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ErrantX
2009-12-28, 01:38 PM
Live and Die by the Sword

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The traditions of the warrior-class are varied.

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Giant in the Playground PrC Contest XVI

The contest begins with the posting of this thread and will run through midnight of January 31st.

Soon after a poll will be opened for everyone to vote for their favorite that will last until midnight of February 10th.

Rules

1) You will be creating an 'original' prestige class. This prestige class must be a fighting class; by that I mean something that relies primarily on weapons or unarmed strikes for contributing to his or her party. This is deliberately open; you can make a martial artist who relies on movement based abilities, a premier order of virgin swordswomen whose purity extends to their swordcraft, a martial initiator who gains special abilities when dueling with other martial adepts like himself, or religious order of Knights who use their unholy powers to wield hellfire as their very weapon for battlefield control. Please be creative in this; warriors can be more than just defenders and strikers! Gish prestige classes are allowed, provided they do not provide more than 8/10 casting progression; these are warrior classes, afterall. Full ranger or paladin progression is allowable. Use of any of the WotC books is allowed for source material (just cite your use) and of course, books such as the Tome of Battle are encouraged. Homebrew disciplines may be used as well, but you must link to the discipline in your class (to credit the author). As always, if you're not sure, ask me!

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. Only new work may submitted; no previously posted work will be accepted. Such entries will be disqualified.

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



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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
2009-12-28, 01:40 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
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AC , touch , flat-footed ()
hp ( HD)
Fort +, Ref +, Will +
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Speed ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
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Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions

Xallace
2009-12-29, 04:47 PM
THE NINJA OF THE GOLDEN ECLIPSE



http://i371.photobucket.com/albums/oo154/Xallace/pelorlight.jpg
"We have received word that a band of assassins is set to murder the Duke of Straughsberg at the festival tomorrow. We'll need you to beat those assassins."
- Private statement from High Priest Julius of the church of Pelor

The Ninja of the Golden Eclipse is part of a secretive (some would say "heretical") sect of Pelorites, assassins who utilize the powers of light to bring down tyrants and undead lords. Though they hide behind the facade of priesthood, these bronze-and-gold-cloth clad warriors are not sanctioned by the church as a whole, working independent of any other Pelorian organization.

BECOMING A NINJA OF THE GOLDEN ECLIPSE

All Golden Eclipses need at least a few levels in ninja to qualify. Some take a few levels in cleric prior to entry, partly to help meet the prerequisites, but also to keep up their facade of priesthood.

ENTRY REQUIREMENTS
Skills: Hide 8 ranks, Knowledge (Religion) 4 ranks, Move Silently 8 ranks
Feats: True Believer (Pelor)
Special: Proficiency with shuriken and any mace.
Special: Ki Power class feature, Sudden Strike class feature

Class Skills
The Ninja of the Golden Eclipse's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Concentration (Con), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Listen (Wis), Knowledge (Religion) (Int), Move Silently (Dex), Open Lock (Dex), Search (Int), Spot (Wis), Swim (Str), and Tumble (Dex).
Skills Points at Each Level: 6 + int

Hit Dice: d6

{table=head]Level |BAB |Fort |Ref |Will |Class Features
1 |+0 |+2 |+2 |+2 |Sacred Ki, Sacred Weapon Training, Radiant Dawn
2 |+1 |+3 |+3 |+3 |Deathless Strike, Sudden Strike +1d6
3 |+2 |+3 |+3 |+3 |Mercy of Pelor, Morning Light
4 |+3 |+4 |+4 |+4 |Brilliant Strike, Sudden Strike +2d6
5 |+3 |+4 |+4 |+4 |Heavenly Swiftness, Illumination of the High Sun
6 |+4 |+5 |+5 |+5 |Advanced Sacred Weapons Training, Sudden Strike +3d6
7 |+5 |+5 |+5 |+5 |Hide in Plain Light, Scorching Day
8 |+6 |+6 |+6 |+6 |All-Seeing Sun, Sudden Strike +4d6
9 |+6 |+6 |+6 |+6 |Blessed Insight, Burning Dusk
10 |+7 |+7 |+7 |+7 |Sacred Weapon Mastery, Shining Eclipse, Sudden Strike +5d6[/table]

Sacred Ki: Upon being initiated into the ranks of Golden Eclipse, a burst of light explodes from your form as a signal of Pelor's approval. A holy warmth fills you, and you become privy to special knowledge. You gain an additional use of Ki Power per day for each level of Golden Eclipse. In addition, you qualify for divine feats as though you could turn undead, and you can expend Ki Power to power your divine feats. Each use of Ki Power counts as one use of turn undead for this purpose.

Sacred Weapon Training (Ex): As part of your training with other Golden Eclipse ninjas, you learn to use your god's implements with astounding skill. You can treat any holy symbol of Pelor as a shuriken, and any shuriken you wield deals 1d6 points of damage. You can enhance such holy symbols as though they were shuriken as well. When using either a mace or a shuriken, you can use your Wisdom modifier on attack and damage rolls, instead of your Strength modifier.

Radiant Dawn (Su): The true power of the Ninja of the Golden Eclipse is not in his mastery of shadows, but his mastery of light. As a Standard Action and by expending a single use of Ki Power, a Golden Eclipse can create a burst of light as per the Daylight spell with a caster level equal to his class level. You can center this effect anywhere within sixty feet. If you center the effect on yourself, you can choose to have it move with you when you move.
All evil creatures within the area must make a Fortitude Save (DC10 + Class Level + Wisdom Modifier) or be blinded until the end of your next turn. Creatures blinded by this ability, as well as undead in the area with a weakness to sunlight, are considered flat-footed against your attacks.

Deathless Strike (Ex): Beginning at 2nd level, undead are no longer immune to your Sudden Strike damage, nor to critical hits made by you.

Sudden Strike (Ex): At 2nd level, and every even level thereafter, you add 1d6 to your Sudden Strike damage.

Mercy of Pelor (Ex): The mercy of Pelor is twofold: kill quickly, or not at all. You can deal non-lethal damage without any penalty to your attack roll. If you deal lethal damage enough to put a creature below 0 HP, you can immediately make a Coup De Grace attack against that creature.

Morning Light (Su): As you refine your mastery of light, you learn to cast aside the darkness of your enemies. By expending two uses of your Ki Power, you can dispel any supernatural darkness effect, regardless of level. This abilty has no effect on supernatural darkness created with a caster level higher than your character level + 4.

Brilliant Strike (Su): The righteous fury of Pelor is cast through your weapon when you strike evil creatures. When you make a successful Sudden Strike against a creature of evil alignment, you can choose for half of the extra damage to be fire damage and for the rest to be pure divine damage (which cannot be reduced by any means).

Heavenly Swiftness (Ex): At 5th level, your divinely-inpsired perception allows you to better judge your position and surroundings, enhancing your acrobatic ability. You gain an insight bonus on Balance, Climb, Escape Artist, Jump, and Tumble checks equal to your Wisdom modifier.

Illumination of the High Sun (Su): At 5th level, you can channel the sacred flame of Pelor to illuminate your surroundings. By expending two uses of Ki Power, you gain an effect equivalent to a True Seeing spell, with a duration of 1 minute. In addition, you gain a bonus on Sense Motive checks equal to your class level, and a bonus on Spot checks to see through disguises, equal to your class level. When you use this ability, your eyes shine like the sun.

Advanced Sacred Weapons Training (Ex): As of 6th level, your skill in the specialized fighting style of the Golden Eclipse heightens. You do not provoke attacks of opportunity for throwing shuriken while threatened, so long as you hold a mace. Further, once per round when you attack an adjacent target with a shuriken, you can make an attack with your mace as a swift action after the shuriken attack is resolved.

Hide in Plain Light (Su): At 7th level, Pelor casts a light-refracting glamour over you when you hide. As long as you are in illumination greater than shadowy, you can use the Hide skill even while being observed.

Scorching Day (Su): At 7th level, you can channel the glorious might of the sun to scorch your enemies. While your Radiant Dawn ability is active, you can activate a Sunbeam spell with a caster level equal to your class level as a swift action. Each beam you cast is cast a swift action, rather than standard. The origin point of the effect is the center of your Radiant Dawn effect, and the effect only lasts as long as the Radiant Dawn or until you run out of beams. You can only activate this ability once per casting of Radiant Dawn, and activating the ability expends one use of Ki Power.

All-Seeing Sun (Ex): As of 8th level, your shuriken fly as though guided by a divine hand. After attacking a target with a shuriken, you can ricochet it off you victim and sending it flying at a new opponent. After you resolve your attack, select a new creature within 15 feet of the target. You make an new attack against that target with the same shuriken. You can attack an additional number of targets in this manner up to your Wisdom modifier, but you can never attack a single creature more than once. Targets other than your initial target are not subject to your Sudden Strike ability.
Once you run out of targets, or if you miss on an attack, your shuriken returns to your hand.

Blessed Insight (Ex): You are never considered surprised for the purpose of surprise rounds.

Burning Dusk (Su): As a swift action, you can expend one use of Ki Power to ignite a corpse in holy fire. Over the course of 3 rounds, the corpse disintegrates into a smoldering pile of ash. A True Resurrection, Wish or Miracle spell is required to bring the victim back to life.

Sacred Weapon Mastery (Ex): At 10th level, you become the undisputed master of the tools of your trade. When making a Full Attack, you can make both mace and shuriken attacks at the same time. These attacks do not need to be against the same target. For each attack in your full attack, roll only once, but add the modifiers for each weapon seperately. If you target the same creature with both a shuriken and mace attack, and both attacks hit, the target is subject to your Sudden Strike damage, even if they are not flat-footed.

Shining Eclipse (Su): At 10th level, you are blessed with the knowledge of the Shining Eclipse. By expending three uses of Ki Power as a Standard Action, you become eclipsed by a brilliant, holy radiance. All magical darkness within 120 feet of you is dispelled, and the area is filled with brilliant light as per a Daylight spell. All evil creatures within the area must make a Fortitude Save (DC20 + Your Wisdom Modifier) or be blinded until the end of your next turn. Creatures blinded by this ability, as well as undead in the area with a weakness to sunlight, are considered flat-footed against your attacks.
The light does not move with you.
While within the light, you become a shadowy figure outlined by a silver glow. You can move up to your speed as a swift action and make a full-attack as a standard action, so long as you remain within the area. You gain a +5 sacred bonus to attack rolls in a full-attack while within the light.
The light remains for 1 round, but each round you can expend a single use of Ki Power to keep the effect going. This ability cannot be countered by any darkness effect.

PLAYING A NINJA OF THE GOLDEN ECLIPSE
The Ninja of the Golden Eclipse combines stealth and battlefield control. You are fragile, but you can deal mighty damage and keep foes unbalanced.
Combat: Several of your class features require shurikens or a mace, so you should keep at least one of each with you in combat. Your power to blind creatures can help your Sudden Strike ability, as well as help your allies who may have similar powers. Try to stay away from toe-to-toe fights; you're much too fragile. Instead, keep your enemies off guard with blinding light and invisibility.
Advancement: Ninja of the Golden Eclipse can take divine feats, providing you with options no other ninja has without multiclassing. Feats that provide additional uses of Ki Power should be high on your list, as most of your class features utilize this resource.
Resources: All members of the Golden Eclipse are taught special signs and notations that point the way to enclaves of other cells, as well as specialized holy symbols that prove membership. You and your allies are welcome to stay in any Golden Eclipse enclave, petition help from its members. You are also expected to care for other members and help them when petitioned.

NINJA OF THE GOLDEN ECLIPSE IN THE WORLD
"There is no Golden Eclipse."
- Public Statement from High Priest Julius of the church of Pelor

Daily Life: When interacting outside of of your cell, you put on the face of a cleric; some ninja work as scribes or librarians in the church, while others give fiery sermons in the public square or work in Pelor-sanctioned hostels or soup kitchens, and some even hold high-ranking positions in the priesthood. Some think that the Golden Eclipse has infiltrated every level of the Pelorian church. They're almost right.

At dusk each day, one of your intelligence agents will Send information to you and your team. By the time the sun sets, you are clad in your assassin's gear and on your way to your next mission. Often times, you set out to destroy vile undead, especially ones that have infiltrated high-ranking positions. There will be times when you must act as counter-assassins, sneaking into the manor of a Duke or King and staking out the killers. Sometimes you must "assassinate" an individual and hide them away, for their own protection.

A ninja of the Golden Eclipse rarely leaves his cell for high adventure. Those that do are often the sole survivors of an attack on their cell, but can sometimes find themselves on a peculiar lone mission, seemingly sent from nobody at all.

NPC Reaction
Your public face is that of a priest, so the public reacts to you as they would any priest of Pelor; generally, neutral and good-aligned humanoids start with an attitude of friendly towards you.

If your true skills are revealed, most of the general public is likely to be more confused than upset. Most clerics of Pelor, on the other hand, consider your actions heretical to the teachings of the church, and will become Unfriendly or Hostile towards you.

Kira_the_5th
2009-12-29, 05:02 PM
Alright, I don't have much experience in homebrew yet, but I decided to give this contest a shot anyway. So, here we go, my first attempt at a contest.

The Lancer

“Think you can escape my spear? Hilarious.” ~Naida Bowden, Lancer

There are some fighters content with charging in and crushing an enemy to tiny bits. There are others, however, who prefer tactics in combat. Those who travel down this path often find the way of the Lancer, a tactical warrior specialized in harassing enemies with superior reach and strategy.

BECOMING A LANCER
It is almost always a Fighter who becomes a Lancer, although some Warblades have been known to enter the class on occasion in order to expand the techniques they already know. Sometimes, the odd Swashbuckler will become a Lancer, fueled by the synergy of both classes’ tactical styles. Barbarians hardly ever become Lancers, lacking the ability to keep a cool, thinking head during battle. On occasion, a king or lord may train his Knights in the way of the Lancer, in order to take advantage of the Lancer’s skill with support and disruption. Such a path is risky, however, due to conflicting notions between the Knight’s Code certain tactics of the Lancer, especially Flanking. Becoming a Lancer involves a great deal of study and practice in the tactics of battle and when to use which techniques when.

ENTRY REQUIREMENTS
Base Attack Bonus: +5
Feats: Weapon Focus (Longspear or Glaive or Guisarme or Ranseur), Combat Reflexes, Short Haft.
Alignment:Non-Chaotic. Lancers must have a certain amount of discipline in order to study the techniques of their class. Additionally, most lancers need a degree of loyalty to their friends and teammates, who they are always ready to aid in combat.

Class Skills
The Class Name's class skills (and the key ability for each skill) are....Balance (Dex), Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Ride (Dex), Sense Motive (Wis) Swim (Str), and Tumble (Dex)
Skills Points at Each Level: 2 + Int

Hit Dice: d10
The Lancer
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+1|
+2|
+0|
+0|Improved Short Haft

2nd|
+2|
+3|
+0|
+0|Anti-Charge Tactics

3rd|
+3|
+3|
+1|
+1|Insightful Attack

4th|
+4|
+4|
+1|
+1|Improved Flanking Tactics

5th|
+5|
+4|
+1|
+1|Lance Defense, Escape Interrupt

6th|
+6|
+5|
+2|
+2|Piercing Spear

7th|
+7|
+5|
+2|
+2|Anti-Charge Mastery

8th|
+8|
+6|
+2|
+2|Improved Piercing Spear

9th|
+9|
+6|
+3|
+3|Heaven Piercing Strike

10th|
+10|
+7|
+3|
+3|Ultimate Pikeman[/table]

Weapon Proficiencies: The Lancer gains no new armor or weapon proficiencies.

Improved Short Haft (Ex): Starting at 1st level, the Lancer becomes accustomed to shifting her hand position on her polearm to strike anywhere in range quickly. The Lancer now threatens both adjacent squares while maintaining reach while wielding a polearm reach weapon.

Anti Charge Tactics (Ex): By 2nd level, the Lancer is used to using their reach to strike charging opponents, regardless of what type of polearm they are using. A Lancer may ready any polearm reach weapon against a charge to deal double damage, not just a longspear.

Insightful Attack (Ex): Starting at 3rd evel, the Lancer may add their Intelligence modifier, in addition to any Strength modifier, to all their attack and damage rolls while wielding a polearm.

Improved Flanking Tactics (Ex): At 5th level, the Lancer has learned how to flank effectively using their polearm to distract and quickly strike enemies from afar. While they are wielding a polearm, the Lancer gains a +4 bonus when flanking enemies, instead of +2, and their allies gain a +3 bonus to flanking enemies who are threatened by the Lancer, instead of +2.

Improved Lance Defense (Ex): The Lancer has gained much experience wielding a polearm in both hands and deflecting enemy weapons with it. The Lancer gains a +2 untyped bonus to their AC when wielding a polearm, and may have their polearm enchanted with shield only enchantments.

Escape Interrupt (Ex): The Lancer is used to enemies trying to sneak out of their reach, and may attempt to intercept and enemy’s attempt to Tumble through the Lancer’s threatened space. When an enemy tries to Tumble to avoid attacks of opportunity from the Lancer, she may make an opposed Sense Motive check. If the Sense Motive check succeeds, the Tumble check automatically fails.

Piercing Spear (Ex): At times per day equal to (1+Int modifier), the Lancer may, as a swift action, activate this ability. For the Lancer’s next attack, they ignore any damage reduction the enemy has.

Anti-Charge Mastery (Ex): By 7th level, the Lancer is so used to defending against charges, they can ready their polearm against a charge as an immediate action.

Improved Piercing Spear (Ex):By using up one of their uses of the Piercing Spear ability, the Lancer may act as if the “Brilliant Energy” enchantment had been applied to their polearm for one round.

Heaven Piercing Strike (Ex): At 9th level, no enemy is safe from the long reach of the Lancer’s polearm. The Lancer may make a jump check at +10 to strike an airborne enemy (DC equal to the enemy’s height.) If the Lancer makes the DC, they can make 1 normal attack on the enemy. Should the attack succeed, the Lancer may then make a DC 15 Strength check to leverage the enemy on their spear and throw them into the ground, dealing normal falling damage plus 1d6. The Lancer then lands safely on the ground, taking no damage.

Ultimate Pikeman (Ex): At 10th level, the Lancer has become nearly one with their polearm. The Lancer gains an inherent +2 to attacks and damage while wielding a polearm, an extra +1 to their AC bonus from Lance Defense, a +1 bonus to the critical threat range of their polearm, and +5 reach to any polearm they wield.

PLAYING A LANCER
A Lancer is a combatant specialized in movement and tactics, as well as aiding their allies on the battlefield. Lancers need to be careful, however, in reconciling their need for maneuverability on the battlefield and their need for protection on the front lines.
Combat: Lancers are specialized in both making attacks of opportunity, flanking enemies, and disrupting the tactics of enemy casters and archers. Lancers will normally seek out such opponents and get within melee range, to best take advantage of their abilities.
Advancement: After finishing levels in Lancer, most continue to gain levels in Fighter, gaining more BAB and feats. Others become Warblades or Crusaders, adding martial maneuvers to their list of tactics. Occasionally, a Lancer may become a Paladin, using their polearm from atop a mount. Sometimes, a Lancer may become a Kensai, becoming one with the weapon they have mastered.
Resources: Lancers don’t normally have much more in the way of resources than the average soldier or guard. Wandering Lancers usually only have enough money to get them from place to place and into their next job.

LANCERS IN THE WORLD
“That girl with the Ranseur, she was amazing! That evil caster jus’ couldn’t get a spell off with ‘er on ‘is back!” -Jerme Smith, village blacksmith

Most Lancers are indistinguishable from normal fighters outside of battle, appearing only as armored warriors carrying spears. In battle, however, the Lancer shows proficiency and tactics which far surpass the intelligence of the average fighter, using advanced techniques and aiding their allies to attack more efficiently.
Daily Life: The daily life of a Lancer is simple. Most are soldiers or mercenaries, working in close knit teams to achieve their goals. By combining their forces, Lancers can specialize their disruptive techniques even further, (Spell disruption, Disarming, Tripping, Attack of Opportunity specialists, etc) allowing for a truly vexing opponent to face, and an easy battle for the Lancer team.
Notables: One of the most notable Lancers in history was Jariel Marks, a fighter who first invented the style after seeing his fellow palace guards decimated in a raid on the castle by a group of thieves. Seeing his allies cut down by tumbling rogues and an arcane trickster, unable to match the rogue’s superior movement, Jariel developed techniques to hold enemies in position with reach weapons, as well as to disrupt casters who wandered into the threat range of a Lancer’s spear and maneuver with enemies to keep them on the run.
Almost all humanoid Lancers are Good, or at the very least neutral, due to the teamwork-centric style they use. However, Evil Lancers are not unheard of. There are tales, for example, of Derrous Arodel, an Evil Lancer who snuck into a party of heroic adventurers and overtook a local kingdom after saving that kingdom from an evil sorcerer. Additionally, enterprising kobalds sometimes become Lancers, using intelligent, piercing attacks from behind the safety of cavern walls to make up for their inherent lack of strength.

Organizations: Though there are many individual organizations of Lancers, many of them are separate, not connected to any other group of Lancers. A PC Lancer may be one of these organizations, whether a team of mercenaries who can be hired to aid a party in battle, or a team of Lancers in a country’s Royal Guard, who may have connections with the local king or lord.

NPC Reaction
Lancers don’t stand out as any different from normal warriors to most people, and are typically treated as such. Some may be recognized as a palace guard if they once worked there once.

LANCERS IN THE GAME
Typically, the Lancer is a team player, working with other party members to come in and open fire once the Lancer has pinned down an enemy. Lancers tend to focus further in a given style, whether it be magic disruption, anti-armor fighting, quick, agile strikes, etc. Once they’ve done their job, Lancers still make skilled fighters, hitting fast and hard from mid range with their polearms while allies press the attack
Adaptation: In a given setting, Lancers can be many things. Elite guards of kings, tight knit mercenary teams, or simply skilled warriors dedicated to the practice of the spear, dedicated to their craft.
Encounters: Lancers both good and evil find themselves in armies and teams. Kobald Lancers, sticking their spears through holes in cave walls to strike at adventurers can turn a simple corridor into a dangerous gauntlet. Evil PCs may find themselves on the business end of the royal guard’s spears, at which point perhaps the elite Lancers would be sent in to fight, to capture or kill the most dangerous criminals.

Sample Encounter
In a town held under control by an evil conjuror and his summoned pets, the party may encounter a traveling Lancer who also heard of the wizard, and is on her way to use her skills to disrupt his casting and free the village from his vice grip.

EL 10: Naida trained as a Lancer under her father, an accomplished fighter in his own right. From an early age, she was tought the importance of teamwork in battle, and seeks a few allies to aid her in fighting the conjuror’s summoned minions as she fights her way to the mage’s lair.

Naida Bowden
NG/Female/Human/Swashbuckler 3/Fighter 2/Lancer 5
Init +2, Senses: Listen +5, Spot +0,
Languages: Common, Elven, Celestial, Halfling
------------------------------------------------
AC 23, touch 13 , flat-footed 21
hp 84 ( 10 HD+40)
Fort +14, Ref +6, Will +4
------------------------------------------------
Speed 30 ft. ( 6 squares)
Melee +1 Ranseur
Base Atk +10, Grp +12
Atk Options Full Attack: +1 Ranseur: +19/+14 (2d4+9 damage). Attack: +1 Ranseur: +19 (2d4+9 damage)
Combat Gear: +1 Ranseur, +1 Mithral Chain Shirt
Spells Prepared: None
Supernatural Abilities: Arcane Stunt: Expeditious Retreat: 5 times per day, as a swift action, x can cast the spell Expeditious Retreat, which lasts for one round.
-----------------------------------------------
Abilities Str 14 , Dex 14 , Con 14, Int 21, Wis 11, Cha 8

SQ:
Insightful Strike (Ex): When wielding a light or finesseable weapon, wearing light or no armor and carrying a light load, Naida gains +5 to damage rolls. This does not affect enemies immune to critical hits.
Arcane Stunt: Naida gains the Expeditious Retreat Spell Like Ability
Improved Short Haft (Ex): Naida threatens both adjacent squares and squares up to 10 ft away.
Anti-Charge Tactics (Ex): Naida may ready her Ranseur against a charge, as a longspear.
Insightful Attack (Ex):While she is wielding a polearm, Naida may add her Intelligence bonus to her attacks and damage rolls while wielding a polearm.
Improved Flanking Tactics (Ex): When flanking and wielding a polearm, Naida gains a +4 bonus to attacks, instead of +2. Additionally, allies attacking enemies with whom Naida is flanking gain a +3 bonus to flanking.
Lance Defense (Ex): While wielding a polearm, Naida gains a +2 untyped bonus to AC. She may also enchant her polearm with a shield enchantment.
Escape Interrupt (Ex): If an enemy tries to Tumble through a square Naida occupies or threatens, she may make an opposed Sense Motive check. If the check succeeds, the enemy’s Tumble check automatically fails.

Feats: Combat Reflexes, Weapon Focus (Ranseur), Short Haft, Mage Slayer, Combat Expertise, Improved Disarm

Skills: Appraise +5, Balance +13, Bluff +7, Climb +2, Concentration +2, Craft +5, Diplomacy +3, Disguise -1, Escape Artist +5, Forgery +5, Gather Information -1, Heal +0, Hide +2, Intimidate +12, Jump +17, Knowledge (Arcana) +6, Listen +5, Move Silently +2, Ride +2, Search +5, Sense Motive +10, Spellcraft +7 Spot +0, Survival +0, Swim +2, Tumble +14, Use Rope +2

Possessions: Heward’s Handy Haversack, Gloves of Dex +2, Headband of Intellect +2, Ring of Protection +1, Amulet of Natural Armor +1,

There, fluff added and edits made. The Lancer is now free of supernatural abilities, instead focusing on their own skills.

dangerprawn
2009-12-29, 06:04 PM
Combat Opportunist

http://thecimmerian.com/wp-content/uploads/2009/09/MignolaLadyPirate2.jpg

"I don't have time to hang around and wait for you to stick yourself on my blade. Here, let me help!" - Kendara, combat opportunist and thief-enforcer for the Lockset Guild

The Combat Opportunist is a warrior that moves and fights with precision and cunning. Her keen awareness lets her see through the crack in her opponents tactics and strike when they least expect her to. Their combat style lends them to act on impulse, favoring instant and decisive action over waiting to examine all options.

BECOMING A COMBAT OPPORTUNIST

ENTRY REQUIREMENTS
Base Attack Bonus: +3
Skills: Escape Artist 2 ranks, Tumble 2 ranks, Sleight of Hand 2 ranks
Feats: Combat Reflexes
Maneuvers: Must know one stance and one maneuver from either the Setting Sun or Dancing Leaf disciplines, one of which must be 3rd level or higher.

Class Skills
The Class Name's class skills (and the key ability for each skill) are Craft (Int), Escape Artist (Dex), Listen (Wis), Martial Lore (Int), Profession (Wis), Tumble (Dex), Sense Motive (Wis), Spot (Wis), and Sleight of Hand (Dex)

Skills Points at Each Level: 4 + int

Hit Dice: d8

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

1st|
+1|
+0|
+2|
+0|Reactive Reach, Baffling Combatant

2nd|
+2|
+0|
+3|
+0|Missed Opportunity

3rd|
+3|
+1|
+3|
+1|Accelerated Tumbling, Evasion

4th|
+4|
+1|
+4|
+1|Strike Without Warning

5th|
+5|
+1|
+4|
+1|Opportunity Knocks Twice, Skilled Opportunist

6th|
+6|
+2|
+5|
+2|Forge Opportunity

7th|
+7|
+2|
+5|
+2|Skill Mastery, Standstill

8th|
+8|
+2|
+6|
+2|Improved Evasion

9th|
+9|
+3|
+6|
+3|Stunning Retort

10th|
+10|
+3|
+7|
+3|Chasing Opportunity[/table]

{table="head"]Level|Maneuvers Known|Maneuvers Readied|Stances Known
1st|
0|
0|
0

2nd|
1|
0|
0

3rd|
0|
1|
1

4th|
1|
0|
0

5th|
0|
0|
0

6th|
1|
1|
0

7th|
0|
0|
0

8th|
1|
0|
1

9th|
0|
1|
0

10th|
1|
0|
0
[/table]

Weapon and Armor Proficiencies: The combat opportunist gains no weapon or armor proficiencies.

Maneuvers: At each level indicated on the table the combat opportunist learns a new maneuver from either the Setting Sun or Dancing Leaf disciplines. She must meet the prerequistes of the maneuver to learn it and she adds her full combat opportunist level to her initiator level to determine her total initiator level and her highest-level maneuvers known.

At each level indicated on the table the combat opportunist may ready an additional maneuver.

If a character becomes a combat opportunist without having a recovery mechanic she uses the Swordsage recovery mechanic for the maneuvers she learns from her levels in combat opportunist.

Stances: At each level indicated on the table the combat opportunist learns a new stance from either the Setting Sun or Dancing Leaf disciplines. She must meet the prerequisites of the stance to learn it.

Reactive Reach(Ex): At 1st level the combat opportunist learns how to twist and bend her body to strike at the enemy when he thinks he is safe. A combat opportunists reach with a manufactured melee weapon is increased by 5ft when it is not your turn. You threathen this extra area and you may make attacks of opportunity within it. The increased reach does not apply during your turn.

Baffling Combatant(Ex): The enemy cannot strike at what he does not perceive. By practicing quick hand movements and showing the enemy her deceptive positioning at 1st level the combat opportunist learns how to perform actions in combat without the risk of provoking attacks of opportunity. By making a special Sleight of Hand check she may perform the listed actions without provoking an attack of opportunity, regardless of whether her opponents Spot checks surpasses her Sleight of Hand check.

If the combat opportunist makes a DC 20 Sleight of Hand check she is able to perform these actions without provoking an attack of oportunity. She must make a separate check for each action she wishes to make.

Drink a potion, Pick up an item, Retrieve a stored item, Sunder a weapon, Sunder an object, Sheathe a weapon, Deliver coup de grace, Perform a disarm attack.

Missed Opportunity(Ex): The flow of battle is not a smooth, winding river. It twists and breaks, changes course and overruns banks. By following your allies movements and synching your own tactics with theirs you can interrupt the enemys flow and prevent their attacks on your allies.

At 2nd level the combat opportunist learns a special 2nd level counter that she may ready normally. When an adjacent ally performs an action that provokes an attack of opportunity from an enemy, the opportunist may interpose her blade between her ally and the enemy, denying the enemy his attack.

The combat opportunist must make an opposed attack roll. If she beats her opponents roll then the opponents attack of opportunity misses. The combat opportunist must threaten the enemy she wishes to effect with this ability.

Accelerated Tumbling(Ex): Moving between bladestrokes becomes second nature to the combat opportunist. At 3rd level she no longer takes the -10 penalty on Tumble checks for tumbling at full speed.

Evasion(Ex): At 3rd level the combat opportunist learns to dodge magical attacks as easily as blades. She gains the Evasion ability. See the Rogue class feature Evasion, PHB pg50. If the combat opportunist already has Evasion from another source, she instead gains Improved Evasion. See the Rogue special ability Improved Evasion, PHB pg51.

Strike Without Warning(Ex): At 4th level the combat opportunist learns a special 3rd level strike that she may ready normally. The key to victory does not lay in waiting for the right moment to occur, but sizing the initiative and making this moment the vital one. As an immediate action the opportunist may initiate this maneuver and make a single melee attack against an opponent she threatens. The opponent is denied his Dexterity bonus to Armor Class against this attack. If the attack hits it deals an additional +2d6 damage.

Opportunity Knocks Twice(Ex): At 5th level the combat opportunist has mastered the art of landing blows when her enemy is not prepared. When making an attack of opportunity the combat opportunist may make two attacks per attack of opportunity. The first attack is at her highest base attack bonus and the secondary attack is made with a -5 penalty.

If the combat opportunist is wielding two weapons she may instead attack once with her primary weapon and once with her off-hand weapon per attack of opportunity. The normal penalties for fighting with two weapons applies to these attacks.

