eerie Travelers have few resources other than the clothes on their backs. After all, who would willingly associate with such an inhuman personage?

EERIE TRAVELER IN THE WORLD
“Disturbin’, that’s what I call ‘em. You sit down in a tavern, all ready to be tellin’ tales o’ your many travels, an’ there this unearthly figure in the corner, just watchin’ you. Makes you feel belittled, you know? Like there’s something he’s seen that you’d never even comprehend. Sometimes I wonder what that could be, an’ it gives me the shivers all down my spine…” —Jospar Hildebrant, wandering minstrel

A brief description of how your class is persevered in the world and how he interacts with the world.
Daily Life: Some general information about the typical day in the life of your class.
Notables: Make up some cool information about notable figures in the history of your class. It's best to give a little information from one of the good alignment and evil alignment (unless it's a good or evil only class).
Organizations: Some information about organizations dedicated to the practice of your class and other organizations which members of your class will be attracted towards.

NPC Reaction
This is an in detail description of how NPC's would perceive your class and the immediate generalization that people would give of your class.

EERIE TRAVELER IN THE GAME
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Adaptation: This is a place where you put in detail how people can adapt your class into their campaign setting.
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Sample Encounter
Give an example of how one might encounter a member of this PrC.
EL x: Give the encounter level and description of a sample member of this class and a stat block for him/her.


Name
alignment/Gender/Race/Levels
Init +0, Senses: Listen +, Spot +,
Languages
------------------------------------------------
AC , touch , flat-footed ()
hp ( HD)
Fort +, Ref +, Will +
------------------------------------------------
Speed ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions

Pramxnim
2009-06-29, 10:04 AM
Geomancer

http://i38.photobucket.com/albums/e123/No_SushiVN/geomancerprogressb.jpg

Kael, Earth Geomancer of the high elves

The power of nature is vast and limitless, and geomancers know that just as much as any other nature-worshipper. While the druid and ranger borrow their powers from nature, geomancers can harness this power at will, albeit to a lesser extent. Their connection to nature grants them power over the lands and seas, such that they are able to command the land itself to aid them.

BECOMING A GEOMANCER
Geomancers often hail from classes with an inherent connection to nature, such as the Barbarian, Druid and Ranger. It is also not strange for other classes to become a geomancer, although classes that don't have survival as a class skill will take longer to qualify.

ENTRY REQUIREMENTS
BAB: +3
Skills: Survival 8 ranks, any one of the following Knowledge skill at 4 ranks: Nature, Geography, Dungeoneering, The Planes
Feats: Must have at least 2 [Terrain] feats (http://www.giantitp.com/forums/showthread.php?t=116528) or possess the Favoured Environment (http://www.d20srd.org/srd/variant/classes/classFeatureVariants.htm) class feature

Class Skills
The Geomancer's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Hide (Dex), Knowledge (Nature) (Int), Knowledge (Dungeoneering) (Int), Knowledge (Geography) (Int), Listen (Wis), Move Silently (Dex), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex).
Skills Points at Each Level: 4 + int

Hit Dice: d8

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+0|
+2|
+0|
+2|Geo pool, intricate knowledge, geo focus, geomancy

2nd|
+1|
+3|
+0|
+3|Evasion

3rd|
+2|
+3|
+1|
+3|Geomancy, improved focus

4th|
+3|
+4|
+1|
+4|Bonus terrain feat

5th|
+3|
+4|
+1|
+4|Geomancy, great reach

6th|
+4|
+5|
+2|
+5|Mettle, uncanny dodge

7th|
+5|
+5|
+2|
+5|Geomancy

8th|
+6|
+6|
+2|
+6|Bonus terrain feat

9th|
+6|
+6|
+3|
+6|Geomancy, improved focus

10th|
+7|
+7|
+3|
+7|Geomancy, greater reach
[/table]

Weapon Proficiencies: A geomancer gains no additional weapon or armour proficiencies. A geomancer's abilities do not function in medium or heavy armour. You lose access to all abilities of this class (with the exception of HD, BAB and Saves) if you wear medium or heavier armour.

Class Features

Geo Pool (Ex): A geomancer's abilities are tied to the terrain they are in, and are powered by a pool of tokens that builds up during battle. As a geomancer, you gain access to a geo token pool. Your experience and knowledge of the field of battle is the first way you earn these tokens. At the start of an encounter, you automatically gain 3 geo tokens or more, based on your character level (see table below). These tokens allow you to trigger changes in the terrain to your advantage.

{table=head]Character Level|Tokens/Encounter
7-8|4
9-10|5
11-12|6
13-14|7
15-16|8
17-18|9
19-20|10
[/table]

You use geo tokens to power your geomancy abilities, as described below. At the end of the encounter, you lose any remaining tokens you have built up. Your pool of unspent geo tokens cannot exceed 10 + your character level.

Intricate Knowledge (Ex): Choose two among the following four Knowledge skills (excluding the skill you used to qualify for this class): Dungeoneering, Geography, Nature, The Planes. The number of skill ranks you have in the two chosen skills is equal to the number of ranks you have in the skill you used to qualify for this class.

Geo focus (Ex): In addition to earning tokens as described above, you may earn more geo tokens by virtue of understanding the battlefield you are currently on. Make a Survival check as a free, move, standard, or full-round action. Your check gains modifiers based on how long you spend on it. No matter what type of action you use, you may only spend one action of a type per round to make such a survival check.

{table=head]Action Type|Survival Check Modifier
Free|-10
Move|-5
Standard|0
Full-round|+5
[/table]

You gain a number of geo tokens based on the result of your Survival check, as shown on the table below.

{table=head]Survival Check Result|Geo Tokens Gained
Less than 20|0
20-24|1
25-29|2
30-34|3
35-39|4
40-44|5
45-49|6
50+|7
[/table]

Geomancy (Su): Geomancy is the name given to the special techniques a geomancer uses to manipulate the terrain to his/her advantage. You spend geo tokens to power your geomancy abilities.
Unless stated in the ability, you can only spend tokens on your geomancy abilities during your own turn. Spending the tokens is a free action, but using an ability is a standard action that provokes attacks of opportunity unless otherwise stated.
Each time you gain a geomancy ability (at every odd level, and again at 10th level), select a new ability from the listed below.


Battering Ram: Heeding your words, the earth moves, the wind blows, the water rushes forward. Your foes find themselves pushed back by the forces of nature around them. You must spend 2 tokens to use this ability. You pick a target within 30ft to be affected by this ability. This ability initiates a Bull Rush attempt with a +6 bonus against that target. You can only push the target as far back as your land speed with this ability.
For every additional token spent, the bonus to your Bull Rush attempt increases by 1.
For every additional 6 tokens spent, you may target another creature, as long as all targets are within 30ft of each other.
Special: A flying creature counts as one size smaller when targeted by this ability

Chilling Fog: You summon the water vapour in the air and condense them into a cold fog that damages all those who enter it. You must spend at least 4 tokens to use this ability. It functions like the spell Fog Cloud (http://www.d20srd.org/srd/spells/fogCloud.htm), with a caster level equal to your Geomancer level, except as noted below.

Each creature within the area of the fog takes 2d6 cold damage at the start of its turn. It is entitled to a Fortitude save (DC = 10 + Geomancer class level + number of additional tokens spent) for half damage.
If used in conjunction with Nature's Blast, the damage from that ability is changed to cold damage, and creatures are allowed a Fortitude save (at the same DC) for half damage.

Distracting Helper: You call upon the power of the land to distract your foes. You must spend at least 2 tokens to use this ability. You summon a small elemental (usually earth) at a point within 60ft to threaten your enemy, providing you or an ally with the benefit of a flanking position. You can use this ability to place the elemental in any space within range. The elemental remains for until the start of your next turn. It threatens all creatures within its reach. It takes no actions or attacks of opportunity during its stay, but it does provide its flanking partner a +2 to their damage rolls against the flanked opponent.

You summon 1 more elemental for every 4 additional tokens spent on this ability. The elemental(s) last for 1 more round for every 6 additional tokens spent on this ability.

Dust Cloud: You manipulate the dust and debris on the battlefield and command them to assault the enemies' senses. You must spend at least 4 tokens to use this ability, additional tokens spent affect its save DC, size and duration. A medium cloud of dust (occupies the space of a medium creature) manifests at a point within 60ft of you. Creatures within the cloud must make a Fortitude save each round (DC = 10 + Geomancer class level + number of additional tokens) or be blinded. All spells with verbal components suffer a 50% chance of failure if cast within the cloud, as the swirling dust interfere with the caster's ability to speak. The cloud lasts for 1 round and then dissipates.

For every 6 additional tokens spent, the size of the cloud increases by 1 step, and the duration increases by 1 round.

Elevation: You use your powers to change the elevation in a target area within 120ft of your position. You must spend a minimum of 8 tokens on this ability. As a full-round action that provokes attacks of opportunity, you raise or lower an area depending on the number of tokens spent to create a wall or a ditch on the battlefield.

Should you choose to raise a wall, it will be 1 inch thick per 4 tokens spent and composed of up to one 5-foot squares per token spent. The wall must be vertical, and attached to either the floor or the ceiling (of a cavern). You can double the wall’s area by halving its thickness. Each 5-foot square of the wall has 15 hit points per inch of thickness and hardness 8. A section of wall whose hit points drop to 0 is breached. If a creature tries to break through the wall with a single attack, the DC for the Strength check is 20 + 2 per inch of thickness.

Should you choose to lower the elevation to create a ditch, it will be composed of two 5-foot squares per token spent. Targets within the area of effect must make a Reflex save (DC = 10 + Geomancer class level + your highest mental ability score modifier) or be moved downward along with the ground on which they stand. In order to climb out of the ditch, creatures must make a climb check as normal, but with a -4 to their check.

Special: Elevation cannot be used with Nature's Blast.

Local Quake: You use your powers to create localized seismic movements that knock your opponents down. You must spend at least 2 tokens on this ability. Select a point within 60ft. All targets within the area of this ability must make a Reflex save (DC = 10 + Geomancer class level + number of tokens spent on this ability) or fall prone. Creatures with four or more legs or those that have exceptional stability (such as dwarves) receives a +4 on their save. If a creature enters the area while the ability is still in effect, it must make a Reflex save for each square it passes or fall prone. The save DC increases by +2 for each square it enters beyond the first.

The area of this ability is a burst whose radius is 5-ft for every 2 tokens you spend on this ability. The duration of this ability is 1 round for every 4 tokens you spend (minimum 1 round).

Nature's Blast: You channel a small portion of nature’s power, using the natural landscape to damage your foes. You must spend at least 1 token on this ability. As a standard action that provokes attacks of opportunity, you command the rocks, trees etc. within an enemy's immediate vicinity to attack him. Make a ranged touch attack against a siingle target that deals 3d6 bludgeoning, piercing or slashing damage (at your discretion), plus an additional 1d6 for every additional token spent on this ability (to a maximum of your geomancer class level). A nature’s blast has a range of 60 feet and allows no saving throw (though it may become an area effect and does allow saving throws if used with another ability).
If used in conjunction with any other geomancy ability, the damage from nature's blast only applies once (you have control over the type of damage it does, unless otherwise stated), and targets are often allowed a save for half damage.

Special: Although it takes a standard action to use an ability, you may spend tokens on Nature's Blast and another ability and combine them in the same round. In this case, you affect all creatures within the area of the other ability, the damage from nature's blast only applies once (you have control over the type of damage it does, unless otherwise stated), and targets are often allowed a save for half damage.

Nature's Blessing: You command the elementals to aid your and your allies's movement. You must spend at least 2 tokens on this ability.
You may use this ability to grant you or an ally within 60ft one of the following:

The ability to fly at a speed of 25ft with average maneuverability for 5 rounds.
A swimspeed of 25ft and the ability to breathe underwater for 5 rounds.
A burrowspeed of 25ft and darkvision out to 30ft for 5 rounds.

For every 2 additional tokens spent, the speed increases by 5ft and the duration by 1 round. For every 6 additional tokens spent, the maneuverability increases by 1 step.

Tanglefoot: You use your powers to hinder your enemies, causing vines to entangle them, softening the earth to stop them in their tracks, or cause some other terrain effect that holds them in place. You must spend at least 2 tokens on this ability. Select a point within 60ft. All targets within the area of this ability must make a Reflex save (DC = 10 + Geomancer class level + number of tokens spent on this ability) or be entangled for 1 round. A failed save means you are effectively immobilized, but a successful save negates the effect. Each round after the first (if you increased the duration of this ability), a new Reflex save is required.

The radius of the burst is 5-ft for every 2 tokens you spend on this ability. The duration of this ability is 1 round for every 4 tokens you spend (minimum 1 round). After the 1st round, creatures that fail their save can make a Strength check or Escape Artist check (DC = DC of this ability) to escape.

Wind Tunnel: You command the winds to work in your favour, crippling your enemies while guiding your allies' attacks. You must spend 4 tokens to use this ability. Allies and enemies within a 60ft radius of yourself gain a +/- 2 bonus/penalty on ranged attack rolls while they remain within this area. This ability lasts until the start of your next turn.
For every 2 additional tokens spent, the bonus/penalty increases by 1.
For every 4 additional tokens spent, the duration increases by 1 round.


Improved Focus (Ex): At 3rd, and again at 9th level, you gain even greater insight into the workings of the land. You add your Wisdom bonus, if any, to all Survival checks. These bonuses stack.

Evasion (Ex): At 2nd level and higher, a geomancer can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the geomancer is wearing light armor or no armor. A helpless geomancer does not gain the benefit of evasion.
Special: This ability is active only when the geomancer is on one of her favoured terrain(s).

Bonus Terrain Feat: At 4th level and again at 8th level, a geomancer gains a feat marked with [Terrain] as a bonus feat. This is in addition to feats gained by leveling up.
Special: If you had the Favoured Environment class feature before entering this class, you instead gain an instance of that class feature along with all associated bonuses.

Great Reach: At 5th level, and again at 10th level, a geomancer increases the range at which he can use his geomancy abilities by 30ft.

Uncanny Dodge (Ex): Starting at 6th level, a geomancer can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.

If a geomancer already has uncanny dodge from a different class she automatically gains improved uncanny dodge instead.
Special: This ability is active only when the geomancer is on one of her favoured terrain(s).

Mettle (Ex):Mettle (Ex): Starting at 6th level, a geomancer can resist magical and unusual attacks with great willpower or fortitude. If she makes a successful Will or Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell
with a saving throw entry of Will half or Fortitude partial), she instead completely negates the effect. An unconscious or sleeping geomancer does not gain the benefit of mettle.
Special: This ability is active only when the geomancer is on one of her favoured terrain(s).



PLAYING A GEOMANCER
Brief description on how to play the class you are designing.
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Advancement: This is a section on different options and paths that the class can go down when they advance in power.
Resources: What resources might a member of this PrC be able to draw on..

GEOMANCERS IN THE WORLD
A quote of somebody else talking about your class!

A brief description of how your class is persevered in the world and how he interacts with the world.
Daily Life: Some general information about the typical day in the life of your class.
Notables: Make up some cool information about notable figures in the history of your class. It's best to give a little information from one of the good alignment and evil alignment (unless it's a good or evil only class).
Organizations: Some information about organizations dedicated to the practice of your class and other organizations which members of your class will be attracted towards.

NPC Reaction
This is an in detail description of how NPC's would perceive your class and the immediate generalization that people would give of your class.

GEOMANCERS IN THE GAME
This is a good place to provide a quick note on how your class will effect game play statistically.
Adaptation: This is a place where you put in detail how people can adapt your class into their campaign setting.
Encounters: This is a place to describe what sort of encounters PC's will have with NPC versions of your class.

Sample Encounter
Give an example of how one might encounter a member of this PrC.
EL x: Give the encounter level and description of a sample member of this class and a stat block for him/her.


Name
alignment/Gender/Race/Levels
Init +0, Senses: Listen +, Spot +,
Languages
------------------------------------------------
AC , touch , flat-footed ()
hp ( HD)
Fort +, Ref +, Will +
------------------------------------------------
Speed ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions

Eurus
2009-06-29, 04:56 PM
Currently unfinished.

KNIGHT UNMAKER

http://www.montecook.com/images/BORL_blackhand.jpg

"Lay down your fragile weapons, release your feeble spells, for you only deny your fate. From darkness you sprang, and to darkness you shall return."

--Arthur Ironwind, of the Knights of the Endless Twilight

Nothing exists without its opposite. Life requires death, and light requires darkness. Many consider light and life to be noble and good, while darkness and death are the exclusive domain of the wicked. Some paladins -- normally considered champions of the light -- realize the foolishness of this, that darkness is not evil and that evil cannot be defeated by light alone. These warriors, known as the Knight Unmakers, turn their focus from light and healing to darkness and decay, while continuing to follow the ideals of good. They learn to unravel the powers and magic of others, and gain great power themselves from their unusual methods.

BECOMING A KNIGHT UNMAKER
Knights Unmaker are made, not born. Generally, something happens to a paladin that causes him to re-evaluate his own dogma; a fight against a cult dedicated to an evil sun god, perhaps, or frequent association with good-aligned Shadowcasters or necromancers. Eventually, they come to terms with the fact that death, entropy, darkness, and decay are no more evil than life and light, and that darkness can be a powerful weapon against the wicked. In that realization, they are changed.

ENTRY REQUIREMENTS
Alignment: Lawful Good
Base Attack Bonus: +6
Skills: Knowledge: Religion 4 ranks, Knowledge: Planes 2 ranks
Special: Aura of Courage class feature, Smite Evil 2/day

Class Skills
The Class Name's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Knowledge (nobility and royalty / religion / arcana / planes) (Int), Move Silently (Dex), Profession (Wis), Ride (Dex), and Sense Motive (Wis).
Skills Points at Each Level: 4 + int

Hit Dice: d10

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+1|
+2|
+0|
+2|Touch of Darkness, Fundamentals of Shadow

2nd|
+2|
+3|
+0|
+3|Touched by Shadows

3rd|
+3|
+3|
+1|
+3|Unmaking Smite 1/day

4th|
+4|
+4|
+1|
+4|Entropic Curse 1/week

5th|
+5|
+4|
+1|
+4|Ray of Darkness

6th|
+6|
+5|
+2|
+5|Unravel Magic

7th|
+7|
+5|
+2|
+5|Entropic Curse 2/week

8th|
+8|
+6|
+2|
+6|Unmaking Smite 2/day

9th|
+9|
+6|
+3|
+6|Fell Steed

10th|
+10|
+7|
+3|
+7|Entropic Curse 3/week[/table]

Weapon Proficiencies: A Knight Unmaker does not gain proficiency with any weapons or armor.

Touch of Darkness (Su): At first level, a Knight Unmaker trades his ability to heal with a touch for the ability to dissipate creatures and objects into shadow. He loses the Lay on Hands ability, regardless of its source, and can never gain it from any other source. In return, he gains the ability to inflict damage to a creature or object with a touch. Each day, the Knight can inflict total damage equal to his class level times his charisma modifier. Any class levels that would normally provide or advance Lay on Hands stack with Knight Unmaker levels to determine the daily amount. This ability requires a successful melee touch attack and doesn’t provoke an attack of opportunity. The Knight decides how many of his daily allotment of points to use as damage after successfully touching a creature or object. When used against an object, this ability bypasses hardness and is not cut in half. When used against a creature, this damage bypasses regeneration and cannot be healed naturally (or by Fast Healing).

Fundamentals of Shadow (Su): As a result of embracing the philosophy and power of darkness, Knights Unmaker learn to harness the power of Shadow Magic through sheer faith and conviction. He first gains access to the most basic foundations of Shadow Magic, in the form of powers called fundamentals. These fundamentals are supernatural abilities that can each be used three times per day. A Knight learns two fundamentals at level one, and an additional fundamental at levels three, six, and nine.

Mysteries and Paths: Knights Unmaker do not cast spells like normal spellcasters, but instead invoke mystical secrets called mysteries (Tome of Magic pages 139-153). Upon taking his first level in this class, a Knight gains the ability to use mysteries like a Shadowcaster. Each level, a Knight may trade in one of his levels of paladin spellcasting (henceforth casting divine spells as a paladin of one level lower) to increase his ability to cast mysteries.

Add together your Knight Unmaker level and any levels of paladin spellcasting traded in, along with your level in any prestige classes that advance paladin spellcasting, and consult the following table to determine how many mysteries the character knows, what level these mysteries can be selected from, and how many times you can use them each day. All mysteries are drawn from the Knight Unmaker list, below. You can learn a mystery more than once, with each additional learning allowing it to be used more often. To learn a mystery, you must possess a wisdom score of 10 + the level of the mystery, and the DC for mysteries is 10 + mystery level + your Cha modifier. Your caster level is equal to your class level plus your paladin level, and the levels of any prestige classes you have that advance paladin spellcasting. Although you do not prepare spells, you must still rest for eight hours to recover your mysteries.

Unlike Shadowcasters, who learn mysteries through study and developing alien thought patterns, Knights Unmaker manipulate the plane of shadow through faith and willpower, and thus need not learn mysteries from a path in order. A Knight may learn the second mystery in a path without learning the first one, but the maximum level of mystery that he can learn is limited by his level (plus his level in any other classes that normally advance paladin spellcasting). Their mysteries are treated as divine spells, not arcane, and so do not suffer from arcane spell failure, but they never attain the same familiarity with their mysteries that Shadowcasters do; their mysteries never become spell-like or supernatural abilities. Whenever a Knight uses a mystery, observers may make a DC 15 Spot check to notice that his shadow makes different gestures and that nearby shadows shift and ripple slightly.

A Knight Unmaker may qualify for prestige classes that require divine spellcasting, but they cannot take prestige classes that require the ability to cast specific spells. Any class that would advance paladin spellcasting instead advances the Knight's mysteries. They do not retain any of their other paladin class features for the purpose of meeting prerequisites, however (so a 3rd level Knight Unmaker no longer qualifies for a prestige class or feat that requires Smite Evil). But if he already possesses a feat or prestige class that he would no longer qualify for due to loss of paladin abilities, he may retain it.

Table: Mysteries Known
{table=head]Total Level|Mysteries Known|Maximum Level
1st|0|--
2nd|0|--
3rd|0|--
4th|1|1
5th|2|1
6th|2|2
7th|3|2
8th|4|3
9th|4|3
10th|5|4
11th|6|4
12th|6|5
13th|7|5
14th|8|6
15th|8|6
16th|9|7
17th|10|7
18th|10|8
19th|11|8
20th|12|9[/table]

Table: Uses Per Mystery Per Day
{table=head]Total Level|1st|2nd|3rd|4th|5th|6th|7th|8th|9th
1st|0|0|0|0|0|0|0|0|0
2nd|0|0|0|0|0|0|0|0|0
3rd|0|0|0|0|0|0|0|0|0
4th|1|0|0|0|0|0|0|0|0
5th|1|0|0|0|0|0|0|0|0
6th|1|1|0|0|0|0|0|0|0
7th|1|1|0|0|0|0|0|0|0
8th|1|1|1|0|0|0|0|0|0
9th|1|1|1|0|0|0|0|0|0
10th|2|1|1|1|0|0|0|0|0
11th|2|1|1|1|0|0|0|0|0
12th|2|2|1|1|1|0|0|0|0
13th|2|2|1|1|1|0|0|0|0
14th|2|2|2|1|1|1|0|0|0
15th|2|2|2|1|1|1|0|0|0
16th|2|2|2|2|1|1|1|0|0
17th|2|2|2|2|1|1|1|0|0
18th|2|2|2|2|2|1|1|1|0
19th|2|2|2|2|2|1|1|1|0
20th|2|2|2|2|2|2|1|1|1[/table]

Bonus Feats: A Knight Unmaker gains a bonus feat for each path that he masters by learning all three of its mysteries, as his contemplation and devotion yield tangible results. This feat may be any metashadow feat or any fighter bonus feat.

Touched by Shadows (Ex): A Knight Unmaker sacrifices the blessing of the light in exchange for power over the darkness. Upon reaching second level, a Knight Unmaker loses his Aura of Good and his ability to Detect Evil at will. In exchange, he is infused with the essence of the Shadow Plane, and gains enhanced stealth. He may ignore an amount of armor check penalty to hide and move silently equal to his class level, and gains a +2 bonus to both skills when in an area of shadowy illumination or darkness. He also gains Darkvision out to 60 feet, which can pierce even magical darkness. Finally, he gains the ability to sense the ripples in the Shadow Plane indicative of the use of magic, gaining Detect Magic as a spell-like ability useable at will.

Unmaking Smite (Su): At third level, a Knight Unmaker loses the ability to smite evil. In return, he gains the ability to partially shift his foes into the Shadow Plane with a smite, slowly eroding them away. When he delivers a smite attack, a Knight Unmaker adds his Charisma modifier to his attack roll. On a successful hit, the target must make a Will save (DC 10 + class level + Cha modifier) or find themselves slowly dissolving into shadows. If the target fails this save, he takes 2d6 damage each round for a number of rounds equal to your class level plus your paladin level. A successful save means that the target takes an extra 2d6 damage from the attack, but does not continue to suffer damage thereafter. This damage, like that from Touch of Darkness, bypasses regeneration and cannot be naturally healed, but also cannot be used on objects. A Knight Unmaker gains one smite per day at third level and a second at eighth level, and any other daily smite abilities gained from paladin levels or prestige classes are converted into an equal number of unmaking smites as well.

Entropic Curse (Sp): At fourth level, a Knight Unmaker sacrifices the ability to purge a creature of disease for the ability to lay down a curse of entropy and decay. As a standard action, you may force a single creature within 60 feet to make a Will save (DC 10 + class level + Cha modifier). If it fails this save, it suffers from a debilitating curse that is similar to a disease in many ways. First, the creature takes a -1 penalty on all attacks, saves, and skill and ability checks as your curse begins to take hold. Twenty-four hours later, it takes 1d4 points of damage to strength, dexterity, and constitution. This works even against creatures normally immune to disease or ability damage, as the body physically decays. Every twenty-four hours thereafter, the creature may make another will save, with failure resulting in another 1d4 points of damage to each physical ability. This can only be removed by a Break Enchantment or Remove Curse spell, and even removing it in this way requires a successful caster level check (DC 10 + your caster level).

Ray of Darkness (Su): At fifth level, a Knight Unmaker can use his Touch of Darkness with a range of 30 feet. Unlike with a normal touch, however, you must declare how many points of damage you wish to inflict before making the attack, and a missed attack results in a waste of those points. You may still use Touch of Darkness as a melee attack if you wish, following the normal rules for that ability.

Unravel Magic (Su): At sixth level, a Knight Unmaker trades his ability to channel positive energy for the ability to unweave and counter spells. You lose the ability to turn undead, and can never regain it. In exchange, you may dispel magical effects with a touch, or counter spells. This ability functions as greater dispel magic with a caster level equal to your hit dice, except that only the targetted dispel and counterspell versions can be used. In the case of a targetted dispel, you must touch the creature, active effect, or magic item that you wish to dispel or suppress. A magic item suppressed by this ability remains suppressed for one round per class level. In the case of a counterspell, you must ready an action as normal. If the spellcaster you wish to counter is within 30 feet of you, you may attempt to counter any spell cast by him; if he is farther away, you can only counter a spell that targets a creature, object, or area that is within 30 feet of you (in the case of an area effect, some part of the area must be within your range). You may use this ability a number of times per day equal to 3 + your charisma modifier, and it does not qualify you for any feats or prestige classes that require the ability to turn undead.

Fell Steed (Sp): A Knight Unmaker's special mount becomes changed by shadow magic. Whatever special mount you previously had vanishes when you reach 9th level, but you may meditate for 24 hours to gain a new one, which he may then summon in the same way that a paladin summons his mount. This new steed resembles a heavy black warhorse, and has identical stats, but is actually a creature of pure shadow energy and gains power depending on your level. Add together your class level and your paladin level and consult the table below to find your mount's abilities.