Skilled Opportunist(Ex): At 5th level the combat opportunist learns to make the most out of her opponenets mistakes. When making a trip check or disarm attack she adds a +4 bonus to the roll if it is made when it is not her turn, such as during an attack of opportunity. The bonus also applies if she is resisting being tripped or disarmed.

Forge Opportunity(Ex): The flexible warrior does not rely on a set of specific conditions he requires in order to achieve victory. He instead trains his mind and body to see where he may create a oppportunity where none existed before. At 6th level the combat opportunist learns a special 4th level strike that she may ready normally. When she initiates this maneuver she may make a single melee attack against an adjacent opponent that deals +4d6 damage.

If the attack hits and deals damage the target must make a Reflex save (DC 14 + dex mod). If the target fails the save your allies adjacent to the target may make an attack of opportunity against the target. A succesful Reflex save does not cause the target to provoke an attack of oppotunity, though the target still takes the extra damage.

Skill Mastery(Ex): At 7th level the combat opportunist becomes so certain in her tacticl movements that she may take 10 on Tumble checks, even under adverse conditions. When making a Tumble check she may take 10 even if stress and distractions would normally prevent her from doing so.
Furthermore the combat opportunist does not provoke an attack of opportunity when she uses the Tumble skill to stand from prone as a free action.

Stand Still(Ex): The combat opportunist knows how to hit her opponents in their weak spots, preventing them from escaping. At 7th level she gains Stand Still (http://www.d20srd.org/srd/psionic/psionicFeats.htm#standStill) as a bonus feat. She must meet the prerequisite for the feat.

Improved Evasion(Ex): At 8th level the combat opportunists ability to survive deadly attacks increases. She gains the Improved Evasion ability. See the Rogue special ability Improved Evasion, PHB pg51.

Stunning Retort(Ex): At 9th level the combat opportunist learns a special 7th level counter that she may ready normally. When an opponent provokes an attack of opportunity she may initiate this manuever as an immediate action. She must make a single attack against an opponent she threatens. If the attack hits it deals +6d6 damage and the opponent must make a Reflex save (DC 17 + dex mod). If the opponent fails the saving throw he is considered flat-footed for 1 round. If the opponent makes the saving throw he is not considered flat-footed though he still takes the extra damage.

Chasing Opportunity(Ex):At 10th level the combat opportunist learns how to make the most out of what is offered to her. When making an attack of opportunity she make take a full attack action.





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

Pie Guy
2009-12-29, 10:30 PM
The Poison Blade[/color]

http://Picture URL

"Fighting fairly is for knights and dead men, in that order."
-
A general description of whatever the class is!

BECOMING A POISON BLADE
A Poison Blade does not come from any particular walk of life. Most Poison Blades were Rogues turned fighters. Some Poison Blades were originally Knights or Paladins, who realized that sometimes it is necesary to cheat to win. They realized that to greater defend their allies they need to weaken their enemies, and not doing so would be irresponsible.
Strangely, few Poison Blades are assassins. Their weaker poisons would not kill an average health target.
ENTRY REQUIREMENTS
Base Attack Bonus: +4
Skills: Craft (Alchemy) 8 ranks, Knowledge (Nature) 3 ranks
Alignment: Any Non-lawful


Class Skills
The Class Name's class skills (and the key ability for each skill) are....
Skills Points at Each Level: 2 + int

Hit Dice: d8

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

1st|
+1|
+2|
+0|
+0|Basic Poison, Poison Use

2nd|
+2|
+3|
+0|
+0|Quick Apply, Enhance Poison

3rd|
+3|
+3|
+1|
+1|Meta-Poison(Paralysis)

4th|
+4|
+4|
+1|
+1|Poison Immunity, Quicken Poison

5th|
+5|
+4|
+1|
+1|Meta-Poison(Slow)

6th|
+6|
+5|
+2|
+2|Ability Focus

7th|
+7|
+5|
+2|
+2|Meta-Poison(Blindness)

8th|
+8|
+6|
+2|
+2|Extra Poison, Delay Poison

9th|
+9|
+6|
+3|
+2|Meta-Poison(Terror)

10th|
+10|
+7|
+3|
+3|Meta-Poison(Insanity), Fabricate Poison[/table]

Weapon Proficiencies: A Poison Blade gains no proficiency with weapons or armor.

Basic Poison: (Ex) You can forage for poisonous materials in the wild for one hour once per day, and create 3 doses of basic poison per class level.For example, a level 4 Poison Blade could create 12 doses. You can coat a weapon with poison as a move action. Each dose does 1d3 strength, dexterity, or constitution damage, followed by 1d3 ability damage of the same type as secondary damage. A Poison Blade can create as many different basic poisons as she has basic poison uses.
Applying a basic poison to a weapon is a move action.
The dc for any of the Poison Blade's poisons is (10 + class level + INT mod)

Poison Use: (Ex) A Poison blade never risks accidentally poisoning herself.

Quick Apply: A Poison Blade is confident enough in battle to apply poisons with a swift action instead of a move action.
PLAYING A POISON BLADE
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

Fortuna
2009-12-30, 04:19 AM
DYNAMIST

http://Picture URL

"You call that motion? You call that activity? You are as slow as a worm. Let me show you the meaning of movement.
Zuvid Zazd, a dynamist, a few seconds before the enemy army found their food stocks covered in dirt and Zuvid gone.

A dynamist exemplifies speed and quick thinking. They learn to move incredibly quickly, both in and out of combat. Even the legendary Chuck E. Cheese once commented favorably on a dynamist. His exact words are said to have been "He's more like a tortoise than a rock," although this is vehemently denied by most dynamists.

BECOMING A DYNAMIST
One becomes a dynamist only through intense training, hard work, and above all never sitting still, ever. A standard training routine for would-be dynamists is to keep them in constant motion for extended periods of time, and the mythical original dynamist is said to have sprinted for a full week as part of his learning process.

ENTRY REQUIREMENTS
Base Attack Bonus: +4
Weapon Proficiencies: Must be proficient with rapier and short sword.
Feats: Run, Dodge, Improved Initiative

Class Skills
The Class Name's class skills (and the key ability for each skill) are Escape Artist (Dex) Jump (Str), Profession (Wis), Survival (Wis) and Tumble (Dex).
Skills Points at Each Level: 2 + int

Hit Dice: d8

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

1st|
+1|
+2|
+2|
+0|Fast Movement (+10'), Pounce

2nd|
+2|
+3|
+3|
+0|Sprint (x6), Evasion

3rd|
+3|
+3|
+3|
+1|Fast Movement (+20'), Additional Attack, Mobility

4th|
+4|
+4|
+4|
+1|Enhanced Speed, Improved Pounce

5th|
+5|
+4|
+4|
+1|Fast Movement (+30'), Quick Mind

6th|
+6|
+5|
+5|
+2|Additional Attack, Sprint (x8), Improved Evasion

7th|
+7|
+5|
+5|
+2|Fast Movement (+40'), Speed Burst

8th|
+8|
+6|
+6|
+2|Enhanced Speed, Improved Pounce

9th|
+9|
+6|
+6|
+3|Fast Movement (+50'), Additional Attack

10th|
+10|
+7|
+7|
+3|Unbelievable Speed, Sprint (x10)[/table]

Proficiencies: A dynamist gains no new weapon or armor proficiencies.

Fast Movement (Ex): A dynamist gains the listed bonus to all innate movement rates.

Pounce (Ex): If a dynamist charges a foe, they may make a full attack against that foe.

Sprint (Ex): At second level, a dynamist becomes able to sprint. In order to do so, a dynamist must be carrying no more than a light load and wearing no more than light armor, and the dynamist may not be fatigued or exhausted. A sprint may only be maintained for the dynamist's Constitution modifier in rounds, and after the sprint is ended the dynamist is exhausted for one minute. If the dynamist stops moving before the time limit, they do not become exhausted until the time limit is up. A sprinting dynamist moves at their base speed multiplied by the listed modifier. Unlike running, sprinting allows for as much maneuverability as the dynamist pleases.

Evasion (Ex): At 2nd level and higher, a dynamist can avoid even magical and unusual attacks with great agility. If they make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, they instead take no damage. Evasion can be used only if the dynamist is wearing light armor or no armor. A helpless dynamist does not gain the benefit of evasion.

Mobility (Ex): A third level dynamist gains Mobility as a bonus feat. If they already have this feat, they gain Spring Attack instead. If they already have both, then they gain a bonus feat of their choice, so long as they meet the prerequisites.

Additional Attack (Ex): At 3rd level, a dynamist gains an additional attack at their BAB-5 on a full attack. At sixth level, they gain another at their BAB-10. And at ninth level, they gain an attack at their BAB-15. Thus, a ninth level dynamist with a Base Attack Bonus of 15 will make attacks during a full attack with the following bonuses: 15/10/10/5/5/0, before applying Enhanced Speed.

Enhanced Speed (Ex): At 4th level, while the dynamist is making a full attack, whichever of their iterative attacks has the lowest attack bonus gins a +5 untyped bonus. At 8th level, this applies to the two attacks with the lowest attack bonuses.

Quick Mind (Ex): A side effect of dynamist training is the ability to think quickly. A dynamist of at least fifth level gains a +4 to all initiative checks. Furthermore, when they are surprised, the dynamist gets an initiative check anyway, and if they beat all of the surprisers they are permitted to act in the surprise round. They are also never caught flat-footed in a surprise round.

Improved Evasion (Ex):This ability works like evasion, except that while the dynamist still takes no damage on a successful Reflex saving throw against attacks henceforth they take only half damage on a failed save. A helpless dynamist does not gain the benefit of improved evasion.

Speed Burst (Ex): Once per minute, a dynamist of at least seventh level may choose to put on a speed burst. The dynamist takes an immediate action to permit this, and may then take one move action and one standard action instantly. This immediate action may even be taken in the middle of another action, such as throwing a sword in the air, or casting a spell. After using this ability, the dynamist loses their next round of actions. For example, Wizard O'Wizard begins casting a spell. Zuvid Zazd, the dynamist, sees this and wants to interrupt, but he is across the battlefield. He uses a Speed Burst, and takes a Sprint action to get over to Wizard O'Wizard. He now has one standard action with which to do whatever he likes, including attack Wizard, ready an action, or anything else. However, when his turn next comes up in the initiative order, he does not get any actions.

Improved Pounce (Ex): A dynamist of eighth level or above may, when moving, take a standard action to make a full attack whose attacks are split up between enemies who become adjacent to you during the move. The attack bonuses must be arrayed in the usual order. For example: Zuvid Zazd, a ninth level dynamist, is confronting half a dozen goblins and an ogre. Since he can likely drop them all in one hit, but he really wants to drop the ogre this turn. Unfortunately, the ogre is at the back of the goblins. He decides to run past the goblins and make his first attack against the ogre. If it dies, then he will turn around and take down as many of the goblins as he can. If it doesn't then he will keep attacking it until it drops, and then turn his attention to the goblins.

Unbelievable Speed (Ex): A tenth level dynamist at top speed is a truly incredible sight. Their speed gives them an edge in many things. Once per encounter, when a tenth level sprinting dynamist takes two movement actions in one round, they automatically succeed on any Balance or Tumble checks that they make that round.

PLAYING A DYNAMIST
A dynamist is always on the move. No true dynamist would ever sit still for long, and any confinement will result in fidgeting, pacing, and general unhappiness.
Combat: A dynamist is designed to move, and move well. You may be a trifle more fragile than other meleers, but you have incredible mobility to make up for it. With your quick, darting attacks, you can rival some barbarians in damage, particularly considering your capacity to make more and better full attacks with Enhanced Speed and Pounce. At higher levels, you have some of the best melee battlefield control around, being able to cross a battlefield in a move action and take actions on other people's turns.
Advancement: A dynamist's speed is usually a means to an end. What this end is varies, but as you progress, you will have many opportunities to choose different paths. At the highest levels, you gain the ability to make it almost impossible to get the drop on you, so that you can put your speed to good work.

DYNAMISTS IN THE WORLD
"Who? Nah, I've never seen someone like that. This is a pretty quiet area, all told. But a few days ago, a bunch of people spotted this blur moving through town, going 30, 35 miles an hour. No idea what it was, though."

A dynamist is no different from any other fighter type, in most respects. The chief difference is that while a barbarian might brag about a tree that they uprooted with their bare hands, a dynamist is more likely to regale listeners with the story of the time that they ran from one city to another in record time.
Daily Life: A dynamist will usually spend almost an hour a day honing their abilities, although this is not strictly necessary. They will usually be intensely focused while doing so, but are frequently quite casual the rest of the time.
Notables: Although all dynamists are fast, a few stand out in their devotion to speed. Zuvid Zazd in particular is seen as exemplifying what a dynamist should be: he is a mercenary for hire, taking any job that he sees as a challenge to run faster, farther, or better. Some, however, turn to a mysterious person known as "the Flash", said to be the fastest man alive barring extreme cheese (although very few people know how cheese is involved). He devotes his life to aiding others, with such stunts as running through a burning (and sometimes collapsing) building to recover men, women, children, and the obligatory cat.
Organizations: Although the intense training involved might at first sight tend to encourage dynamist organizations, in fact there are very few. This arises from the fact that some dynamists have difficulty in achieving the blank, Zen-like state that they enjoy at high speeds when running with others, and so they prefer to seek it alone. One of the few that do exist is known as the "Wind Blades". The Wind Blades see speed as the ultimate achievement of sapient races, to the point of actively and openly campaigning for "Dynamocratic leadership".

SAMPLE ENCOUNTER
You see a distant figure moving towards you, running impossibly fast. As it approaches, it calls out to you: "Your money or your life!"

Mul Guig
Neutral Evil male human Fighter 4/Rogue 1/Dynamist 10
Init +12, Senses: Listen +, Spot +,
Languages Common
------------------------------------------------
AC 20, touch 14, flat-footed 16 (+3 enhancement, +3 armor, +4 dexterity)
hp 75 (15 HD)
Fort +12, Ref +14, Will +5
------------------------------------------------
Speed 80 ft. (16 squares)
Melee
Base Atk +14, Grp +16
Atk Options Shortswords +18/+18/+18/+13/+13 (1d6+4, 19-20/x2)
Combat Gear 2 +2 shortswords, +3 studded leather armor
Spells Prepared -
Supernatural Abilities -
-----------------------------------------------
Abilities Str 14, Dex 18, Con 13, Int 8, Wis 12, Cha 10
SQ Sneak Attack, Sprint, Improved Pounce, Speed Burst, Unbelievable Speed, Quick Mind, Improved Evasion, Sneak Attack +1d6, Trapfinding
Feats Run, Improved Initiative, Dodge, Mobility, Weapon Finesse, Two-Weapon Fighting, Spring Attack, Quick Draw, Combat Reflexes, Combat Expertise
Skills
Possessions

I will finish this up, honest!

Lord_Gareth
2009-12-30, 09:47 AM
Voidblade Eliminator

"I murdered a high priest in his temple, the year before last. His god did not save him. Let us see if your spells can do better.”

Marianna Vess, a Voidblade Eliminator, to one of her victims.

She's there, in the dark - the woman with the black-rimmed hands. The people in town say that she steals witch-children out of their beds and sucks the magic out of them. The city folks talk about her too - the assassin who drinks wizard souls. Sometimes, an acolyte witnesses the death of a high priest, preceded only by the whispered words, "Your god will not save you."

Not all of them are the same person, though many members of the organization work hard to perpetuate that myth. Not many people realize that survivors are left in order to spread the stories.

They are the Voidblades; a group of assassins who only take contracts on spell-slingers. Each one is a sleeper agent, a perfectly normal adventurer who, at any moment, may feel a quiet, female voice in her mind, telling her a name, a city, and a reward. All they need to think is yes or no.

Nothingness is their business.

Business is good.

Becoming a Voidblade Eliminator
All Voidblades start life as Soulknives; there's simply no other way to learn their arts. A certain natural inclination must already be present. That said, the Soulknives most often chosen to be Voidblades are typically those who are female and possessed of a grudge against spellcasters. Maybe wizards destroyed their village, or used their family as fuel for breeding experiments. Others have been on the unpleasant receiving end of curses slung by clerics or of druidic vengeance against civilization. These angry, seething individuals are given the tools they need to exact their vengeance and rewarded for doing so. The talented become capable Voidblades; the untalented become corpses.

That said, there are those who petition to join the organization for training. The first step is to find them, and the second is to survive contacting them. Those who are capable of gaining the Voidblades' attention without becoming corpses are considered for training. Failed candidates are not allowed to survive.

Entry Requirements
In order to qualify as a Voidblade, a character must meet the following prerequisites:
Base Attack Bonus: +4
Feats: Improved Initiative, One or more Spelltouched feats
Skills: Knowledge (Arcana) 4 ranks, Hide 4 ranks, Move Silently 4 ranks, Spellcraft 4 ranks
Special: Mindblade class feature, Mindblade Enhancement class feature
Special: Female characters selected for training by the Voidblades (not those who petition for training) need only meet the base attack bonus, skill, and class feature prerequisites.

Sidebar: Ex-Voidblade Eliminators
Voidblade Eliminators can lose their class features by failing to meet the prerequisites for the class, just like any other prestige class. However, the most common method by which this can occur is a female entrant who uses the Special entry requirement and is then somehow turned male. S/he will regain his/her class features upon meeting the full spread of requirements once more - or becoming female again, whatever comes first.

Class Skills
The Voidblade's class skills (and the key ability for each skill) are: Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Disguise (Cha), Disable Device (Int), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Arcana) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Spellcraft (Int), Spot (Wis).
Skills Points at Each Level: 4 + Intelligence Modifier

Hit Dice: D8

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

1st|
+1|
+2|
+0|
+2|Voidblade, Rip with Nothing, Trapfinding

2nd|
+2|
+3|
+0|
+3|Absent Body

3rd|
+3|
+3|
+1|
+3|Slice the Mind, Dispelling Strike

4th|
+4|
+4|
+1|
+4|Shed Spells

5th|
+5|
+4|
+1|
+4|Strike with Naught, Bite the Soul

6th|
+6/+1|
+5|
+2|
+5|Hungering Blade

7th|
+7/+2|
+5|
+2|
+5|Hollow Mind, Ripper’s Gift

8th|
+8/+3|
+6|
+2|
+6|Armor of Absence

9th|
+9/+4|
+6|
+3|
+6|Consuming Blade, Devour the Soul

10th|
+10/+5|
+7|
+3|
+7|One with Naught[/table]

Weapon Proficiencies: Voidblade Eliminators are proficient with their own Voidblades. They gain no new armor proficiencies.

Voidblade (Su): At first level, the Voidblade’s mindblade becomes something much different; a voidblade, a controlled manifestation of pure nothingness, devouring heat, light, energy, emotion, and especially magic. Voidblades manifest as swaths of pure nothingness, shaped according to the will of their manifester. Voidblades are identical to mindblades, with a few exceptions, and benefit from any class feature, feat, magic item, et cetera that could affect a mindblade (thus, a character who has Weapon Focus (Mindblade) enjoys the feat’s benefits with their voidblade as well). Voidblades are still one-handed light weapons; they cannot be used two-handed.

Attacking with a voidblade is a touch attack. Furthermore, voidblades may not be sundered, nor may they be wrested from the grip of their wielder. Voidblades deal 2d6 points of damage, threatening a critical hit on a 19-20 (x2 modifier). Voidblades do not benefit from strength modifiers to damage or from the Shape Mindblade class feature. Voidblades are especially attracted to magic; spellcasters, manifesters, and similar characters who are threatened by a voidblade cannot cast (or manifest) defensively against her, though they are unlikely to be aware of this fact.

A character’s Voidblade Eliminator levels stack with her Soulknife levels to determine the enhancement modifier of her voidblade, as well as the effects of her Mindblade Enhancement class feature.

A Voidblade Eliminator benefits from all of her class features so long as she has her voidblade manifested and meets the entry requirements of this class, even if she would normally be denied them (such as by standing within an antimagic field). A Voidblade Eliminator without a manifest voidblade is subject to normal circumstances and restrictions regarding access to her class features.

Beings who view a manifested voidblade are entitled to a Knowledge (Psionics) or a Knowledge (Arcana) check (DC 30) to identify it for what it is.

Upon gaining this class feature, a Voidblade Eliminator loses her ability to manifest a normal mindblade. An ex-Voidblade Eliminator retains the benefits of this class feature.

Rip with Nothing (Su): There is no being possessed of fortitude great enough to resist the all-consuming void; when attacking with their voidblades, a Voidblade Eliminator ignores an amount of damage reduction and/or hardness equal to their class level. A Voidblade Eliminator may expend her psionic focus as a swift action to increase this to double her class level.

Trapfinding (Ex): The Voidblade Eliminator may find and disable traps with a DC above 20, including magical traps. See the Rogue class feature.

Absent Body (Su): Starting at level two, a Voidblade Eliminator is entitled to a Will save against any divination spell or effect directed at or including her, even if she is unaware of it. If she succeeds at her save, the spell fails to reveal any information on her, even by her absence; that is to say, a scrying spell directed at the location where she is murdering a wizard will show someone else (a generic humanoid of indeterminate sex, with no two spells showing quite the same being) murdering a wizard, while a know alignment spell will show her as neutral, et cetera, et cetera. Failure indicates that she is affected by the spell as normal.

Slice the Mind (Su): Starting at third level, a Voidblade Eliminator gains the ability to damage the minds of her foes, her voidblade drinking deep of their consciousness. Whenever she strikes a being that has spell slots, spell-like abilities, or power points, that being must succeed at a Will save (DC 10 + the Voidblade’s class level + her charisma modifier) or take 1d4 points of damage to their intelligence, wisdom, or charisma, with a successful save reducing the ability damage by half (round down).

Beings without spell slots must succeed at a Will save (DC 10 + the Voidblade’s class level + her charisma modifier) or take 1d2 points of intelligence, wisdom, or charisma damage (Voidblade Eliminator’s choice).

Dispelling Strike (Su): Raw nothing devours magic, reducing it to shreds; a Voidblade Eliminator of level three or higher may spend a move action to “charge” her voidblade with dispelling energy. This energy acts as a targeted dispel magic (as a sorcerer of the Voidblade’s class level) against the next being the Voidblade Eliminator strikes with her voidblade. A Voidblade Eliminator may charge her voidblade as a swift action by expending her psionic focus in the process.

Shed Spells (Su): Hostile magic has difficulty taking root on skilled Voidblades. Starting at level four, a Voidblade may expend her psionic focus as an immediate action in order to gain a new saving throw against any and all undesired spells and supernatural effects currently affecting her. A Voidblade Eliminator may even do this in response to her own failed saving throw, essentially re-rolling her save against that particular spell or supernatural effect.

Strike with Naught (Su): A Voidblade Eliminator of level five or higher may make attacks of opportunity in response to spellcasting/manifesting within twenty feet of them; their use of magical energy calls to the hungering void within her. If the Voidblade Eliminator choose to make an attack of opportunity, she does so by throwing their voidblade, subject to all rules and restrictions thereof.

Bite the Soul (Su): As the vampiric nature of her voidblade becomes more intense, it begins inflicting increasing amounts of psychic harm to its victims. A creature struck by a Voidblade of level five or higher must succeed at a Fortitude save (DC 15 + the Voidblade’s class level + her charisma modifier) or gain a negative level (but see below). The Voidblade Eliminator gains five temporary hit points which last up to an hour for every negative level inflicted in this fashion.

Bite the Soul is a normal part of any voidblade attack made against creatures with spell slots, spell-like abilities, and/or power points. In order to affect a creature without spell slots, spell-like abilities, or power points with Bite the Soul, the Voidblade Eliminator must expend her psionic focus as a free action.

Hungering Blade (Su): At sixth level, a Voidblade Eliminator’s voidblade damage increases from 2d6 to 5d6.

Hollow Mind (Su): As her power increases, a Voidblade Eliminator's wants and needs curdle into a relentless, insatiable need, an intense hunger which spurs her forward and sharpens her mind. Starting at level seven, the Voidblade Eliminator may maintain two seperate instances of her psionic focus. Each instance functions as a normal psionic focus for the purposes of feats, class features, et cetera.

A Voidblade Eliminator may expend more than one psionic focus in one round, but only if all foci expended are to activate abilities gained through this class. Furthermore, while maintaining multiple psionic foci, the Voidblade Eliminator suffers a -4 penalty to all intelligence and wisdom based skill checks, as well as to Concentration checks; the same hunger that empowers her gnaws at her mind, making normal thought difficult.

Ripper’s Gift (Su): Spurred on by the hunger of the void, a Voidblade Eliminator of seventh level or higher may act with blinding speed, ripping into their enemies. Starting at level seven, a number of times per day equal to her charisma modifier, a Voidblade Eliminator may take a swift, move, or standard action as a free action. This action must be used to activate one of her Soulknife or Voidblade Eliminator class features, attack with her voidblade, regain her psionic focus or move; she cannot use the action to cast a spell, use an item, et cetera.

Armor of Absence (Su): At eight level and higher, whenever a Voidblade Eliminator expends her psionic focus to activate her Shed Spells calss feature, she is also ignored by all unwanted spells and supernatural effects that are currently affecting her or that include her in their areas for one round; the Voidblade Eliminator is treated as though she simply wasn’t there to be affected. The spells and effects resume affecting her, if they are still able, at the end of this ability’s duration, though the Voidblade Eliminator’s round of absence does still count against their duration.

A Voidblade Eliminator may use this ability to act in defiance of a time stop spell or effect; the void within reacts to the presence of the spell, spurring the Eliminator onward to consume its caster.

Consuming Blade (Su): At ninth level, the Voidblade Eliminator’s hungering blade grows ever more powerful, drinking deep of magical energies and beings. It gains the bane special quality against beings with spell slots, spell-like abilities, and/or power points, which does not count against the total number of enhancements her voidblade gains through her Mindblade Enhancement class feature.

Devour the Soul (Su): Starting at ninth level, a Voidblade Eliminator may expend her psionic focus as a move action to intensify the strength of its sucking, consuming void; a creature which fails its Fortitude save against the Voidblade Eliminator’s Bite the Soul class feature while the voidblade is so charged is afflicted with 1d4 negative levels instead of a paltry one.

Additionally, the Voidblade Eliminator gains five temporary hit points, which last for up to an hour, for each spell slot eliminated from the creature’s mind by these negative levels. Furthermore, a creature slain by the Voidblade Eliminator’s voidblade, or as a consequence of negative levels inflicted by the Voidblade Eliminator, cannot be raised or resurrected by anything less than direct divine intervention; their soul is gone, ripped into tatters and shreds by the hungering void.

One with Naught (Ex): A Voidblade Eliminator of tenth level has become infused with the void they so often channel, becoming a creature of hungering emptiness. Her type changes to Outsider (Native). Furthermore, she is healed by both positive and negative energy. Finally, she becomes immune to cold damage; one cannot harm an absence with an absence.

Playing a Voidblade Eliminator
Your motivations are your own, but there’s one thing you’re good at – killing spell-slingers. This specialization informs everything you do, from searching for supernatural traps to noting the capabilities of all spellcasters known to you. Though you are powerful, discretion and stealth are still your greatest allies; boastful bragging is beneath you, a tool for the insecure and the stupid. When it’s time for one of your “special” jobs, professionalism is key; after all, you have standards to uphold.

The other major facet of your life is the hunger; you grow lean and haggard, eating two or three times as much food without gaining weight. Consuming minds and souls quickly becomes your only real source of physical satisfaction. Far from a perverse predilection, this need is more akin to that a dehydrated man feels for water, and the need only gets worse as you progress in power. If you lack sufficient self-restraint (or moral qualms), you could very easily slip into becoming a soul-devouring serial killer, feeding your endless hunger without restraint or remorse.
Combat: In their ideal world, Voidblade Eliminators attack from ambush, taking advantage of flat-footed opponents and hitting them hard, fast, and without mercy. Eliminate one opponent – especially a spellcaster – before moving on to others, and pile on as much ability damage and negative levels as you can. If the fight starts turning against you, get the hell out of there and continue the skirmish at range – hopefully, shielded by your allies.
Advancement: The options for advancement are many and varied. Some Voidblade Eliminators advance as assassins or rogues, augmenting their already-stealthy natures with precision damage and bolstering their weak Reflex saves. Others advance as fighters, barbarians, or other martial classes, hoping to land their devastating strikes with more accuracy. A few even continue their Soulknife progression, the better to enhance their voidblade’s abilities, as well as granting them access to more devastating powers such as Bladewind and Knife to the Soul.
Resources: Voidblade Eliminators don’t typically have more (or more exotic) resources than the average adventurer, unless their clients are inclined to reward them lavishly. A Voidblade Eliminator in truly dire straits may, however, call upon a team of assassins simply by making the honestly-felt statement, “I wish to die.” This team will, within three days, do their very best to eliminate the Voidblade in question, but will only try to do so three times before duty compels them to leave their compatriot to her fate.

Sidebar: Absent Bodies, Empty Minds, Hollow Souls
Make no mistake about it; the Voidblade Eliminators are assassins. They kill spellcasters for fun, profit, revenge, or a host of other reasons, and that's not even taking into account how they choose to use their powers outside of their contracts. However, all of this begins to rapidly pale in comparison to the consequence of their power; the hunger.

Channeling elemental nothingness is not a safe proposition, and the Voidblade Eliminator holds back the all-consuming force with little more than their mind and their determination. They shape it, but it in turn shapes them. At first the changes are purely physical; their bodies burn through their fat reserves at a prodigious rate. They eat more and more without gaining weight, and the food satisfies them less and less. They become emaciated, skin stretched over muscle and bone, with every joint and bone showing underneath. Eventually even the flesh begins to give way, becoming vague, stretched shadows which may or may not conceal a real body beneath them.

However, this physical loss of humanity is nothing compared to the mental and emotional changes. The hunger that a Voidblade Eliminator begins to feel is not a petty desire; it is a need, gnawing and fierce. Without the "sustenance" gained by draining minds and souls, she begins to feel starved and as though she is dying. However, this need is false, and the Eliminator knows it; she will survive without feeding. The question is, can she? The sensations of starvation are painful and wracking, and an Eliminator could be driven mad if she attempted to abstain completely. Indulgence, however, is addicting and it is all too easy to become a roving avatar of hunger, leaving soulless corpses in one's wake and consoling oneself with "need".

The Voidblade Eliminator suffers emotionally as well; the same craving for sustenance pervades her relationships with others. Affection, praise, accolades, attention - these become intense, ever-present needs. Many Eliminators become co-dependant. Others turn abusive, trying to force others to give them what they crave. Depression. bi-polar disorders, suicidal tendencies and chemical addictions of all sorts afflict the Eliminators with sad regularity.

The news isn't all bad. The Voidblade Eliminators are not soulless monstrosities, and they feel love and other emotions just as other beings do. Having companions - especially loving, understanding companions - can aid them greatly in retaining their sanity. Even a flawed touchstone with reality is a touchstone; even a Voidblade who shares an abusive, co-dependant relationship with a fellow living creature can bottom out at a level above "soulless killing machine". The hunger can be denied - they just need a helping hand in doing so.

Voidblade Eliminators in the World
”She steals you when you’re sleeping
And then the magic fades
She’ll leave you lost and weeping
Or dead among the shades
So hush, ‘round Sister Reaping
If long you’d count your days.”

Children’s Rhyme

At their most basic level, Voidblade Eliminators are assassins, like any other; they get contracted to kill spellcasters, and they do so. However, as any given Voidblade grows more powerful, they begin using their powers more and more outside their official, contracted duties. Their numbers are sufficiently rare and widespread that any given location’s reaction to a Voidblade Eliminator will be largely based on the activities of any local Eliminators. If the area has a Voidblade Eliminator who turns her talents to eliminating monsters and quelling evil spellcasters, then they likely view Voidblades as benevolent, but mysterious protectors. Areas afflicted with more indiscriminate Voidblades may form lynch mobs when one is discovered.
Daily Life: You hunger. It shadows everything you do; the need to feed, to consume. Eating and drinking help, sometimes, but more often than not they fail to satisfy. Material wealth, soulstuff, the raw essence of life, the thrill of conceit – these are what you crave, and your powers make it so easy to grab at all of them. How you define yourself in relation to this hunger will quickly become a vital expression of who and what you are – will you succumb, or resist? Indulge rarely, or avidly? The problem only intensifies as you gain in power, becoming more and more an avatar of endless need. What’s worse, your appearance changes as you grow more powerful, becoming darker, full of stretched, empty shadows that even begin replacing your flesh. On this path, it’s all too easy to lose one’s humanity.
Notables: The persona that most female members of the Voidmind Eliminators take on is Sister Reaping, a Death-figure associated with spellcasters. Most cities and nations know her as a personified aspect of karma; justice paid to spellcasters who have become too arrogant or too corrupt. Sister Reaping comes to fix all of their problems – and only a few know that this help will indeed come, for the right price.

The much-rarer male persona is known as Brother Harvest. A sort of shadow to the Sister, Brother Harvest is seen as jealous and bitter, stealing magic from spellcasters because he lacks it himself. Naughty children go to Sister Reaping, but Brother Harvest steals the virtuous from their beds and murders the pious upon their altars. It’s a tough role to fall into, but the Voidblade Eliminators never really approved of male members in the first place; those who have, through excellence and dedication, been allowed a place will not be allowed to complain about getting what they wanted.
Organizations: Voidblade Eliminators are all trained by, and nominally members of, an organization of the same name. Honestly, it’s more of a magical newsletter than anything; it lacks rank, obligation, or even rules. Occasionally, any given Voidblade Eliminator receives a quiet message in her mind with a job offer, which she may accept or decline as her whim dictates. She is free to accept her own contracts or even to refuse to work for payment if she so wishes. The only other benefit to membership in the Voidblade Eliminators is a dubious honor; access to their suicide squad (see Resources, above).

NPC Reaction
Most NPCs are understandably nervous around Voidblade Eliminators. They’re strange, secretive, and alien, and even ordinary people can sense the hunger welling up within them. Higher-level Voidblade eliminators may elicit outright hostile reactions from judgmental or frightened NPCs; their increasingly inhuman appearance makes it easy to assume the worst of them. It is definitely recommended that Voidblade Eliminators avoid public displays of their powers; gaining a public reputation as a soul-devouring assassin is not the best way to win the acclaim of the populace.

Voidblade Eliminators in the Game
Voidblade Eliminators greatly help the party by crippling key characters in the opposition, and by doing so quickly. They also have the potential to be stealthy and highly mobile, and can easily supplement or replace the party rogue. Otherwise, a Voidblade Eliminator does not change a game much more than any given martial character might.
Adaptation: Changing the Voidblade Eliminator’s entry requirements and/or flavor is relatively easy; one idea is to make them the victims of a consuming curse, rather than an order of magical assassins. Dungeon Masters might also experiment with Voidblade Eliminators as the servants of ancient wights, devotees to the Negative Energy Plane, or even as mortals tasked with fueling the Positive Energy Plane.
Encounters: Encounters with Voidblade Eliminators will likely be hostile; the Eliminator has a contract on a player character, or on someone under their protection. Other possibilities involve working with a Voidblade Eliminator to destroy a powerful spellcaster, or even tracking one down in a hunt for a murderer who leaves behind no weapon, no recognizable trace, and seems infuriatingly immune to divination magics. Encounters with Voidblade Eliminators should be tense, with the assassin seeming like they’re barely holding back the urge to attack, to rend and devour.

Golden-Esque
2009-12-31, 01:35 AM
WHITE LION KNIGHT

”If any man or woman was just a fraction as brave, noble, or selfless as my companion here, the world would be a better place for our children, this I am sure.”
~ Hiru Whisperwind, a White Lion Knight

As noble as the rising sun, as sovereign as the mightiest king, and as fearsome as the most foul of demons lays the noble lion. Or so the White Lion Knights proclaim. The White Lion Knights are a band of Paladin Rangers who bring a noble lion by their side at all times, even entrusting them into the arms of their deity. Through this compassion and divine magic, the lions gain a sentience of their own and make every bit as valuable a companion the White Lion Knights proclaim them to be. Forever devoted to the destruction of evil, blight, and corruption, the White Lion Knights are forever indebted to their comrades for their assistance in battling the forces of Evil, while the lions are forever indebted to their knightly friends for loafing them into new heights of nobility.

BECOMING A WHITE LION KNIGHT
The White Lion Knights are not a particularly difficult order to spot or join, with their signature lions trotting alongside them everywhere they go. It is, however, difficult to obtain membership to the elite group. One must have training as both a Ranger and a Paladin before joining the ranks of the Order of the White Lion, and the Paladins that do take up this task are most often of Neutral Good alignment. Then, the would-be White Lion Knight must prove his worth to the Order by befriending a wild albino lion. The exact task differs from White Lion Knight to White Lion Knight; some lions request aid, while others demand to be bested in glorious battle. Regardless, an active member of the Order must serve as witness to the deed, and only when it is done does the young man or woman become one of the Order of White Lions.

Entry Requirements
: Alignment: Any Good.
: Feats: Devoted Tracker, Natural Bond, Track, Two-Weapon Fighting
: Class Features: Ability to cast 1st level Ranger spells, Animal Companion, Smite Evil, Wild Empathy
: Special: In order to join the Order of White Lions, you must befriend an albino lion by proving your worth to it honorably with an active member of the Order serving as a witness. This creature does not become your animal companion initially, but upon taking your first level in the Prestige Class, the white lion becomes your Animal Companion, and any previous animal companion you had is dismissed.

Non-Core Feats:

Devoted Tracker
[General Feat]
Complete Adventurer
Prerequisites: Track, Smite class feature, Wild Empathy class feature.
Benefit: If you have levels in Paladin and Ranger, those levels stack for the purposes of determining the extra damage dealt by your smite evil ability and determining the bonus for your wild empathy class feature. This feat does not allow additional daily uses of smite evil. If you have both the special mount and animal companion class features, you can designate your special mount as you animal companion. The mount gains all the benefits of being both your special mount and your animal companion. In addition, you can multiclass freely between the paladin and ranger classes. You must still retain your class alignment in order to retain your paladin abilities and take paladin levels. You still face the normal XP penalties for having multiple classes more than one level apart.

Natural Bond
[General Feat]
Complete Adventurer
Prerequisites: Animal Companion class feature.
Benefit: Add three to your effective druid level for the purpose of determining the bonus Hit Dice, extra tricks, special abilities, and other bonuses that your animal companion receives (see page 36 of the Player’s Handbook). This bonus can never make your effective druid level exceed your character level.

WHITE LION KNIGHT CLASS FEATURES

{table=head] Level | Base Attack Bonus | Fortitude Save | Reflex Save | Will Save | Special
01 | +1 | +2 | +2 | +0 | Pounce, Rend +1d8, Spells, Lion's Smite
02 | +2 | +3 | +3 | +0 | Lion’s Courage, Loyal Until the End
03 | +3 | +3 | +3 | +1 | Awakened Companion, Cat’s Reflexes +1, Two Minds One Heart
04 | +4 | +4 | +4 | +1 | Lion’s Pride, Rend +2d8, Seize Opening
05 | +5 | +4 | +4 | +1 | Celestial Companion, Lion’s Guard
06 | +6/+1 | +5 | +5 | +2 | Cat’s Reflexes +2, Savannah Stride
07 | +7/+2 | +5 | +5 | +2 | Rend +3d8, Selfless Existence
08 | +8/+3 | +6 | +6 | +2 | Lion’s Honor, Lion’s Pride, Lion's Shape
09 | +9/+4 | +6 | +6 | +3 | Cat’s Reflexes +3
10 | +10/+5 | +7 | +7 | +3 | Rend +4d8, Summon Pride[/table]

Hit Die: d10.

Skill Points per Level: 4 + Intelligence Modifier

The White Lion Knight’s class skills (and the key ability for each skill) are....
Bluff (Cha), Climb (Str), Concentration (Con), Craft {Any} (Wis), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge {Dungeoneering}, Knowledge {Nature}, Knowledge {Religion} (Int), Move Silently (Dex), Profession (Wis), Ride (Dex), and Search (Wis), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), Use Rope (Dex)

Weapon Proficiencies: A White Lion Knight is proficient with all simple and martial weapons, as well as with light and medium armor (but no types of shields).

Code of Conduct: Similarly to a Paladin, the White Lion Knight has several guidelines he or she must follow. They must swear to protect life, uphold righteousness, and destroy Evil wherever they find it. In addition, the White Lion Knight swears to never let Evil consume them, to never falter in their service of Good, and to protect both the natural world and the civilized world equally and with compassion. This code overrides the White Lion Knight's previous Paladin Code of Conduct. Should this Code of Conduct be violated, the White Lion Knight looses all of their Paladin and White Lion Knight spells, spell-like abilities, and Supernatural abilities, as well as the respect of their lion companion (should it be awakened, see below).

White Lion Companion: Upon taking their first level in this Prestige Class, the White Lion Knight gains the companionship of the White Lion that he or she proved their worth to in order to join the Order of White Lions. This creature becomes the White Lion Knight's animal companion, and any previous animal companions that the White Lion Knight had prior to taking their first level in this class are dismissed permanently. The lion follows all of the normal rules for animal companions and gains all of the normal abilities associated with animal companions, except that the White Lion Knight's effective Druid level is equal to their Ranger level + their Paladin level + their White Lion Knight level. Normally, a Ranger's effective Druid level is equal to one half their Ranger level, but for the purpose of this lion companion only, the Ranger's effective Druid level is equal to their Ranger level.

Pounce (Ex): A White Lion Knight studies the way of their feline friend, allowing them to make devastating attacks with their dual weapons. When a White Lion Knight makes a charge attack, it can follow up with a full attack action; including rend damage if possible. In order to gain the benefit of Pounce, the White Lion must initiate the Charge Attack; he or she does not gain a full attack with both of their weapons while mounted.

Rend (Ex): While a White Lion Knight cannot rend the way their lion brothers and sisters do, he or she takes the technique into consideration when making their own deadly strikes. A White Lion Knight who successfully strikes an enemy creature with at least one attack from both their main hand and off hand weapons deals bonus damage equal to 1d8 + 1 ½ times the White Lion Knight’s Strength modifier. A White Lion Knight can deal rend damage only one time per full attack action, regardless of how many attacks he or she makes.

At 4th level, and every third level thereafter, the damage done by a White Lion Knight’s Rend increases by 1d8, to a maximum of +4d8 damage at 10th level.

Spells: By taking the oath of the White Lions, the White Lion Knight makes a forging pact with both the gods and with nature, forever intertwining them. The White Lion Knight looses the ability to cast both Paladin and Ranger spells; choosing to gain the ability to cast White Lion Knight spells instead. Essentially, the White Lion Knight spell list replaces both the Paladin and Ranger spell lists, and levels of Paladin, Ranger, and White Lion Knight levels stack when determining the White Lion Knight’s caster level and spells per day (see Table: Knight of White Lions Spells per Day, below).

Like both a Paladin and a Ranger, the White Lion Knight prays for their spells, enlisting the aid of both their deity and the natural world. This means that a White Lion Knight suffers no Spell Failure chance when casting their spells, and they know every spell on the White Lion Knight spell list that they are able to cast.

The White Lion Knight’s caster level is equal to their White Lion Knight level + their Paladin level + their Ranger level -6. This -6 represents the combined six levels that both the Paladin and the Ranger are not capable of casting spells. The DC against a White Lion Knight’s spell is equal to 10 + the White Lion Knight’s caster level + their Wisdom modifier. A White Lion Knight gains spells per day based on their Paladin, Ranger, and White Lion Knight class levels. If these three class's combined levels are equal to 6th level or below, the White Lion Knight cannot cast spells. Starting at 7th level, he or she gains spells per day if they have a high Wisdom score (see bonus spells). White Lion Knights draw their spells from the White Lion Knight spell list.

Table: White Lion Knight Spells per Day
{table=head] Level | 1st | 2nd | 3rd | 4th
01 | _ | _ | _ | _
02 | _ | _ | _ | _
03 | _ | _ | _ | _
04 | _ | _ | _ | _
05 | _ | _ | _ | _
06 | _ | _ | _ | _
07 | 0 | _ | _ | _
08 | 0 | _ | _ | _
09 | 1 | _ | _ | _
10 | 1 | _ | _ | _
11 | 1 | 0 | _ | _
12 | 1 | 1 | _ | _
13 | 2 | 1 | _ | _
14 | 2 | 1 | 0 | _
15 | 2 | 1 | 1 | _
16 | 2 | 2 | 1 | _
17 | 2 | 2 | 2 | 0
18 | 3 | 2 | 2 | 1
19 | 3 | 3 | 3 | 2
20 | 3 | 3 | 3 | 3[/table]

Spell List: The following is the White Lion Knight’s spell list.

1st Level:
Bless, Bless Weapon, Calm Animals, Charm Animal, Create Water, Delay Poison, Detect Animals or Plants, Cure Light Wounds, Detect Poison, Divine Favor, Endure Elements, Hide from Animals, Jump, Lesser Restoration, Longstrider, Magic Fang, Magic Weapon, Pass without Trace, Protection from Chaos/Evil/Law, Read Magic, Resist Energy. Resistance, Speak with Animals, Summon Nature’s Ally I, Virtue,

2nd Level:
Barkskin, Bear’s Endurance, Bull’s Strength, Cat’s Grace, Eagle’s Splendor, Hold Animal, Owl’s Wisdom, Protection from Energy, Remove Paralysis, Shield Other, Summon Nature’s Ally II, Undetectable Alignment, Zone of Truth,

3rd Level:
Cure Moderate Wounds, Daylight, Darkvision, Discern Lies, Dispel Magic, Greater Magic Fang, Greater Magic Weapon, Heal Mount, Magic Circle against Chaos, Magic Circle against Evil, Magic Circle against Law, Neutralize Poison, Prayer, Reduce Animal, Remove Disease, Remove Blindness/Deafness, Remove Curse, Repel Vermin, Summon Nature’s Ally III.

4th Level:
Animal Growth, Break Enchantment, Commune with Nature, Cure Serious Wounds, Death Ward, Dispel Chaos, Dispel Evil, Dispel Law, Freedom of Movement, Holy Sword, Neutralize Poison, Nondetection, Restoration, Summon Nature’s Ally IV.

Lion's Smite (Ex): The White Lion Knight has not forgotten their training as a Paladin, and as such they continue to train their divine energy against Evil as they increase their prowess. The White Lion Knight’s class levels and Ranger levels stack with their Paladin levels when determining the bonus damage dealt by Smite Evil.

Lion’s Courage (Ex): A White Lion Knight, as part of their training, learns to fear nothing. This ability causes the White Lion Knight to become immune to fear effects. In addition, all of the White Lion Knight’s allies that are within 10 feet of the Knight of White Lions gain a +4 morale bonus on Will saves against fear effects. If the Knight of White Lions has the Paladin class feature, the two morale bonuses stack for a total of +8 on Will saves against fear effects.

Loyal Until the End (Su): As they grow closer together, the bond between the White Lion Knight and their lion companion grows ever closer. At 2nd level, the White Lion Knight can use the inherent power of such deep bonds to call their lion companion to them. The lion companion is teleported to the realm of the White Lion Knight’s deity (though the creature does not becoming extraplanar), where it stays until called. As a full-round action, the White Lion Knight can call out to their lion companion to come by their side. The White Lion Knight’s lion companion then instantly appears to the White Lion Knight’s side. This is a supernatural effect that can be suppressed by an antimagic field, but not dispelled or countered.

If the White Lion Knight chooses, he or she can summon their companion as a Medium-sized creature instead of a Large-sized creature (effectively reducing the white lion’s size by one). Doing so may allow the lion to travel unimpeded where it normally couldn’t follow its master, but it does place the normal benefits and penalties on a Medium creature (loss of size bonuses and penalties and reduced natural attack damage). This size reduction can be cancelled at will, though it can only be applied as part of the lion’s initial summoning.

In addition, as a full-round action the White Lion Knight can dismiss their companion back to their deity’s home plane. Doing so heals the white lion of all damage it suffered while fighting alongside of the White Lion Knight, and any possessions the creature was carrying travel with it. There are no limits to the number of times per day a White Lion Knight can call their companion and dismiss it, though the White Lion Knight must wait 30 minutes between calling and dismissing their companion. Since the lion is native to the Material Plane, dismissal and similar spells that affect outsiders have no hold over it and cannot force the lion to return to the outer planes. The lion companion does not wink out in an antimagic field, but the White Lion Knight cannot call for their companion, nor can it appear in, an antimagic field.

If the White Lion Knight's lion companion dies, he or she cannot use this ability until the creature is raised from the dead, in addition to the normal penalties associated with a deceased animal companion.

Awakened Companion: No longer a dumb beast, the White Lion Knight’s companion is forever changed by their newly forged connection with both a mortal and the outer planes. The animal rapidly gains intelligence, and by 3rd level it has gained significantly more wise. The lion gains 3d6 Intelligence, Wisdom, and Charisma and its creature type changes to Magical Beast. In addition, the lion understands (but cannot speak) all languages that its humanoid companion knows and the two share a telepathic link that cannot be interfered with or suppressed by any means.

Because they are no longer dumb beasts, the lion has no need for tricks or any other type of teaching, though now that they have a mind of their own, they may choose to disobey commands. The lion has a Neutral Good alignment, and it will refuse to perform any Evil acts without justification. In addition to their newfound intelligence, the lion becomes immune to fear effects. This state functions identically to an awaken spell, except that the ability is permanent and cannot be dispelled.

Cat’s Reflexes (Ex): White Lion Knights hone their reflexes until they can match the felines which give them their name. Starting at 3rd level, a White Lion Knight can make 1 additional attack of opportunity per round. At 6th level and again at 9th level, a White Lion Knight gains an additional attack of opportunity, to a maximum of three additional attacks of opportunity. Bonus attacks of opportunity granted by levels in White Lion Knight stack with bonus attacks of opportunity gained through the Combat Reflexes feat.

Two Minds, One Heart (Ex): Because of their close bond and telepathic awareness, the White Lion Knight and their lion companion are able to break through even the most powerful compulsion spells and powers together. Starting at 3rd level, when either the White Lion Knight or their lion companion are affected by a charm effect, compulsion effect, or some other spell or power that controls either creature, the other can attempt to aid their companion in fighting off the ability. As a full round action, either the White Lion Knight or their lion companion can bestow upon the other a +4 morale bonus on Will saves to counteract such mind-affecting abilities. Each time this ability is used, the controlled creature gains a new saving throw to end the effect, even if they would not normally be entitled to one.

Lion’s Pride (Ex): With its newly awakened mind, the lion has learned new techniques for bringing down its foes even quicker. The lion gains the skirmish ability. Essentially, during a round on which the lion moves 10 feet or more, it deals an extra +1d6 damage. Skirmish is precision damage, and creatures immune to critical hits are not affected by it. At 8th level, the lion’s damage die increases again and their skirmish damage increases to +2d6.

Seize Opening (Ex): The White Lion Knight and their lion companion can work together in devastating unity to fell foes. While either the White Lion Knight or their lion companion is flanking an opponent for the other, the White Lion Knight and the lion gain a +4 bonus for flanking instead of the usual +2.

Celestial Companion: After such leaps and bounds in knowledge and excessive time spent in the outer planes, the White Lion Knight’s lion companion becomes more than just an ordinary lion. At 5th level, the lion gains the Celestial Template and its creature type changes to Native Outsider, making it immune to effects that don’t affect creatures native to the Material Plane, though the celestial lion is still immune to dismissal, banish, and similar spells. In addition, the celestial lion gains the following special qualities:


Darkvision out to 60 feet.
Damage Reduction (see the Celestial template).
Resistance to Acid, Cold, and Electricity (see Celestial template).
Spell Resistance equal to Hit Die + 5.
Smite Evil for bonus damage equal to the celestial lion’s hit die once per day.
If the lion has Damage Reduction, its attacks become magical for the purpose of overcoming Damage Reduction.


Table: Celestial Defenses
{table=head] Hit Dice | Resistance | Reduction
1 - 3 | 5 | _
4 - 7 | 5 | 5/magic
8 - 11 | 10 | 5/magic
12 or more | 10 | 10/magic[/table]

Lion’s Guard (Su): Although the celestial lion has received great boons from the gods, its primary concern is still its partner. Therefore, it does what it can to protect its greatest friend. Starting at 5th level, the celestial lion can transfer its Damage Reduction and Spell Resistance to the White Lion Knight for 1 round. Doing so suppresses the celestial lion’s own Damage Reduction and Spell Resistance for the duration of the ability. This ability can be used once per day.

Selfless Existence (Ex): The White Lion Knight and their celestial lion gain a second sense for each other that is beyond compare. This ability allows them flashes through the other’s eyes, making surprise attacks on either companion difficult. Starting at 7th level, in order to flank, Sneak Attack, or use any other form of surprise attacks against the White Lion Knight and their celestial lion, both creature must be unaware of the attack. For example, a Rogue cannot sneak attack the White Lion Knight if the celestial lion is aware of the Rogue’s presence via the Scent ability.

In the case of flanking, no amount of unity can entirely remove the benefit of flanking for either the White Lion Knight or their companion, as both are too focused on their own battles to be constantly streaming information between the two of them. Creatures flanking either the White Lion Knight or their lion companion receive half the normal bonus they would receive for flanking either creature so long as either the White Lion Knight or their lion companion are aware of the creatures flanking either of them.

Lion’s Honor (Ex): The celestial lion can inspire a bestial ferocity within the White Lion Knight. Each time either the celestial lion or the White Lion Knight scores a critical hit, the other gains a +1 bonus to their critical threat range. For example, if the White Lion Knight critically hits a creature, the celestial lion threatens a critical hit on a 19-20 instead of a 20. The bonus lasts until the end of the combat, but if either the White Lion Knight or their lion companion go more then 5 rounds without scoring a critical hit, all bonuses granted by Lion's Honor on either companion immediately end.

Lion’s Shape (Su): Using the divine magic that courses through them, as well as their celestial lion companion as a focus, the White Lion Knight is able to assume the form of a celestial lion. The lion’s abilities, physical ability score, and special qualities are identical to the White Lion Knight’s companion, and to the untrained eye, the White Lion Knight and their celestial lion look identical while the White Lion Knight is using this ability. This ability functions identically to Wild Shape (as a Druid), with several differences. First, this ability does not qualify the White Lion Knight for any Wild Feats, nor can this ability be used in conjunction with a Wild Feat. Second, the form of a celestial white lion is the only form the White Lion Knight can assume. Finally, the White Lion Knight can assume this form a number of times per day equal to their Wisdom Modifier (maximum equal to 1/4 their Caster level).

Summon Pride (Sp): At their pinnacle, the White Lion Knight and their celestial lion companion have developed such a close bond that other celestial lions respond to their kinship. By calling out to them, a White Lion Knight can summon a pride of celestial lions to aid them and their companion in battle. Once per day, the White Lion Knight can use a full-round action to call a number of celestial lions equal to 1/4 of their character level. These lions appear adjacent to the White Lion Knight, their lion companion, or other summoned lions. These lions then attack any and all creatures that are acting hostile to the White Lion Knight or their companions. They remained summoned for a number of rounds equal to the White Lion Knight's caster level. Additionally, the summoned celestial lions will seek out any Evil creatures and attack them before other aligned creatures.

Multiclass Paladins: Multiclass Paladins who take levels in White Lion Knight can continue advancing as Paladins, ignoring the normal penalties for Multiclass Paladins.

PLAYING A WHITE LION KNIGHT
A White Lion Knight’s primary concerns are the end to those who would spread blight and Evil; protecting both the civilized world and the natural one. As such, White Lion Knights command a lot of respect throughout the land; befriending the king of beasts for their quests is a symbol that many find awe-inspiring. Their purity and nobility notwithstanding, the Order of White Lions is one of the few Orders that has never lost its way in regards to its true purpose over the years; the enrichment of the poor and the destruction of the vile.
Combat: White Lion Knights fight in unison with their lion combatants; the Knight slowly matching the lion in rending and tearing and the lion matching the Knight in righteousness. They fight best as a team, for few can withstand the combined assault of the White Lion Knight and their lion, flanking opponents and tearing them apart systematically. The White Lion Knight has a repertoire of spells to fall back upon as well, should the situation demand it and the lion gains a myriad of special powers as its companion increases in level.
Advancement: White Lion Knights are always multiclass Paladin/Rangers; there is little room for deviation in the White Lion Knight’s path. Only the Paladin has the zeal to press forward against all obstacles and only the Ranger has the natural expertise and combat style to perfectly compliment the White Lion Knight class.

WHITE LION KNIGHTS IN THE WORLD
”’Tween da teeth an’ da swords, me not sure which one is da worsest!”
~ An Ogre recounting his encounter with a White Lion Knight

White Lion Knights spend their time roaming the world, searching for evildoers to stop and people in trouble to aid. The White Lion Knight takes to the Ranger’s way of wandering quite well, and many people are surprised to find White Lion Knights traveling with their companions. While they have an organized and efficient Order, most White Lion Knights find little use in waiting around for disturbances to grow big enough to notice and instead take to the road, taking in the sights and sounds of the natural world while stopping evil.
Daily Life: The White Lion Knight spends most of their time traveling the open road. No Knight has a true path they follow repeatedly; they go where the winds of chance take them. Their lion eager to follow, the pair often find the trouble that they seek, and they relish the opportunity to make the world a better place for their fellows.
Notable Members: The most notable among the White Lion Knights was its founder, Hiru Whisperwind. As a child, Hiru was the middle child of a large Vulsune family who spent their time traveling the world with the once-legendary Circe de Sol; the premiere circus troupe of the land. Following a series of hardships and tragedies, Hiru was just a boy when he found his way to Inho Flamepaw, master Ranger. Hiru was given the opportunity to take a position as the Ranger’s apprentice, but following his master’s death Hiru sought vengeance using his blades. Many months later, Hiru almost made a dark choice when suddenly a lion as white as snow appeared before him and his would-be victim. Hiru took the lion’s appearance as a sign and set out to wrong the world’s rights instead of merely seek vengeance for the deeds of the past. The lion joined Hiru in his quests, and Hiru Whisperwind became the first of the White Lion Knights; founder of the Order of White Lions. Because of the Vulsune’s immensely long lifespan, many wonder if he is still alive to this day leading his White Lion Knights in the destruction against Evil.
Organizations: The Order of White Lions is the organization that all White Lions belong to. While their individual motives and morals may vary, all White Lion Knights agree that Evil is far too rampant and it is only through example and culling that Evil can truly be stopped. The Order of White Lions shows humility in their word; the slaying of Evil is a necessity rather than a means to an end. When possible, the Order always values life over slaughter and attempts to allow Evildoers to atone. However, they are not hampered by the intricate legal systems of the land, and most have no problem with stepping on the toes of the Law if necessity to destroy Evil.

NPC Reaction
Compared to other Paladin classes, the White Lion Knights are generally all well-received. Even the most Chaotic of people appreciates the sacrifices and morals of the White Lion Knights, and their sidestep-ish stance on Law and Chaos makes it easy for others to find qualities they like in the Knights. Naturally, Evil people loathe and fear the White Lion Knights, knowing that the White Lion Knights allow no true barriers to stand between Evil and its destruction.

WHITE LION KNIGHTS IN THE GAME
White Lion Knights gain a large number of abilities as they increase in level. Low-level White Lion Knights merge many of the Paladin and Ranger class features together into a deadly mix. As they increase in power, White Lion Knights gain unique abilities, as do their lion companions. High level White Lion Knights have the ability to track and destroy Evil using a wide variety of tricks, including the ability to shapechange into a lion or summon an entire pride to destroy Evil doers.

Jacques de le Savane
NG/Male/Mephfolk/(Mephfolk 1 /Ranger 5/Paladin 4/White Lion Knight 4)
Init: +0, Senses: Listen +, Spot +,
Languages: Celestial, Common, Mephian
------------------------------------------------
AC 16, touch 13, flat-footed (13)
hp 70 (14 HD)
Fort +14, Ref +11, Will +12
------------------------------------------------
Speed 30 ft. (6 squares)
Melee
Base Atk +15, Grp +17
Atk Options: 2x Rapier (+16 1d6 ), Spray
Spells Prepared Divine Favor, Speak with Animals, Barkskin
Supernatural Abilities: Aura, Divine Grace, Smite Evil, Lay on Hands, Turn Undead, Loyan Until the End,
-----------------------------------------------
Abilities Str 14, Dex 16, Con 14, Int 12, Wis 14, Cha 15
SQ: Low-Light Vision, +4 on Fortitude Saves against Snake Venom, Favored Enemy {Evil Outsidters}, Wild Empathy, Ranger Fighting Style {Two-Weapon}, +1 additional Attack of Opportunity per round, Immune to Fear, Two Minds One Heart, Seize Opening
Feats: Weapon Finesse, Weapon Focus {Rapier}, Track, Endurance, Devoted Tracker, Natural Bond, Dual Strike, Divine Strength
Skills: +7 Tumble, +8 Diplomacy, +8 Gather Information, +10 Survival, +10 Handle Animal, +5 Ride, +5 Spot, +5 Search, +5 Listen, Balance +2
Possessions: Two +1 Magical Rapiers, Masterwork Banded Leather Armor, Holy Symbol

Eurus
2009-12-31, 02:37 AM
UNDERDOG



"I''ll confess you may be stronger than me, and faster, richer and more talented, and smarter, and admittedly a good deal prettier. That'll only make it more embarrassing for you when I win."
--Zanza Smith, wife of Polgar Smith, before dueling with Count William Oleander to win her husband's freedom.

There are those in the world who are naturally gifted, be it physically or mentally: there are men for whom learning comes naturally, who can memorize entire libraries over the course of mere days. And there are women who can run a mile without pause through thick forest with an injured comrade on their back, heedless of the arrows jutting from their own flesh. There are even those who lack these abilities, but possess the money and other resources necessary to more than compensate.

Underdogs are not those people. They are the normal, the mundane, the thoroughly disadvantaged. They lack the force of personality or raw intellect to command magic, the strength and speed to master the art of combat, and even the cunning and guile to fake it. So they exploit what few advantages they have; they become masters of dirty fighting and unusual techniques. Because for them, nothing is sweeter than the look of pure shock and horror on the face of a noble warrior in his shining plate-mail when the dirty commoner lays him flat with a bar stool.

BECOMING AN UNDERDOG
Nobody sets out to intentionally become an underdog. Generally they are people who, sick of being pushed around, seek to better themselves and fail miserably. Eventually, a prospective Underdog realizes that he has to get creative to have any chance of success. And once he abandons any delusions of fair play, he finds that there's more to fighting than just skill.

ENTRY REQUIREMENTS
Maneuvers: Must not have knowledge of any martial stances or maneuvers.
Spellcasting: Must not possess any spellcasting ability.
BAB: Lower than hit dice, but at least +2.
Saves: Lower than hit dice.
Feats: Improved Unarmed Strike
Special: Sneak Attack 1d6. If using flaws from Unearthed Arcana, must possess the Pathetic flaw at least once.

Class Skills
The Class Name's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Listen (Wis), Profession (Wis), Ride (Dex), Spot (Wis), Swim (Str), and Use Rope (Dex).
Skills Points at Each Level: 4 + int

Hit Dice: d6

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

1st|
+0|
+2|
+2|
+2|Improvised Weapons, Slug It Out

2nd|
+1|
+3|
+3|
+3|Dirty Fighting, Sneak Attack +1d6

3rd|
+2|
+3|
+3|
+3|Baffle Opponent, Poison Use

4th|
+3|
+4|
+4|
+4|Blow For Blow, Sneak Attack +2d6

5th|
+3|
+4|
+4|
+4|Knockout Blow

6th|
+4|
+5|
+5|
+5|Sneak Attack +3d6

7th|
+5|
+5|
+5|
+5|Class Ability

8th|
+6|
+6|
+6|
+6|Sneak Attack +4d6

9th|
+6|
+6|
+6|
+6|Class Ability

10th|
+7|
+7|
+7|
+7|Sneak Attack +5d6[/table]

Weapon Proficiencies: An Underdog gains proficiency with all simple weapons, and with light armor and shields.