{table=head]Total Level|Bonus HD|Speed|Str Adj.|Int|Special
5th-7th|+2|50 ft.|+1|6|Empathic link, insubstantial, share spells, share saving throws
8th-10th|+4|60 ft.|+2|7|Flight
11th-14th|+6|70 ft.|+3|8|Fast healing
15th-20th|+8|80 ft.|+4|9|Phasing
[/table]

Bonus HD: Extra eight-sided (d8) Hit Dice, each of which gains a Constitution modifier, as normal. Extra Hit Dice improve the steed's base attack and base save bonuses. A fell steed's base attack bonus is equal to that of a cleric of a level equal to the steed's HD. A steed has good Fortitude and Reflex saves (treat it as a character whose level equals the animal’s HD). The steed gains additional skill points or feats for bonus HD as normal for advancing a monster’s Hit Dice.

Speed: The steed's base speed increases with your level.

Str Adj.: Add this figure to the steed's Strength score.

Int: The steed's Intelligence score.

Empathic Link (Su): The knight has an empathic link with his steed out to a distance of up to 1 mile. The knight cannot see through the steed's eyes, but they can communicate empathically. Note that even intelligent steeds see the world differently from humans, so misunderstandings are always possible.

Because of this empathic link, the knight has the same connection to an item or place that his steed does, just as with a master and his familiar (see Familiars).

Share Spells: At the knight's option, he may have any spell (but not any spell-like ability) he casts on himself also affect his mount. The mount must be within 5 feet at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the mount if it moves farther than 5 feet away and will not affect the mount again even if it returns to the paladin before the duration expires. Additionally, the knight may cast a spell with a target of “You” on his mount (as a touch range spell) instead of on herself. A paladin and his mount can share spells even if the spells normally do not affect creatures of the mount’s type (magical beast).

Share Saving Throws: For each of its saving throws, the mount uses its own base save bonus or the character's, whichever is higher. The mount applies its own ability modifiers to saves, and it doesn’t share any other bonuses on saves that the master might have.

Insubstantial (Ex): A knight's fell steed is made of energy from the Shadow Plane, and as a result it is not entirely solid. It benefits from a 20% miss chance on all attacks made against it, as a result. Ghost touch weapons and force effects bypass this concealment, and the steed is fully solid to the knight himself.

Flight (Ex): The steed gains a fly speed equal to its base land speed. It can carry up to a medium load while flying without any reduction in speed.

Phasing (Su): For one round per class level per day, the steed can make it and its rider become fully incorporeal as a free action. This duration does not have to be continuous, and can be ended as another free action (a partial round of incorporeality is rounded up to one full round for determining the duration remaining).

Fast Healing (Ex): A fell steed heals damage equal to its master's class level each round.


MYSTERIES AND PATHS
Fundamentals: Black Candle, Caul of Shadow, Shadow Hood, Sight Obscured, Umbral Hand, Reach Beyond*, Dark Stature*
Apprentice Mysteries: Cloak of Shadows (Steel Shadows, Sight Eclipsed, Sharp Shadows), Dark Terrain (Carpet of Shadow, Black Fire, Clinging Darkness), Eyes of Darkness (Bend Perspective, Piercing Sight, Killing Shadows), Shutters and Clouds (Dusk and Dawn, Shadow Skin, Dancing Shadows), Dark Razor* (Black Blade, Ghostly Cut, Umbral Sword)
Initiate Mysteries: Body and Soul (Bolster, Languor, Shadow Investiture), Dark Reflections (Shadow Evocation, Feign Life, Greater Shadow Evocation), Ebon Roads (Step into Shadow, Pass into Shadow, Voyage into Shadow), Elemental Shadows (Aura of Shade, Dark Air or Water, Shadow Storm), Veil of Shadows (Shadow Vision, Curtain of Shadows, Unveil)
Master Mysteries: Breath of Twilight (Greater Life Fades, Greater Flesh Fails, Ephemeral Storm), Dark Metamorphosis (Ephemeral Image, Umbral Body, Shadow Time), Ebon Walls (Prison of Night, Tomb of Night, Consume Essence), Eyes of the Night Sky (Truth Revealed, Far Sight, Reflections of Things to Come), Shadow Calling (Summon Umbral Servant, Shadow Plauge, Army of Shadow)

New Mysteries:
Black Blade
Apprentice, Dark Razor
Level/School: 1st/Necromancy
Range: Weapon touched
Duration: 1 round/level
Saving Throw: No
Spell Resistance: Yes

You fill your sword with darkness, and its metallic gleam is smothered by a veil of gloom.

You enchant a weapon so that it deals an additional 1d6 points of damage with each strike. Spell resistance applies to this damage, and it functions even if your weapon's normal damage would be negated by damage reduction or hardness. If you release the weapon or are disarmed of it, this mystery ends.

Umbral Sword
Apprentice, Dark Razor
Level/School: 3rd/Necromancy
Range: Weapon touched
Duration: 1 round/level
Saving Throw: Fort negates
Spell Resistance: Yes

Eldritch fire plays across the blade of your sword, and waves of cold emanate from it.

You channel dark energy into your sword to sap your foe's strength. Each successful strike you make deals 1 point of strength damage unless your target makes a successful fortitude save for each strike.

Ghostly Cut
Apprentice
Level/School: 2nd/Transmutation
Range: Weapon touched
Duration: 1 round/level
Saving Throw: No
Spell Resistance: No

Your weapon flickers and shifts, passing through hard shell and tough hide as easily as air.

You enchant a weapon you hold so that it bypasses damage reduction. You may ignore any type of damage reduction, of an amount equal to your caster level. Any damage reduction in excess of that applies normally. If you release the weapon or are disarmed of it, this mystery ends.

Reach Beyond
Fundamental
Level/School: 1st/Transmutation
Range: Personal
Duration: 1 round/level
Saving Throw: Will negates (Harmless)
Spell Resistance: Yes

A faint outline of darkness surrounds you, and you feel a chilling sensation spread over your body as you reach through the veil between planes to strike.

You gain the ability to temporarily interact with ethereal and incorporeal creatures normally (or to interact with corporeal creatures, if you are currently ethereal or incorporeal yourself). Any weapon that you wield, manufactured or natural, is treated as a ghost touch weapon for the purposes of making attacks. Any mystery that you cast also affects creatures regardless of any incorporeality or etherealness that you or they might possess.

Dark Stature
Fundamental
Level/School: 0th/Illusion
Range: Personal
Duration: 1 round
Saving Throw: No
Spell Resistance: No

You draw your shadow into yourself, and seem suddenly to tower over others, though your physical size is unchanged.

You gain a +5 bonus on Intimidate checks for one round, as you briefly appear more powerful and sinister. Other than that, this change has no tangible effect.

PLAYING A KNIGHT UNMAKER
As a Knight Unmaker, you are still held to most of the vows of a paladin, but interpret them differently. While you are still a steadfast servant of goodness, you also understand that "good" is not always as clear-cut as it seems. Because of this, many Knights are prone to introspection, in order to determine what is right and what is wrong.
Combat: Knights Unmaker are similar in many ways to the paladins that they used to be, but they also have some important differences, not just in abilities but in perspective. Many add stealthy skills to their repertoire in order to better combat evil on their own terms, and they need not always rush into the fray when they are capable of attacking with mysteries as well as weapons.
Advancement: This is a section on different options and paths that the class can go down when they advance in power.
Resources: What resources might a member of this PrC be able to draw on..

CLASS NAME IN THE WORLD
A quote of somebody else talking about your class!

A brief description of how your class is persevered in the world and how he interacts with the world.
Daily Life: Some general information about the typical day in the life of your class.
Notables: Make up some cool information about notable figures in the history of your class. It's best to give a little information from one of the good alignment and evil alignment (unless it's a good or evil only class).
Organizations: Some information about organizations dedicated to the practice of your class and other organizations which members of your class will be attracted towards.

NPC Reaction
This is an in detail description of how NPC's would perceive your class and the immediate generalization that people would give of your class.

CLASS NAME IN THE GAME
This is a good place to provide a quick note on how your class will effect game play statistically.
Adaptation: This is a place where you put in detail how people can adapt your class into their campaign setting.
Encounters: This is a place to describe what sort of encounters PC's will have with NPC versions of your class.

Sample Encounter
Give an example of how one might encounter a member of this PrC.
EL x: Give the encounter level and description of a sample member of this class and a stat block for him/her.


Name
alignment/Gender/Race/Levels
Init +0, Senses: Listen +, Spot +,
Languages
------------------------------------------------
AC , touch , flat-footed ()
hp ( HD)
Fort +, Ref +, Will +
------------------------------------------------
Speed ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions

Eloel
2009-06-30, 02:09 AM
ENERGY INITIATE

http://www.wizards.com/dnd/images/roe_gallery/88266.jpg

"Is it hot? Try this", a Fire Initiate, shooting a fire missile.

An Energy Initiate is a kineticist who chose to specialize in a particular energy type, boosting his power with an energy, at the expense of other energies. An Energy Initiate that is loyal to his chosen type becomes one with his chosen energy.

BECOMING A ENERGY INITIATE


ENTRY REQUIREMENTS
:Knowledge(Planes) 8 ranks
:Knowledge(Psionics) 8 ranks
:Must be a Kineticist

Class Skills
The Class Name's class skills (and the key ability for each skill) are....
Skills Points at Each Level: x + int

Hit Dice: dx

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Manifesting

1st|
+0|
+0|
+0|
+0|I Choose You!, I Learned Already!, Keep Focused(+1)|

2nd|
+1|
+0|
+0|
+0|Resist This!, Ah, Not That!|+1 Manifesting Level

3rd|
+1|
+1|
+1|
+1|I Sure Will|+1 Manifesting Level

4th|
+2|
+1|
+1|
+1|It Goes Through, Keep Focused (+2)|+1 Manifesting Level

5th|
+2|
+1|
+1|
+1|Bit, More, Energy!|+1 Manifesting Level

6th|
+3|
+2|
+2|
+2|Moving Like It|+1 Manifesting Level

7th|
+3|
+2|
+2|
+2|Easy Like 1,2,3 , Keep Focused (+3)|+1 Manifesting Level

8th|
+4|
+2|
+2|
+2|And It Goes Through Easily|+1 Manifesting Level

9th|
+4|
+3|
+3|
+3|Full Power!|+1 Manifesting Level

10th|
+5|
+3|
+3|
+3|Ignorant, One With The Energy|[/table]

Weapon Proficiencies: An Energy Initiate gains no proficiencies.


I Choose You!
An initiate must choose an energy to specialize in when entering the class. He's prohibited from using the opposite energy in any power thereafter.
(Fire X Cold , Electricity X Sonic)

I Learned Already!
An initiate that has electricity or fire as their chosen energy gets +1 to Reflex saves every level. One that specializes in Sonic or Cold gets +1 to Fort saves every level.

Keep Focused
The initiate gains +1 to power DCs with his chosen energy at 1st level, and again at 4th, 7th and 10th levels.

Resist This!
The initiate ignores Energy Resistance equal to twice his level with his chosen energy.

Ah, Not That!
The initiate is vulnerable to damage from the exact opposite energy to his chosen one.

I Sure Will
The initiate has Energy Resistance equal to twice his level with his chosen energy.

It Goes Through
The initiate is treated as having the Power Penetration feat when using a power with his chosen energy as subtype.

Bit, More, Energy!
Energy attacks with the chosen energy deals +1 damage per dice. This stacks with similar effects.

Moving Like It
The initiate gains the movement associated with his chosen energy.
30ft(Perfect) fly speed for Electricity
40ft burrow speed for Sonic
40ft swim speed for Cold
60ft land speed for Fire

Easy Like 1,2,3
When applying a metamagic feat to a power with his chosen energy, the cost of the feat is reduced by 2 (to a minimum of 1)

And It Goes Through Easily
The initiate is treated as having the Greater Power Penetration feat when using a power with his chosen energy as subtype.

Full Power
The initiate is treated as 2 levels higher than he is for the purpose of setting the limit on augmenting powers of his chosen energy

Ignorant
The initiate ignores all resistance and immunity against his chosen energy, and is himself immune to his chosen energy.

One With The Energy
The initiate's type changes to [Elemental] and gains subtype depending on his chosen energy.
[Earth] for Sonic
[Air] for Electricity
[Water] for Cold
[Fire] for Fire

PLAYING A CLASS NAME
Brief description on how to play the class you are designing.
Combat: Here's a section where you will describe common combat methods for your class. Remember to include information on how your class will use his powers in combat.
Advancement: This is a section on different options and paths that the class can go down when they advance in power.
Resources: What resources might a member of this PrC be able to draw on..

CLASS NAME IN THE WORLD
A quote of somebody else talking about your class!

A brief description of how your class is persevered in the world and how he interacts with the world.
Daily Life: Some general information about the typical day in the life of your class.
Notables: Make up some cool information about notable figures in the history of your class. It's best to give a little information from one of the good alignment and evil alignment (unless it's a good or evil only class).
Organizations: Some information about organizations dedicated to the practice of your class and other organizations which members of your class will be attracted towards.

NPC Reaction
This is an in detail description of how NPC's would perceive your class and the immediate generalization that people would give of your class.

CLASS NAME IN THE GAME
This is a good place to provide a quick note on how your class will effect game play statistically.
Adaptation: This is a place where you put in detail how people can adapt your class into their campaign setting.
Encounters: This is a place to describe what sort of encounters PC's will have with NPC versions of your class.

Sample Encounter
Give an example of how one might encounter a member of this PrC.
EL x: Give the encounter level and description of a sample member of this class and a stat block for him/her.


Name
alignment/Gender/Race/Levels
Init +0, Senses: Listen +, Spot +,
Languages
------------------------------------------------
AC , touch , flat-footed ()
hp ( HD)
Fort +, Ref +, Will +
------------------------------------------------
Speed ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions

ErrantX
2009-07-05, 09:17 PM
Bumped for great justice.