Improvised Weapons: An Underdog learns to make use of whatever is at hand; starting at 1st level, he takes only a -1 penalty on attacks when using improvised weapons or weapons with which he is unproficient. When using an improvised weapon, an Underdog may deal either lethal or nonlethal damage at his option with no penalties.

Slug It Out (Ex): One of the first things that any Underdog learns is how to ignore and keep pushing on even through injuries that should really leave them dead, or at least disabled. Whenever he takes damage, an Underdog may convert one point per class level of that damage into nonlethal (as long as he is not already immune to nonlethal damage). Furthermore, nonlethal damage does not render an Underdog unconscious until it equals his full maximum hit points +10, regardless of his current hit points.

Dirty Fighting (Ex): Starting at 2nd level, an Underdog learns how to increase the effectiveness of his combat maneuvers through less-than-honorable means. An Underdog gains a bonus equal to his class level on checks made to trip, disarm, or feint. In addition, if he does not already have it, he gains Improved Feint as a bonus feat without needing to meet the prerequisites.

Sneak Attack: If an Underdog can catch an opponent when he is unable to defend himself effectively from his attack, he can strike a vital spot for extra damage. The Underdog's attack deals extra damage any time his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the Underdog flanks his target. This extra damage is 1d6 at 2nd level, and it increases by 1d6 every two Underdog levels thereafter. Should the Underdog score a critical hit with a sneak attack, this extra damage is not multiplied. An Underdog may deal nonlethal damage with a sneak attack if he chooses.

Ranged attacks can count as sneak attacks only if the target is within 30 feet.

An Underdog can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The Underdog must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A Underdog cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.

Baffle Opponent (Ex): Incapable of beating opponents at their own game, Underdogs instead play a different game entirely. By utilizing erratic movements and bizarre fighting methods, an Underdog can force his opponent to throw out most of what they know about combat. Any creature that an Underdog attacks, regardless of the success of that attack, suffers a penalty on its subsequent attacks against the Underdog equal to half the Underdog's class level (round up). This penalty may not exceed the attacker's base attack bonus, does not apply if the Underdog is flat-footed, and lasts until the Underdog's next action.

Poison Use (Ex): At this point in his "training," an Underdog has had enough practice with poisons that he can be fairly confident in not poisoning himself like an idiot. He can apply a dose of poison to a weapon as a move action, and never risks poisoning himself.

Blow For Blow (Ex): While an Underdog may lack the training and technique that most fighters use to execute barrages of quick, controlled attacks, their eagerness to exploit any minute opening lets them keep up with even the fastest foes. As a standard action, an Underdog may target a single opponent with this ability. Until his next action, the Underdog gains the ability to take an immediate attack against that creature for each attack the target makes against them, at the same penalty. For instance, a level 11 fighter under the effect of a haste spell would make four attacks at -0/-0/-5/-10, so if they were all targeted against the Underdog he would counter with the exact same attack routine. Each counterattack is executed immediately after the attack that triggered it. This ability only applies to attacks that the target makes with its primary weapon, and the Underdog can never make more attacks like this in a single round than his class level.

Knockout Blow (Ex): An Underdog generally chooses not to fight to the death, instead cutting fights short with a sudden, unexpected strike that has his opponent out like a light before they know what hit them. As a standard action, an Underdog may make a single melee or ranged attack against an opponent within 30 feet. They gain a bonus on damage equal to their class level, and may also add sneak attack damage if the proper conditions are met. All damage dealt by a Knockout Blow is nonlethal, and the target must make a fortitude save (DC 10 + class level + the highest of the Underdog's strength, dexterity, or intelligence modifier) or be immediately rendered unconscious for 1d4 hours.

If the nonlethal damage on the target after this attack equals at least one half of their current hit points, they take a -4 penalty on this save. If it somehow equals or exceeds their current hit points without rendering them unconscious already, they instead take a -8 penalty.

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[/QUOTE]

DeskChairLamp
2009-12-31, 03:00 AM
PHANTOM

http://i900.photobucket.com/albums/ac208/blargdrasil/Blade.jpg?t=1262860417

I make my own luck. I make yours, too. Naturally, I make yours worse. –Jean Laroque, a Phantom

Bad luck to anyone who crosses their path, phantoms are warriors steeped in misfortune who wield their inherited curses as their weapon. Their hexes sap the strength and fortune from their foes, turning near misses into lucky hits and grazes into dire wounds. The phantom controls her misfortune with her ki in a way that other warriors can’t match, balancing the good and the bad, absorbing and expelling it as she pleases.

BECOMING A PHANTOM
The way of the phantom is the path of the unfortunate. Those who seek to become it are those tormented by bad luck, but gifted with a strange compensation –control over the very thing that plagues them. Phantoms learn to better control their powers, aspiring phantoms must study the sublime techniques of the Shadow Hand. Phantoms then begin finding the synergy of powers on their own. It is rare, but not impossible, for one phantom to teach another of lesser experience.

ENTRY REQUIREMENTS
Base Attack Bonus: +4
Maneuvers: Access to two Shadow Hand maneuvers, at least one of which is 2nd level or more
Special: Hexblade’s Curse ability, useable at least 2/day
Special: Shadow Companion ability (PHB II Hexblade variant)

Class Skills
The Phantom’s class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (arcane) (Int), Listen (Wis), Martial Lore(Int), Move Silently (Dex), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Spellcraft (Int), Tumble (Dex) and Use Rope (Dex).
Skills Points at Each Level: 4 + int

Hit Dice: d8

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

1st|
+1|
+0|
+2|
+2|Hexblade Abilities, Luckstealer +2|+1 level of hexblade

2nd|
+2|
+0|
+3|
+3|Omen Strike|+1 level of hexblade

3rd|
+3|
+1|
+3|
+3|Luckstealer +4|+1 level of hexblade

4th|
+4|
+1|
+4|
+4|Karmic Catharsis (Saving Throws)|+1 level of hexblade

5th|
+5|
+1|
+4|
+4|Luckstealer +6|+1 level of hexblade

6th|
+6|
+2|
+5|
+5|Shadow Trap|+1 level of hexblade

7th|
+7|
+2|
+5|
+5|Luckstealer +8|+1 level of hexblade

8th|
+8|
+2|
+6|
+6|Karmic Catharsis (Critical Hits)|+1 level of hexblade

9th|
+9|
+3|
+6|
+6|Luckstealer +10|+1 level of hexblade

10th|
+10|
+3|
+7|
+7|One with Shadows, Five Shadow Hex|+1 level of hexblade [/table]


Maneuvers
{table=head]Level|Maneuvers Known|Maneuvers Readied|Stances Known

1st|
1|
1|
0

2nd|
0|
0|
0

3rd|
1|
0|
1

4th|
0|
1|
0

5th|
1|
0|
0

6th|
0|
0|
0

7th|
1|
1|
0

8th|
0|
0|
1

9th|
1|
0|
0

10th|
1|
1|
0 [/table]


Weapon Proficiencies: The Phantom gains no proficiencies with weapons or armor.

Spellcasting: A Phantom continues to cast spells as a Hexblade would.

Maneuvers: At each level indicated on the table the Phantom learns a new maneuver from among the Shadow Hand, Diamond Mind or Coin’s Edge disciplines. She must meet the prerequistes of the maneuver to learn it and she adds her full Phantom level to her initiator level to determine her total initiator level and her highest-level maneuvers known.
At each level indicated on the table the Phantom may ready an additional maneuver.
If a character becomes a Phantom without having a recovery mechanic she can only renew maneuvers using Karmic Catharsis (see below).

Hexblade Abilities (Su): The Phantom’s class levels count as Hexblade levels for the purposes of determining the DC of her Hexblade’s Curse, the number of times she can use it per day, as well as the penalties it imposes on its targets. They also count for determining the effects and effective spell level of her Shadow Companion.

Luckstealer (Su): How better to rid yourself of misfortune than to take the good luck from someone else? Phantoms learn to siphon good luck from targets of their curses. Whenever a Phantom successfully curses and opponent with her Hexblade’s curse, she gets a bonus on rolls to confirm critical hits against that opponent. At first level the bonus is +2. It increases by two every odd level, to a maximum of +10 at ninth level.


Omen Strike (Su): A Phantom’s ki eventually becomes infused with some of the misfortune she is born with. Whenever she successfully hits an opponent with a martial strike or an attack boosted by a martial maneuver, that creature suffers a -2 penalty on saves against her maneuvers, spells and Hexblade’s Curse ability for a number of rounds equal to the Phantom’s charisma modifier.

Karmic Catharsis (Su): The Phantom learns to manage misfortune by accepting it and absorbing it to her own advantage. Starting fourth level, the Phantom can choose to fail a saving throw she would have otherwise succeeded, taking the full effects as if she had failed. If she does so, she can renew a number of maneuvers equal to half her class level, rounded down.

At eighth level, she can use the luck from critical hits. Whenever an opponent scores a critical threat against her she can allow that attack to be a critical hit without her opponent having to roll to confirm. If she does so, her next attack against that opponent immediately counts as a critical threat (but if her roll is too low to hit, she misses as normal)

Shadow Trap (Su): At sixth level, the Phantom’s Shadow Companion gains the ability to restrict opponents by partially solidifying. As a swift action, the Phantom can alter her Shadow Companion’s substance and form to change the penalties it imposes on those near it. Until the start of the Phantom’s next turn, creatures next to her Shadow Companion are flat-footed and blinded, instead of taking the normal penalties. Creatures that start their turn while this is in effect have their move speed reduced by 10 feet.

One with Shadows (Su): At tenth level, the Phantom’s knowledge of shadow manipulation allows her to meld her essence with that of her Shadow Companion. As a move action, she can dispel her Shadow Companion in order to fuse with it. She becomes incorporeal, all her equipment and possessions do so as well. She can remain incorporeal for up to two hours per day, in increments of at least one minute. When she returns to being corporeal, her Shadow Companion rematerializes 1d3 minutes later, in a free space within 30 feet of her.

Five Shadow Hex (Su): Combining the teachings of the Shadow Hand with the power of hexes, Phantoms learn to inflict curses that greater incapacitate their opponents. Whenever a Phantom successfully hits a creature afflicted by her curse with a maneuver of seventh level or higher, she may expend a daily use of her hexblade’s curse to strengthen the penalties on that target. Roll 1d20 and use the following effects:
1 – 7: The hex affects the target’s arms, dealing 2d6 strength damage
8 – 15: The hex affects the target’s legs, dealing 2d6 dexterity damage
16 – 20: The hex affects the target’s heart, dealing 1d6 strength damage, 1d6 dexterity damage and 2d6 constitution damage.
The DC is equal to the Phantom’s normal curse DC, and a successful will save halves damage. Half of the ability damage is healed when the hex’s duration expires. The rest of the ability damage heals normally.

PLAYING A PHANTOM
Phantoms act much like Hexblades, but are often more subtle and less brash. They’re not built as tough as Hexblades or most martial adepts, but they have a variety of abilities at their disposal. Phantoms will often contemplate situations before acting, using subtlety to solve their problems, though not averse to brute force when it proves quicker
Combat: A Phantom normally begins combat by directing her shadow companion to her first target. She then closes in (or uses a ranged strike, if she has any) lowering the target’s defenses for her hexes, if necessary. She then lets loose in melee, combining maneuvers, hexes and spells as needed to whittle her opponents down while facing them with her blade.
Advancement: Phantoms normally stick to hexblade levels in order to keep increasing the strength of the curses. Those that choose to deviate normally progress as a martial adept, especially if they took levels as one prior to becoming a phantom.
Resources: Phantoms have the same resources as hexblades or other martial adepts. Their disunited nature means that there are no schools or mercantile institutions catering specifically to their needs, but they get by taking martial scripts and arcane scrolls from the usual sources.


PHANTOMS IN THE WORLD
“Yeah, I know her. She worked for me as a young lass. Always tripping and dropping things at the worst possible times. One day she just up and went, saying she was off to adventure. Now you say Sally Nyx is still alive? Surprised she hasn’t stabbed herself with her own sword yet.”
–Gills Marlheim, former employer of Sally Nyx, later escaped her assault on their town

Phantoms bring bad luck wherever they go. Most of them somehow escape the blame, using their natural charisma to win the hearts of the locals. Life is typically easier for them than most hexblades, as their knowledge of the Sublime Way earns them respect among other practitioners (except those naturally averse to the Shadow Hand users) Even though their luck has turned, however, phantoms still remain mostly solitary and withdrawn, knowing that at any moment the darkness surrounding them could take a turn for the worse. Even those who bear ill will toward society soon learn that disasters are easier to control when there aren’t too many people nearby to complicate things.
Daily Life: When they’re not brooding over their bad luck, phantoms tend to spend their time practicing their maneuvers, studying the occult or indulging in whatever hobbies they have (most of them have one to keep themselves entertained in their largely solitary and transient lifestyle) Phantoms are often easily angered, and many have a sour opinion of most of the rest of the world.

Notables: One of the most prominent phantoms is Jean Laroque, known for writing eight volumes on the synergy of martial maneuvers and hexes. His tomes became the basis for study of many of the next generation phantoms. When they realized the implications of gathering so many nexuses of bad luck, however, they resolved that a tightly-knit organization of phantoms could never succeed. His students separated, and the location of the tomes has become vague with the passage of time.
Another well-known phantom is Sally Nyx. She grew up in a small town where she was known for the accidents that followed her wherever she went. Ostracized by the other kids and unsuccessful with anything but fighting (where her ferocity counted for more than her skill) she became an adventurer. Only a few years later, she returned laden with the spoils of a successful career and possessed of great power. This did nothing to improve the town’s opinion for the most part, and she slew half the population in one night, while leaving those she favored with sizeable sums of gold. She travels yet, enriching herself, and repaying greatly those who treat her with kindness, but cutting down those who anger her.

Organizations: The most formal organization of phantoms is a small division among the masters of the Shadow Hand, who specialize in the synergy of the discipline with arcane arts. While this also includes sorcerers and wizards who’ve studied martial techniques, there is a significant amount of written knowledge within this division concerning the arts of the phantom.


NPC Reaction
NPCs will treat phantoms with suspicion if they know what they truly are. Most phantoms take up the guise of warrior-spellcasters, however, and with their charisma often pull it off well enough. If they can break out of their solitary nature, they often become fairly popular. Until the source of their power is discovered, of course.

PHANTOMS IN THE GAME
Phantoms provide another option for hexblades to advance. It also presents options to martial adepts looking for abilities that lower their opponents’ defenses, or those with a focus on critical attacks.
Adaptation: Phantoms fit easily into any game or setting that already use martial maneuvers. If not, their unique source of power makes them easy to introduce. Phantoms could also be viewed as people cursed from birth (or before, through their parents) or maybe those touched by fiends or unfavored by the deities of luck.
Encounters: Phantoms are often unscrupulous about how they put their powers to use and can be found in many villainous pursuits. Some more noble ones use their powers to foil evildoers, but even then, they’ll be looking for profit. In a show of mutual opinion, phantoms are often as distrustful of the world as the world is of phantoms; as such, phantoms always look out for themselves first, but are fiercely loyal to those also loyal to them.


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

Arbitrarious
2009-12-31, 07:19 PM
**Proofing and formatting coming and new capstone**

WHITE RAVEN COMMANDER

http://Picture URL

"Others may give orders, but I command the hearts of my men."- Soran Quillan, 3rd of 12 of the Alabaster Congress

What is worth more, the weapon or the wielder? To those who would follow the path of the White Raven Commander the answer is as simple as the act of drawing a blade. What good is any weapon without someone to use it? And just as a blade must be honed and balanced to perfection, so to must those who are sent into battle with them.

BECOMING A WHITE RAVEN COMMANDER
Anyone wishing to become a White Raven Commander must have an undeniable presence and bearing, the will to lead, and the martial training to apply it. As such the most common candidates are Crusaders and charismatic Warblades. Occasionally a Swordsage may see the value in taking a leadership role and dedicate the training necessary to master the unfamiliar maneuvers. Most other classes lack the martial ability needed, though Paladins and Marshalls often find great reward in supplementing their repertoire with sublime techniques to pursue this path.

ENTRY REQUIREMENTS
Alignment: Any non-chaotic
Skills: Diplomacy 8 ranks, Intimidate 5 ranks
Feats: Blade Mediation (White Raven)
Maneuvers: Must be able to initiate martial maneuvers at least 1 of which must be 3rd level from the White Raven discipline.


Class Skills
The Class Name's class skills (and the key ability for each skill) are Concentration (con), Craft (Int), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Knowledge (history)(Int), Knowledge (local) (Int), Knowledge (nobility and royalty) (Int), Martial Lore (Int), Profession (Wis), Sense Motive (Wis), Ride (Dex), and Spot (Wis)
Skills Points at Each Level: 6 + int

Hit Dice: d10

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

1st|
+0|
+2|
+0|
+2|Presence of the Raven Lord (30ft), White Raven Mastery

2nd|
+1|
+3|
+0|
+3|Legion's Command, Raven's Talons

3rd|
+2|
+3|
+1|
+3|Learning from the Student

4th|
+3|
+4|
+1|
+4|Presence of the Raven Lord (60ft)

5th|
+3|
+4|
+1|
+4|Legion's Command II, Sharpened Talons

6th|
+4|
+5|
+2|
+5|Learning from teh Student II

7th|
+5|
+5|
+2|
+5|Presence of the Raven Lord (90ft)

8th|
+6|
+6|
+2|
+6|Legion's Command III, Practiced Forms

9th|
+6|
+6|
+3|
+6|Learning from the Student III

10th|
+7|
+7|
+3|
+7|Warlord's Perfection[/table]



Maneuvers
{table=head]Level|Maneuvers Known|Maneuvers Readied|Stances Known

1st|
1|
0|
0

2nd|
1|
0|
0

3rd|
0|
1|
1

4th|
1|
0|
0

5th|
1|
0|
0

6th|
0|
1|
0

7th|
1|
0|
0

8th|
1|
0|
1

9th|
0|
1|
0

10th|
1|
0|
0 [/table]

White Raven Commanders can learn maneuvers from Devoted Spirit, Diamond Mind, Stone Dragon, and White Raven

Weapon Proficiencies: The White Raven Commander gains no proficiencies with weapons or armor.


White Raven Mastery: White Raven Commanders are capable of more effectively utilizing White Raven maneuvers then other martial adepts. At every White Raven Commander level you gain a White Raven Mastery from the following list. These masteries improve the use of some or all of your White Raven maneuvers.


Advantageous Positioning- You may use any adjacent 5ft square to determine if you are adjacent to an ally or if you and an ally are flanking an enemy.

Booming Voice- You can initiate Clarion Call or Lion's Roar as a free action.

Coordinated Assault- When executing a White Raven charge you can select an ally within range of your Presence of the Raven Lord. That ally can immediately initiate the same maneuver as a free
action.

Coordinated Strike (requires Coordinated Assault and level 4)- Any time you successfully hit with a White Raven strike against an enemy you may select a single ally threatening the same enemy. That ally makes an immediate attack against the target. This extra attack is not an attack of opportunity.

Cowing Blow- When using a White Raven maneuver that prevents the target(s) from making an attack of opportunity the duration is doubled and the target(s) suffers a -2 penalty on attacks until the
maneuver ends.

Driving the Attack- When an ally gets a bonus on attack rolls from a White Raven maneuver they can add your charisma modifier as a bonus on damage rolls.

Devastating Blow (Requires Potent Fury)- Successful critical strikes with White Raven maneuvers deal maximum weapon damage and maximizes any variable numeric damage added by the strike.

Experienced Charger- You ignore the AC penalty for making a charge attack.

Furious Momentum- Double the movement gained as part of a White Raven maneuver such as Tactical Strike or Press the Advantage.

Master's Grace (Requires Master's Presence)- Allies in range of your Presence of the Raven Lord gain the benefits of any White Raven stance you assume in addition to any other stance they may be in at the time.

Master's Presence- While in a White Raven Stance adjacent allies gain a +2 morale bonus on attack rolls and AC.

Master Tactician (Requires Level 6)- When using White Raven Tactics you can choose 2 allies instead of one. You cannot use this ability again for 1 round.

Potent Fury- White Raven maneuvers that deal additional variable damage have the variable portion of the damage increased by 50%.

Rapid Assault (Requires Level 4)- When you would grant an ally a bonus attack from a White Raven maneuver, they may make a second attack at -5 penalty.

Shared Triumph (Requires Bolstering Voice)- If an ally within 60ft reduces an opponent to fewer than 0 hit points you can initiate your Clarion Call or Lion's Roar maneuver.

Unfettered Wings (Requires Level 4)- Allies moving while under the effects of a White Raven maneuver, such as Orders Forged from Chaos or Battle Leader's Charge, are treated as though they were
under the effects of a Freedom of Movement spell for the duration of the movement or maneuver.

Versatile Combination (Requires Level 6 and Rapid Assault)- When an ally would benefit from your Rapid Assault ability they can instead sacrifice both attacks to use a single maneuver, spell, or power that has a use time of 1 standard action or less.

White Raven Smite (Requires level 4)- When any ally would gain an extra attack from a White Raven maneuver they may add your charisma bonus to the attack roll and your class level to damage.


Raven's Talons- Any weapon you wield gains the Martial Weapon (White Raven) ability for as long as you hold it.

Presence of the Raven Lord (Su): The mere sight of a White Raven Commander can lift the spirits of his allies and bring despair to his enemies. At 1st level a White Raven Commander can project aura that grants him and his allies a special effect. Projecting an aura is a swift action and can be done as part of the same action as changing stances. You can only project one aura at a time. An aura remains active until you choose to dismiss it as a free action or you activate another aura in its place. You can have your Presence of the Raven Lord active continually; thus, an aura can be in effect at the start of an encounter even before you take your first turn.

Unless otherwise noted you aura effects all allies (including yourself) within 30 feet of you he can hear, see, or otherwise perceive you. Your aura is dismissed if you are unconscious or slain, but otherwise remains active even if you are incapable of acting.

At 4th level the range of your aura increases to 60ft and at level 7 it reaches a range of 90ft and you can maintain a second aura.

Same auras refer to your aura bonus in their effects. This is based on your ranks in the Diplomacy skill as shown in the following table.

{table]Diplomacy Ranks|Bonus
1-4|+1
5-9|+2
10-14|+3
15-19|+4
20+|+5[/table]
Auras
Diehard Determination- Allies in range of your aura gain a bonus on Fortitude saves equal to your aura bonus. Additionally if any ally would suffer ability damage or ability drain the total amount suffered is reduced by 1.

Evasive Maneuvers- Allies gain evasion and a bonus on Reflex saves equal to your aura bonus.

Frightful Mein- Your presence has a unsettling effect on your enemies. Foes treat any movement towards you as though it were difficult terrain. Any voluntary movement that passes through a square closer to you then they started counts for this ability. This aura has a range equal to half your normal range for Presence of the Raven Lord

Strength of Unity- While this aura is in effect all allied units in range are linked together. Anytime one ally would suffer HP damage another ally can choose to split the damage with them. The original creature takes half the damage (round up) and the remainder is dealt to volunteering creature. This effect can only be invoked by once per source, if multiple allies volunteer to take damage the original creature chooses which ally takes the damage. Damage dealt by this ability cannot be split again, either by a second use of this ability, shield other, or similar effects.

Unshakeable Resolve- Allies gain a bonus on Will saves equal to your aura bonus and gain the Slippery Mind class feature.

Unquenchable Zeal- Allies gain HP equal to 1/2 your class level x your aura bonus and can continue functioning while in negative hit points. Allies do not die until the hit point total drops to -(10+5* your aura bonus). These are not lost first the way temporary hit points are and an ally can die if losing this aura would leave them with less than -10 HP. When any effect would check their effective HD (blasphemy, a lich's fear aura, etc) they can add your class level to their HD to determine the effect.

Tireless March- Allies gain fast healing equal to your aura bonus while at or below half maximum hit points. Additionally each round on their turn they reduce the effects of exhaustion or fatigue by one step. Exhausted creatures becomes fatigued and fatigued creatures return to normal.

Wary Soldiers Perspective- Gain a bonus on Listen and Spot checks, a bonus on Imitative checks and a deflection bonus to AC while flat-footed equal to your aura bonus.

Righteous Fury- Gain a morale bonus on attack rolls equal to half your aura bonus rounded down and a morale bonus on melee damage rolls equal to your aura bonus.

Practiced Expertise- Gain a bonus on Bull rush, Disarm, Trip, and Sunder checks equal to your aura bonus, this includes checks made to oppose such tactics.


Legion's Command: A White Raven Commander of 2nd level can impart a level of martial training into those under his command. To gain benefit from this ability an ally has to have spent at least 8 hours training or fighting alongside the White Raven Commander. At 2nd level allies gain access to a maneuver and stance as though they had taken the Martial Study and Martial Stance feats. They can select any maneuver from White Raven or any maneuver you know. They can add your White Raven Commander level to their effective initiator level for the purpose of determining what maneuvers they can select up to a limit of their HD. You can recover the maneuvers granted by this ability for all allies in range of your Presence of the Raven Lord by taking a full-round action. If an ally loses contact with the White Raven Commander for more than 24hrs the benefit of this ability are lost and requires another 8hrs to recover. In any 24hr period an ally can decide to train a new maneuver in place of an old one. At the beginning of the next day the new maneuver replaces the old one. You do not gain benefit from your own Legion's Command ability.

At 5th level allies gain an additional maneuver and can recover maneuvers own their own by using a standard action if they were otherwise unable to do so.

At 7th level they learn a third maneuver and a second stance.

Learning from the Student: A true leader doesn't merely direct, he observes. And through that observation he can incorporate the gifts of others to help bolster his strength. At 3rd level you gain access to a maneuver, spell, or feat known by an ally. You must meet all perquisites for any maneuver or feat you select. If you select a spell it is subject to DM approval and is initiated as a maneuver not cast as a spell. It takes a full-round action to initiate a spell and the maximum duration for any spell used in this manner is 1/round per initiator level.

At 6th level you can choose another maneuver, spell, or feat and at 9th level you can select a third.

Sharpened Talons: When executing a White Raven strike you gain a bonus to your damage equal to your class level.

Practiced Forms: You have practiced the same maneuvers over and over. Each flowing into the next. And by 8th level they are so ingrained that after finishing one attack you are immediately ready to follow up with the next. After executing a White Raven maneuver you may select an expended White Raven maneuver of lower level than the initiated maneuver, recover that maneuver. You can only use this ability once per round.

Warlord's Perfection: At 10th level your experience in commanding complicated battles grants you near superhuman coordination. You can initiate any strike you know as a full round action. If you do you may initiate a White Raven manuver you know as a free action as part of the strike. The free maneuver cannot have an initiation time greater then 1 standard action.

PLAYING A CLASS NAME
You are best suited to the front lines of battle where you can observe and direct your allies. Coordinating team attacks with allies and enhancing your parties efficiency in combat are your biggest priority, however that doesn't mean you don't also directly make a large contribution to the fight.

Combat: White Raven Commanders must make a great deal of tactical decisions before a battle even starts. Knowing how your fellow party members operate and selecting abilities to compliment them is your greatest asset. The best opening is usually a charge maneuver backed by Coordinated Assault or White Raven Tactics enhanced by Master Tactician. If you can keep cycling maneuvers to grant bonus attacks by using your Practiced Forms ability enemies will quickly fall. More so if you improve those attacks with one of the White Raven Masteries tied to them. You may not change auras often or you may swap them every other round. It is simply a matter of being aware of the parties needs. In tight spots Strength in Unity can keep the party alive through some harrowing things. If you can maintain 2 auras pairing it with Unquenchable Zeal and Tireless March will make your party virtual dreadnaughts on the field.
Advancement: Your most important abilities are your masteries and the ability to teach maneuvers to fellow party members. By diversifying your maneuver selection through feats, training, or multicasting you can present a wide variety of options for any challenge you might face. When selecting White Raven Masteries think about your play style and your party. A White Raven Commander will gain only 10 masteries throughout his career and it they cannot be changed, so selecting masteries that play to your combat style and will be consistently useful will generally be better than spreading out.
Roleplaying Applications: White Raven Commanders are assertive and in control. This can make them bossy, or simply confident. While there is a good chance you will be playing the party leader this isn't always true. White Raven Commanders don't have to be the top of the chain of command, but they certainly like to know there place in it. If you are in charge it is important to remember that good leaders don't simply tell others what to do, they listen (especially if the person in question is a more qualified expert then yourself, and decide based on the good of the group. When dealing with magical threats you will rely on the judgment of the party's caster just like you will expect them to listen to you when it comes to tactics and combat. Respect, Trust, Communication, and Cooperation are the pillars of your class.
Resources: In general White Raven Commanders are mercenaries selling their services to those who can pay the high prices their services command. Some have sworn allegiance to single lords, but this is the rarity. In either case, employed White Raven Commanders are given the best resources their employers can provide within the scope of their contract.

CLASS NAME IN THE WORLD
"Could someone please explain how a handful of farmers and one soldier beat 12 of my best men?" -Kjin Towen, Bandit Lord

Whether through fear or admiration, White Raven Commanders demand respect and loyalty. They are often drawn to conflict where they can apply their skills. They are confident, decisive people who are used to being listened too. They fill the usual roles of martial adepts but tend to fill leadership positions for obvious reasons. They take an active interest in fostering talent amongst those they work with. They see an accomplished student as one of the highest honors one can achieve.
Daily Life: Training is the greatest focus of your life. Developing your own skills and furthering the abilities of others consumes most of your time. It is especially auspicious when a student learns to master a maneuver without your instruction. Leading military actions on various scales will make up a large part of any White Raven Commander's career as well.
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:
Alabaster Congress
Alignment: LN (Good tendencies)
Organization: Structured Military
Goals: Primary- To offer military protection to those in need who may not be otherwise able to afford it. Secondary- Find and sponsor promising warriors
Members: Any, but predominately martial adepts especially White Raven Commanders
Leadership: Council of the 12 most senior officers. Almost exclusively White Raven Commanders
Summary: This organization is actually an independent military group that negotiates low profit mercenary work for those otherwise unable to afford it. In addition, they offer training to people interested in learning combat for the sake of self defense. The most common payments accepted are food stuffs, daily goods, and the services of residents in maintaining a unit stationed locally. If a promising warrior is found in a settlement the Alabaster Congress will rescind all charges and offer a standing defense contract to the settlement if the warrior agrees to tour with the organization. The leaders of the Alabaster Congress are referred to as the Talons. It consists of the 12 most accomplished White Raven Commanders from amongst the ranks, though members of other classes can earn Talon rank through selfless devotions to the principals of White Raven upon which the group is founded. The Congress has units spread over a wide area and predominately take part in small scale work such as protecting villages from bandits and savage humanoids or guarding trade caravans through dangerous territory. Depending on the situation the Congress may choose to accept commissions from wealthier clients both because of moral and ethical choices or financial need. In such circumstances several groups are usually deployed to quickly resolve hostiles so the organization may resume normal operation.
Adventure Hooks:
#1 A Star is Born: A PC, or the entire party, has caught the eye of a recruiter and now the organization is making offers in an attempt to recruit the PC(s). They are being just a tad to insistent.
#2 Working for the Man: The PCs have been hired by a lesser lord or other nobility to deal with village rebellions and a group hired muscle that has been brought in. The PCs soon discover the hired muscle is actually the Alabaster Congress and they've taken on the villages job to protect them from the lord's cruel misuse of his power.
Allies and Enemies: Unsurprisingly the Alabaster Congress is unpopular with conventional mercenary groups, both for the perceived undercutting and for the fact that they Congress tends to train at least a handful of villagers the basics of combat, thereby further reducing potential business. Nobles dislike the idea of arming the peasantry, especially those who abuse their power, but many see the wisdom in having a strong people capable of protecting themselves from the deprivations of animals and monsters. While the Alabaster Congress have no standing affiliations with existing military powers, their tendency to be orderly and obedient usually lets them get on well with other like minded organizations.