And more entries. Our gunslinging moderator Roland St Jude asked us if we didn't mind not having a sticky for the contest as they're trying to reduce the number of stickies, and I said that it would be fine. So, let's keep entries coming so we don't fall into obscurity :)

-X

EdroGrimshell
2009-07-06, 12:08 PM
Daelkyr Bloodlord

"I may seek the power of the daelkyr, that does not make me insane" Ashtra Iranaa, a Daelkyr Bloodlord.

A daelkyr bloodlord uses the power of the daelkyr against them in much the same way as an impure prince, however, they take it to an extreme level. They use the full power of symbionts to fight, even unlocking greater powers from them.

BECOMING A DAELKYR BLOODLORD


Requirements:
Base Attack Bonus: +4
Skills: Knowledge (arcana, dungeoneering, or the planes) 8 ranks
Feats: Symbiont Mastery, Iron Will
Special: Must have had a symbiont for at least one level prior to taking levels in this class

Class Skills
The Daelkyr Bloodlord's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Disguise (Cha), Hide (Dex), Intimidate (Cha), Knowledge (dungeoneering/the planes) (Int), Listen (Wis), Move Silently (Dex), Search (Int), Spellcraft (Int), Spot (Wis), Survival (Wis).
Skills Points at Each Level: 2 + int

Hit Dice: d8

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|1st|2nd|3rd|4th

1st|
+0|
+2|
+0|
+2|Generate Symbiont|1|—|—|—

2nd|
+1|
+3|
+0|
+3|Symbiont Familiar|2|—|—|—

3rd|
+2|
+3|
+1|
+3|Improved Symbiont Mastery|2|1|—|—

4th|
+3|
+4|
+1|
+4|Generate Symbiont|3|1|—|—

5th|
+3|
+4|
+1|
+4|Symbiont Collective|3|2|1|—

6th|
+4|
+5|
+2|
+5|Symbiont Adaptation|3|2|2|1

7th|
+5|
+5|
+2|
+5|Generate Symbiont|3|3|2|1

8th|
+6|
+6|
+2|
+6|Evolved Collective|3|3|3|1

9th|
+6|
+6|
+3|
+6|Daelkyr Ascendance|3|3|3|2

10th|
+7|
+7|
+3|
+7|Generate Symbiont|3|3|3|3[/table]

Weapon Proficiencies: A daelkyr bloodlord does not gain any new proficiencies for taking levels in this prestige class.

Spellcasting: At 1st level, a daelkyr bloodlord gains the ability to cast a small number of arcane spells drawn from the daelkyr bloodlord spell list. He can cast any spell he knows without preparing it ahead of time.
To learn or cast a spell, the daelkyr bloodlord must have a Cha score of 10 + the spell’s level. The DC for a saving throw against a daelkyr bloodlord’s spell is 10 + the spell’s level + his Cha mod.
A daelkyr bloodlord can only cast a certain number of spells of each spell level per day. The base daily allotment of spells per day is given on the table above. In addition, he receives bonus spells for a high Cha score.

Spells Known: At 1st level, a daelkyr bloodlord gains the knowledge of two 1st-level spells, chosen from the daelkyr bloodlord spell list.
At each new level, the daelkyr bloodlord gains the knowledge of two additional spells of any level he can cast, chosen from the daelkyr bloodlord spell list.
He need not prepare spells in advance. He can cast any spell he knows at any time assuming he has not yet used up his spell per day for that spell level.

Generate Symbiont (Ex): At 1st level, a daelkyr bloodlord can generate a symbiont from his own flesh. This process takes a 24-hour ritual and 100gp worth of magical and alchemical materials. He can generate any symbiont as shown on the table below. As he advances in level, he can generate different kinds of symbionts. Should his symbionts be killed, he can generate another one in a ritual identical to the first. Every three levels thereafter, a daelkyr bloodlord can generate another symbiont.

Symbiont Familiar (Ex): At 2nd level, a daelkyr bloodlord forms a special bond with a single symbiont that he hosts. This symbiont has a number of hit die equal to the daelkyr bloodlord’s class level plus any bonus hit die indicated on the table below. Both the symbiont and the daelkyr bloodlord gain a number of benefits from this bond as described below. A symbiont familiar never has a personality conflict with the daelkyr bloodlord unless he acts radically different from the norm (Ex. If influenced by an enchantment or similar effect).

Improved Symbiont Mastery (Ex): Beginning at 3rd level, a daelkyr bloodlord gains double the normal benefit from the Symbiont Mastery feat. In addition, he no longer takes ability damage from removing his symbionts.

Symbiont Collective (Ex): At 5th level, a daelkyr bloodlord’s symbionts become a single collective creature, with his symbiont familiar assimilating the personalities and abilities of the other symbionts in the collective. The collective uses the highest ability scores of the component symbionts and has all of the special qualities and special attacks of all the symbionts included in the collective. Once a symbiont is integrated into the collective it cannot be removed. Use the highest hit die of the component symbiont (typically your symbiont familiar) for the hit die of the collective. A collective can only have a certain number of symbionts integrated into it equal to the daelkyr bloodlord’s class level. Recalculate the Ego score of the collective for its new special qualities, special attacks, and ability scores.

Symbiont Adaptation (Ex): At 6th level, a daelkyr bloodlord adapts to the symbionts attached to him. He gains a +1 circumstance bonus on his Fort saves for every symbiont attached. The daelkyr bloodlord also gains damage reduction, overcome by byeshk, equal to twice the number of symbionts attached to him.

Evolved Collective (Ex): At 8th level, the daelkyr bloodlord’s collective has reached a new level of power. The collective becomes more connected to its host’s life force, granting him a +3 armor bonus, this is in addition to any bonus granted from the collective. The collective also gains magical armor and/or weapon enhancements equaling up to 10,000gp worth of enhancements. Additionally, the collective can act independently from the host when not attached to the daelkyr bloodlord, and can maintain telepathic communication with him even while not attached, so long as they are within one mile of each other. Lastly the collective’s Str score permanently increases by eight.

Daelkyr Ascendance (Ex): At 9th level, the daelkyr blood lord reaches his pinnacle, his type changes to outsider with the native subtype. He gains light fortification, damage reduction 10/byeshk, and fire and cold resistance 5. He is still treated as her previous creature type for her own spells and can still be brought back from the dead as if he were a member of her previous creature type.

Symbionts Available by Level
{table]Level|Available Symbionts
1st|Breed Leech, Crawling Gauntlet, Throwing Scarab, Restless Armor
3rd|Skull Mantle, Spellwurm, Stormstalk, Winter Cyst
5th|Eldritch Claw, Skull Sage, Tentacle Whip
7th|Tongue Worm, Spellknight
9th|Sky Scourge[/table]

Spell List

1st-Level: Resistance, Cause Fear, Cure Light Wounds, Endure Elements, Longstrider, Grease, Disguise Self, Enlarge Person

2nd-Level: Resist Energy, Web, See Invisibility, Invisibility, Scare, Bull's Strength, Bear's Endurance, Cat's Grace, Spider Climb, Cure Moderate Wounds, Status

3rd-Level: Cure Serious Wounds, Dispel Magic, Protection from Energy, Meld into Stone, Snare, Arcane Sight, Heroism, Levitate, Lesser Restoration

4th-Level: Cure Critical Wounds, Greater Invisibility, Fear, Dismissal, True Seeing


Symbiont Familiar
A daelkyr bloodlord’s symbiont familiar is different from most symbionts, its form is different from others of its kind, looking less bulky and sleeker than others of its kind. It often has aspects that mirror the daelkyr bloodlord’s personality in addition to the sleeker look common to all symbiont familiars.


{table]Class Level| Bonus Hit Die| Intelligence Increase| Special
2nd| +1| +1| Alertness
3rd-4th| +2| +2| Improved Host Benefits
5th-6th| +3| +3|
7th-8th| +4| +4| Greater Host Benefits
9th-10th| +5| +5| Regenerate Symbiont Familiar[/table]

Bonus Hit Die: Your symbiont familiar gains additional hit die in addition to the hit die it gains from your daelkyr bloodlord level. These are similar to a druid’s animal companion’s bonus hit die.

Intelligence Increase: Your symbiont familiar is far more intelligent than others of its kind. Add the bonus presented on the table below to the symbiont familiar’s Int score.

Alertness: While the symbiont familiar is attached, you gain the benefits of the Alertness feat as it enhances your senses.

Improved Host Benefits: Starting at your 3rd level of daelkyr bloodlord, you gain a more powerful benefit from your symbiont familiar. This benefit is based on your symbiont familiar.
Breed Leech: You gain a +2 circumstance bonus on Fort saves and gain the benefit of the mettle class feature, except it only affects Fort based saves.
Crawling Gauntlet: The damage from the claw attack granted by your crawling gauntlet increases by one die size (1d6 for a medium creature) and has its critical threat range increased by one (to 19-20) which stacks with similar benefits.
Restless Armor: The armor bonus granted by your restless armor increases by one and has no arcane spell failure chance.
Stormstalk: The ray attack granted by your stormstalk can be used each round instead of every other round. Additionally, once per encounter, you can release all the energy pent up in your stormstalk as a 60ft line of electricity that deals 1d6 point of damage to all creatures in its area (Ref half), you cannot use the ray for 1d4+1 rounds after using this ability.
Throwing Scarab: The range increment of your throwing scarab increases by 10ft and you can throw multiple shards in a round as a full attack action.
Winter Cyst: The ray attack granted by your winter cyst can be used each round instead of every other round. Additionally, once per encounter, you can release all the energy pent up in your winter cyst as a 30ft cone of cold that deals 1d6 point of damage to all creatures in its area (Ref halves), you cannot use the ray for 1d4+1 rounds after using this ability.

Greater Host Benefits: Starting at your 7th level of daelkyr bloodlord, you gain an even more potent benefit from your symbiont familiar. This benefit is based on your symbiont familiar.
Breed Leech: You gain immunity to disease and poison. In addition, ability damage you take is reduced by one (to a minimum of 0).
Crawling Gauntlet: The damage from the claw attack granted by your crawling gauntlet increases by one die size (1d8 for a medium creature) and has its critical multiplier increased by one (to x3) which stacks with similar benefits.
Restless Armor: The armor bonus granted by your restless armor increases by one and has no maximum Dex bonus.
Stormstalk: The ray attack (and line effect) granted by your stormstalk deals 2d6 points of electricity damage. Additionally, you can use a full round action to attack with the ray multiple times as if making a full attack.
Throwing Scarab: The range increment of your throwing scarab increases by an additional 10ft, in addition, the shards carry a poison that deals 1 point of Str damage (Fort save DC 10 + half your character level + your or your symbiont familiar’s Con mod [whichever is higher]). A creature that succeeds on the save is immune to your poison for 24 hours after it made the save.
Winter Cyst: The ray attack (and cone effect) granted by your winter cyst deals 2d6 points of cold damage. Additionally, you can use a full round action to attack with the ray multiple times as if making a full attack.

Regenerate Symbiont Familiar: Once per week, starting at 9th level, you may resurrect your symbiont familiar as if with the spell True Resurrection as a spell-like ability.

PLAYING A DAELKYR BLOODLORD
A daelkyr bloodlord relies on his symbionts and the benefits they bring. Once they become a collective, he relies on it for both offense and defense.
Combat: A daelkyr bloodlord's strategy in combat is determined by his symbionts. A daelkyr bloodlord with offensive symbionts will charge into combat, while a daelkyr that relies on defensive symbionts will defend his allies to the end.
Advancement: A daelkyr bloodlord can make several choices based on the symbiont he generates and his collective when it evolves.
Resources: A daelkyr bloodlord does not need anything but his symbionts, although they can draw on the resources used by the impure princes.

CLASS NAME IN THE WORLD
"He's a strange one alright, kept so many symbionts all you could see washis face" Thone, human fighter

A daelkyr bloodlord is misunderstood and is often thought of as an abomination or aberration like the daelkyr they emulate.
Daily Life: Daelkyr bloodlords prefer travel to settling, they will strike up silent conversations with his symbionts
Notables: Make up some cool information about notable figures in the history of your class. It's best to give a little information from one of the good alignment and evil alignment (unless it's a good or evil only class).
Organizations: Some information about organizations dedicated to the practice of your class and other organizations which members of your class will be attracted towards.

NPC Reaction
Very few even know of the existence of the daelkyr bloodlord, and those that meet them often think they wear a type of exotic armor.

CLASS NAME IN THE GAME
A daelkyr bloodlord offers extra options and adds the use of symbionts to your game.
Adaptation: If you do not allow symbionts in your game, you cannot use this class, however, you can use it to introduce symbionts to your campaign easily.
Encounters: This is a place to describe what sort of encounters PC's will have with NPC versions of your class.

Sample Encounter
Give an example of how one might encounter a member of this PrC.
EL x: Give the encounter level and description of a sample member of this class and a stat block for him/her.


Gorn Scar
CN Male Daelkyr Halfblood Ranger 5/Daelkyr Bloodlord 2
Init +0, Senses: Listen +, Spot +,
Languages
------------------------------------------------
AC , touch , flat-footed ()
hp ( HD)
Fort +, Ref +, Will +
------------------------------------------------
Speed ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions[/QUOTE]

Djinn_in_Tonic
2009-07-08, 08:43 PM
A bump to put us back in the public eye!

Kellus
2009-07-09, 05:40 PM
Demon Corsair

http://i76.photobucket.com/albums/j5/sexypetiteone/Pirate%20Stuff/Pirates/PirateWomanDaggers.jpg

"Freedom is the open sea, a clear blue sky, and hundreds of innocents crying out in terror."
– Sylvia Henneth, the Red Queen

Of all the terrors that sail the high seas, the most frightful is undoubtedly the demon corsair. Pirates and murderers of the worst sort, these depraved beings trade their eternal souls for a hell-blessed ship to pillage, raid and plunder. Fearsome and incredibly dangerous, their dark magics can bend the sea itself to their will as their hellfire-touched vessel bears down on their latest victims.

Becoming a Demon Corsair

Becoming a demon corsair can be quite a challenge. You need to be skilled at treachery and arms, as well as be trained in an enormous variety of skills both on the high seas and also in demonic rites. Only the most vile of applicants can gain infernal favour, and you must also be able to attract a crew to man your demon-bound ship.

The demon corsair makes use of the narrative naval combat rules described in the Stormwrack supplement. If you want to make use of this class using the combat system described in the Arms and Equipment Guide, work with your DM to adapt the prestige class to suit this different method of play.

Requirements: In order to become a demon corsair, a character must fulfill all of the following requirements.
Alignment: Any evil
Base Attack Bonus: +8
Feats: At least two feats with the [Vile] descriptor, Leadership
Skills: Intimidate 10 ranks, Knowledge (geography) 8 ranks, Knowledge (the Planes) 13 ranks, Profession (sailor) 13 ranks, Speak Language (Abyssal or Infernal), Spellcraft 6 ranks, Survival 8 ranks
Special: Sneak attack +3d6 or skirmish +2d6/+1
Special: Must strike a bargain with an evil outsider (such as with contact other plane), selling your soul in exhange for entry into this class

Hit Die: d6.
Skill Points at Each Level: 6 + Int modifier.
Class Skills: The demon corsair's class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (arcana) (Int), Knowledge (local) (Int), Knowledge (the Planes) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Spot (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex).

Table: The Demon Corsair
{table="head"]Level|BAB|Fort|Ref|Will|Special |3rd|4th|5th|6th|7th

1st|+1|+2|+0|+2|Ambush +1d8, bound ship, bound soul|1|—|—|—|—

2nd|+2|+3|+0|+3|The black wind blows|2|—|—|—|—

3rd|+3|+3|+1|+3|Ambush +2d8|2|1|—|—|—

4th|+4|+4|+1|+4|Crew of the damned|3|2|—|—|—

5th|+5|+4|+1|+4|Ambush +3d8|3|2|1|—|—

6th|+6|+5|+2|+5|Abyssal hull|3|3|2|—|—

7th|+7|+5|+2|+5|Ambush +4d8|4|3|2|1|—

8th|+8|+6|+2|+6|Infernal voyage|4|3|3|2|—

9th|+9|+6|+3|+6|Ambush +5d8|4|4|3|2|1

10th|+10|+7|+3|+7|Kissed by darkness|4|4|3|3|2

[/table]

All of the following are class features of the demon corsair.

Weapon and Armour Proficiencies: The demon corsair gains no additional weapon or armour proficiencies.

Ambush (Ex): A demon corsair specializes in blitz strikes and taking opponents by surprise in combat. A demon corsair deals additional damage with melee or ranged attacks in the surprise round of combat when attacking any individual that cannot act in the surprise round.

If he is commanding his bound ship, siege weapons on board the ship deal this additional damage in the surprise round as well whenever he has the advantage.

In addition, a demon corsair can take a full complement of actions if he can act in the surprise round.

Bound Ship (Su): A demon corsair has a single ship which he either received through a bargain with an entity from the Lower Planes, or which he similarly received a blessing for if he already had a vessel. If he receives a ship, it can be any vessel with a market of price of less than 77,777 gold pieces.

This ship gains a profane bonus to its seaworthiness and shiphandling of +1, +1 per 4 class levels. In addition, the crew and the demon corsair himself gain immunity to fear so long as they are aboard the ship (and commanding it, in the case of the demon corsair).

A demon corsair designates a single ship for this privilige at 1st level, and may not thereafter change it. If the ship is destroyed, it disappears in an explosion of brimstone and hellfire, and reappears on a random Lower Plane 1d4 weeks later. If the demon corsair is aboard the ship at that point, he can choose to disappear along with it, bringing along up to nine crewmembers of his choice who are also aboard.

Anybody other than the demon corsair who attempts to control the bound ship takes a -5 profane penalty on Profession (sailor) checks. In addition, the demon corsair is instantly notified telepathically of the attempt.

Bound Soul (Su): A demon corsair’s soul is bound to the underworld. When he dies, he cannot be brought back to life without a true resurrection, wish, or similar magic. In addition, he must continue pay for his dark gift. Before he can advance in each level of this class, he must first gain the required XP and also murder (by himself or with the help of his crew and ship) a number of good-aligned beings equal to his character level.

Spellcasting: A demon corsair can cast a small complement of divine spells derived from his dark pact with the Lower Planes. His base allotment of spells per day is shown on Table: The Demon Corsair. A demon corsair casts his spells spontaneously, and can thus cast any spell he knows at any time. He automatically knows all of the spells on his class spell list (see below). A demon corsair receives bonus spells per day based on his Charisma modifier. In order to cast a demon corsair spell, the character must have a Charisma modifier of at least 10 + the spell level. The DC for a saving throw against a demon corsair’s spell is equal to 10 + the spell level + the demon corsair’s Charisma modifier.

The Black Wind Blows (Su): Beginning at 2nd level, the demon corsair’s bound ship is propelled by otherworldly forces. It gains a profane bonus to its speed of wind x 5ft. per two class level. Its sailing speed increases by 1/2 mph per two class levels.

In addition, the demon corsair himself gains an infernal edge in naval battles. He gains a profane bonus on checks to gain the advantage in ship battles equal to half his class level.

Crew of the Damned (Su): Beginning at 4th level, any followers the demon corsair attracts with his Leadership feat gain the skeleton template while on his bound ship. They do not, however, lose their Intelligence scores as normal for skeletons, nor do they reduce their Wisdom or Charisma scores. A demon corsair’s skeletal follower retains its old feats and skills, and does not automatically gain the Improved Initiative feat.

In addition, the demon corsair (and his cohort, if he has one) gains immunity to death effects and does not need to eat, breathe, or sleep so long as he is aboard his bound ship.

Abyssal Hull (Su): Beginning at 6th level, the demon corsair’s bound ship is strengthened by its evil nature. Whenever he is commanding it, the ship is immune to fire and hellfire damage, allowing it primarily to sail on pits of fire and magma. This also of course prevents it from taking damage from other sources of fire, such as a spell that deals fire damage, alchemist’s fire, and the like. Although the rigging, sails, and other such accoutrements also gain this immunity, the occupants of the vessel do not.

In addition, the demon corsair himself gains fire resistance 20 and his crew gain fire resistance 5.

Infernal Voyage (Su): Beginning at 8th level, a demon corsair can steer his vessel on an infernal course through the Lower Planes. In order to use this ability, the demon corsair must be awake and at the helm of his vessel at midnight, the only time this ability can be used.

Using this ability requires both a successful DC 25 Profession (sailor) and a DC 20 Knowledge (the Planes) check made over the course of one minute. If successful, he can effect an immediate plane shift effect on his vessel and all of its occupants. He can travel to any evil-aligned plane with a body of water, fire, magma, or other fluid suitable to hold his ship. He can also use this ability to travel to the plane of Shadow. He does not incur any chance of missing his destination with this effect, as he normally would with the plane shift spell.

In addition, the demon corsair gains an instinctive planar sense which allows him to immediately identify the traits of any plane he is on as a full-round action.

Kissed By Darkness (Su): Beginning at 10th level, whenever a demon corsair’s bound ship is fully in an area of shadowy illumination or darker, it and all of its occupants become fully invisible, as if by the greater invisibility spell. The demon corsair can activate or deactivate this ability as a swift action while at the helm of his bound ship.

In addition, whenever the demon corsair himself is invisible, he gains a +5 profane bonus on attack rolls, damage rolls, and saving throws.

Demon Corsair Spell List

3rd–bestow curse, deeper darkness, gust of wind, water walk
4th–control water, death ward, freedom of movement, lesser planar ally
5th–contact other plane, flame strike, slay living, unhallow
6th–control winds, find the path, harm, planar ally
7th–blasphemy, control weather, destruction, greater planar ally

Playing a Demon Corsair

As a demon corsair, you are the most frightening thing ever to set foot on board a gangplank. Although you gain some benefits in normal combat from this class, such as your ambush class feature, for the most part you will continue to fight hand-to-hand much as you always have. Your true strength is at sea, where your bound ship can come into play. The demon corsair excels at naval battles, where his otherworldly edge can decimate lesser ships. Remember: take no survivors, leave nothing behind!
Combat: In smaller-scale fights, ambushes are your best tactic. If you can get the drop on your enemy you can use your ambush ability to deal huge amounts of damage. Plan traps and ambushes, lie in wait for your targets, and take them by surprise. In ship-to-ship battles, your vessel has a number of strengths that you can use to get the advantage over your enemy. Look at your class features and plan out surprise tactics to make the most of your infernal powers. Don't forget that you also have access to some environment-altering spells. Remember that if you can get a surprise attack on another ship, the siege weapons on your ship also gain the benefit of your ambush ability.
Advancement: Becoming a demon corsair can be tricky in some builds, but the payoff is worth it. The class will take you all the way to level 20, and has some stellar class features. Once you hit epic levels, consider advancing some of your base classes such as rogue or scout in order to get access to higher level perks you might have missed out on. Alternatively, the dread pirate prestige class in Complete Adventurer or the legendary captain prestige class in Stormwrack both complement this class nicely.
Resources: A demon corsair has a vast supply of resources easy for the taking inside of targets all over the sea. Take whatever you want from lesser captains, then sell their ships to the highest bidder. If you run into trouble, you can also call on your demonic or devilish partners for help in a tight spot.

Demon Corsairs in the World

"You've seen a ship with black sails, that's crewed by the damned, and captained by a man so evil that Hell itself spat him back out?"

A demon corsair is feared and respected everywhere he goes. You're the bogeyman that frightens little children, and the name sailors curse before they leave port. Your reputation precedes you, and can be one of your most valuable weapons. Just don't expect a warm welcome whenever you hit the closest tavern.
Daily Life: A normal day for you consists of planning your next target, stealing all manner of treasure, murdering innocent sailors and civilians, and communing with your dark masters. The usual, really.
Notables: Some of the most terrible villains have been demon corsairs. People still tell campfire stories of the dwarven pirate Firebeard and his ship Hellfire's Hammer, which preyed on civilians for damn near twenty years before his soul was sent to its demonic keepers. The Red Queen is a similarly frightful demon corsair noted for always leaving a single survivor alive with a week's worth of supplies in a lifeboat after her attacks to spread her tale far and wide.
Organizations: With the tiny number of demon corsairs operating at any one time, there's no real organization of them. They generally work best on their own, at sea, where they can use their ship to pillage and plunder to their heart's content.

NPC Reaction
Most NPCs will be starting with an unfriendly attitude towards you based simply on your reputation. Remember, however, that this is a weapon you can use to your advantage. If they won't love you, make them fear you instead. Intimidate is a much more valuable tool to you than Diplomacy, although a few well-placed Bluffs in social encounters about your previous adventures could go a long way as well.

Demon Corsairs in the Game
Demon corsairs are an invaluable addition in a pirate or ocean-based game. Don't expect, however, to be able to use them in any kind of campaign. Proper use of this class requires both a suitable campaign and a DM that's willing to work with you to make it work. Although the class would seem more suitable for villains, there's no reason an evil PC wouldn't be able to make use of it in an appropriate kind of campaign.
Adaptation: An interesting adaptation of the demon corsair might be its angelic counterpart, a paladin of the high seas who is granted a blessed ship with which to hunt down pirates. Most of the abilities can be directly translated over with small changes, such as profane bonuses becoming divine bonuses, the Lower Planes becoming the Upper Planes. Such an adaptation might be of more use to the typical PC in a normal ocean-based campaign setting.
Encounters: Most encounters with enemy demon corsairs will be as you chase after them for revenge after their latest attack. Alternatively, a particularly bold demon corsair might try to pick off your own vessel for plunder. In either scenario, the demon corsair is likely to be at sea when you meet. Remember that the demon corsair is most dangerous when he's commanding his bound ship, and that if you destroy the ship before the demon corsair is dead, it will simply be called back to its infernal birthplace, along with the demon corsair himself. Demon corsairs make fantastic villains, because they have nothing to lose. They've already sold their soul into eternal servitude, and will do anything to avoid the fires of Hell before their time is up.

Sample Encounter
After a series of massacres along the Diamond Coast, your party has been hired to man a royal war galley as it hunts down the pirates responsible.
EL 18: You've finally caught the Red Queen and her ship, the Bloodfyre. Or has she caught you?