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

boomwolf
2010-01-02, 11:48 AM
DASHING SWORDSMAN

http://i2.photobucket.com/albums/y35/Storn/Conall72.jpg


Deny, Deny, Deny the psychopathic egomaniac
-Elan, teasing his evil twin during a fight

There are many ways to fight, some favor the power of the greataxe, some fight with a sword and shield and some choose the twin dagger's speed, each method has its own advantages and disadvantages-but to the dashing swordsman there is only one choice of weapon, the one that has the most style.
The dashing swordsman knows that it does not matter what your tactics are, that strength and speed are nearly irrelevant in a fight, that perception and stamina can be ignored-the one vital thing is style. have style, and you have victory in your grasp.

BECOMING A DASHING SWORDSMAN
The Dashing Swordsman begins his way as any kind of warrior with high charisma and a knack at taunting people, with time they learn to perfect this ability in order to interfere opponents in combat, and add a certain splendor to their movements and attacks, whether they take the path of the Dashing Swordsman or not is irrelevant, they act like one long before they actually learn to use it in combat properly.
An incredible number of Dashing Swordsman learn under a mentor, many of the veterans of the class consider it an honor when people asks to be trained under them, and teach any worthy candidate, after all-if your student becomes a famous warrior, so does you.

ENTRY REQUIREMENTS
BAB: +5
Skills: Taunt* 8 ranks, Sense Motive 5 ranks
Skills: Bluff OR Intimidate 5 ranks
Feats: Weapon Finesse, Weapon Focus (Rapier)
*New skill, at the bottom of the post

Class Skills
The Class Name's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Diplomacy (Cha), Intimidate (Cha),Taunt (Cha), Jump (Str), Sense Motive (Wis) and Tumble (Dex).
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|
+0|
+2|
+2|Swordsman's Style, Charismatic Combat

2nd|
+2|
+0|
+3|
+3|Impressive Irritation

3rd|
+3|
+1|
+3|
+3|Stylish Stab

4th|
+4|
+1|
+4|
+4|Devious Distraction

5th|
+5|
+1|
+4|
+4|Daring Dodge

6th|
+6|
+2|
+5|
+5|Insult to Injury

7th|
+7|
+2|
+5|
+5|Amazing Aim, Dazzling Destruction

8th|
+8|
+2|
+6|
+6|Dual Deception

9th|
+9|
+3|
+6|
+6|Splendid Strike

10th|
+10|
+3|
+7|
+7|Incredible Initiative[/table]

Weapon Proficiencies: The Dashing Swordsman gains no new armor or weapon proficiencies.

Swordsman's Style (Ex): Whenever the Dashing Swordsman successfully feints, demoralizes an enemy, irritates, distracts or lands a critical hit he gains a single style point. the Dashing Swordsman cannot have more style points then his Dashing Swordsman's level, and at each new day he loses half his style points, rounded up.

Charismatic Combat (Ex): A Dashing Swordsman knows how to use his style as strength, whenever he attacks with a rapier he may use his Charisma modifier for damage rolls instead of his Strength modifiers, furthermore as a free action by spending a style point he may gain his Charisma modifier in addition to his Strength modifier to damage rolls for 1 round.

Impressive Irritation (Ex): A second level Dashing Swordsman knows how to irritate so effectively that the effect remains for an additional round.

Stylish Stab (Ex): As a free action a third level Dashing Swordsman may spend two style points in order to make his attacks with his rapier at such wonderful movements that each attack he makes that round deals 2d6 additional damage.

Devious Distraction (Ex): The fifth level Dashing Swordsman is capable to hit it where it hurts the most with his distractions, turning the penalty to -3 instead of -2, and it lasts for two rounds instead of one.

Daring Dodge (Ex): A fifth level Dashing Swordsman learns to use his style not only for attack but for defense. while wearing no more then light armor and no shields he may spend a style point as a free action to gain his Charisma modifier as an untyped bonus to AC for a round.

Insult to Injury (Ex): At sixth level the insults and word tricks become so imprinted in the Dashing Swordsman's style that he may use distract, irritate, feint or demoralize as a free action whenever he lands a critical hit.

Amazing Aim (Ex): As a free action, by spending a style point the seventh level Dashing Swordsman uses his pure force of personality to lead his attacks, gaining his Charisma modifier as an untyped bonus to attack rolls with a rapier for one round.

Dazzling Destruction (Ex): Whenever a seventh level Dashing Swordsman lands a critical hit he may daze his opponent for one round at the cost of two style points.

Dual Deception (Ex): An eight level Dashing Swordsman learns how to use his talking skills in combat even better then others, he may use feint, demoralize, irritate and distract against two targets at once in each use. each target is resolved separately so it is possible for one check to fail while another succeed.

Splendid Strike (Ex): At ninth level a Dashing Swordsman learns to make an amazing attack as a standard action with the cost of three style points. this attack deals an additional 2d6 damage for each point of charisma modifier.

Incredible Initiative (Ex): A tenth level Dashing Swordsman learns how to use his style in order to be not only for power, but for speed. at the cost of four style point he may, at any time, even during anther's action, take a standard or a move action or use seven style point in order to take a full turn. after the action is taken the turn order returns to the same point it was before the move was made.

PLAYING A CLASS NAME
A Dashing Swordsman takes one of two roles in combat, either as the meatshield that keeps the enemy busy while others do damage, or as the secondary warrior that dish damage at distracted targets while preventing them effective retaliation. out of combat he is usually the party's face, and many times the leader.
Combat: Your first action in combat will usually be irritating opponents into fighting you, after you managed to force yourself as a high priority target you will aim for multiple critical hits against weaker opponents, or rapid distracting and demoralizing against lone powerful opponents, using feinting can aid you in landing a hit, once you do you can focus all you abilities to ensure it hits hard.
Advancement: A Dashing Swordsman can go in any direction really, however he will often favors feats and classes that will allow him to further use his high charisma, or improve his feint and demoralize abilities.
Resources: A Dashing Swordsman has nigh-infinite resources. while he may not actually knows anybody in his area, his fame should make people want to "brush" with him, and even if not yet famous his charisma alone should help him talk himself into favorable positions with people of influence.

DASHING SWORDSMEN IN THE WORLD
I don't get it, I am stronger, faster, tougher, smarter and wiser them him, but that brat managed to beat me with just a pretty face and some slick thong
-Ugly Greg, the legendary swordsmen, attempting to understand his defeat.

A Dashing Swordsman is, by its nature, the local celebrity. his fighting style includes showing off and he enjoy it as much as the spectators do. the Dashing Swordsman is there, and he's gonna make sure everybody knows it.
Daily Life: The daily life of a Dashing Swordsman change depending on one's origin, but most of them tend to spend much time honing their skills both with the sword and with the word.
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: Dashing Swordsman's have no central organization, they are by nature either loners or members of small adventuring groups, they are however often found it duals-a student and a master.

NPC Reaction
Most people will react to a Dashing Swordsman with either respect or admiration, and with members of the opposite gender it will often end with them swooning at his feet, his charm and unique talking style is quick to buy his friends, but if he is not careful it may also buy him enemies.

DASHING SWORDSMEN IN THE GAME
A Dashing Swordsman is hard to miss-if he's there, you will know about it. all dashing swordsman like to make a rattle and cause a commotion, even if it tends to hamper their best interests a bit.
You should be careful around these, while they might seem harmless at first sight, with a bigger mouth then they can handle, they are highly skilled and very deadly. and not only you are likely to lose if you are caught off guard-you are also likely to be humiliated in the process.
Adaptation: Due to the very open fluff of this class it need no adaptations at all to fit anywhere, however one might decide to make up an order or an organization of such people.
Encounters: An encounter with a Dashing Swordsman might begin as challenge you for the heart of a woman, or he might attack in order to restore his honor that you somehow hurt. in any case-you are likely to fall under his irritation ability, that he might even abuse to make you seem as a criminal that attacked him-giving him a legal excuse to attack and kill you, with locals law officials even helping him.
A Dashing Swordsman is rarely alone, his charm wins him supporters quickly even in a strange area-and as his favorite area is the city, he will have plenty of these.

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


Taunt (Cha)

You can change another’s behavior with a successful check. Your Taunt check is opposed by the target’s opposed Sense Motive check modified by his Will Save modifier. If you beat your target’s check result, he is effected by the taunt in a manner of your choosing, however you must choose before rolling.

A creature with no intelligence score cannot be Taunted.

Taunting in combat is a standard action.

Irritate A Taunt check can be used to provoke an opponent into attacking you, every melee or ranged attack he makes must be against you and any spell he casts must either target you or include you in the area of effect for 2 rounds. if used out of combat the target is compelled to attack you in some manner instead.

Distract A Taunt check can also be used to take another off balance by sheer anger, if the check succeed the target takes a -2 penalty to attack rolls and AC for one round.

Synergy

If you have 5 or more ranks in Bluff, you get a +2 bonus on Taunt checks.

If you have 5 or more ranks in Intimidate you get a +2 bonus on Taunt checks.

If you have 5 or more ranks in Taunt you get a +2 bonus on Bulff and Intimidate checks.

Class Skill

Add Taunt to the list of class skills of any class who meets at least two of the following conditions:

-Bluff as a class skill.

-Intimidate as a class skill.

-Full Base Attack Bonus progression.

Origomar
2010-01-03, 01:44 PM
Master of perception

Reality is only what you perceive, until you learn to control your senses, you will never know the truth. – Xoun Su a master of perception

Order of Perception, is an order that believes in order to defend yourself and understand the world around you, you must learn to see it through all of your given senses. You may not join if you have lost any of your senses. They often test each sense individually to learn their own strengths and weaknesses. They use their own Ki to gain supernatural senses. In combat they also use their Ki to strip away their foe’s perception, slowly weakening them to where their ability to fight back has been diminished severely. Some have even found ways to manipulate their foe’s perception of the world around them. Some have found the practices of distorting the perceptions and minds of others as morally cruel. Being so, any morally good individual in the Order of Perception lacks the ability to manipulate the senses of others.


Becoming a master of perception- In order to become a master of perception you must travel up the mountain where one of the academy’s are by yourself. On your way up the mountain the limits of your sanity will be tested as illusions appear, as well as others whose sanity they have broken combat you. The test is making it up the mountain. Once you have reached the academy(if you do reach the top you will become an initiate)

Requirements-
Listen 8 ranks, spot 8 ranks

Improved Unarmored Strike

Any non good(situational- above)

Will save +5(overall including the bonus you get from wisdom)

Class skills- Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (arcana) (Int), Knowledge (religion) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex).

Skill points at each level- 4 + int modifier

HD- d8

{table=head]Level |BAB |Fort |Ref |Will |Class Features
1 |+0 |+2 |+2 |+2 | Ki strikes, Monk Training
2 |+1 |+3 |+3 |+3 | Empowered Senses, Evasion
3 |+2 |+3 |+3 |+3 | Ki strikes, Supernatural Senses
4 |+3 |+4 |+4 |+4 | Empowered Senses, Perceptive Striking
5 |+3 |+4 |+4 |+4 | Ki strikes, Perceptive Defense
6 |+4 |+5 |+5 |+5 | Empowered Senses, Manipulate Senses
7 |+5 |+5 |+5 |+5 | Ki strikes, Improved Ki strikes
8 |+6 |+6 |+6 |+6 | Empowered Senses, Improved Perceptive Striking
9 |+6 |+6 |+6 |+6 | Ki strikes, Improved Evasion
10 |+7 |+7 |+7 |+7 | Empowered Senses, Improved Perceptive defense [/table]

Weapon Proficiencies- You gain proficiency in all special monk weapons.


Monk training- You gain the unarmored damage, increase in AC and increase in speed as if you were a monk of that level, unless your preexisting levels were monk levels, then you add your monk levels with your master of perception levels together(meaning monk level 5 and master of perception level 7 would have the unarmored damage, increase in AC and increase in speed as if you were a monk of level 12, while a 5 fighter/ master of perception 10 would have the unarmored damage, increase in AC and speed increase of a level 10 monk.) You also gain your wisdom ability modifier to your AC. (normal restrictions still apply to speed increase and AC increase). If you have the ability flurry of blows you gain greater flurry at the 6th level of master of perception.


Perceptive Striking- You may now add your wisdom modifier to hit with melee and ranged weapons.(this is additional to your strength modifier not in place of)


Improved Perceptive Striking- You may now add double your wisdom modifier to hit with melee and ranged ki strikes. In addition you may use your wisdom modifier to damage in place of your strength modifier.


Empowered Senses- You choose one of the following senses below when you gain the empowered senses ability. Activating these abilities (those that require activation) is a swift action.


Empowered taste- you have the ability, through taste to figure out the composition of the material you tasted. This can be anything from actual food to a sword made of many different metals. You can give an estimation of the prevalence of the materials.(ex 2/3rd copper 1/3rd tin). Does not require activation


Empowered Sight-(cannot be chosen at level 2)You gain the darkvision ability, it has a range equal to your master of perception levels + your wisdom modifier. any preexisting darkvision abilities are additive to this ability.
In addition an amount of times per day equal to your wisdom modifier (minimum 1 time per day) you may act as if you had the spell True Seeing on you(this is considered a supernatural ability). The effective caster level is equal to your levels in Master of perception. Does require activation. You also gain a permanent +4 bonus to search and spot checks.


Empowered Touch- You gain the tremor sense ability. It has a range in feet equal to
( your master of perception levels + your wisdom modifier)x 5. does not require activation


Empowered Smell-You can now detect someone from smell if they are within x amount of feet of your character.(x equaling your levels in master of perception + your wisdom modifier x10) In order to detect someone you must have recognized them as having that particular smell earlier.(if you are not actively using this ability you only recognize smells from 1/4th the distance rounded down) this works for objects as well for living things. You only know the general direction of the smell, unless you are within 10 feet of them.


Empowered Hearing- you gain a permanent +4 bonus to your listen skill, also by identifying small pitch changes and differences in someone’s voice you can kind of tell when someone is lying or nervous giving you a +4 bonus to sense motive. An amount of times per day equal to your wisdom modifier(minimum 1) you can block out the sound from the world around you and focus on hearing noise from great distances away. While in this mode you can also choose to block all sound out, you gain a +8 bonus to concentration checks but endure all the normal penalties for being deafened. The maximum distance you can hear from is equal to your master of perception levels + your wisdom modifier x100(in feet). This lasts until you turn it off. You can hear things as if they were right next to you while in this mode. Requires activation.


Supernatural Senses- You are now immune to permanent or temporary. This ability only works against non physical means of removing your senses.(ex. If you get stabbed in the eye your still blind but if you are a target of the spell color spray you cannot be blinded by that.)


Perceptive defense- When you use the attack action or the full attack action in melee, you can take a penalty of as much as your wisdom modifier(you do not gain a penalty to wisdom this is just the maximum amount you can take a penalty on) on your attack roll and add the same number as a dodge bonus to your armor class. The changes to attack rolls and armor class last until the beginning of your next round.


Improved Perceptive defense- When you use the attack action or the full attack action in melee, you can take a penalty of as much as your wisdom modifier(you do not gain a penalty to wisdom this is just the maximum amount you can take a penalty on) on your attack roll and add the number you subtracted from your attack roll x2 as a dodge bonus to your armor class. The changes to attack rolls and armor class last until the beginning of your next round.


Ki strikes- Every time you gain this ability you choose one of the below, you may then use the ability. You may use these abilities an amount of times per day equal to your amount of levels in master of perception + your wisdom modifier.


Ki strike: Hearing- If you declare you are using this ability, you must first hit the target with a melee attack. If your attack landed the target must make a fortitude save DC 10 + your master of perception levels + your wisdom modifier or be deafened permanently. If they make the save, they are not deafened.


Ki strike: Feeling- If you declare you are using this ability, you must first hit the target with a melee attack. If your attack landed the target must make a fortitude save DC 10 + your master of perception levels + your wisdom modifier. If they do not make the save, every round they must make a balance check DC 15 or fall to the ground, if they get hurt and do not see, hear or smell it they have no idea that they are hurt.(ex you can keep attacking them without them noticing if they don’t spot you.). As they must be actively trying to hold objects in their hands, they take a -4 to attack rolls. If they make the save they are not effected.


Ki strike: Seeing- If you declare you are using this ability, you must first hit the target with a melee attack. If your attack landed the target must make a fortitude save DC 10 + your master of perception levels + your wisdom modifier or be blinded permanently. If they make the save, they are not blinded.


Ki strike: Tasting- If you declare you are using this ability, you must first hit the target with a melee attack. If your attack landed the target must make a fortitude save DC 10 + your master of perception levels + your wisdom modifier or be unable to taste, permanently unless they happen to be eating something they will not notice the loss of this sense until later.


Ki strike: Smelling- If you declare you are using this ability, you must first hit the target with a melee attack. If your attack landed the target must make a fortitude save DC 10 + your master of perception levels + your wisdom modifier or be unable to smell, permanently. Unless something particularly smelly is nearby they may not even notice the effect.


Note: you don’t ACTUALLY have to hit them in order for the effect to work, you can just touch them. In addition if at any time you take away all 5 of the enemies senses they are put in a vegetable state with very limited brain function, until they are healed of at least one of their senses. Also, obvious things like if you lose your sense of feeling, you cant use tremorsense and if you lose your sense of smell you cant use scent.


Improved Ki strikes- Even if the target of your Ki strike makes their fortitude save, they are still effected for 1d4 + your wisdom modifier rounds.


Manipulate Senses (note can only be used by non good characters) - Once you have effected one of their senses using a Ki strike, you may during the round you used it or later(only if they are still effected by a Ki strike) attempt to manipulate their senses further. You can only manipulate smelling if you used Ki strike: Smelling and their sight if you used Ki Strike: Seeing(ect.). You may use this ability an amount of times a day equal to your master of perception levels + your wisdom modifier(if the ability below does not consume charges it will say so). The maximum range for all of these abilities is 100 feet. The manipulation effect supersedes the original effect of Ki strikes. Activating these abilities is a swift action.


Manipulation of hearing- Once you have hit the target with Ki strike: Hearing you may choose to take 1 of 2 the actions below.
1. Make them experience a noise so loud that it incapacitates them for a short while. They are stunned for one round, no save.

2. Make them hear whatever you want them to hear(ex if their commander tells them to retreat you could make them interpret it as charge into the enemy). They can make a will save DC 10 + your master of perception levels + your wisdom modifier to disbelieve the effect. They make the will save every time they hear something that isn’t. this ability does not consume charges.


Manipulation of Seeing- Once you have hit the target with Ki strike: Seeing you may choose to take the following action.

1. Changes the scenery around the subject to look as if they were somewhere else and can change the appearance of objects/beings to look like other things, but can not make them disappear entirely.(ex, you can make a city look like a forest and the humans look like monkeys but you cant make it seem like the humans aren’t there.) This lasts until the target makes a will save DC 10 + master of perception levels + your wisdom modifier. (that is if they don’t believe the effect is happening). But otherwise they can act normally.


Manipulation of Taste- Once you have hit the target with Ki strike: Tasting you may choose to take the following action
1. You make their taste buds go crazy, making them feel everything from intense burning spice or extreme bitterness. It also effects their stomach, causing the target to become nauseated(for 1d4 + your master of perception levels rounds) after one round if they don’t make a will save DC 10 + master of perception levels + your wisdom modifier to disbelieve the effect.


Manipulation of feeling- Once you have hit the target with Ki strike: Feeling you may choose one of the following two actions.

1. You can make them feel like something is crawling all over their body or tapping on their shoulder(just generally distracting them.) This causes them to take a -2 on all skill checks. This does not consume any charges and in order to avoid the effect of being distracted they must make a will save DC 15 every round.
2. You make them feel as if they are experiencing the worst pain imaginable and unless they succeed in a will save DC 10 + your master of perception levels to disbelieve the pain, they will be cowering in pain.(every round they make a save to get out.) They act as if they were under the condition of cowering even if they are not cornered.


Manipulation of smell- Once you have hit the target with Ki strike: Smelling you may choose to do the following action.

1. Make them sense a smell so horrid, so terrible that they forget whatever they were about to do, and drop everything in their hands to cover their nose.(round one) At the beginning of their next round they can make a will save to disbelieve the effect(DC 10 + master of perception levels + wisdom modifier). If they disbelieve it they are free, if they don’t they act as if they are panicked.



Playing a master of perception-

Combat- There are two commonly used ways of combat for a master of perception, stealth and direct combat.

Using the direct combat method, they use hit and run tactics(sometimes with shurikens) until they manage to blind or deafen an opponent then use their mastery of unarmed combat to beat an opponent to death, if they are losing they use their superior speed to flee.

Using the stealth method is a more reliable method and much harder to master. A master of perception would sneak towards an enemy then take away either his sense of smell or taste, since they wouldnt normally notice it.(through bumping into him in a city or just touching them so lightly they don’t even notice) Then he would open with a surprise attack and manipulate their senses to their extremes, incapacitating their foe while they use superior melee combat skills to crush them.

Advancement- Im not 100% sure what this means can someone explain?

Resources- The order of perception is a monk order, and as such they do not have much in the way of possession. Monasteries however in fact do grant asylum to travelers who can manage to make it to them, and in their monasteries where the monks train and study is a grand library full of books on philosophy and the understanding that they have of reality.





Masters of Perception in the world

I don’t why was picking a fight with the stranger, I guess I just had a few too many, still though I consider myself lucky that all I lost was my sight. Mark Seymour, the local town drunk who encountered a master of perception.

Daily Life: Until they have permission from their respective monastery to leave their life is a simple one. They are required to train for several hours each day, the basic training consists of pushing physical limits and straining their 5 senses. The more complex training involves competition with other schools of martial arts(since they cannot blind each other). Naturally these are for the sake of competition and no permanent harm is done. Other than training, they eat 3 simple meals, and play games that test their limits as much as their training(or study whichever they prefer).

Notables-



Organization- As stated above they have monasteries where students eventually learn to become masters of perception. Every decade or so the monasteries group together and get the strongest of their schools( there are three different ranks that fight each other, initiate which is usually someone who has just begun training, student which is usually someone who is proficient in their ways but has not become a master yet and master who is a master of perception(10 levels)). They fight initiate on initiate , student on student and master on master. Whoever the headmaster of the monastery who wins in the end becomes the grandmaster of perception. They have no real power over the other schools unless a situation occurs that threatens the entire order itself.

NPC reaction- Most people cannot tell the difference between a master of perception and any other monk, they do not look any different, but the way that they move and fight shows noticeable differences. Those who do know they are a master of perception are often fearful of them and their abilities.

Master of perception in the game-
Generally the master of perception is the person beside the meat shield, who helps weaken the primary target and disrupt other targets. He can also take hits from things that require an attack roll due to high AC if using Perceptive Defense and average hit points.

Adaptation- It could be anything from a person who grew up in the monastery as a child wanting to explore the outside world to a monk who wants to learn more of what he is capable of so he travels to a different monastery to learn from a master.

Encounters- They could be part of a mercenary group or a monastery hidden in the mountains to give asylum to the group of adventurers who travel through. It could be anything really, because as soon as you leave the monastery the order of perception cares not how you use your powers. They are there to teach those who are wanting to learn and nothing more.

Student of perception
Alignment-Lawful Neutral
Gender- Male
Race- Human
Levels- monk 5/ Master of perception 5

Init + 5 Senses: Listen +17, Spot + 17
Languages- Common

AC 20, Touch 20, Flat-footed 19 (dex +1, wisdom +5, ring of protection +1, AC from monk +3)
HP 65 ( 10d8hp +20 from con)
Fort 12, Reflex 11, Will 14

Speed- 60ft increase in monk speed
Melee- Unarmed
Base attack/grp- +7, +10
Attack options- Flurry of blows- +15/+15/+10 (unarmed damage 2d6 +3) Attack- +15 (unarmed damage 2d6 +3)
Combat Gear- None
Spells prepared none
Supernatural abilities- Empowered Sight, Empowered touch, Ki strike seeing, Ki strike Feeling, Ki strike Hearing, Perceptive Defense

Abilities Str 16 , dex 12, con 14, int 10, Wis 20, Cha 8
SQ(im assuming this means special qualities correct me if im wrong)
Improved Evasion
Monk training
Toughened Senses
Perceptive Striking
Still mind
Purity of Body

Feats-Great Fortitude, Improved Initiative, Improved Unarmed Strike, Stunning fist, Iron Will, Lightning Reflexes, Run

Skills
Skill Name Key
Ability Skill
Modifier Ability
Modifier Ranks Misc.
Modifier
Appraise Int 0 = +0
Balance Dex* 14 = +1 +13
Bluff Cha -1 = -1
Climb Str* 3 = +3
Concentration Con 2 = +2
Craft_1 Int 0 = +0
Craft_2 Int 0 = +0
Craft_3 Int 0 = +0
Diplomacy Cha -1 = -1
Disguise Cha -1 = -1
Escape Artist Dex* 1 = +1
Forgery Int 0 = +0
Gather Information Cha -1 = -1
Heal Wis 4 = +4
Hide Dex* 14 = +1 +13
Intimidate Cha -1 = -1
Jump Str* 20 = +3 +13 +4 [speed 40]
Listen Wis 17 = +4 +13
Move Silently Dex* 14 = +1 +13
Perform_1 Cha -1 = -1
Perform_2 Cha -1 = -1
Perform_3 Cha -1 = -1
Perform_4 Cha -1 = -1
Perform_5 Cha -1 = -1
Ride Dex 1 = +1
Search Int 0 = +0
Sense Motive Wis 4 = +4
Spot Wis 4 = +4
Survival Wis 4 = +4
Swim Str** 3 = +3
Use Rope Dex 1 = +1
(going to fix table later)
Possesions- Periapt of wisdom +2, Monk’s Belt, Ring of protection +1

As you can probably notice I didn’t min max at all, it was very late and I just wanted to get it done(that’s why the feats aren’t that great)

Dersess
2010-01-06, 11:01 AM
Silver Sword Mageslayer

"You see them, don't you mage? These blades that I carry? They've killed many of your kind, and you can't escape them. You can't control them. These are your doom. --Alais, Silver Sword Mageslayer

It is common knowledge that the Elven people are gifted when it comes to magic; even the youngest mage can weave spells that would require a member of another race numerous years of training to duplicate. This has served the Elves well over the millennia, both by helping defend their settlements from interlopers and to help create beautiful pieces of craft and art.

Long ago, the leader of such a settlement, abandoned his responsibility to guide and watch his community. He turned to the dark arts, transformed himself into a lich, and began to enslave the entire settlement. The town's greatest warriors attempted to stop the creature, but it was simply too powerful, and struck down all who opposed it. A few of the elves managed to escape into the forest, and swore revenge against the person who had betrayed them. For years, they hid and trained, honing both their physical prowess and their minds, creating an entirely new fighting style. One night, the hunters came back to their settlement to find it in complete destitution, the elves who had remained were emaciated and weakened from the oppression of the lich, who had forced them to work in a mithral mine under the town. Many had died, and many more were on death's door. The hunters made their way to the lich's palace, and a terrible battle ensued. Eventually, the hunters were able to bring down the lich and smashing its phylactery, a silvered short sword. Taking the symbol of their enemy as that of their new order, the Silver Swords saw their home rebuilt, and set out to travel the land to end the tyranny caused by mages who abuse their power.

The Silver Sword Mageslayer, over time, becomes one of the most potent anti-magic forces in the world. They find, confront, and bring rogue and evil mages to justice, whether that be to the local authorities or the end of their silver swords.

BECOMING A SILVER SWORD MAGESLAYER
The majority of Silver Sword Mageslayers began their careers as rangers; the class's affinity for tracking and two-weapon fighting allows the easiest access into the class. Other Mageslayers come from the ranks of multiclass fighter/barbarians, fighter/rangers, or ranger/rogues. Occasionally, a paladin will take up the mantle to end the blight of evil arcane casters, although at least a few levels of ranger would be required to help with the skill requirements. Other classes generally don't have the inclination or the skills to enter the class.

ENTRY REQUIREMENTS
Race: Elf or Half-Elf
Feats: Mage Slayer, Track, Two-Weapon Fighting, Weapon Focus (Short Sword)
Skills: Knowledge (Arcana) 3 ranks, Spellcraft 3 ranks, Survival 9 ranks
Special: Must be accepted into the Silver Sword Order.

Class Skills
The Silver Sword Mageslayer's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (Arcana), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex)
Skills Points at Each Level: 6 + int

Hit Dice: d8

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

1st|
+1|
+2|
+0|
+2|Silver Swords, Favored Enemy (Arcanists) +2, Slayer's Focus

2nd|
+2|
+3|
+0|
+3|Spellbane Burr (50%, 2 damage)

3rd|
+3|
+3|
+1|
+3|Track Teleportation, Arcane Shroud (Interfering)

4th|
+4|
+4|
+1|
+4|Unlidded Eye

5th|
+5|
+4|
+1|
+4|Favored Enemy (Arcanists) +4, Mettle

6th|
+6|
+5|
+2|
+5|Gouge Magics

7th|
+7|
+5|
+2|
+5|Sense Magic, Arcane Ward

8th|
+8|
+6|
+2|
+6|Spellbane Burr (75%, 4 damage)

9th|
+9|
+6|
+3|
+6|Favored Enemy (Arcanists) +6, Arcane Shroud (Mind Blank)

10th|
+10|
+7|
+3|
+7|Cabal Slayer[/table]

Weapon Proficiencies: Silver Sword Mageslayers are proficient with all simple and martial weapons, and light armor.

Silver Swords: Upon completing the final rights of initiation into the Order, a Silver Sword Mageslayer is granted a pair of specially crafted short swords. These blades function as a set of +1 bloodsteel (elven) short swords (see the accompanying sidebar for the details of bloodsteel). Unlike other bloodsteel weapons, however, the blood that goes into the forging of these blades is that of the person intended to wield the sword, creating a bond between the weapons and their wielder. The blood link enables the Mageslayer access to some of the powers granted by his training, and because of this, a Mageslayer must be in possession of his Silver Swords to use any of the supernatural abilities of the class. However, a Silver Sword Mageslayer may make a Will save (DC 10+the spell level+the caster's primary spellcasting ability) at the beginning of each round to use his supernatural abilities in an antimagic field.

A Mageslayer's Silver Swords can be enhanced just like any other magic weapon, although spellcasters affiliated with the order will enhance them at 75% cost. If a Mageslayer's Silver Swords are broken or lost, they can be reforged (again at the reduced cost). Due to the ancient rituals involved in the forging process, a set of Silver Swords will only grant the supernatural abilities to the Mageslayer they were forged for. Another Mageslayer cannot use them if his own blades are misplaced.

Favored Enemy (Arcanists) (Ex): A Silver Sword Mageslayer excels at hunting down and killing mages, and have gone through extensive training to do so. A Silver Sword Mageslayer gains the listed bonus on all Bluff, Knowledge (Arcana), Listen, Sense Motive, Spellcraft, Spot, and Survival checks when using these skills against arcane spellcasters, creatures that have innate spellcasting (like Coatls or Raksasha), and arcane spell-like ability users (like warlocks). Likewise, he gets the listed bonus on weapon damage rolls against such creatures.

If a Silver Sword Mageslayer has a different favored enemy, the two may stack, but only if that favored enemy is also an arcanist. For example, a Ranger/Silver Sword Mageslayer with Favored Enemy (Humans) and (Arcanists) would gain both benefits while fighting a human wizard.

Slayer's Focus (Su): The first training a Silver Sword receives involves closing in on mages, which can be a difficult prospect. To overcome this, Silver Sword Mageslayers learn to enter a serene state where they entirely and unerringly focus on the target. As a swift action, the Silver Sword Mageslayer may choose an arcanist to be the target of this ability, affording the Mageslayer several benefits. First, a Mageslayer who moves towards their target does not provoke attacks of opportunity from the target's allies. Second, the Mageslayer (and his Silver Swords) gains a bonus to all saving throws versus the arcane spells or spell-like abilities of the target equal to his or her Favored Enemy (Arcanists) bonus. As the Mageslayer advances in level, he learns to expand the use of this ability as well.

A Mageslayer may only have one active target at a time, however changing the target is done simply by taking a new swift action to designate one.

Spellbane Burr (Ex): At 2nd level, a Silver Sword Mageslayer improves on his mage hunting ability, learning how to place a pair of cuts that continuously bleeds and disrupts spellcasting. As a standard action, a Mageslayer may make two attacks, one with each short sword it wields. If both of these attacks deal damage, the target must make a Fortitude save equal to 10+your Mageslayer level+your Wisdom modifier or suffer a 50% chance when casting any arcane spell or using an arcane spell-like ability to lose the spell (the spell or spell slot is still expended). In addition, if the target fails its saving throw, it takes 2 points of damage every round until the creature receives a Heal check (same DC as the Fortitude save). Both effects of this ability last a number of rounds equal to your Mageslayer level. Multiple uses of this ability do not stack. The newest use supersedes any previous uses.

At 8th level, the chance that a creature will lose its spell increases to 75%, and the damage per round increases to 4.

Track Teleportation (Ex): A Silver Sword Mageslayer who attains 3rd level learns to notice subtle disturbances in the environment made by those who travel by spell. Following a creature who travels by a Conjuration (Teleportation) spell or spell-like ability requires a Survival check equal to 20+the spell's level. Most other modifiers described under the Track feat do not apply to tracking teleportation, except for poor visibility, the number of creatures tracked, and the number of days since the teleportation was used. When tracking an arcanist, the Favored Enemy (Arcanist) bonus applies to this check, as do other Favored Enemy bonuses, depending on race.

Arcane Shroud

Unlidded Eye (Su): At 4th level, a Mageslayer's ability to hunt his Target increases. When using his Slayer's Focus, the Silver Sword Mageslayer always is aware of the location of his target as long as the two are still on the same plane. He may ignore concealment against his target, but not cover.

PLAYING A SILVER SWORD MAGESLAYER
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..

SILVER SWORD MAGESLAYERS IN THE WORLD
"

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.

SILVER SWORD MAGESLAYERS 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.


Alais
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

Vaynor
2010-01-06, 03:48 PM
Protector

http://arnoldwurzel.files.wordpress.com/2008/12/dwarves-1.jpg

”Help me? Why would someone help me? I am strong, I do not need defending. The helpless, the weak, the innocent, and the struggling. They are who require help. Not me.”
- Darme, dwarven protector

Protectors are those who give up any selfish feelings and sacrifice their lives for the greater good. They exist only to help others and protect those who cannot protect themselves.

BECOMING A PROTECTOR
Those with the will and the drive to protect those dear to them become protectors.

ENTRY REQUIREMENTS
Base Attack Bonus: +5
Alignment: Lawful good
Feats: Combat Expertise, Shield Proficiency
Special: You must have risked your life to save another. Both you and the person you saved must have survived the event, and the enemy must have been defeated.

Class Skills
The Protector's class skills (and the key ability for each skill) are Craft (Int), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Knowledge (religion) (Int), Listen (Wis), Sense Motive (Wis), and Spot (Wis).
Skills Points at Each Level: 2 + Int

Hit Dice: d12



Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st

+1

+2

+0

+0
Protector’s code, riposte, protective stance 1, taunt


2nd

+2

+3

+0

+0
Protect


3rd

+3

+3

+1

+1
Protective stance 2


4th

+4

+4

+1

+1
In harm’s way 3/-, riposte 2


5th

+5

+4

+1

+1
Protective stance 3, exaltation


6th

+6

+5

+2

+2
Improved protection


7th

+7

+5

+2

+2
Protective stance 4, remove from harm


8th

+8

+6

+2

+2
In harm’s way 5/-, riposte 3


9th

+9

+6

+3

+3
Protective stance 5


10th

+10

+7

+3

+3
Martyr



Weapon Proficiencies: The protector gains no proficiencies with any weapons or armor.

Spellcasting: If the protector has levels in the paladin class, the protector may continue to raise his paladin level. In addition, the player’s levels in the protector class stack with paladin levels for determining spells known and spells per day.

Protector’s Code (Ex): The protector has sworn a vow to protect the helpless from their aggressors. A protector may not enter combat without himself, an ally, an innocent person, a helpless person, or someone else of good alignment being attacked first. At this time, the protector may enter combat to protect the attacked. If an ally is attacked, the protector must assist them, except if doing so would interfere with his alignment or the Protector’s Code. If the protector in any way instigates combat or otherwise disobeys this code, he loses all class abilities gained from the protector class until he has spent a day in penance. During this time he may not engage in combat for his own sake, even if attacked.

Protective Stance (Ex): At level one, the protector gains the ability to enter a protective stance. The protector must have a shield equipped to utilize this ability. The protector must have been in combat during the beginning of his turn to use this ability. This ability empowers and replaces Combat Expertise. The penalty to attack roll is reduced by 1, and this reduction improves every other protector level (to a maximum of 5 at level 9). The protector also gains DR 2/-. This DR increases by 2 at levels 4 and 8 (to a maximum of DR 6/- at level 8).

Riposte (Ex): The protector’s main source of power is in his ability to reflect damage back on the attacker. At level one, once per round, when the protector is damaged by an enemy’s attack, he may make a single attack on his attacker. The attack deals damage equal to one half of the damaging attack. This attack is automatically successful and cannot be negated or reduced by any means. Riposte can deal a maximum amount of damage equal to half of the Protector's total health. At level 4 and level 8, the protector may riposte an additional attack.

Taunt (Ex): The protector may force its enemies to attack him instead of his allies. Every round, the protector selects up to 1 enemy for every 2 protector levels (minimum 1). These enemies must succeed on a DC 10 + class level + Constitution modifier Will save or be taunted and forced to attack the protector if possible. If they are unable to attack the protector, they will attempt to move to a location where they are able to attack him. A taunted creature ignores all other enemies as long as it is taunted, but allies of the protector can still be harmed by area-affecting effects. This is a mind-affecting effect.

Protect (Ex): At the beginning of every round, the protector may select a single ally within 30 feet (no line of sight necessary) to protect. One third of the ally’s damage is transferred to the protector. However, if the original attack does not breach the protector’s armor class/damage reduction/spell resistance (even if the attack was successful against the protected ally) the damage is negated or reduced as normal. If the original attack was reduced by the protected ally (through class features such as evasion, or damage reduction) the damage is once again subject to these same reductions when damaging the protector. It is possible, and likely, that the protector can receive no damage from this effect.

In Harm’s Way (Ex): Every other round, the protector may place himself in harm’s way of an imminent attack on an ally. The ally being attacked must be visible to the protector, and must be within 30 feet of him. The protector may choose at which point he inserts himself into harm’s way during the attacker’s turn (for example, the protector may initiate this ability to stop all attacks, or only the last two, at his discretion). The protector can charge into the ally’s space blocking incoming attacks. All attacks from the attacker are diverted to the protector for this turn. Further attacks made by the original attacker, or any other enemies may proceed as normal. When placing himself in harm’s way, the protector gains an additional DR 3/-. This damage reduction increases to 5/- at level 8.

Remove From Harm (Ex): As In Harm’s Way, except as noted. Instead of charging to the ally, the protector instead switches places with the ally, removing him from immediate combat. The abilities can be used interchangeably, but the protector may still only use either ability every other round.

Exaltation (Su): Once per hour the protector may take nonlethal damage equal to 3/4 of his total health and produce a shield that aids his allies within 30 feet. The shield grants a +2 bonus to all abilities, DR 5/-, and heals his allies for one third of his remaining health. This shield lasts 1 round per 2 protector levels.

Improved Protection (Ex): At level 6, the protector may, instead of using protection normally, instead choose to protect two allies instead of one. Alternatively, the amount of damage taken may be increased from one third to one half.

Martyr (Su): At level 10, the protector may sacrifice his very life to save his allies. Once per week, the protector can martyr himself. The protector is immediately killed with no penalties (XP, level, or otherwise). The protector may do two things with this ability. He may immediately resurrect a fallen ally, or shield his allies.

If he chooses to resurrect an ally, the ally must be within 5 feet. The chosen ally is resurrected with full health, and no penalties. This resurrection is immediate and requires no casting time.

If he chooses to shield his allies, all allies within 40 feet immediately gain a +5 bonus to all abilities (resulting in increased spells per day, increased DCs, increased health, etc), and DR 15/-. The shielded allies are also healed by one fifth of the health the protector had remaining at the time of his death (rounded up). This healing cannot exceed maximum health, and is taken into account before the ability score gain. The shield lasts for 10 rounds.

PLAYING A PROTECTOR
The protector exists for the sake of others and others only. Protectors live to serve and defend.
Combat: The protector’s strict moral code requires that the protector does not instigate combat, making their combat strategy strictly a defensive one. A protector’s main job in combat is to direct damage to himself instead of his allies.
Advancement: Once there are no more protector levels to gain, most will continue on with their previous class, or take up some new protective class to advance their defensive skills.
Resources: Protectors, while not required to by their Code, will generally forsake excess material wealth and give it to those who need it. They can also use their rank in the League of Protectors to make use of reinforcements or emergency funds (see Organization below).

PROTECTORS IN THE WORLD
”The protectors? One saved my life three years ago, I’ll never forget it. Marvelous group of people.”

Protectors are simply warriors who have laid down personal ambition to instead help others with their ambitions. Such a cause is generally viewed as noble and righteous, and protectors are usually highly respected wherever they go.
Daily Life: Although not required to be, protectors tend to be highly religious people. Their mornings usually consist of prayer to their god, or simply some sort of meditation upon the day to come. Mealtimes are light, only consisting of the bare necessities. With any free time, protectors will often choose to hone their skills in combat or walk around helping people along the way.
Notables: Known only as Darme, this famous dwarven protector forsook the ways of the dwarven defenders and instead chose to teach his methods of protection to the world. While doing this, he has even learned of many new methods and techniques, further enhancing the protector’s abilities. He is currently deceased, dying of old age after giving his life for others over thirty-five times. Darme is a very respected protector, and is regarded as the most knowledgeable protector ever to have lived.
Organizations: Started by one of Darme’s apprentices, the League of Protectors is a group spread throughout the world dedicated to teaching the ways of the protector to those who choose to learn.

NPC Reaction
Those who know the protectors and what they do will generally appreciate their service and perhaps even ask for help. Good-aligned NPCs will have a hard time not liking a protector, who are amiable people (and even if not sociable, represent a valiant cause).

PROTECTORS IN THE GAME
Protectors main role in a party is that of a “tank,” or damage absorber. They exist to protect, and will try to keep their allies from suffering.
Adaptation: The protector can easily be adapted into any campaign setting, either as a PC or NPC. Most parties will need assistance at some point, and a protector is always happy to help. The protector’s requirements are fairly generic, and the feat requirements can be changed to similar feats if the required ones are not available. The special requirement is optional, although the PC taking the class should have that mindset regardless.
Encounters: The PCs might happen upon the protector in the midst of protecting someone else, or they might require the assistance themselves. Either way, protectors are easily found in almost all parts of the world.

Sample Encounter
The PCs might encounter a protector defending a village from attack by any kind of aggressive monster.
EL 10: Briggs Brightheart is a young protector that travels around, finding those in need and assisting them. He doesn’t stay in one place for very long, making him difficult to find, but tales of his bravery are known across the land.


Briggs Brightheart
Lawful good human male
Paladin 6/Protector 4
Init +1, Senses: Listen +3, Spot +7
Languages Common, Dwarven
------------------------------------------------
AC 25 (+10 full plate, +1 Dex, +2 heavy steel shield, +1 ring of protection, +1 ioun stone), touch 13, flat-footed 24
hp 138 (10 HD)
Fort +14, Ref +7, Will +6
------------------------------------------------
Speed 20 ft. (4 squares)
Melee Warhammer +12 melee (1d8+2, x3)
Base Atk +10, Grp +12
Atk Options Warhammer (+12 melee, 1d8+2, x3) or spiked shield (+12 melee, 1d6+2, x2)
Combat Gear +2 full plate, +1 defending warhammer, masterwork spiked heavy steel shield
Spells Prepared (CL 5, DC 13/14) Protection from Chaos/Evil, Cure Light Wounds, Shield Other, Zone of Truth
Supernatural Abilities Aura of good, detect evil, smite evil 2/day, divine grace, lay on hands, aura of courage, divine health, turn undead, special mount (heavy warhorse), remove disease 1/week, protector’s code, riposte 2, protective stance 2, protect, in harm’s way 3/-
-----------------------------------------------
Abilities Str 14, Dex 12, Con 18, Int 10, Wis 14, Cha 12
SQ
Feats Combat Expertise, Improved Toughness, Power Attack, Cleave, Lightning Reflexes
Skills26 Diplomacy (Cha) +8, Heal (Wis) +2, Intimidate (Cha) +4, Listen (Wis) +3, Ride (Dex) +7, Sense Motive (Wis) +6, Spot (Wis) +7.
Possessions Amulet of health +2, ring of protection +1, clear spindle ioun stone (no food or water), dusty rose prism ioun stone (+1 insight to AC)

JoshuaZ
2010-01-08, 03:26 PM
Knight of the Grave

"I am the herald of death. I deliver my message with a slash of my sword and then ride on to deliver my next message. Pray that I never have a message for you." -

Telana Handeth, a Knight of the Grave

Ages, ago the Knights of the Grave were the elite officers of an evil sorcerer-tyrant who lived so long ago that even his name has been forgotten. Trained in both combat and necromantic magic, they rode undead mounts into the heat of battle using their swords, their mounts and their magic with grim efficiency. Where they went, the armies of light were shattered, cities razed and people enslaved. However, one of the elite had a change of heart and lead a rebellion against the tyrant, using the powers he had been taught by the tyrant to lead a rebellion. After the tyrant's fall, the remaining officers scattered, and so the knowledge and skills they possessed spread to others.

Now it is not at all uncommon for a tyrant to have one or two of these Knights in their employ. And wherever they go, death follows.

Becoming a Knight of the Grave

ENTRY REQUIREMENTS
Skills: Ride 8 ranks, Knowledge(arcana) 2 ranks, Knowledge(religion) 5 ranks
Feats: Mounted Combat, Weapon Focus for at least one martial weapon, Spell Focus(necromancy)
Spells: Must be able to cast Summon Undead II
Special:Must have successfully rode an undead mount into battle


A note on earliest entry:
The easiest entry for the class is wizard 3/fighter 2 or cleric 3/fighter 2. Dread necromancer 4/ fighter 2 is also an option. Sorcerers have trouble qualifying early due to the Knowledge(religion) requirement but sorcerer 4/crusader 2 can handle this.

Class Skills
The Knight of the Grave's class skills (and the key ability for each skill) are Concentration (Con), Handle Animal (Cha), Intimidate (Cha), Knowledge(arcana) (Int), Knowledge(religion) (Int), Ride (Dex) and Spellcraft (Int).

Skills Points at Each Level: 2 + int

Hit Dice: d8

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

1st|
+0|
+2|
+0|
+0|Rider of the Dead, Necromantic Prowess +1, Secrets of the Grave, Deadly Hooves, Reduced Spell Failure, Share Spells

2nd|
+1|
+3|
+0|
+0| Reduced Spell Failure, +1 of existing casting class

3rd|
+2|
+3|
+1|
+1|Necromantic Prowess +2, Cavalry of the Dead +1, Secrets of the Grave

4th|
+3|
+4|
+1|
+1|Fearful Charge, +1 of existing casting class

5th|
+3|
+4|
+1|
+1|Reduced Spell Failure, Necromantic Prowess +3, Secrets of the Grave

6th|
+4|
+5|
+2|
+2|Cavalry of the Dead +2, Frightening Charge, +1 of existing casting class

7th|
+5|
+5|
+2|
+2|Necromantic Prowess +4, Death Moves Quickly, Awakened Mount, Secrets of the Grave

8th|
+6/+1|
+6|
+2|
+2|Reduced Spell Failure, Vampiric Hooves, +1 of existing casting class,

9th|
+6/+1|
+6|
+3|
+3|Necromantic Prowess +5, Cavalry of the Dead +3, Secrets of the Grave

10th|
+7/+2|
+7|
+3|
+3|Undead Symbiosis, +1 of existing casting class, [/table]

Weapon Proficiencies: A Knight of the Grave is proficient in light shields, light armor and all martial weapons.

Spells: When a new even Knight of the Grave level is gained, the character gains new spells per day (and spells known, if applicable) as if she had also gained a level in a spellcasting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained. This essentially means that she adds the level of Knight of the Grave to the level of some other spellcasting class the character has, then determines spells per day, spells known, and caster level accordingly. If the character had more than one spellcasting class before becoming a Knight of the Grave, the player must decide to which class to add each Knight of the Grave level for the purposes of determining spells per day and spells known.

Rider of the Dead(ex): You have become exceptionally skilled at summoning and using undead creatures. However, unlike many necromancers who send their undead minions out to battle while staying well behind, you ride your minion into the heat of combat.

You add to to the level 2 list for the Summon Undead line of spells the following creatures: zombie horse, zombie warhorse, zombie warpony and a zombie riding dog or the skeletal versions of any of these creatures. If you cast a Summon Undead spell summoning one of these creatures the duration is 1 hour/caster level but the summoning also ceases if you ever become more than 30 feet away from the summoned creature. Undead summoned this way get extra hit die equal to your Knight of the Grave class level plus half your character level not-counting Knight of the Grave levels. These extra hit die do not give additional feats. When casting any of the Summon Undead spells in this way, you may if you choose act as if you had the eschew material components feat. If a prepared caster, you can spontaneously convert prepared spells of 2nd level or higher to Summon Undead II as long as you are using them to summon undead mounts.

Any mount summoned this way comes complete with a standard military saddle and if you choose barding made from any form of light armor. At 4th level you may have barding made out of medium armor. At 7th level you may have barding out of heavy armor. If the barding or saddle is removed from the mount the equipment will disappear.

You take no penalty for ride checks on undead mounts and may apply feats and synergy bonuses to undead mounts that would normally only apply to living mounts. (For rules on Undead Mounts see page 33 of Libris Mortis. Thus, the normal -2 penalty on ride checks does not apply, you may use Animal Affinity if you have it, and you get a synergy bonus from ranks in Handle Animal.)

Your levels in Knight of the Grave also stack for determining the power of any sort of special undead mount you get from another class such as from the Bone Knight or the Blackguard (see page 33 of Libris Mortis for rules for undead mounts for Blackguards).

When on an undead mount, you get a +2 dodge bonus on attacks of opportunity when moving out of a threatened square.

Necromantic Prowess(su): You continue to advance in your study of the necromantic arts. You get a +1 bonus to your effective caster level for casting any spells from the necromancy school. This bonus also applies to conjuration spells that summon undead. This bonus cannot increase your caster level beyond your total hit die. This bonus increases by 1 at every odd level.

Share Spells(ex)At the Knight of the Grave’s option, he may have any spell (but not any spell-like ability) he casts on himself also affect his summoned mount. The mount must be within 5 feet at the time of casting to receive the benefit. If the spell 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 the servant returns to the Knight before the duration expires. Additionally, the Knight may cast a spell with a target of “You” on his summoned mount (as a touch range spell) instead of on himself. A Knight and his summoned mount can share spells even if the spells normally do not affect creatures of the mount’s type(undead).

Secrets of the Grave(ex) You have learned dark, unholy knowledge, and you can put it to efficient use. At every odd level level you gain one of the spells listed. You add the spell as a bonus spell known to a class list of your choice. If you have prepared casting, you may prepare the spell without the aid of a spellbook or similar object, as if you had if you had the feat Spell Mastery and it was one of the spells you had selected for that feat.

Some of the spells are slightly modified from their standard forms as noted below. For each spell, the spell level is the same as that of the original or the highest level if the spell occurs on multiple lists. If you choose a spell of level too high for you to currently access the spell remains inaccessible until you can cast spells of that level. You cannot choose spells which are from schools of magic prohibited to you.

The spell choices are as follows:

Animate Dead
Ghoul Light
Knight's Move This spell is identical to the spell of that name in the Spell Compendium (page 129) with the following changes: You can only cast the spell when you are mounted on an undead mount. The spell's target is you and your mount rather than just you.
One Mind, Lesser: This spell is identical to the same spell of that name from the Spell Compendium(page 149), but the spell instead of having target "you" applies to a specific undead mount and yourself rather than you and your special mount. The spell ceases if you are ever more than 30 feet from the designated undead being.
One Mind This spell is identical to the spell of that name in the Spell Compendium (page 149) but is modified in the same way as One Mind, Lesser as above.
One Mind, Greater This spell is identical to the spell of that name in the Spell Compendium (page 149) but is modified in the same way as One Mind, Lesser.
Protection from Positive Energy Identical to the spell in the Libris Mortis (page 70)
Spiritual Chariot This spell is identical to the spell of that name in the Spell Compendium (page 202) but is level 3 and is modified in the same way as One Mind, Lesser.
Sticky Saddle This spell is identical to the spell of that name in the Spell Compendium (page 206) but i modified in the same way as One Mind, Lesser.
Winged Mount This spell is modified in the same way as One Mind, Lesser. Additionally, the wings formed rather than feathery white wings are instead black and decaying.

Deadly Hooves(su) At first level, any undead you are mounted on has its non-bite natural attacks treated as magical for purposes of overcoming damage reduction.

Reduced Spell Failure(ex): You have become more use to casting spells in armor. 1st level you gain a 10% reduction in arcane spell failure due to armor. This becomes 15% at 5th level, and 25% at 8th level.

Bolstered Mount(su): Starting at 2nd level, add your class level as turn resistance to any undead mount you are riding. Also, they automatically get a save against control undead and command undead and similar spells that would allow intelligent undead a save, even if your mount is not intelligent, and they get to add your class level as a bonus to these saves. You may forgo these bonuses if you are casting a spell or attempting to turn or rebuke.

Cavalry of the Dead(ex):
At 3rd level when you are mounted on an undead mount you get a +1 bonus to ride checks, initiative checks, intimidate checks and attack roles with martial melee weapons. At 6th level this becomes +2 and at 9th level becomes +3. As you become more skilled with riding the undead you unnerve living mounts and take an equal penalty on ride checks related to living creatures. Your undead mount also gets a +10 ft bonus to speed that becomes +20 at 6th level and +30 at 9th level.

Fearful Charge(su): At 4th level, you gain the ability to strike fear into foes with your mere movement. Whenever you make a charge while on an undead mount, any non-allied being in 30 feet that sees you must make a will save any b must make a will save (DC 10 + half class level + your charisma modifier) or become shaken. Beings who have already taken damage from you or your mount during the encounter get a -2 circumstance penalty to their save. This is an extraordinary mind-affecting, fear effect.

Master Rider(su): At 5th level, and again at 10th level, you get a bonus feat. This bonus feat must be either Skill Focus(Ride), any feat that has Mounted Combat as a prerequisite, or one of a series of special feats located at the end of this post.

Frightening Charge(su): At 6th level you once an encounter when on an undead mount declare that you are making a frightening charge. This works just like Fearful Charge above, but on a failed save creatures become frightened rather than shaken. If they make the save by 10 or less still get shaken.

Death Moves Quickly(ex): When on an undead mount, a Knight of the Grave may make a full attack if the mount has moved more than five feet but not more than it would move in a single move action. Alternatively, you may make full attack and then move more than 5 feet but less than a full move action. If you have the Ride By Attack feat then you may take a full-round action to make attacks interspersed with movement making your complete full attack as long as your total movement is less than your total movement you would make in a single move action. This ability may not be combined with a charge action.

Awakened Mount(su): At 7th level, you can summon mounts which despite their undead nature have surprising intelligence. When summoning an undead mount using any Summon Undead spell, you may chose to summon an awakened mount. You treat the mount as if it had been subject to the Awaken Undead spell.

Vampiric Hooves(su): At 8th level, any natural non-bite attack of an undead creature you are mounted on does an additional 1d6 damage. Half the additional damage dealt becomes temporary hit points that may be split between you and your mount as you choose (the default being they all go to the mount). These temporary hit points do not stack and last 1 hour.

Undead Symbiosis(su):
At 10th level, your ability to connect with your mount becomes a form of truly unholy symbiosis. Any undead mount you are currently riding becomes immune from turning/rebuking and from the the spell command undead or similar spells as long as you are riding them (you may still cast such spells or turn or rebuke with no penalty). When you are riding your undead mount and the mount makes a save, you may substitute a ride check for the save.

PLAYING A KNIGHT OF THE GRAVE

There are subtle forces in the world, those who slip poison into a drink or an unseen dagger into a rib. You are not one of them. You work by intimidation, fear and violence. Even the rare Knight of the Grave with some tendencies towards good or neutrality will still be blunt and quick to kill those who get in their way.

In most circumstances you will be feared. You can't enter most cities or towns without a fight if they know what you are. You can simply not bring in an undead mount when you enter or possibly use a Disguise Undead spell on the mount.

An important note: This class as constructed is unambiguously leaning heavily towards the evil side. Therefore, as with all characters with heavy evil potential or outright evil natures, players should discuss their characters with the DM. It is possible to play this class as neutral or even slightly good but it will be very difficult since the Summon Undead spells have the evil descriptor and in many settings using undead is intrinsically evil.

Combat: Your main combat stems from your synergy with your mount. and so will generally have tactics similar to what one would expect in mounted combat. Your mount and class abilities leave you more mobile than most and you should take advantage of it. You are the perfect warrior to pick off a vulnerable spell caster who got too close to the melee.


Advancement: Most Knights of the Grave start their training early. You likely found at a young age an interest in necromancy but weren't as frail as most wizards. Alternatively, you may have started out as a warrior and then found that you have some magical skills. You might have sought out a Knight for training or have learned of the knights on your own.

Once you become a Knight you will likely spend much of your time engaging in direct combat while at the same time always looking out for new magic, especially necromancy spells. If you encounter a fellow spell-caster you may be willing to trade spells, but if you think you can defeat them, might very well simply take them by force.

You will likely want to get as many Mounted Combat related feats as you can. You may want to consider taking a few levels in Bone Knight or Blackguard which will generally fit well thematically.


Resources: There are no particular shared resources for the Knights of the Grave. If you work as part of an army you will be able to draw on the usual resources that any officer in the army has. If you are work personally for some noble you may be able to draw resources from them. If you are a mercenary or other Knight of the Grave then you will likely be on your own.

KNIGHTS OF THE GRAVE IN THE WORLD
"I hired a handful of Knights of the Grave a while ago. Greatest investment I ever made. By the end of the war they had slaughtered the opposing army and turned most of it into their own undead servants." - Garsalax, an evil sorcerer explaining how he had come to control such a large kingdom.

"The Knights are evil, brutish and blunt. However, they won't ever deceive you. They are honest killers. I'll give them that much. But they do all deserve to die. And the sooner they are wiped out the sooner the world will be safe from evil. " Rosana, a young paladin discussing the Knights of the Grave.


Knights of the Grave are generally feared and hated by the general population, and with good reason. However, more unscrupulous individuals may see them as potential allies. Knights are capable of terrible atrocities. Yet Knights of the Grave who devote themselves to causes that are not so evil can also be formidable foes. Those who take up their arms to promote peace or simply out of loyalty to their homeland can be just a dangerous and still feared. A Knight might fight for years for king and country even as he is shunned by his fellow citizens.

A Knowledge(religion) check will reveal the following information about the Knights of the Grave:

DC 10 Knights of the Grave are dangerous and warriors who are said to command the undead.
DC 15 They ride undead animals into battle and brave soldiers will sometimes scatter at the mere sight of their monstrosities.
DC 20 The Knights are warriors who are also skilled in necromancy. But even without use of their magical abilities, they are fearsome warriors.
DC 25 The Knights do not have any overarching organization. Many are mercenaries while others are loyal to causes and kingdoms. Not all are evil although most are. The first Knights are said to have been the elite officers of a foul mage long ago.
DC 30 People succeeding at this level will learn about specific Knights in the campaign setting and the locations of nearby Knights.

The same information can be gained from a knowledge(arcana) or bardic lore check with a DC of 5 more.

A DC 20 Gather Information check will also give the locations of nearby knights (this DC is low since most Knights don't conceal their activity).

Daily Life: Most Knights are mercenaries working with professional armies, especially armies that are commanded by either evil or highly pragmatic individuals. Thus, daily life is much like that of any soldier; there are long stretches of boredom punctuated by combat. Knights of the Grave are however more likely to interrupt the boredom by combat, whether slaughtering a helpless nearby village or challenging others to duels. Knights who are in armies generally feared even by other soldiers and thus are given privileges but at the same time are left alone by most soldiers.

A minority of Knights finding outright wars to be too infrequent become adventurers or bandits.

Notables:
While the names of the first few Knights of the Grave have been lost to time, there are a handful alive (or undead) today whose names are well-known.

Lork Arakal is a priest of Wee Jas and a Knight who runs Death's Company, a mercenary group which is probably largest organization of Knights of the Grave in existence. He is old, and spends most of his time handling administrative elements of the now sprawling mercenary company which he founded. He would like to retire and spend a few years in contemplation before he meets his goddess, but he doesn't know how a Knight could retire other than to end up on the point of someone's sword.

Selara Toth is one of the few non-evil Knights of the Grave. Most who have heard of her believe her to be a champion of good, and some even believe that she is a paladin.

However, few realize that she is in fact a Knight of the Grave who keeps her mounts nature disguised with a healthy casting of Disguise Undead. At a young age she found that she had the rare combination of being a natural athlete and having a talent for necromancy and thus gravitated naturally to the secrets of the Knights of the Grave. She tries to help people when she can but at the same time is interested strongly in improving her own necromantic ability. Selara knows that one day she will likely be faced with the choice of improving her necromantic power or saving innocents. She also knows that one day she may need to kill an innocent if she wants to keep her secret protected. She doesn't know what will happen when either of those days comes.

Telana Handeth is an infamous fallen paladin. She once was a champion of good but was the only survivor in a battle with a necromancer. She was permanently traumatized when she saw her best friend and lover consumed by a necrotic cyst, his body and soul together destroyed. She decided that there was no reason to believe in any morality as dictated by the passive, hypocritical gods who did nothing to save her friend. Unlike many paladins who fall, she had no desire to atone and made no effort to do so. She hired herself out as a mercenary. Although she initially tried to minimize the evil she did (telling herself that she was at least better than the apparently uncaring gods) she gradually became more selfish and callous. She studied the very art that had lead to her friend's demise and eventually took up the path of the Knight of the Grave. Now her name is whispered in fear.

Organizations: Most Knights have nothing to do with each other and given their penchant for engaging in combat as a first solution, most Knights avoid each other as a simple matter of self-preservation. Most Knights feel no particular loyalty to each other and would likely regard other Knights as potential rivals.

Occasionally Knights band together in mercenary groups. The largest such group is the Death's Company run by the self-styled "Lord" Arakal. Death's Company has over thirty Knights in its employ in addition to many warriors of other types, including cavalry and dedicated mages. Death's Company hires outs bands of warriors at a time, generally consisting of one Knight and supporting troops. Depending on the situation, they can be hired either as an elite strike force or simply to take part in a larger army.

NPC Reaction
Most people react to Knights as they'd react to anyone riding a hideous undead monstrosity. Even if you don't have your mount with you, if they find out that you are a Knight of the Grave they will likely react very negatively.

The one major exception are necromancers who might be curious as to the nature of your powers. However, most necromancers understand that the power of the Knights requires far more physical activity than they would normally consider. Thus, they are more likely to consider you a potentially sympathetic ally or a potential rival than anything else.

KNIGHTS OF THE GRAVE IN THE GAME

Knights of the Grave function like a gish with a heavy emphasis on the combat end. They have extreme mobility in combat which can provide unexpectedly short work of encounters. But their spellcasting also allows them to be potentially active outside combat as well. The class emphasizes necromancy, one of the weaker schools of magic. An unoptimized or marginally optimized Knight should be about equivalent to a Hexblade.

Adaptation: One obvious adaption is to simply narrow who can take the class, possibly limiting it to arcane or divine spellcasters or to followers of a specific dark deity. For example, in the Eberron setting one might restrict the class to followers of the Blood of Vol. One could also make a good version that uses deathless mounts rather than undead.


Encounters: PCs are most likely to encounter a Knight of the Grave as an opponent. While Knights of the Grave might not be BBEG, they make excellent villainous sidekicks. A Knight could function easily as The Dragon (http://tvtropes.org/pmwiki/pmwiki.php/Main/TheDragon) or The Psycho for Hire (http://tvtropes.org/pmwiki/pmwiki.php/Main/PsychoForHire).