Sylvia Henneth, the Red Queen
CE Female Human Rogue 3/Duskblade 1/Fighter 1/Dread Pirate 5/Demon Corsair 6
Init +6 Senses Listen +10, Spot +10
Languages Common and Abyssal
------------------------------------------------
AC 24, touch 16, flat-footed 18 (+7 armour, +1 shield, +6 Dex)
132 hp (16 HD)
Fort +16 Ref +14 Will +7
------------------------------------------------
Speed 30ft. (6 squares)
Attack Dagger +25 melee (1d4+4+1d6 ice damage, 17-20/x2+1d10 ice damage) or dagger +23 melee (1d4+2+1d6 fire damage, 17-20/x2+1d10 fire damage)
Full Attack Dagger +23/+18/+13 (1d4+4+1d6 ice damage, 17-20/x2+1d10 ice damage) and dagger +21/+16/+11 melee (1d4+2+1d6 fire damage, 17-20/x2+1d10 fire damage)
Ranged Dagger +25 ranged (20ft. range increment, 1d4+2+1d6 fire damage, 17-20/x2+1d10 fire damage, seeking, returning)
BAB +15/+10/+5 Grp +15
Attack Options Sneak attack +3d6, ambush +3d8, scourge of the seas
Combat Gear +3 reflecting mithral chain shirt, +4 keen incy burst dagger ("Blackice"), +2 keen flamin burst distance seeking returning dagger ("Fyreclaw")
Spells Prepared
Duskblade Spells (3/3)
0th (DC 11)–lesser deflect, resist energy
1st (DC 12)–acid splash, disrupt undead, ray of frost, touch of fatigue
Demon Corsair Spells (4/4/3) (10% spell failure)
3rd (DC 19)–bestow curse, deeper darkness, gust of wind, water walk
4th (DC 20)–control water, death ward, freedom of movement, lesser planar ally
5th (DC 21)–contact other plane, flame strike, slay living, unhallow
Supernatural Abilities Arcane attunement, immunity to fear while on the Bloodfyre, immunity to death effects while on the Bloodfyre, crew gain the modified skeleton template while on the Bloodfyre, fire resistance 20
-----------------------------------------------
Abilities Str 10, Dex 22, Con 20, Int 12, Wis 8, Cha 22
Special Qualities Trapfinding, evasion, trap sense +1, armoured mage (light, duskblade spells only), seamanship +5/+2 (included in skills), fearsome reputation +2 (dishonourable, incuded in skills), acrobatic charge, steady stance +5, bound ship (The Bloodfyre) +2, bound soul, the black wind blows (+wind x15ft/+1.5 mph/+3), crew of the damned, abyssal hull
Feats Able Learner, Thrall to Demon, Demonsworn Knight, Weapon Finesse, Leadership, Two-Weapon Fighting, Improved Two-Weapon Fighting, Greater Two-Weapon Fighting, Two-Weapon Defence
Skills Appraise +9, Balance +11 (+16 if taking damage), Bluff +12, Climb +4 (+9 if taking damage), Disguise +11, Hide +14, Intimidate +16, Knowledge (geography) +9, Knowledge (the Planes) +14, Knowledge (arcana) +7, Listen +10, Move Silently +14, Profession (sailor) +23 (+26 to gain the advantage), Spellcraft +7, Spot +10, Survival +7, Swim +7, Use Rope +10
Possessions The Bloodfyre, Cloak of Charisma +6, Gloves of Dexterity +6, Amulet of Health +6, Blackice, Fyreclaw, +3 reflecting mithral chain shirt, tree feather token

The Bloodfyre

The Bloodfyre was originally an elf wingship that Sylvia winkled away from the elven craftsmen of the Silver Bay in a game of dice. She later exchanged her soul for a demonic blessing upon it in order to make her a truly terrifying vessel.

Colossal vehicle
Seaworthiness +6 (+2 profane)
Shiphandling +6 (+2 profane)
Speed Wind x 55ft. (good maneuverability)
Sailing Speed 5 1/2 mph
-----------------------------------------------
Overall AC -3
Hull Sections 12 (sink 3 sections)
Section Hit Points 150 (hardness 6)
Section AC 3
Rigging Sections 2
Rigging Hit Points 80 (hardness 0)
Rigging AC 1
Special Qualities Bound ship +2, the black wind blows (+wind x15ft./+1.5 mph/+3, bonuses already included below), crew of the damned, abyssal hull (immunity to fire and hellfire)
-----------------------------------------------
Ram 4d6
Mounts 2 light bombards and 1 firespout
Space 60ft. by 10ft.
Height 10ft. (draft 10ft.)
Complement 30 (watch 5)
Cargo 30 tons (encumbered at 15 tons)
Encumbered Speed wind x 45ft. (good maneuverability)

Vaynor
2009-07-14, 02:33 AM
Hellfire Blade

http://img.skitch.com/20090714-ntmapuyffce2cwfcd978eqkkqx.jpg

”Do you think you know pain? Do you think you know... suffering?
I am pain. I am suffering. I am fire, and I will devour your soul.”
– Hayden Ghent, human hellfire blade

Hellfire blades are adept warriors who have been exposed to, and mastered the very fires of Hell. Tapping into such an immense power is a feat in itself, but a hellfire blade has gone even farther than that. They have mastered the flame.

BECOMING A HELLFIRE BLADE
The secrets of becoming a hellfire are heavily guarded, reserved for only the most prestigious of warriors. Hellfire blades can be warriors of any kind, but others have been known to join the hellfire blades. The most common classes to become a hellfire blade are barbarians and fighters, because of their great skill in close combat.

ENTRY REQUIREMENTS
Alignment: Chaotic Evil or Neutral Evil
Base Attack Bonus: +5
Language: Infernal
Skills: Intimidate 8 ranks, Knowledge (the planes) 8 ranks
Special: Must have been exposed to hellfire

Class Skills
Class Skill (2 + Int modifier per level): Craft, Intimidate, Knowledge (the planes), Listen, Sense Motive, Spot, Use Magic Device

Hit Dice: d10



Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st

+1

+2

+0

+0
Infernal Might, Hellfire Infusion


2nd

+2

+3

+0

+0
Suffering +1


3rd

+3

+3

+1

+1
Hellfire Resistance 10


4th

+4

+4

+1

+1
Hellfire Burst


5th

+5

+4

+1

+1
Suffering +2


6th

+6

+5

+2

+2
Hellfire Resistance 15


7th

+7

+5

+2

+2
Hellfire Blast


8th

+8

+6

+2

+2
Suffering +3


9th

+9

+6

+3

+3
Hellfire Resistance 20


10th

+10

+7

+3

+3
Hellfire Flight



Weapon Proficiencies: The hellfire blade is proficient with all simple and martial weapons, and light and medium armor, but not shields.

Infernal Might (Su): At level 1, the hellfire blade begins gaining hellfire power. Hellfire Power are used for various hellfire blade abilities. Hellfire Power refresh every day, and the hellfire blade must rest for 8 hours each night to gain their benefit. The hellfire blade need not do anything else to regain his hellfire power, rest is enough. Refer to the table below to see how many hellfire power a hellfire blade receives for each level.



Hellfire Blade Level
Hellfire Power


1
3


2
5


3
7


4
9


5
11


6
13


7
15


8
17


9
19


10
21



Hellfire Infusion (Su): Beginning at level 1, the hellfire blade learns how to infuse his weapon with hellfire*. This ability only applies to a single weapon normally (melee, ranged, or natural), but can be applied to two weapons by halving the bonus damage for both weapons (effectively splitting the damage between the two). Infusing a weapon with hellfire is a move action. Hellfire blades are immune to their own hellfire.

Weapon attacks made with hellfire infusion active are treated as being magical and evil for the purposes of overcoming damage reduction, even if the weapon itself is not magical.

Hellfire infused weapons deal an additional 1d6 hellfire damage. This amount increases to 2d6 at level 3, and continues to increase by 1d6 every two levels thereafter (for a maximum bonus of 5d6 damage at level 9). Hellfire is stronger than normal fire, and is not subject to fire resistance or immunity, but still counts as fire for all other purposes. This ability persists for a number of rounds equal to 3 + Strength modifier (rounded up, minimum 1). Hellfire Infusion costs 1 hellfire power.

Suffering (Su): At level 2, the hellfire blade’s attacks unleash suffering unto their opponent. Every successful melee attack made by the hellfire blade against a living, corporeal creature deals an additional +1 damage. This damage is never subject to damage reduction.

Every time Suffering deals additional damage, the hellfire blade gains temporary hit points equal to the extra damage dealt by Suffering. Temporary HP granted by Suffering stacks. The temporary HP lasts until the end of the hellfire blade's next turn (this can be extended if the hellfire blade continues to gain temporary HP every round after the first). The hellfire blade may gain additional HP in this manner to a maximum temporary HP equal to class level(2) + Strength modifier (minimum 1). Even if the hellfire blade has reached the maximum amount of temporary HP, the additional damage still applies to all of his melee attacks. The bonus to damage increases to +2 at level 5, and to +3 at level 8.

Hellfire Resistance (Ex): At third level, the hellfire blade begins to gain resistance to hellfire. The hellfire blade gains hellfire resistance 10, which applies to both hellfire and normal fire. If the hellfire blade completely negates the hellfire damage from any single attack, he recharges hellfire power (1-10, 1 hellfire power; 11-20, 2 hellfire power). This bonus increases by 5 every 3 levels thereafter, to a maximum of 20 at level 9.

Hellfire Burst (Su): At level four, the hellfire blade learns how to summon hellfire in places other than his weapon. As a standard action, the hellfire blade can summon hellfire onto his enemies flesh. The target must be within 25 + 5/2 levels ft. The target must succeed on a DC DC 10 + 1/2 class level + Strength modifier Fortitude save or be afflicted with hellfire. The target immediately takes 1d6/hellfire blade class level hellfire damage, and an additional 1d6/half hellfire blade class level hellfire damage (rounded down, minimum 2d6) every round thereafter until the hellfire’s duration ends. Hellfire blades are immune to their own hellfire.

Hellfire burst lasts for a number of rounds after the initial burst equal to hellfire blade class level. The target may make an additional Fortitude save every round the hellfire afflicts them. Any successful save quenches the hellfire. Even if a save is successful, the hellfire still deals its damage for that round, but none thereafter. Water or similar effect does not extinguish the flames. Hellfire burst costs 2 hellfire power.

Hellfire Blast (Su): At level seven, the hellfire blade’s knowledge of hellfire increases further. He is now able extend the reach of his hellfire, and the size of the explosion. As a standard action, the hellfire blade may conjure a blast of hellfire, creating an explosion. The hellfire blade may summon a hellfire blast anywhere within 25 + 5/2 levels ft. The blast encompasses a 10 + 5/3 levels ft. radius. The hellfire blast deals 3d6/2 hellfire blade class levels hellfire damage to all targets in the area. Hellfire blades are immune to their own hellfire. Any creature in the area must succeed on a DC DC 10 + 1/2 class level + Strength modifier Reflex save for half damage. Hellfire blast costs 2 hellfire power.

Hellfire Flight (Su): At level ten, the hellfire blade’s control of hellfire is perfected. As a standard action, the hellfire blade can gain wings of fire. These wings grant him a flight speed of 80 feet (perfect). Additionally, any opponent who successfully grapples or performs a melee attack immediately takes 2d6 hellfire damage. Hellfire blades are immune to their own hellfire. Hellfire flight lasts for 10 + Strength modifier rounds. Hellfire flight costs 2 hellfire power.

PLAYING A HELLFIRE BLADE
Hellfire blades are brutal and rash. They engage in combat for the sake of violence, and are ruthless when fighting. Hellfire blades tend to disregard personal safety, and will fight against the greatest of odds.
Combat: Typically, hellfire blades will start combat by infusing their weapon with hellfire, then charging in to the center of the enemy forces. If they have access to hellfire blasts, they will summon hellfire into the largest concentration of opponents, then charge in to fight. The strongest opponents are weakened with a hellfire burst.
Advancement: Hellfire blades will typically continue their chosen path until they have completed it, and will then either return to their previous class, or go into a class which complements their rage and might.
Resources: Hellfire blades don’t typically value much possessions unless it aids them in combat, and are rarely seen without armor and weapon. Because hellfire blades tend to kill and steal for fun, they come across quite large quantities of gold, and keep it because of their combat prowess. They typically spend their money on improving their combat gear or on items of luxury, often indulging in brothels and expensive inns.

HELLFIRE BLADES IN THE WORLD
”A great threat to peace, vulgarity to the highest degree. I am ashamed to share his race.”
– Quentin Ryn, human wizard on Hayden Ghent

Hellfire blades are generally despised by most, but their actions are tolerated in a military setting because of their combat prowess.
Daily Life: Hellfire blades spend their day indulging their desires, training for future combat, or participating in violent acts.
Notables: Hayden Ghent is the most well known of the Hellfire Blades. He leads one of the largest mercenary groups, The Crimson Sword, of which many of those included follow the path of the Hellfire Blade.
Organizations: The Crimson Sword (see above) are widely known for treacherous, evil acts committed wherever they go. Most countries will only call upon their services in times of great military need. However, they are sought out by many evil warlords as support troops.

NPC Reaction
Most people who know of the hellfire blades fear them, and for good reason. They tend not to interact much with the rest of society, but they can get what they want on a whim because of the fear the follows them, and they know it.

HELLFIRE BLADES IN THE GAME
Hellfire blades are very good at what they do–killing unmercifully. However, they do not possess much versatility. Much of the common fighter’s weaknesses are bypassed by the use of ranged weapons and the power of flight, but a hellfire blade does only one thing, and they do it well.
Adaptation: The hellfire blade can be modified for good characters by changing their hellfire abilities to holy fire, having many of the same properties but being of the good alignment. When modified in this fashion, their fire tends to be golden.
Encounters: The PCs might encounter a hellfire blade terrorizing any sort of establishment, or as a major villain or warlord opposing the PC’s group. They do not make a very good evil mastermind, but they do well as a right-hand-man for one, or as a less intelligent leader of a less civilized order.