New Feats

Dealer of Sublime Death
You have learned to use your cavalry skill to synergize with your study of martial disciplines.
Prerequisites: Must know at least one martial maneuver, Martial Lore 2 ranks, Rider of Death class feature.
Benefit: Levels of Knight of the Grave count as full for your effective initiator level for rather than half for purposes of using martial maneuvers when you are mounted on an undead mount. This feat allows you to to learn maneuvers and stances at your effective initiator level when mounted bu you lose access to any such maneuvers that you don't otherwise meet the initiator level requirement to learn when you are not so mounted. You may still prepare or refresh such maneuvers even when not mounted.

Necrocarnum Mount
Blue-black wisps curl around your mounts hooves as it snorts preparing to charge.
Prerequisites: Necrocarnum Acolyte, Mounted Combat
Benefit: Once per day, you can invest essentia into this feat. Any undead you are currently riding gains a +2 bonus to its strength and dexterity scores for each point of essentia you have invested. Once the amount of essentia invested is chosen, it cannot be altered and remains invested for 24 hours.
You gain 1 point of essentia.

Favored Undead Mount
You have become more use to using a specific type of undead mount and have a strengthened bond of necromantic energy that empowers your mounts of that type.
Prerequisites: Rider of the Dead class feature, Mounted Combat, two other feats that have Mounted Combat as a prerequisite.
Benefit: Pick one of the mounts you are able to summon using Summon Undead II. When you use a summon undead spell to summon that type of mount your mount has two extra hit die, +2 strength, +2 dexterity and a +1 bonus on all saves. If the chosen type is a zombie, then it is no longer restricted to taking single actions only. The mount also either gains the Improved Critical feat for one natural weapon of your choice
or gains Combat Reflexes (this choice is made when you chose this feat and stays fixed) .
Special: You may only take this feat once. However, if you take Improved Undead Mount then you may change this feat to apply to one of the new mounts chosen.

Improved Undead Mount
Prerequisites: Rider of the Dead class feature, Mounted Combat and one other Mounted Combat feat
Benefit: You may chose additional mount options when you summon an undead mount. You may add to the list a zombie heavy warhorse, a skeletal warhorse, a skeletal dire wolf and a zombie dire wolf. Also, you may pick one of the following creatures, to add to the list in both its skeletal and zombie forms: dire wolverine, giant crocodile, cheetah, dire shark, dire tiger and wyvern. However, some of these additional mounts have fewer bonus hit die than mounts would normally gain as follows:

{table=head]Mount|Hit Die Reduction

Dire Shark|15

Dire Wolverine|1

Dire Tiger|12

Giant Crocodile|2

Wyvern|4

[/table]

dawnsolara
2010-01-08, 11:33 PM
Cavalier of Raedria

http://Picture URL

Our gold does not clink and glitter. It gleams in the sun and neighs in the dark.

A general description of whatever the class is!

BECOMING A CAVALIER OF RAEDRIA
How you would normally become a member of this prestige class.

ENTRY REQUIREMENTS
Base Attack Bonus: +6
Feats: Mounted Combat, either Ride-by-Attack and Spirited Charge or Mounted Archery and Improved Mounted Archery
Skills: Ride 9 ranks, Knowledge (nobility and royalty) 4 ranks, 4 ranks in either Balance, Jump, or Tumble, and 2 ranks in the other two
Maneuvers: Ability to use at least two first level Twin Spirit (http://www.giantitp.com/forums/showthread.php?t=40991) Maneuvers and any 3rd level maneuver
Stances: Ability to use any Twin Spirit (http://www.giantitp.com/forums/showthread.php?t=40991) Stance
Special: Must possess, by virtue of a class feature or feat, a special mount, animal companion, or similar companion of a size you can ride.

Class Skills
The Cavalier of Raedria's class skills (and the key ability for each skill) are: Balance (Dex), Concentration (Con), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Knowledge(nobility and royalty) (Int), Martial Lore (Int), Profession (Wis), Ride (Dex), Tumble (Dex)
Skills Points at Each Level: 4 + int

Hit Dice: d10

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Maneuvers Known|Maneuvers Readied|Stances Known

1st|
+1|
+0|
+2|
+2|Bonded Mount, Stance of Mounted Expertise|
0|
0|
0

2nd|
+2|
+0|
+3|
+3|Mounted Supremacy I|
1|
0|
0

3rd|
+3|
+1|
+3|
+3||
0|
0|
0

4th|
+4|
+1|
+4|
+4|Mounted Supremacy II|
1|
1|
0

5th|
+5|
+1|
+4|
+4||
0|
0|
0

6th|
+6|
+2|
+5|
+5|Mounted Supremacy III|
1|
0|
1

7th|
+7|
+2|
+5|
+5||
0|
0|
0

8th|
+8|
+2|
+6|
+6|Mounted Supremacy IV|
1|
1|
0

9th|
+9|
+3|
+6|
+6||
0|
0|
0

10th|
+10|
+3|
+7|
+7|Mounted Perfection|
1|
0|
0[/table]

Weapon and Armor Proficiencies: Cavaliers of Raedria do not gain any additional weapon or armor proficiencies

Maneuvers Known: At second level, and every even level thereafter, Cavaliers of Raedria learn a new maneuver of the Twin Spirit (http://www.giantitp.com/forums/showthread.php?t=40991), Devoted Spirit, White Raven, Falling Star (http://community.wizards.com/go/thread/view/75882/19527602/Falling_Star_style:_the_Tenth_Path_of_the_Sublime_ Way), or Iron Heart disciplines.

Stances Known: At sixth level, Cavaliers of Raedria learn a new stance of the Twin Spirit (http://www.giantitp.com/forums/showthread.php?t=40991), Devoted Spirit, White Raven, Falling Star (http://community.wizards.com/go/thread/view/75882/19527602/Falling_Star_style:_the_Tenth_Path_of_the_Sublime_ Way), or Iron Heart discipline.

Bonded Mount: Through instinct, a divine gift, or an aberration of nature, the bond between you and your mount has attained supernatural strength. Your mount gains the mental benefits of an awaken spell, and is capable of understanding any language you can. Further, you and your mount possess a telepathic bond, through which you can communicate. If your Bonded Mount possessed the animal type previously, it is now a magical beast, and all future hit dice gained are magical beast hit dice. If your Bonded Mount was not an animal, its type remains unchanged.
However, this bond comes with grave risks; if your mount dies, you gain one negative level until you find a new mount and form a bond with it or bring your old mount back from the dead. You cannot raise your mount as an undead without its permission, and this action will immediately cause you to be considered a traitor by the Raedrian military, whether your mount consented or not.

Stance of Mounted Expertise: While you are mounted on your bonded mount or in combat with your mount, you may choose to give up the benefit of a stance you are currently in as a swift action to gain the following benefits: a +1 bond bonus to ride checks per (prc) level, a +1 bond bonus per two (prc) levels to attack and damage rolls, and a +1 bond bonus to AC per two (prc) levels. These benefits are shared with your mount; your mount also gains an bond bonus to speed equal to 10*prc levels /3 (10 ft at 3rd level, 20 at 6th, 30 at 9th).

Mounted Supremacy I: When you gain this class feature, choose any two of the following abilities whose prerequisites you meet.
Bond Rage: Prerequisites: BAB +8, ride 10 ranks.
Benefit: when you or your Bonded Mount fall below one-half full hit points, the other flies into a rage that grants her a +2 bonus to attack and damage rolls, a -1 penalty to armor class, and a +2 bonus on will saves; they also gain temporary hit points equal to twice their hit dice, which are not lost first as normal temporary hit points, and will not cause the cessation of Bond Rage in the other. Bond Rage compels those under its influences to protect their partner – they must attempt to move towards their injured partner, to gain them healing, or to kill those threatening them, as they choose. If you or your Bonded Mount falls below one-quarter hit points, the other loses the ability to use certain skills, as a barbarian does in rage, but gains a +4 bonus to intimidate checks to gain aid for the injured partner or to cause foes to flee. If either partner falls below 0 hit points, the other is compelled to move towards them as quickly as possible – foes will not deter them, but they will not commit suicidal acts to reach their partner, such as attempting to walk on air when lacking the ability to fly. Once the injured partner is above ½ hit points, the enraged partner immediately exits Bond Rage and becomes exhausted. There is no way to avoid this condition except for complete immunity to exhaustion.
Crushing Charge: Prerequisites: BAB +8, Mounted Combat, Ride-by-Attack, Spirited Charge, Ride 11 ranks, Jump 6 ranks.
Benefit: Once per encounter, when you choose to charge an enemy, you may lower your AC up to 1 point per two class levels to add 1d4 for each point you lower your AC to the damage caused by the charge. This number is not multiplied by any means, including a critical, and the reduction in AC remains until the end of your next turn. Your Bonded Mount also gains this benefit. This ability may be refreshed like a maneuver, but you must sacrifice one maneuver readied to do so; the maneuver sacrificed is removed from your maneuvers readied for the duration of the current encounter.
Mounted Dodge: Prerequisites: BAB +8, Dex 13, ride 11 ranks, tumble 6 ranks.
Benefit: once per encounter, when you would be subject to an attack, you may attempt to dodge out of its way. Make a ride check with a DC equal to the attack roll. You may not take 10 on this check, even if you normally would be able to. If you succeed, the attack is negated, and the attacker must make a reflex save with a DC equal to 10 + ½ your class level + ½ your ranks in ride. If he fails, he is knocked off-balance by your sudden dodge and you may make an attack of opportunity against him. If he succeeds, nothing happens. Once this ability is expended, you may choose to refresh it as a maneuver, but you must sacrifice one maneuver readied to do so; the maneuver sacrificed is removed from your maneuvers readied for the duration of the current encounter. You can’t use this ability when you are denied your dexterity bonus to AC against your attacker.
Rapid Dismount: Prerequisites: Ride 11 ranks, Jump 4 ranks, Tumble 4 ranks, Balance 4 ranks.
Benefit: you may dismount as a swift action instead of a standard action.

Mounted Supremacy II: When you get this class feature, choose any two of the following abilities or previous Mounted Supremacy abilities whose prerequisites you meet.
Leaping Charge: Prerequisites: Trample, Bond Rage or Crushing Charge, Jump 8 ranks, Ride 13 ranks.
Benefit: Once per encounter, when you choose to charge an opponent, you may also choose to use this technique. Both you and your mount (if your mount is also attacking) make a jump check, and add a number of d6 equal to the number of feet you could have jumped vertically from the check to the damage dealt by any single attack you each make at the end of the charge; this damage cannot be multiplied in any way. You may not take 10 or 20 on this check. This ability may be refreshed as a maneuver, but you must give up a maneuver readied for the rest of the encounter to do so.
Rapid Mount: Prerequisites: Rapid Dismount, Ride 13 ranks, Jump 6 ranks, Tumble 6, Balance 6 ranks.
Benefit: You may mount as a swift action instead of a standard action, and may mount at any time when your Bonded Mount or another appropriate animal is adjacent to you, not just on your turn.
Supreme Mounted Archery: Prerequisites: BAB +10, Ride 13 ranks, Balance 8 ranks, Mounted Archery and Improved Mounted Archery.
Benefit: The penalty for making attacks while your mount is running are eliminated, and your expertise at shooting while on your Bonded Mount has become so great that you may shoot from your Bonded Mount’s back even while adjacent to enemies without provoking attacks of opportunity. Further, you may also make ranged attacks while your mount is attacking and take only a -4 penalty to the attack roll. Normal: you provoke attacks of opportunity when making ranged attacks within melee range of enemies, and cannot make a ranged attack on the same round your mount does.

Mounted Supremacy III: When you get this class feature, choose any two of the following abilities or previous Mounted Supremacy abilities whose prerequisites you meet.
Mounted Acrobatics: Prerequisites: Ride 15 ranks, Jump, Balance, and Tumble 10 ranks, Rapid Mount, Rapid Dismount, Mounted Dodge.
Benefit: You can now use one of the following tricks each encounter; which one you use is chosen when you ready maneuvers:
Stand in the Saddle – with a DC 30 ride check, you may stand on the saddle of your mount as it takes a single move; if it is taking a double move, add 5 to the Ride check DC, and add an additional 5 (a total of 10) to the Ride check DC if your mount is running. This takes a standard action. While standing in the saddle, you can attempt to dodge melee attacks launched at you with a DC 20 jump check, doubling the DC of the check for every size category above medium the attacker is. To land successfully back on the saddle after this, you must attempt a balance check with a DC equal to 20 + the number of feet you jumped above the saddle. If you fail this check, you miss the saddle and fall to the ground. You may also make ranged attacks with greater accuracy while standing in the saddle – all ranged attack and damage rolls receive a bonus equal to 1/5 the ranks you have in balance while standing in the saddle.
Mounted Cover – You may take cover on your mount. You may choose one of the three listed places: along the neck, under the stomach, and on the side. To take cover along your mount’s neck, make a DC 20 ride check. Ranged attacks against you have a 10% miss chance, and you gain a +1 dodge bonus to AC. To take cover under your mount’s stomach, make a DC 30 ride check. If you succeed, all attacks against you have a 50% miss chance. You must make this check each round you choose to stay under your mount’s stomach; if you fail, you fall to the ground. To take cover on your mount’s side, make a DC 35 ride check and declare which side of your mount you are taking cover on. Attacks coming from the other side of your mount cannot target you unless they are area effects or effects that could reach through walls, but you lose your dexterity bonus to AC versus attacks from the side you are sheltering on. Each round, you must succeed on a DC 35 ride check to maintain this positioning, or you will fall to the ground. You may not attack while taking cover on your mount. If your mount is not equine, you should work with your Dungeon Master to choose other appropriate places to take cover, such as under the wing of a dragon, and the bonuses and penalties received from taking cover in each location.
Supreme Bond Rage: Prerequisites: Bond Rage, Ride 15 ranks, BAB +12. Benefit[.b]: the bonuses you and your Bonded Mount receive from Bond Rage are increased by 1, to a +3 bonus to attack, damage, and will saves, 3 bonus temporary hit point per hit dice, and the penalty to AC is increased to -3. Further, when you or your Bonded Mount falls below 10 HP, the other receives the following benefits: an additional +1 to attack and +3 to damage, immunity to charm and compulsion effects, and the benefits of the Die Hard feat.

Mounted Supremacy IV: When you get this class feature, choose any two of the following abilities or previous Mounted Supremacy abilities whose prerequisites you meet.
Perfect Mounted Archery: Prerequisites: Supreme Mounted Archery, BAB +14, Ride 17 ranks.
Benefit: You gain the Power Shot ability, and can sacrifice a number from your attack rolls up to your base attack bonus with ranged attacks to add the same number to their damage. Further, any extra damage you gain from this ability is multiplied by 1.5 when you are mounted.
True Rider’s Charge: Prerequisites: Bond Rage, Crushing Charge, Rapid Dismount, Rapid Mount, BAB +14, Ride 17 ranks, jump and tumble 12 ranks.
Benefit: once per encounter, when charging while mounted, you may throw yourself off your mount. You gain all the usual benefits and penalties of charging, but suffer an additional -4 AC. The penalty lasts for a number of rounds equal to the result of your ride check/10; in return, you may make a ride check. Refer the result to the following table:

{table=head]Ride Check|Benefit

0-10|none

11-20|+1 to damage

21-30|One additional attack at -5, +1 damage on all attacks

31-40|Two additional attacks at -5/-5, +2 damage on all attacks

41+|Three additional attacks at -5/-5/-10, +3 damage on all attacks[/table]

The additional damage listed is treated like damage from a high strength score, and the additional attacks you receive stack with other sources of extra attacks such as haste. If the result of your ride check is 21+, you may also choose to jump back onto your mount at any point in your attack action, but doing so ends all the benefits of this ability.
This ability may be refreshed as a maneuver, but takes up one maneuver readied slot, and you cannot use this ability so long as you are taking a penalty to AC from a previous use of this ability.

Mounted Perfection: You gain any two additional abilities whose prerequisites you meet, and any feat with Mounted Combat as a prerequisite as a bonus feat. Further, you can choose to gain the benefits of any stance from the disciplines you chose to gain maneuvers known, readied, and stances from for this prestige class in addition to the benefits of your Stance of Mounted Expertise.



[b]PLAYING A CAVALIER OF RAEDRIA
Brief description on how to play the class you are designing.
Combat: Cavaliers of Raedria will use their mount's powerful attacks to pair with their own formidable combat power, and those who choose the Bond Rage and Supreme Bond Rage abilities will find that fighting while at less than 1/2 their full hit points increases their combat power while endangering their lives. In general, Cavaliers of Raedria will choose to work with their mounts and other party members closely in combat; they work well with others.
Advancement: Cavaliers of Raedria will generally continue advancing their martial base class, especially those who began their career as Warblades or Crusaders, generally using one of the feats included at the end of this post to stack their martial initiator levels with Paladin or Ranger levels for their mount's advancement.
Resources: Cavaliers of Raedria possess the same resources as most initiators or their other base classes, and the close association of most Cavaliers with the Raedrian military means most members of this class will receive the benefits of a high-ranking officer.

CAVALIERS OF RAEDRIA IN THE WORLD
"We've got 'em twenty-to-one. He ain't got a chance."
"Twenty-to-one! Twenty-to-one! You fool, you forgot the horse!"
-Former brigands planning an ambush on Erina Jaedran, Cavalier of Raedria

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: Erina Jaedran and her mount, Reynera, are considered true master Cavaliers, along with the infamous Blackguard, Atrox of Hahn, and his Nightmare mount, Firessa. The two pairs have met in combat many times, each seeking to best the other. Erina Jaedran and Atrox were both once high-ranking members of the Raedrian military. Atrox was expelled from Raedrian society when he turned to darkness after losing his first bonded mount, a heavy warhorse mare named Bilaro, and bonding with the Nightmare Firessa. Erina Jaedran's first bonded mount, a warhorse stallion named Kilan, was killed by Atrox in the midst of his rage when Bilaro died; to this day, Jaedran and Atrox are locked in a blood feud, which led to Jaedran's expulsion from the Raedrian military. Whenever the two meet, destruction ensues, but neither is willing to risk losing their bonded mount to finish the other.
Organizations: Virtually all Cavaliers of Raedria belong to Raedria's military, but bondings between especially close mounts and riders are not unheard of. Most of these pairs eventually make their way to Raedria, where they are trained to work together and with other Cavaliers if they so choose - they may also choose to become one of the few wandering Cavaliers, unaffiliated with Raedria's military.

NPC Reaction
Cavaliers of Raedria belonging to the Raedrian military are welcomed by most Raedrian NPCs as stalwart defenders, but unwelcome reminders of the conflicts plaguing Raedria's borders. Outside of Raedria, Cavaliers riding openly are avoided when possible and attacked by those who want truly superior mounts, so most Cavaliers of Raedria keep a change of clothes ready and travel in disguise. Those few Cavaliers of Raedria who are not part of the Raedrian military almost never let the true extent of their mount's fighting skill and their close bond be seen, for fear that they will be attacked for their mount or treated as witches, and even in Raedria, unaffiliated Cavaliers are considered untrustworthy.

CAVALIERS OF RAEDRIA IN THE GAME
Most Cavaliers will choose to spend as much time on their mount as possible, so their best tactics in combat take advantage of their mount's increased speed and maneuverability. Generally, Cavaliers work best in groups with good melee and ranged support pinning foes in place for either their powerful charge attacks or a rain of arrows. Without their mounts, most Cavaliers will default to normal tactics for their choice of melee or ranged attacks.
Adaptation: The Cavalier of Raedria as written makes the most sense for humanoid PC's riding horses or other horse-shaped and sized creatures, but can easily be adapted to any combination of mount and rider.
Encounters: Good or neutral PCs are most likely to find themselves aligned with Cavaliers of Raedria, unless they have the misfortune to encounter and insult Atrox of Hahn. Evil PCs, or PCs who harm nature and her balance are likely to encounter and fight Cavaliers of Raedria in and around the country of Raedria. If evil or destructive PCs bring themselves to Erina Jaedran's notice, they will find her a worthy foe.

Sample Encounter

EL x: Give the encounter level and description of a sample member of this class and a stat block for him/her.


Erina Jaedran
NG/Female/Human/ Sublime Ranger (http://community.wizards.com/go/thread/view/75882/19519074/Sublime_Way_Variant_Ranger) 6 / Crusader 1 / Cavalier of Raedria 10
Init +2, Senses: Listen +, Spot +,
Languages Common, Raedrian, Sylvan
------------------------------------------------
AC 21, touch 12, flat-footed 19
hp (17 HD)
Fort +9, Ref +14, Will +14
------------------------------------------------
Speed 30ft. 6( squares)
Melee
Base Atk +17, Grp +26
Atk Options
Lance: +26/21/16/11 1d8+9 damage
Longbow: +19/14/9/4 1d8 damage
Combat Gear
-----------------------------------------------
Abilities Str 28, Dex 15, Con 15, Int 14, Wis 11, Cha 14
SQ
Feats Weapon Focus (Lance), Mounted Combat, Ride-by-Attack, Spirited Charge, Ironheart Aura, Stormguard Warrior, Power Attack, Short Haft, Trample
Skills
Possessions +1 Soulfire mithral full plate, +1 Holy Magebane Lance, Gloves of War, Riding Boots, +1 Leather barding, +6 Belt of Giant Strength

Reynera
NG/Female/Heavy Warhorse ( HD)
Init +, 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

New Feats

Bonded Animal Companion: Prerequisites: Animal Companion and Bonded Mount class features. Benefit: Your initiator level stacks with your effective druid level for the benefits your Animal Companion receives. Your effective druid level for this purpose cannot exceed your hit dice.

Bonded Cohort: Prerequisites: Wild Cohort feat and Bonded Mount class feature. Benefit: Your Wild Cohort now gains abilities based on your character level as if it were a Special Mount or Animal Companion to a paladin or druid of your character level.

Devoted Mount: Prerequisites: Special Mount and Bonded Mount class features. Benefit: Your initiator level stacks with your paladin level for the purpose of determining the benefits your Special Mount receives, but your paladin level for this purpose cannot exceed your hit dice.

DaTedinator
2010-01-09, 11:28 PM
NAKED KNIGHT

With an axe like this, who needs pants?

Yes, we all know the stereotypical knight in shining full plate, completely covered from head to toe in gleaming, thick, steel armor. And he's cool enough. But don't we like Conan the Barbarian better?

BECOMING A NAKED KNIGHT
Becoming a naked knight is not a difficult process, as they're hardly an exclusive lot; if you're willing to strip, you're naked, and if you're able to carry a big sword, you can call yourself a knight! That said, it really is aimed at front-line combat, so fighters, paladins and barbarians are the most frequent members.

ENTRY REQUIREMENTS
BAB: +6
Feats: Improved Toughness, Great Fortitude

Class Skills
The naked knight's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Listen (Wis), Ride (Dex), Survival (Wis), Swim (Str), and Tumble (Dex).
Skills Points at Each Level: 4 + int

Hit Dice: d12



Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st

+1

+2

+0

+0
Carnal armor, DR 2/-


2nd

+2

+3

+0

+0
Naked charge, uncanny dodge, DR 4/-


3rd

+3

+3

+1

+1
One with the flesh, DR 6/-



Weapon Proficiencies: Naked knights gain no new proficiencies, especially with armor. In fact, they cannot use any class abilities if ever wearing any armor whatsoever.

Carnal armor (Ex): The defining feature of a naked knight is, of course, his lack of armor - yes, just lack of armor; no, they don't actually have to be entirely nude. Whenever wearing no armor, you gain an armor bonus to AC equal to twice your class level plus your Constitution or Charisma bonus (if any, whichever is higher).

Damage Reduction (Ex): Naked knights tend to find that after enduring harsh heat, freezing cold, and dozens upon hundreds upon thousands of blows, their skin becomes quite capable of taking punishment. Subtract twice your class level from the damage you take each time you are dealt damage from a weapon or a natural attack.

Naked Charge (Ex): There is little more frightening than a large, naked man with an even larger sword hurtling towards you at top speed. At second level, you take no penalty to AC for charging, and may add your Constitution or Charisma bonus (if any, whichever is higher) to the attack roll as a morale bonus, instead of the normal +2, if you so choose.

Uncanny Dodge (Ex): Without armor holding him down, a naked knight finds himself much more ready to deal with surprises. At 2nd level, you retain your Dexterity bonus to AC (if any) even if you are caught flat-footed or struck by an invisible attacker. However, you still lose your Dexterity bonus to AC if immobilized. If you already have uncanny dodge from a different class, you automatically gain improved uncanny dodge instead.

One With the Flesh (Ex): Eventually, a naked knight reaches the point where, far more than just being an equivalent trade, going naked instead of wearing armor is just plain better. You gain either a +4 resistance bonus on all saves or a +4 enhancement bonus to your Constitution or Charisma. You may change which bonus you benefit from as a swift action.


PLAYING A NAKED KNIGHT

Alright, so you're naked and you're fighting. And hey, you're not as bad off without armor as the average joe. I mean, take a look at your swim modifier! It's not in the negative! And no, you still haven't put any ranks in it, you just don't have an absurdly high check penalty, so you can do things like climb and jump now! Awesome sauce!

Other than your (near-)nudity, there's not a whole lot else to separate yourself from any other plate-wearing prudes other than attitude, so definitely work on that. You'll probably be the butt of many jokes by those who have yet to escape their metal prison, and you have two options in that regard, probably depending on whether you're pumping Constitution or Charisma:

Charisma: Be better at making jokes than them. For example, when they're all, "Hey -----, isn't your ----- a little -----?" You respond with a simple, "At least my ----- isn't ----- like your ----- -----!" (Mods! Pre-editted for your convenience!)

Constitution: Whenever they make a joke, show them their armor doesn't mean squat! Hit them until they fall down! If anyone ever says something you don't understand, or ever laughs when you're not, assume they're telling jokes about you.

Of course, both of those only apply if you're a dude; ladies, the only ones who'll make negative comments will be other women who are jealous of your... positive qualities. Ignore them and steal their men.

Combat: Combat will play out much like any other combat, with the added bonus of you being able to feel the soft patter against your skin whenever you cleave into an opponent so righteously that their blood spatters against you. Relish it for a moment, then move on to someone who still thinks they can kill you.

Advancement: As previous mentioned, there are two primary paths for you to take: Constitution focus, or Charisma focus. The majority of the straight-up warriors will be going Constitution, I suspect, with Charisma reserved for paladins and a couple gish builds.

Resources: I could make many iffy jokes here, but instead, I won't.

NAKED KNIGHTS IN THE WORLD
Back in my day, we wore pants while combating evil! - Grampa

You're naked! Be proud of it! You perform much of the same services to demihumanity as a typical knight, but you do it all while providing plenty of eye-candy for all the world to enjoy. As they say, if you've got it, flaunt it, and you've most definitely got it.

Daily Life: On days when you're not engaging in frequent, sweat-producing combat, consider taking some time in the morning to oil yourself. It makes you look nice for the opposite sex, and if you look like you've been engaging in frequent, sweat-producing combat, you can often frighten the weenies who would otherwise attack you. And while yes, beating those weenies up is indeed great fun, isn't it more fun to watch them wet themselves and run away screaming? No? Well, to each his own, I guess.

Notables: You want notable naked knights? Conan the barbarian ring any bells? What about He-man? The ThunderCats are a good example of naked knights who actually (mostly) wear clothes - except perhaps Lion-O, he's kinda got a breastplate. On the female side, we've already mentioned Cheetara. And we've got Ivy, of Soul Calibur fame - actually, most of the ladies of Soul Calibur fit here. And then of course there's virtually every female from any fantasy novel illustration ever. Just to name a few.

Organizations: As much fun as naked knights are, I leave the construction of any nudist colonies to you. I'm only mortal, I can only take so much nekkid.

NPC Reaction
Your lack of clothing will turn heads; some of them will be attractive members of the opposite sex, others will be self-righteous prudes who want to rain on your parade. Don't let them! The mysterious stranger act is for hooded rogues, you want to go for the jovial barbarian with plenty of gold! Buy booze for everyone (a round or two of the good stuff, sure, but the cheap stuff the rest of the night), party hard, spend plenty of cash. Make everyone love you, so when those uptight clerics in their splint mail and their full plate show up, the crowd is firmly on your side.

NAKED KNIGHTS IN THE GAME
Alright, seriously now? It's been stated and re-stated: you're a naked knight. You do the same things you did before, it's just more fun to watch now.

Adaptation: I suppose if you wanted, you could reflavor the class as a group of ascetics who still dress perfectly modestly, but have learned how to engage in combat without armor weighing them down. But really, who'd want that?

DracoDei
2010-01-10, 03:31 PM
LEAP DRAGOON

http://th07.deviantart.net/fs26/300W/f/2008/040/a/e/Freya_Crescent_by_Ajehy.jpg

"The day will come, maybe not in your life-time, but it will come, when some threat will become great enough that my beloved and I shall gather our students together, and give the signal to attack. At that moment, the forces of evil will have less than 10 seconds to run." - Sir Fratley


HISTORY
There once was a world where airships drew their energy from a perpetual fog. In this world there was a race of pious folk whose features combined that of a mouse with those of a white-furred jackal with powerful digging fore-limbs, they were taller than men, and were anything but timid. Their best warriors would vanish into thin air, only to come crashing down into their foes spear-points first a moment later. At one time the greatest of them was Sir "Iron-Tail" Fratley. So great was he that he had learned all he could of the arts of war in Burmecia. But still he did not feel himself strong enough to do all he wished to defend the Burmecian people (for he felt that other nations were gaining in military might compared to Burmecia). So he left to seek other warriors who he could learn new techniques from. He left, despite the pleas of his lady-love, Freya Crescent, also a initiate of the way of the Dragoon, although not nearly as skilled as he was (at that time). He sworn he would return in 2 years time.

Two years passed, and Sir Fratley did not return. Freya set out to find him, traveling... traveling... always at his heels, never finding him. Her skill grew great, although she lacked the training in the grand-mastery techniques that only a few other than Sir Fratley had ever mastered. Thus she grew in more mundane techniques.

In her three years of faithful searching for her wayward love, Freya made the acquaintance of a monkey-tailed thief with a heart of gold. Later she became caught up with him in a quest that started with a protective kidnapping, escalated to the devastation of most of every large city on the planet, and would take them, along with other companions, beyond the world they thought they knew to confront a plot to usurp the cycle of life and death that reigned on that world. Along the way she briefly found Sir Fratley, but they were parted again after only a few words between them which explained nothing to her. I would tell you more about that, but I would not spoil the story for those of you who would hear it from the lips that wrote their ballad, rather than in a second hand and diminished version from mine own lips.

But if you insist, then lean close, while those who would take my advice place their fingers in their ears. ((Translation: Spoiler for Final Fantasy IX follows.))

The refugees of Burmecia, fled to Cleyra, a hidden city of their kind, protected by a continuous sandstorm swirling around it.
The same weaker troops who had assaulted Burmcia before its destruction made it into Cleyra the hidden city, thanks to a the childish prince who was the last remaining of the Burmecian Royal line. Well... it was PARTLY his fault at the least...
Freya and the other heroes tried to protect the refugees, but in the end were hopelessly outflanked... Then, Sir Fratley showed up.
With his superior Burmecian techniques of the Dragoon (which is the warrior path that Freya also followed) he defeated all the attackers before they could harm the refugees. They then all retreated to the temple of Cleyra.
Freya confronted Sir Fratley, asking him where he had been... how she had sought after him but heard only rumors, looked for him but found only footprints...
His response to this was a confused "Excuse me, ma'am, have we met?"
Neither did he remember his king, who he had served faithful in his years in Burmecia, he must have suffered a blow to the head or some fel spell during his adventures that wiped his memories.
In any case Sir Fratley then leaves, and some of the other heroes are about to pursue him, but Freya says to leave the matter...Then Cleyra is also destroyed...
Later it would be the fact that she continued to show her love for him that would cause her to fall in love with her all over again from the beginning.