Sample Encounter
Jane Stone is a hellfire blade known very well in the area. She leads a small group of mercenaries, and they have currently taken up residence in the local hills. The local magistrate has hired you to track them down and slay them, to preserve peace and justice.
EL: 12

http://gameawards.no/images/374.jpeg

Jane Stone
CE Female Human Fighter 7/Hellfire Blade 5
Init +7, Senses: Listen +4, Spot +4
Languages Common, Infernal
------------------------------------------------
AC 23 (+10 +2 full-plate, +2 ring of protection +2, +1 Dex), touch 12, flat-footed 21
hp 130 (12 HD)
Fort +13, Ref +6, Will +5
------------------------------------------------
Speed 20 ft. (4 squares)
Melee Greatsword +21 melee (2d6+10+1d6 fire+2 suffering, 17-20/x2)
Full Attack Greatsword +21/+16/+11 melee (2d6+11+1d6 fire+2 suffering, 17-20/x2) or composite longbow +16/+11/+7 ranged (1d8+8)
Ranged Composite longbow +16 ranged (1d8+8)
Base Atk +12, Grp +19
Atk Options Hellfire burst, hellfire infusion
Combat Gear +2 full plate, +2 flaming greatsword, +1 composite longbow
Supernatural Abilities Infernal might, suffering +2
-----------------------------------------------
Abilities Str 24, Dex 16, Con 18, Int 12, Wis 10, Cha 12
SQ Hellfire resistance 10
Feats Power Attack, Improved Initiative, Improved Critical (greatsword), Combat Reflexes, Iron Will, Cleave, Great Cleave, Improved Bull Rush, Improved Sunder, Improved Toughness
Skills Climb +7, Intimidate +9, Jump +7, Knowledge (the planes) +9, Listen +4, Ride +3, Sense Motive +0, Spot +4, Swim +7, Use Magic Device +1
Possessions Belt of giant strength +4, potion of cure moderate wounds (3), potion of bull’s strength (2), potion of haste (4), ring of protection +2



New Special Material

Hellforged Steel: Weapons or armor crafted from hellforged steel, crafted in the fires of hell, are very rare. Only weapons or armor primarily constructed of metal may be made with hellforged steel. The steel is tempered in the hottest fires of hell, and gains increased durability because of this. Armor made of hellforged steel grants the wearer hellfire resistance 5 (see above) and damage reduction of 1/- if it’s light armor, 2/- if it’s medium armor, and 3/- if it’s heavy armor.. Hellforged steel is so costly that weapons and armor made from it are always of masterwork quality; the masterwork cost is included in the prices given below. Thus, hellforged steel weapons and ammunition have a +1 enhancement bonus on attack rolls, and the armor check penalty of hellforged steel armor is lessened by 1 compared to ordinary armor of its type. Hellforged steel is immune to negative heat effects. Hellforged steel has 50 hit points per inch of thickness and hardness 30.

{table=head]Type of Hellforged Steel Item|Item Cost Modifier
Ammunition|+100 gp
Light Armor|+10,000 gp
Medium Armor|+15,000 gp
Heavy Armor|+20,000 gp
Shield|+3,000 gp
Weapon|+5,000 gp[/table]



New Feats

Greater Hellfire Power
Prerequisites: Infernal Might class feature
Benefit: You gain 2 hellfire power.
Special: A character may gain this feat multiple times. Its effects stack.

Extend Infusion
Prerequisites: Hellfire Infusion class feature
Benefit: Your hellfire infusions last 3 additional rounds.

Quicken Hellfire
Prerequisites: Infernal Might class feature
Benefit: You may quicken any ability that requires hellfire power, using it as a swift action. You may only use one quickened hellfire ability per round. A quickened hellfire ability uses up one additional hellfire power.

Maximize Hellfire
Prerequisites: Hellfire Burst class feature
Benefit: You may maximize either hellfire burst or hellfire blast. You may only maximize one hellfire ability per round. A maximized hellfire ability deals maximum damage. A maximized hellfire ability uses up one additional hellfire power.

Enlarge Hellfire
Prerequisites: Hellfire Burst class feature
Benefit: The range of your hellfire burst and hellfire blast abilities is doubled. An enlarged hellfire ability uses up one additional hellfire power.

Widen Hellfire
Prerequisites: Hellfire Blast class feature
Benefit: The area of effect of your hellfire blast is doubled. A widened hellfire blast uses up one additional hellfire power.

*See Fiendish Codex II: Tyrants of the Nine Hells for details.

DragoonWraith
2009-07-24, 02:13 PM
And here's some helpers if you need them!
(On the Philosophy of Class Design) (http://www.giantitp.com/forums/showthread.php%3Ft%3D55947)
That link doesn't work.

I've really enjoyed reading these so far!

ErrantX
2009-07-24, 10:13 PM
That link doesn't work.

I've really enjoyed reading these so far!

Not the place for chatting, this thread is for entries please :)

But thanks, must have gotten knocked out in the thread purge.

-X

ShneekeyTheLost
2009-07-25, 12:55 AM
Sacred Excelsior

http://i89.photobucket.com/albums/k236/Prroul/PallyPic.jpg

I pity your poor soul, wretched thing of evil. But even now, mercy may be found, if only you wish to atone for your sins...

A Paladin is a holy knight, taking direction from their deity of choice, but relying mostly on force of arms. Some wish a closer connection with their patron deity, cleaving closer to the precepts and doctrines of that deity in order to be more in tune with his deity's perfect will. While their martial skills begin to suffer, they gain stronger casting than any Paladin can ever normally hope to achieve.

BECOMING A Sacred Excelsior
This is a path of introspection for a Paladin, requiring only a commitment to become closer to their deity of choice.

ENTRY REQUIREMENTS
Alignment: Must be Lawful Good
Base Attack Bonus: +10
Spells: Must be able to cast divine spells as a Paladin of 3rd level or higher
Skills: Knowledge (Religion) 13 ranks
Special: Must follow the Paladin's Code of Conduct and not lost class abilities due to a violation of that code of conduct (unless that action has been Atoned and his Paladin class abilities have been regained); Paladin's Special Mount class ability

Class Skills
The Class Name's class skills (and the key ability for each skill) are.... Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nobility and royalty) (Int), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), and Sense Motive (Wis).
Skills Points at Each Level: 2 + Int

Hit Dice: d8

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|4th|5th|6th|7th

1st|
+0|
+0|
+0|
+2|Excelsior's Vow, Turn Undead|2|1|o|o

2nd|
+1|
+0|
+0|
+3| Divine Blessing

3rd|
+2|
+1|
+1|
+3| Divine Valor

4th|
+3|
+1|
+1|
+4| Divine Inspiration

5th|
+3|
+1|
+1|
+4|Divine Resilience[/table]

Weapon Proficiencies: A Sacred Excelsior is proficient in all weapons and armor that he was previously proficient in, but does not gain any additional proficiencies.

Spells: A Sacred Excelsior casts divine spells from the Cleric list, and prepares them as a Cleric. His Caster Level for these spells is equal to his Sacred Excelsior levels plus his Paladin levels, and uses Wisdom as his casting stat. If a Sacred Excelsior tries to continue advancing his spellcasting progression beyond 5th level through some means (such as another prestige class which advances divine spellcasting), use the Spells Per Day chart of the Sublime Chord to determine how many spells per day he has of what level.

Excelsior's Vow: A Sacred Excelsior is still a Paladin at heart, although he yearns for a closeness for the divine which only Clerics normally achieve. He must continue to follow his Paladin's Code of Conduct or loose all class abilities.

Turn Undead: Sacred Excelsior levels count as Cleric levels when advancing this class ability, rather than 1/2 Cleric levels as Paladin does.

Divine Blessing A Sacred Excelsior of 2nd level or higher gains the blessing of his deity. Any weapon which he wields is considered to have the Holy enhancement, dealing 2d6 to any evil creature, and is considered to be Good aligned for purposes of overcoming Damage Reduction. However, he may not resort to violence as a first response unless they initiate hostility first, or they radiate an aura of evil of at least Moderate strength.

Divine Grace A Sacred Excelsior of 3rd level or higher becomes so in touch with the will of his divine master that he becomes immune to any mind-affecting affect which attempts to cause him to break his Code of Conduct. Any attempt to order him to commit an action which will cause him to break his vow will automatically break the effect's hold on him. However, as he can no longer be forced into such an action, any willing violation of his Code of Conduct will require a steeper penance for such actions, to be determined by the DM.

Divine Inspiration(Su) At 4th level, a Sacred Excelsior may produce a divine effect which is identical in every other way to a spell which he can cast as a Sacred Excelsior by expending a number of turn attempts equal to the spell level of that spell. However, if he casts a spell or uses this ability to harm a non-evil being (doing lethal damage or bestowing a harmful negative effect. Nonlethal damage and non-lethal effects such as preventing them from doing others harm are okay), he breaks his Code of Conduct and cannot Atone until he receives that being's forgiveness.

Divine Resilience At 5th level, a Sacred Exorcist gains Damage Reduction 10/Evil

PLAYING A SACRED EXCELSIOR
You are a vessel for your deity's will. You live to serve his/her holy cause. However, you are less inclined than a normal Paladin of resorting to violence to solve problems, you think more like a Cleric would, and how can the situation be resolved peacefully.
Combat: A Sacred Excelsior is a more powerful caster than a Paladin, and uses this to his advantage in combat. He can gain up to 7th level Cleric spells, and thus can cast such spells as Heal and Holy Word. You can even cast Resurrect, if necessary. He also gains a higher Caster Level for his spells, which enables him to be an effective caster as well as an effective combatant.
Advancement: Most Paladins choose to finish this path, once started. Often, they go on to the Contemplative PrC to further increase the closeness of their connection to their Divine Patron.
Resources: Less concerned with worldly things, they tend to give away more than they use. As they gain higher level spells, they may need a way to increase their Wisdom score to be able to actually cast those higher level spells.

SACRED EXCELSIOR IN THE WORLD
Some are called to war, others are called to peace. Some are first called to war, then allowed the mercy of being able to achieve the Peace which only closeness to the Divine might bring. Respect these elders, my son, as you would any member of the Clergy.

A Sacred Excelsior is less inclined to resort to violence as a first response, and more inclined to pause and take a moment to consider before drawing his blade. They are more contemplative, more at peace with themselves and with the world, and more inclined to forgive. By that same token, when they deem violence is, indeed, necessary, they will take such steps as necessary to defend the defenseless, wielding powerful holy magic alongside their martial prowess.
Daily Life: A Sacred Excelsior's day starts and ends with prayer. In travel, at meals, in times of trouble... his deity's name is never far from his lips. Slow to anger, slower to resort to violence, and swift to lend aid wherever he may.
Notables: Sir Theodin Raymond, Holy Knight of Pelor, was the first known Sacred Excelsior. He retired from his position as General of the West when he became too sick of war to continue in his path, went to a secluded abbey, and wept at the alter of Pelor for an entire fortnight, questioning his own faith, pleading with Pelor for an answer, for peace. At sunset of the fourteenth day of his vigil, he vanished from the alter with the Sun's final rays, only to appear again at dawn. He established the Monastery of Peace, dedicated to helping those Paladins who become 'shell shocked' regain their true calling and find some measure of peace.
Organizations: The Monastery of Peace is home to some several dozen permanent staff, plus as many as twenty or thirty Paladins at any given time who seek healing and peace. They are open and welcoming of any being, good or evil, who would turn to Good, and specifically open to any who worship a Good deity and begin to doubt their faith.The grounds is under a Hallow effect, carefully maintained by Sir Theodin himself, and has a peaceful atmosphere. One foolish tyrant believed that their message of peace made them weak, and tried to attack the Monastery, only to discover that while these may prefer peace, they have no qualms defending their grounds with a holy fervor, and have no small measure of martial skill.

NPC Reaction
Few are sufficiently knowledgeable about Paladins, Clerics, and Sacred Excelsiors to really discern a difference between the three. Those who are generally give these people the quiet respect they deserve. The rest simply respect him as a powerful and holy individual.

CLASS NAME IN THE GAME
These war-weary veterans are highly respected by most Good clergy, and praised for seeking a closer connection to their deity. Many go off as knight-errant, doing good deeds to try to atone for the blood they shed, necessary though it might have been.
Adaptation: Lacking a specific setting flavor, it is fairly easy to insert them into almost any campaign world, as having shell-shocked warriors finding religion to heal from the horrors of war is a common theme throughout history.
Encounters: One might well encounter a Sacred Excelsior on errant, either in passing or requesting aid to put paid to a danger. A Paladin in the party may well decide to choose this path for themselves, and seek them out. Usually, they are not very egotistical, even less so than the typical paladin, so the party might never realize whom they just encountered until they speak with the locals and find out that the humble and polite man on horseback who gave them directions was really a famous hero who had retired from combat years ago and maintained the local chapel these days...

Sample Encounter
An aging Human with short, gray stubble for a beard, is sitting on a horse, with hand raised in a gesture of greeting. He is wearing well-kept plate under a well-used but well cared for white tabbard with the Pelor sun-in-glory emblazoned on the front. "Greetings, fair travelers", he says with a gentle smile "You seem to be fine and upstanding people. I care for the local Parish, and have something of a problem. Lately, foul things have begun lurking at night. While I can dispatch them easily enough, I dare not leave my parish long enough to track down their source, lest they destroy it in my absence. You seem to be strong of back, while I am but an aging man well past his prime. Please, I beseech you, find the cause of this foul travesty and cleanse it, so the common folk here may continue their lives unmolested."
EL 16:


Sir Theodin Raymond
LG Male Human Paladin 11/Sacred Excelsior 5
Init +2, Senses: Listen +5, Spot +5,
Languages Common, Celestial
------------------------------------------------
AC , touch , flat-footed ()
hp ( HD)
Fort +, Ref +, Will +
------------------------------------------------
Speed ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions

fuzzywolf
2009-07-26, 04:33 AM
DISMORPHIST

http://www.wizards.com/dnd/images/lom_gallery/88163.jpg


In a world of tall, darkly handsome heroes, busty, lithe heroines, and dragons made from glittering perfection, do you have any idea what it's like to be short, average and sickly? Well here, lend me your ear. Your beautiful, perfect ear . . .

In a world of physically perfect warriors, tragically brilliant wizards, lightning quick rogues, unshakable clerics and dazzling sorcerers, the Dismorphist is a character who is painfully aware that they're not as strong, as smart or as beautiful as the heroes they read about in books. Sometimes, the path of Dismorphist is followed by those with a geniune defect or abnormality; more usually, the defect exists only in the mind of the Dismorphist when measured against the impossible abilities of legendary heroes. Either way, the Dismorphist's personality has become twisted and dark, filled with even, self-loathing and fear. The Dismorphist is driven to vile, even insane methods to 'fix' what is wrong with her.

BECOMING A DISMORPHIST
A Dismorphist's powers are born of desperation and inner turmoil. She requires no formal training, but the inspiration for her progression down this twisted path comes from fleshgrafters, whether fiendish or otherwise. (See Fiend Folio page 207 and following)

ENTRY REQUIREMENTS
Alignment: chaotic neutral or chaotic evil
Skills: Heal 4 ranks, Sense Motive 4 ranks
Special: Must have willingly received some sort of flesh graft

Class Skills
The Dismorphist's class skills (and the key ability for each skill) are Heal(wis), Sense Motive(cha), Hide(dex), Disguise(cha), Spot(wis), Concentration(con), Spellcraft(int)
Skills Points at Each Level: 4 + int

Hit Dice: d6

{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+0|
+2|
+0|
+0|Self-Loathing, inner fire, half-price grafts, silent image

2nd|
+1|
+3|
+0|
+0|Spell-casting, copy person

3rd|
+2|
+3|
+1|
+1|Amateur Grafting, Bonus Feat

4th|
+3|
+4|
+1|
+1|Paranoia

5th|
+3|
+4|
+1|
+1|Imitation, Bonus Feat

6th|
+4|
+5|
+2|
+2|Projected fears

7th|
+5|
+5|
+2|
+2|Growing Insecurity, Bonus Feat

8th|
+6|
+6|
+2|
+2|Everyone's Afraid of Something

9th|
+6|
+6|
+3|
+3|Sane by Comparison, Bonus Feat

10th|
+7|
+7|
+3|
+3|Total Dismorphia[/table]

Weapon Proficiencies: The Dismorphist gains no additional armor or weapon proficiencies.
Class Abilities:

Self-Loathing:The Dismorphist fixates obsessively on one of her abilities. She craves items, spells and feats that increase that abilities. Unfortunately, no enhancement is ever good enough, and the Dismorphist has an inexplicably low estimation or her own abilities. Pick an ability; this is the Dismorphist‘s primary obsession. The Dismorphist thinks that her score in this ability is actually two lower than it is; this effect increases to four and six less at levels four and seven. All conscious appliations (skills) of this ability use the Dismorphist’s perceived score, though unconscious applications(ac, damage, ab, spell dc) use the true score; this can lead the Dismorphist to avoid situations requiring that attribute or to flashy overcompensation for her perceived lack. For example, a Dismorphist might be obsessed with charisma. Though her score is 16, she thinks it is 14, and thus applies only a +2 for bluff or diplomacy. However, she retains a +3 bonus to spell dc, a paladin’s saving grace, etc.
Inner Fire The same inner fire that drove the Dismorphist before her taking of this prestige class burns in her still, albeit in a perverted manner. Though the Dismorphist does not advance in her previous spell casting classes, she counts her full Dismorphist level for effects that scale with caster/initiator/manifestor level. For example, a 5 wizard/ 10 dismorphist will have the maximum damage dice for her fireball.
Half-Price Grafts Further grafts, like the one required to qualify for the Dismorphist PrC, can be had for half-price. This is limited to 1 graft plus 1 per 3 levels of Dismorphist. The blood of a Dismorphist has become perverted to make the grafting process easier, and is thus a commodity among those who make their living with grafts.
Disguise Self A dismorphist may use disguise self at will, but only to conceal her grafts. (CL equals twice Dismorphist level) If this effect is ever dispelled in the presence of other beings (within 30 ft), she must make a will save with DC 15 + dismorphist level + number of grafts. If she fails, she must either flee for a number of rounds equal to her Dismorphist level or attack the dispeller (if the dispeller dies, then any allies thereof) with lethal intent for at least a number of rounds equal to her Dismorphist level. This is a spell-like ability.
Spell-Casting Beginning at 2nd level, the Dismorphist gains a small number of spells per day from a predefined list. She knows all spells automatically, though she must mentally prepare her spells for the day by planning frenetically for at least 1 hour.

Spells per Day
Level 0th 1st 2nd 3rd 4th
1st 0 0 0 0 0
2nd 3 1 0 0 0
3rd 4 2 0 0 0
4th 4 2 1 0 0
5th 5 3 2 0 0
6th 5 3 2 1 0
7th 5 3 2 2 0
8th 6 4 3 2 1
9th 6 4 3 3 2
10th 6 4 4 4 3
Spells Known:
0th: Prestidigitation, Ghost Sound, Mage Hand, Flare, Light
1st: Obscuring Mist, Silent Image, Unseen Servant, Disguise Self, Magic Aura, Expeditious Retreat, Reduce Person, Color Spray
2nd: Obscure Object, Glitterdust, Darkness, Invisibility, Minor Image, Mirror Image, Alter Self In addition, the Dismorphist can cast any ability buff (e.g., bull’s strength) that buffs an ability affected by her Self-Loathing class feature.
3rd: Nondetection, Sleet storm, Arcane Sight, Displacement, Invisibility Sphere, Major Image, Blink, Shrink Item
4th: Detect Scrying, Hallucinatory Terrain, Illusory Wall, Invisibility, Greater, Polymorph(self only)

The Dismorphist gains bonus spells based on their perception of the ability chosen for self-loathing at first level. Their spell dc is 10 + level of spell + actual value of the ability chosen for self-loathing at first level.

Copy Person: Beginning at 2nd level, a Dismorphist may accurately copy the appearance of another being. The voice, visual appearance and even smell of the subject is perfectly copied, though mannerism may vary wildly. To use this ability, the Dismorphist must spend 10 minutes studying the subject visually, or remain in contact with them physically for one full round and succeed on a sense motive check dc 10+HD of subject + cha mod of subject. They may maintain the illusion for 1 hour per Dismorphist level. At 5th and 8th level, the Dismorphist may spend 1 hour studying a person, and thereafter can assume or dismiss an illusion of them at will, though the total time spent disguised with this ability cannot exceed 1 hour per Dismorphist level. This is a spell-like ability; CL is equal to Dismorphist level. If this effect is dispelled, the Dismorphist's disguise self ability takes over.
Amatuer Graft: At third level, a Dismorphist’s desperate obsession turns deadly. The Dismorphist may select a victim with a higher score than the Dismorphist in the ability affected by Self-Loathing. By slaying the victim and grafting an appropriate part of the victim’s body onto her own, the Dismorphist gains a +1 to that ability score. The maximum HD of the victim is equal to the Dismorphist’s ranks in Heal. She can perform another graft in this fashion at levels 5 and 7.
Paranoia A Dismorphist’s growing constant introspection on their own inadequacies grants them insight into the thoughts of others -- or at least she thinks it does. Once per round as a swift action, the Dismorphist can detect the surface thoughts of a subject within 30 ft. In combat, this means that the Dismorphist may take a +1 insight bonus to attack or a +1 dodge bonus to ac against that target. Out of combat, however, surface thoughts may be read as detect thoughts, except particular attention is given to thoughts, especially negative thoughts, about the Dismorphist. Additionally, there is a 10% + 1% per Dismorphist level that this ability will reveal negative or even hostile thoughts against the Dismorphist even when none are present.
Imitation A Dismorphist’s dissatisfaction with her own abilities has lead her to find a way to directly steal the vitality of others. On a successful touch attack, the Dismorphist may attempt to discern one ability score of the creature touched. She makes a Sense Motive check dc 10 + HD of creature touched. If successful, the Dismorphist knows the ability score of her victim and can choose to adopt it as her own; her victim takes 2 points of damage to the ability being imitated This effect lasts a maximum of 1 day per Dismorphist level; the damage will not heal normally while the effect is active. If the ability damage is healed by magical means, the effect also ends. The effect also ends if dismissed by the Dismorphist or if the Dismorphist attempts another use of the Imitate power. If the victim dies before the effect ends, the Dismorphist can enjoy the full duration of this effect.
Projected Fears At sixth level, a Dismorphist gains a +2 bonus to the dc of any illusion spells she casts. She also gets a +2 bonus to CL checks to resist her illusions being dispelled.
Growing Insecurity The Dismorphist chooses another ability score to apply Self-Loathing and Amateur Graft to; this is the Dismorphist‘s secondary obsession. The penalty from Self-Loathing for this ability starts at -2 and increases to -4 at 9th level.
Everyone’s Afraid of Something The Dismorphist’s obsession with her perceived shortcomings and their discovery by others gives her an insight into what others are most afraid of. The Dismorphist makes a touch attack, and a sense motive check opposed by her victim’s will save. If the Dismorphist is successful on both, her disguise self illusion flickers briefly into the form of her victim’s greatest fear. The victim is paralyzed with fear for a 1d4 rounds, unable to take any actions except a 5-ft movement. The victim is considered flat footed.
Sane By Comparison The Dismorphist attracts up to 8 HD of followers. They can be of any race, but they must be of chaotic alignment and capable of speaking with the Dismorphist. All are unstable in some way -- paranoid, schizophrenic, sociopath, etc., but the Dismorphist is aware of their instabilities and can use them to manipulate his followers. The Dismorphist’s followers are willing to undertake moderately risky missions for her, but are not willing to die or loose experience for her (though they are willing to be the targets of Imitation). Her followers will quickly betray her if threatened outright by the Dismorphist or if in danger of their lives.
Total Dismorphia Choose a third ability to be affected by Self-Loathing; the penalty for this ability score is -2, and this ability counts as the Dismorphist‘s tertiary obsession. The Dismorphist attempts her most drastic graft yet, choosing a creature of up to twelve HD with a score better than hers in her primary obsession. The graft increases that ability by 2. If the victim has better scores than the Dismorphist in her secondary or tertiary obsessions, those scores are also increased by 2. The Dismorphist’s type changes to the type of this victim, granting her all the benefits and drawbacks of that creature type. If the Dimorphism’s disguise self is dispelled, she is no longer recognizable as her original race.


PLAYING A CLASS NAME
The Dismorphist grows increasingly paranoid as she grows powerful. Nobody can be trusted because nobody knows her secrets. Nobody knows her secrets because nobody sees her true self. Nobody sees her true self because nobody can be trusted . . .

Though the Dismorphist grows deeply suspicious of others, she also desperately needs approval from someone. She will be incredibly loyal to comrades who treat her kindly, and she is especially drawn to those who are mediocre or worse in some way and to those who have some barrier against her paranoia class ability.
Combat: The Dismorphist prefers to avoid direct conflict if possible, staying unseen until a tactical advantage presents itself. She uses her spells of misdirection freely. A favorite tactic is to remain invisible at the beginning of combat, then use her stun touch attack and let a party member with precision damage finish off her stunned victim.
Advancement: The Dismorphist lacks in raw power, but makes up for it in versatility. If she practiced magic before, she should learn and prepare spells that scale well with level to make use of inner fire. Obsessions and bonus feats should be chosen to boost what they were already good at in their previous career.

DISMORPHISTS IN THE WORLD
Tweren't natural, I tell ye. She was half-elf, half-dwarf, half-troll, half-goblin . . .

Dismorphists seek always to hide their true nature from the world. As a result, most of the world sees them as just another member of whatever class they were a member of before taking levels in Dismorphist. There is no organization of Dismorphists; indeed, a Dismorphist would probably be horrified to learn there was someone else like them.

NPC Reaction
NPC reaction, should they discover a Dismorphist's true nature, should react with revulsion. Different cultures might percieve her differently: criminal, monster, freak, abomination, lunatic. Only on the fiendish planes would she find some measure of acceptance for her path.

DISMORPHISTS IN THE GAME
Dismorphists lack raw power, but they make up for it in versatility. Almost any class could make use of the bonus feats and stat points offered by the Dismorphist.
Adaptation: The central concepts of the Dismorphist are grafting and growing insanity. The grafting could be accomplished by whatever means is at hand in the setting -- magic, technology, alchemy, psionics, fiendish fleshcraft.
Encounters: Dismorphists make excellent middle level villains for campaigns with a horror element.

Sample Encounter
A famous minstrel is on tour and passes through the small city of Larenburg. The night after his first performance, he is found dead with his tongue cut out. A series of clues leads the heroes to suspect that Alar, a well-respected citizen and local mage, is responsible for the murder. When confronted, he flees to a cave in the mountains. After fighting through a tribe of goblins that Alar has tricked into serving him, the heroes confront Alar in his underground laboratory.
EL 10: In the final battle, Alar has two level 6 goblin fighters with him. He begins the battle buffed with reduce person, cat's grace, mage armor, shield and mirror image. He begins the battle by hasting his party and attempt to slow his opponents, then he casts his acid arrows. In later rounds, he will fire his light crossbow, filled with fire arrows he enchanted. If given an opportunity, he will use his copy person ability to sow confusion among his opponents.


Alar Unshaper
chaotic neutral/male/human/Wizard(transmuter) 6/Dismorphist 3
Init +0, Senses: Listen +, Spot +,
Languages Common, goblin, elven and demonic
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AC 24 (+ 4 mage armor, +4 shield, +1 reduced size, +1natural armor, +3 dex, +1 haste) touch 15, flat-footed 20
hp 41 (9 HD)
Fort +7, Ref +6, Will +8
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Speed 20 ft. ( 5squares)
Base Atk +5, Grp +1
Atk Options masterwork small light crossbow + 9, 1d6(+1d6 fire) 19-20x2
Spells PreparedWizard: 0-magehand x 4, 1- mage armor, shield, hold portal, reduce person, color spray 2- cat's grace, mirror image, acid arrow x 2 3 - flame arrows, haste, slow
Dismorphist: 0 - ghost sound x 4, 1 - obscuring mist, color spray
Supernatural Abilitiesinner fire, disguise self, copy person
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Abilities Str 12, Dex 13, Con 14, Int 21(perceived 19), Wis 15, Cha 8
SQ darkvision (60ft)
FeatsTransmuter(necromancy and evocation prohibited), scribe scroll, rapid reload (light crossbow), brew potion, spell focus(transmutation), spell focus(illusion), extend spell
Skillsheal + 8, sense motive + 5, spellcraft + 13, concentration + 13
Possessionsfiendish skin, headband of intellect + 2, ring of protection +2, amulet of resistance +1, 5 potions of cure moderate wounds, 2 scrolls of charm person

ErrantX
2009-07-28, 09:32 AM
Contest is closed, voting thread will be up later today.

-X

ErrantX
2009-08-08, 02:00 PM
Voting closed, Djinn In Tonic's Eerie Traveler wins! Congrats!

Great work all of you, it was a weird theme this time, I know. Next one should be up before the weekend's out. Look for it!

-X