After the world was saved, she returned to Burmecia, where she and Sir Fratley worked to aid the rebuilding. No magic, no miracle, but only the humble power of devotion won the day for her, and despite everything that had happened they were eventually wed with joy.

Many years later, their city was a true city again, rather than squatters in the ruins of their past, and the couple grew hungry for another adventure. They heard of a great beast guarding a place. Such could only mean some mystery or treasure to be discovered, but none who had tried could get close enough to discover what it was that the beast kept.

Such a beast stood no chance against the lady who had aided in destroying one who had set out to challenge Death itself, and her lover who still had a trick or two to exchange the teaching of with her in the sparring ring even after she had done so. But no sealed evil nor power for good, no heaped jewels did the beast guard, but a treasure stranger still... a swirling disk of vapor through which could be seen a fair land that they, world-travelers that they were, knew was no place on their sphere of existence. Sending messages back to tell others what they had found, and probing as best they could, lest the very air burn their lungs, they claimed their prize and entered the dimensional portal to the realms where Pelor's sun gives life to the ground.

The wilderness of this new world was rather tame by their standards. Their contact with the locals was peaceful, and was made much easier by the fact that there appeared to be some sort of language translating magic available in this world.

Finding that their techniques were like nothing else in this world, they elected to move to it permanently and establish a training place to spread their art to those who were worthy. Naming it "The Falling Thunderbolt Academy" they were quickly in high demand, despite their strict ethical and moral standards as to who they would teach.

Of especial note were three siblings of the Mirumoto Family, a long line of honorable Sohei Adepts. They were the brothers Shuji and Yohachi, and their sister Misato. The Fratleys tested them and found them most worthy of training in every way, the husband was about to inform them of this, and accept their tuition when Freya stopped him.

"You have passed the test, and we will accept your gold, but, I hope, only for a time. Tell me, from where did you get this money."

Yohachi, as the senior replied, "Surely we know not, it was drawn from the treasury of our Family, and all we can say is that it was earned by them honestly."

"Then you yourselves did not earn this money directly, it belongs to your family as a whole. This is good and right, but we can not accept this money, except maybe as collateral against an alternate payment. There is an imbalance in the universe that must be corrected, and it falls to your family to do so."

"A quest then... the three of us are at your disposal."

"One might call it a quest, but I think it is not one that is efficient for you to undertake. Quite simply, we require that your family find, within a year, someone of at least your own level of skills, and with a spirit inclined to giving instruction, to go through a gateway to another plane of existence, there to remain in our home-city, training our people in the ways of the Sohei Adept for one third the time as the three of you, added up, remain with us. If your family will not do this for us, then at the end of a year we shall open the purses you give us, and you shall depart. If this is done however, we shall return your payments to your family."

"I can not speak for my family, but to my simple mind this seems as if it would give both our families great honor to do this thing."

And so it was. Today many of the soldiers of Burmecia are sohei adepts, and visiting Mirumoto sensei's are granted great respect.

Having a sizable store of personal funds from Freya's adventures, and a sizable reward from King Puck of Burmecia for enabling inter-dimensional commerce (the portal was not actually in Burmecian lands, Queen Garnet was personal friends with the Fratley's so "to the victor go the spoils" was in full effect), and being much in demand, within a few years they were able to afford the price of a magical door that approximately duplicated the effects of a Rod of Security (http://www.d20srd.org/srd/magicItems/rods.htm#security). Leaving some of their students to train the others, they relocated (a few hundred steps and a world away) to agelessness within that pocket paradise, with their children (who, because of the modified nature of the world could actually gestate and grow up), a rotation of the students who were skilled enough to warrant their direct training, and assorted friends visiting for a while. The dimension collapses every week, expelling those inside, just before it can be recreated. At this time the Fratleys exchange their correspondence, with an especial emphasis on any developing crises that are severe enough that they might need to accept growing a bit older to deal with, for the greater good.


BECOMING A LEAP DRAGOON
Most Leap Dragoons are Sohei Adept (http://www.giantitp.com/forums/showthread.php?p=7465208#post7465208)/Clerics/Rogue or Fighter/Cleric/Rogue hybrids. Those whose inner focus is not sufficient to clerical pursuits may substitute wizard for cleric. Although the path is longer, leaving out the rogue aspect is probably more effective in the long run. The bizarre interaction of personal defense, but offense from a unit tactics point of view makes Leap Dragoons very odd birds as far as the personality type that would pursue it.

Definition: A Dragoon Weapon is any two-handed pole-arm capable of piercing damage with the point(s) that deal said damage collinear with or parallel to the shaft.

ENTRY REQUIREMENTS
Alignment: Lawful Good or Neutral Good
Feats: Mobility, Spring Attack, Weapon Focus (Any 1 Dragoon Weapon)
Skills: Jump 10 Ranks, Knowledge (The Planes) 2 ranks
Special: Acrobatic Feat OR Skill focus (Jump) OR Tumble 5 ranks
Special: Proficient with Heavy Armor
Special: Weapon Specialization (Any 1 Dragoon Weapon) OR Two Maneuvers from the Mystic Cobra Discipline (http://www.giantitp.com/forums/showthread.php?p=7472221&posted=1#post7472221), at least one of which of is of at least third level
Maneuvers OR Spell Casting: Some form of dimensional travel or means of melding one object into another, be it from feats, racial abilities, spells (from any form of magic), maneuvers, psionics, and/or class features. Examples include but are not limited to:
-
Any Maneuver with the [Teleportation] Descriptor
Any one of the following spells: Absorb Weapon, Astral Projection, blink, Dimension Door, Ethereal Jaunt, Etherealness, Gate, Greater Planar Ally, Greater Planar Binding, Lesser Planar Ally, Lesser Planar Binding, Maze, Meld into Stone, Planar Ally, Planar Binding, Plane Shift, Shadow Walk, Summon Instrument, Summon Nature’s Ally (Any), Summon Monster (any), Teleport, Teleport, Greater , Teleportation Circle, Transport Via Plants, Tree Stride, and Word of Recall
One of the following Psionic Powers: Assimilate, Astral Caravan, Astral Traveler, Baleful Teleport, Catfall?, Dimension Slide, Dimension Swap, Dream Travel, Ethereal Jaunt,Psionic, Teleport Circle,Psionic , Teleport,Psionic , Teleport Trigger, Time Hop, Time Hop,Mass , Time Regression

-
Equipment: At least one Dragoon Weapon of at least masterwork quality, Armor that is Heavy Armor or Armor that would be Heavy Armor would be if it was made out of ordinary materials (So Mithril Full-Plate, Half-Plate, etc count). If the character later loses such equipment, they do NOT lose the benefits of this class, but they require said equipment to properly train to advance as a Leap Dragoon and thus can't gain levels in this class until they replace it.





Class Skills
Balance (Dex), Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge [Geography] (Int), Knowledge [History] (Int), Knowledge [Nobility and royalty] (Int), Knowledge [The Planes](Int), Martial Lore(Int), Profession (Wis), Ride (Dex), Spellcraft (Int), Tumble (Dex)

Skills Points at Each Level: 4 + Int

Hit Dice: d8

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Alter Impact Point|Special|0th|1st|2nd|3rd|4th

1st |
+1 |
+2|
+0|
+0|10 ft|Greater Leap of the Clouds, Safe fall, Leap Attack (Float), Holy Order, Item Affinity|1|-|-|-|-

2nd |
+2 |
+3|
+0|
+0|15 ft|Leap Attack (Ethereal)|2|-|-|-|-

3rd |
+3 |
+3|
+1|
+1|20 ft|Shish-kabob|3|0|-|-|-

4th |
+4 |
+4|
+1|
+1|25 ft|Spears of the Heavens 1/day|4|1|-|-|-

5th |
+5 |
+4|
+1|
+1|30 ft|Leap Attack (Astral)|4|2|0|-|-

6th |
+6 |
+5|
+2|
+2|35 ft|Vocalize|4|3|1|-|-

7th |
+7 |
+5|
+2|
+2|40 ft|Spears of the Heavens 2/day|4|3|2|0|-

8th |
+8 |
+6|
+2|
+2|45 ft|Improved Item Crafting|4|3|3|1|-

9th |
+9 |
+6|
+3|
+3|50 ft|Fast Movement +10 feet|4|3|3|2|0

10th|
+10|
+7|
+3|
+3|55 ft|Leap Attack (Time Leap), Safe Fall 500 ft, Spears of the Heavens 3/day, Leapfrog|4|3|3|3|1[/table]

Weapon Proficiencies: A Leap Dragoon gains proficiency with all dragoon weapons.

Spells: Some Leap Dragoons (those who chose this option over a focus on the Sublime Way) have the ability to cast a small number of divine spells. To cast a spell the Leap Dragoon must have a Charisma score of at least 10+ the spell’s level, so a Leap Dragoon with a Charisma of 9 or lower can not cast these spells. Leap Dragoon bonus spells are based on Charisma and saving throws against these spells have a Difficulty Class of 10 + spell level + Charisma Modifier. When the Leap Dragoon get 0 spells of a given level, such as 0 1st-level spells at 3rd level, the Leap Dragoon gets only bonus spells (as per Table 1-1 in the PHB). A Leap Dragoon with out a bonus spell for that level cannot yet cast of spell of that level. The Leap Dragoon’s spell list follows later in this document. A Leap Dragoon has access to any spell on the list and can freely choose which to prepare, just as a Paladin can. A Leap Dragoon prepares and casts spells just as a Paladin does. A Leap Dragoon’s caster level is equal to her ECL.

A Leap Dragoon who chooses this option gains the Item Affinity ability at first level, and the Improved Item Crafting ability at 8th level.

Maneuvers: For those who chose to continue to train in the hybrid techniques that were developed from combining the classic leap-dragoon techniques with those of the Sohei Adepts (http://www.giantitp.com/forums/showthread.php?p=7465208#post7465208) they may gain full initiator level progression, and new maneuvers known, prepared, and stances known on the following table.

{table="head"]Level|Maneuvers Known|Maneuvers Readied|Stances Known
1st|
0|
0|
0

2nd|
Replace 1|
0|
0

3rd|
+1|
0|
0

4th|
Replace 1|
+1|
0

5th|
0|
0|
+1

6th|
+1, Replace 1|
0|
0

7th|
0|
0|
0

8th|
Replace 1|
0|
0

9th|
+1|
0|
0

10th|
Replace 1|
+1|
0
[/table]

The Disciplines available to a Leap Dragoon are Army of One (http://www.giantitp.com/forums/showthread.php?p=5710173), Devoted Spirit, Mystic Cobra (http://www.giantitp.com/forums/showthread.php?p=7472221&posted=1#post7472221), Shadow Hand, and Piercing Point (http://www.giantitp.com/forums/showthread.php?t=141042).

At every even-numbered leap dragoon level the leap dragoon can choose to learn a new maneuver in place of one that they already know. In effect, they lose the old maneuver in exchange for a new one. They can choose the maneuver from any level they like, as long as they observe the restriction on the highest-level maneuvers they know; they need not replace the maneuver with a maneuver of the same level. They can swap only a single maneuver at any given level.

A Leap Dragoon who chooses this option does not gain the Item Affinity or Improved Item Crafting abilities, nor the spellcasting abilities of the leap dragoon class.

Alter Impact Point (Su): See Leap Attack(Float). The Leap Dragoon may alter the impact point by up to this distance when performing any Leap attack.

Safe Fall (Su): When determining damage from falling reduce the distance by 10 ft for each Leap Dragoon level up to level 9. Unlike Slow Fall the Leap Dragoon being near a wall is unnecessary. This stacks with the reductions for intentional jumping, tumble checks etc but not with Slow Fall, Cat Feet or the like. Note that this does NOT reduce the Leap Dragoon’s falling speed it is simply that they are not injured by the landing and don’t do damage as a falling object to things (including creatures) they land on except as covered by Ethereal Leap Attack. Use of this ability is NOT optional and it is active even when the character is asleep, unconscious etc. Note also that a Leap Dragoon doesn’t take falling damage for the distance they rose up when performing any Leap Attack.

At 10th level the distance becomes 500 feet.

Example: Geoff the 6th level Leap Dragoon is peering over the edge of a 50 foot cliff when he spots a Troll directly below him looking around. He quickly stands and launches. Since the troll is only 10 feet forward of him this is a high jump. No matter how high he Leaps he will still only count the 50 ft of the cliff for calculating whether he takes damage. Since his 60ft of Safe fall is more than the height of the cliff he is in no danger.



Greater Leap of the Cloud (Su): A Leap Dragoon is in no way penalized for load carried or armor worn on their jump checks. This includes reduction to movement rate from these sources. In fact, if the only movement they perform in a turn is via jumping, then there movement rate is not reduced by load or armor. In addition to this they they always make their Jump checks as if they had a running start.

At second level they also always make their jump checks as if they have the Run feat.

At third level in addition they make their jump checks as if under the effects of an Expeditious Retreat spell.

None of these effects stack with any of these things. Note that the Dash feat (Song and Silence) is always considered to increase their base movement and thus their jumping distance regardless of armor worn.

The above bonuses also apply to any Balance or Tumble checks related to jumping or falling. For instance if the floor gives way beneath them and the GM calls for a Balance check to control the direction of the Jump to clear the area then they don’t have any Armor check penalties.

Leap Attack (Float) (Su): You leap in a high arc toward your target, spear first. At the apogee of your jump you mystically cache your momentum, and latch onto the Ethereal Plane, just enough to access its property of weightlessness. In this state you meditate on your attack before recovering your momentum... with interest.

This is the signature of the Dragoon. An attack from above that defies gravity and often the very nature of space and even time itself. This consists of three stages: Launching, "In the Air", and the Landing Attack.

Launching: The Dragoon takes a full round action to leap toward a target enemy (They may instead just pick a target impact point and not be doing an attack if they just want to use this for transportation, but they can’t change their minds later and turn it into an attack.). They select a point of impact within ½ of their Alter Impact Point distance from that target. I recommend marking this point with a counter that says "A.I.P. Center", but your group can use whatever method works best for them (a die that has the number of squares the point of impact may be altered, or whatever). Note that nobody but the Dragoon really knows where it is. Also mark the point they jumped from.

"In the Air": At the apogee of your jump you pause, hovering in midair in a battle-meditation that shares some characteristics with some of the less physically oriented stances found in the sublime way. In this state you focus your energy for the attack. This lasts until the beginning of your next turn. During this phase you are considered to be taking full defense and to have the Expertise Feat and using it fully. These effects stack to an extent. This means you get a +7 to AC (+9 if you have at least 5 ranks of tumble). You trance also grants you a +3 Focused bonus to all saves (and yes you can bob and weave in place in the air well enough to get reflex saves normally). They are dazed while in this state (except for using [i]Spears of the Heavens). Spears of the Heavens may extend this time, but other than that, no known technique can allow them to avoid the end of this state.

Landing Attack: On their turn the round after launching they roll a jump check. If they resulting distance would be enough to carry them from the marked launch point to their original target creature, and that creature is within Alter Impact Point distance of the A.I.P. Center (the other marker in my recommended methodology) they perform this attack on them (unless they were merely using the jump for transporation, or were using Spears of the Heavens), called (mundanely enough) the landing attack. If the selected target is not within the geometric requirements described above, then you may select any hostile target that meets both geometric requirements, but the attack is at a –4 to hit because your focus is somewhat disrupted. In either case this is their first attack of the round (so either an attack action, or the first attack of a full-attack as they decide AFTER the landing attack itself is resolved).

A landing attack is always considered a charge and thus always puts them at +2 to hit and –2 to AC for that reason.

If no enemy is within the geometric requirements then you impact on any area that meets both geometric requirements. If they are using a dragoon weapon you get special damage multipliers as per the chart. You then touch down in any unoccupied area where you target is within you threatened area. After landing you may perform the rest of your actions for that round but they may not leap again until the following round (so, no, they can’t stay permanently up in the air if True Haste-d). Note especially that ‘any actions’ can include turning the impact attack into a full round attack starting with the second attack bonus in their sequence of attacks. The following feats are ineffective in combination with the impact attack (but may be applied to attacks later in the round): Cleave, Great Cleave1, Supreme Cleave1, and Whirlwind Attack. Due to the extremity of their focus they can only apply their bonus from the Dodge Feat to the target of the landing attack.
1 Except as provided by Shish-kabab.

Damage from a Leap Attack has its final amount of piercing damage multiplied as followed. This is separate from any other multipliers (thus a doubled doubling is NOT a tripling, it is a quadrupling).
{table=head]Normal BAB|Leap Attack Damage Multiplier
+1 to +18|x2
+18 to +20|x3[/Table]

Holy Order (Ex): Paladins may multi-class freely as Leap Dragoons.

Item Affinity (Sp): A leap dragoon who chooses the classical path, the one involving spellcasting rather than the Sublime Way, is considered to have the Scribe Scroll, Brew Potion, and Craft Wand feats, but ONLY for spells that are either on his or her spell-list, or the extended item list. Furthermore, they are not limited to 4th level spells or lower for wands, nor to 3rd level spells when creating potions. A sufficiently powerful leap dragoon can create a potion which when poured on the ground by someone else (they can just hold it and will its activation) duplicates the effects of True Resurrection. When using such an item (whether or not they made it themselves), the character need only hold the item, and (in the case of a wand) know the command word. Speaking, drinking, deciphering a scroll, or extensive motion are never necessary. The action used is still the same, but the Leap Dragoon automatically succeeds on any caster level or ability score checks involved.

Leap Attack (Ethereal) (Su): When Leap Attacking they may choose to enter the Ethereal Plane after the first 10’ of the arc of their jump or just before they impact with any solid surface whichever comes first. They float there in the trance until they resume the arc and come out to the plane where they were just before they impact. The exception to this is when attacking Ethereal creatures this executes as a Float Attack with the Leap Dragoon only returning to the plane they started the Leap Attack from after they complete the impact attack. Any opponent that cannot perceive them while they are Ethereal is considered to be flat footed against this attack.

Shish-Kabob (Ex): This functions in like Cleave and Great Cleave but ONLY for Leap Attacks (and yes it DOES function for them), and only if attacking enemies directly over top of one another starting at the top and working downward. The most common use of this would be to kill a mount (including say, a griffin or dragon) after slaying the rider.

Spears of the Heavens (Sp): If a leap dragoon of at least 4th level has taken hit-point damage from a true foe (GM's descression to prevent cheese including, for example, bring along rabid badgers to taunt, and getting caught by "friendly fire" NEVER counts), in a given battle since the last time they used this ability then they may use this ability, allowing them to attack multiple foes at once in a small area, and at higher levels even stay "up in the air" for multiple rounds at once, attacking with virtual impunity. This replaces the normal landing attack of one leap attack. A spectral copy of the leap dragoon's weapon strikes at one enemy plus one enemy per 2 Leap Dragoon levels within Alter Impact Point distance of their target point (they do NOT need to specify an enemy, just the center for their A.I.P.). These attacks are each resolved separately as per the landing attack of the leap dragoon, except that no counter-attack is possible and every target is considered the original target (thus avoiding the to-hit penalty for changing targets). This effect lasts lasts 1 round per 3 Leap Dragoon levels. At the end of this time they land at their A.I.P. Center point. The attacks repeat each round on the leap dragoon's turn, with the leap dragoon free to chose a new set of targets each round. Injuries sustained within 10 rounds of last launching for this ability don’t count for allowing activation of this ability.
Initially a leap dragoon may use this ability once per day, but this increases by one for every 3 leap dragoon levels past 4th. Thus a 7th level leap dragoon can use this ability twice per day, and a 10th level leap dragoon three times per day.

Leap Attack (Astral) (Su): When Leap Attacking they may now choose to be on a deserted but safe part of the Astral Plane rather than the Ethereal. This has the advantage of avoiding Ghost Touch weapons Etc. It also means that they make their attacks ‘in passing’ against ethereal creatures passing from the Astral to the Ethereal and then to whatever plane they started the Leap Attack from. Any opponent that cannot perceive them while they are Astral is considered to be flat footed against this attack.

Vocalize (Sp): You and a number of companions equal to half your leap dragoon level may speak and be heard, when magical or supernatural effects effects would prevent them from doing so. You may dismiss one or more p[eople from the set of people that this affects at any time as a full round action that does not provoke attacks of opportunity. Adding someone to the effect is a full round action that requires touching them. This ability may be dispelled on a given individual (use your ECL as the caster level) but you can add them back to the set of people by touching them again.
This ability allows communication (from screams of pain and animalistic grunts all the way up to eloquent oritory), it does NOT allow spellcasting, True-Speaking, activating command word magic items, or any such thing. It is ineffective against psychological difficulties, including compulsion effects.

Improved Item Crafting (Su): If a leap dragoon has chosen magic over the Sublime Way then upon reaching 8th level when using Item Affinity to craft magic items, the XP, GP, and time required are all reduced by 25%.

Fast Movement (Ex): At 9th level a Leap Dragoon gains an untyped +10 foot bonus to their base speed.

Leap Attack (Time Leap) (Su): The Leap Dragoon may now elect to move through time itself when executing a Leap Attack. They do not exist anywhere on any plane between the time they launch and the time they land. Time spent like this is not counted against the durations of any spells on them. They may even move their spiritual spears into the timestream to perform Spears of the Heavens in combination with Time Leap. All opponents are considered flatfooted against this attack.

Leap Frog (Sn): This is the ultimate technique of the Leap Dragoon enabling them to rapidly dispatch many enemies. This attack is a full round action. The Leap Dragoon designates as many enemies as they like in a specific order. They then roll a single jump check and note the distance granted. They then jump to any square they could make a melee attack on the first target (provided they can jump that far) and make a charging attack at normal highest BAB and with a damage multiplier one less than it would be for a Leap Attack. Subtract the distance jumped so far from the total distance allowed by the jump check and proceed on down the list in order. If at any time the distance remaining on the jump check is insufficient to allow the Leap Dragoon to make it to the next target then they must jump the remaining distance directly toward that target. Does not stack with Cleave/Great Cleave/Supreme Cleave and is unlike them in that dropping each target is not necessary to move on to the next one. Use of this skill counts as two daily uses of Spears of the Heavens but it does not require the Leap Dragoon to have been injured.

Leap Dragoon Spell List
Leap Dragoons choose their spells from the following list:

Level 0 - Create Water, Cure Minor Wounds, Detect Magic, Guidance, Light, Read Magic, Resistance

Level 1 – Alarm, Comprehend Languages, Endure Elements, Expeditious Retreat(Self Only), Feather Fall, Goodberry, Jump (Self Only), Identify, Protection From Evil, Protection From Chaos, Magic Weapon, Tenser’s Floating Disk, True Strike

Level 2 - Levitate, See Invisible, Daylight

Level 3 – Lancer's Power, Luna's Call(New Spell), Mass Lesser Vigor (http://www.imarvintpa.com/dndlive/spells.php?id=4795)(Complete Divine on page 186, or see Regenerate Ring in Masters of the Wild page 93)

Level 4 - Cherry Blossom, Greater Magic Weapon, Lesser Spell Turning, Tongues, Vigorous Circle (http://www.imarvintpa.com/dndlive/spells.php?ID=4796)(Complete Divine on page 187, Or see Regenerate Circle in Masters of the Wild on page 92)

When making a scroll, potion, or wand a Leap Dragoon is also considered to have access to the following spells for purposes of item crafting, provided their ECL is at least the listed amount and their leap dragoon level is equal to or greater than the spell level:
Level 1 (ECL 1)- Cure Light Wounds, Joyful Noise (http://www.imarvintpa.com/dndlive/spells.php?ID=5495)(Complete Adventurer on page 154, Song and Silence on page 93, Spell Compendium on page 127)

Level 2 (ECL 3)- Calm Emotions, Create Food and Water, Cure Moderate Wounds, Delay Poison, Remove Paralysis, Restoration, Lesser , Rope Trick

Level 3 (ECL 5)- Cure Serious Wounds, Neutralize Poison, Remove Blindness/Deafness, Remove Curse, Remove Disease, Tiny Hut

Level 4 (ECL 7)- Cure Critical Wounds, Death Ward, Mage's Magnificent Mansion, Mnemonic Enhancer, Restoration, Secure Shelter

Level 5 (ECL 9)- Break Enchantment, Phoenix Down(new spell), Raise Dead

Level 6 (ECL 11)- Mage’s Lucubration, Stone to Flesh

Level 7 (ECL 13)- Resurrection, Restoration, Greater

Level 8 (ECL 15)- Elixer(New Spell)

Level 9 (ECL 17)- True Resurrection

Helpful links used in development:

Reference for in game abilities. (http://www.eternalrain.org/freya/abilities.php)

http://finalfantasy.wikia.com/wiki/List_of_Final_Fantasy_IX_Items

http://www.imarvintpa.com/dndlive/


Ex-Leap Dragoons
A Leap Dragoon who becomes of Chaotic alignment cannot gain more levels as a Leap Dragoon. He retains all the benefits of the class. A Leap Dragoon who willfully commits an evil act or is no longer of good alignment loses all spell casting abilities, item creation capabilities, initiator level, maneuvers and stances known, and maneuvers readiable granted by the class, has a reduced leap attack capability, and is no longer automatically considered to be under the effects of a Expeditious Retreat spell nor to automatically have the Run feat for the purposes of Greater Leap of the Cloud. She also may not progress in levels as a Leap Dragoon. She regains her abilities if she atones for her violations (see the atonement spell description, page 176 PHB), as appropriate, and may there after advance in this class once again.
{table=head] Previous|Ex-Leap Dragoon
Float|Can jump as part of a charge
Ethereal|Float
Astral|Ethereal
Time Leap|Astral[/table]



New Spells:

Cherry Blossom
Evocation
Level: Ldg 4*
Components: V, S
*This spell counts as a 7th level arcane spell for purposes of cross-class learning, or imitation via Wish, Miracle, Limited Wish, and most purposes other than a Leap Dragoon actually crafting a scroll, potion, or wand of it, and its ability to overcome Globes of Protection etc.

This spell functions like Chain Lightning, except as noted above and that the damage is untyped, rather than electricity.



Elixer
Conjuration (Healing)
Level: Ldg (Craft Only) 8
Range: Touch
This spell functions like Mage's Lucubration, except as noted above and that it allows a spontaneous caster to return a spell slot of the appropriate level to availability and cures 10 hit points of damage per level of the caster, to a maximum of 200 points at 20th level.


Lesser Spell Turning
Abjuration
Level: Ldg 4
Range: Self
Duration: 1 minute/level
As Spell Turning, but only turns 1d3+4 levels and if they are attacked with a spell by a caster who also has a Spell Turning or Lesser Spell Turning active then the result is always that the attackers Spell Turning is reduced by the level of the attack spell and the attack spell ignores the defendersr Lesser Spell Turning. This means that their Lesser Spell Turning remains in full force.


Lesser Stone to Flesh
Transmutation
Level: Ldg (Craft Only) 4
As Stone to Flesh, but only effective if the target was turned to stone not more than 1 round per caster level before this spell is cast.

Luna's Call
Enchantment
Level: Ldg 3
Targets: All creatures in range
Duration: 1 round/level
Saving throw: Will Negates
As per Rage (http://www.d20srd.org/srd/spells/rage.htm) except as above and that targets need not be willing.

Lancer's Power
Necromancy
Level: Ldg 3
As per Enervation but subject only loses one level and it can effect even undead. Caster is healed for as may hit points as the subject would gain from gaining an additional hit-die, and the subject loses that many. If the target loses any spell casting ability then the caster may regain the ability to cast a spell of any level lower than the spell that they lost.


Phoenix Down
Conjuration (Healing)
Level: Ldg (Craft Only) 5*
Components: V, S, M, DF, XP
Casting Time: 1 action
Range: Touch
Target: One Creature Touched
Duration: Instantaneous
*This spell counts as a 6th level divine spell for purposes of cross-class learning, or imitation via Wish, Miracle, Limited Wish, and most purposes other than a Leap Dragoon actually crafting a scroll, potion, or wand of it, and its ability to overcome Globes of Protection etc.

The caster restores to life a deceased creature. The caster can raise creatures who have been dead up to one round per 4 caster levels. In addition the subject’s soul must be free and willing to return (see Bringing Back the Dead (http://www.d20srd.org/srd/magicOverview/castingSpells.htm#bringingBacktheDead)). If the subjects soul is not willing to return the spell does not work; therefore, subjects who want to return receive no saving throw. The subject loses NO levels or constitution.
Phoenix Down cures hit point sufficient to raise the creature total hit-point to a total of 1 hit point per 2 caster levels but not to more that one tenth of the creature’s maximum nor more than 1 hit point per creature’s hit die. Any ability scores damaged or drained to 0 are raised to 1. Normal Poison and normal disease are cured in the process of raising the subject, but magical diseases and curses are not undone. While the spell closes mortal wounds and repairs lethal damage of most kinds, the body of the creature to be raised must be whole. Otherwise, missing parts are still missing when the creature is brought back to life. None of the dead creature’s equipment or possessions are affected in any way by this spell.
A creature who has been turned into an undead creature can’t be raised by this spell, but one who has been slain by a death effect can. Constructs, elementals, outsiders, and undead creatures can’t be raised. This spell cannot bring back a creature who has died of old age. A character who died with spells prepared has a 50% chance of losing any given spell upon being raised, in addition to losing spells for losing a level. A spellcasting creature that doesn’t prepare spells (such as a sorcerer) has a 50% chance of losing any given unused spell slot as if it had been used to cast a spell, in addition to losing spell slots for losing a level. If Phoenix Down is cast within 1 round of the creature’s death these chances drop to 25%.

Material Component: One or more diamonds worth at least 500 gp total, and a feather (even a pinfeather) from a Phoenix.
XP Cost: 100 XP.





Note to those linked directly to this specific post:
Due to length limitations on individual posts, this prestige class is continued in the next post, including:

Playing a Leap Dragoon
Leap Dragoons in the World

Daily Life
Notables
Organizations

NPC Reactions
Leap Dragoons in the Game

Adaptation
Encounters

Feats
Sample Encounter
Burmecian Race

DracoDei
2010-01-10, 03:32 PM
(See the previous post in this thread for the start of this Prestige Class).

PLAYING A LEAP DRAGOON
You are probably a curious blend of honor, panache, and practicality. Stealth is not your strong suit.
Combat: Don't let the damage multipliers of the leap attack, and the various offensive powers of your training fool you into thinking you are noticeably powerful offensively. Your core strength is defensive in nature. Use the Leap to avoid being around for attacking by the enemy, especially in the case of effects that can strike more than one target. This usually means jumping the first round of combat, preferably before your foes can act against you. For this reason putting extra effort into seizing the initiative in combat may be well worth your time. Hitting requires anticipating the flow of battle, so you can pick the right impact point (perhaps even selecting what would otherwise be a slightly sub-optimal target). Make sure any new companions you meet are WELL aware that you can't often protect them as much as a more traditional master of weaponry and that you won't always be available for receiving beneficial spells in combat.
Advancement: With defense covered you may want to focus your magic item acquiring attentions more towards the offensive. The same consideration goes for your supplemental training (feats). Since getting out of the way before your foe's alpha-strike is of importance, Improved initiative may be a wise feat to take.

Resources: The fellow students might be willing to aid someone they had trained along-side, but most of them have specific duties that make this difficult or impossible. It world threatening need however, the senior Fratley's themselves will accept a bit of aging to deal with the threat. Both are Epic level leap dragoons who started on the path of the fighter, but have since gained levels of sohei as well.

LEAP DRAGOONS IN THE WORLD
"If you ever have the mixed fortune to have a Leap Dragoon as a battle comrade the thing to remember is that they DON'T have your back, but they WILL come to your rescue... always." - Grak Chalk-foot, Dwarven Defender

"I have known many leap dragoons who had great honor, and never one who had any flaw greater than a laxness for tradition and chains of command. Certainly they have had their villains, but no more than any other honorable path of training. I find this most curious given that their methods have at their heart to abandon ones comrades and charges when battle is joined. Our ways are so like, and yet so unlike." - Rei Mirumoto, Grand-Mistress Sohei Adept.

Leap Dragoons are mostly seen as oddities by most people for their habit of jumping nearly everywhere (since it is faster for them than walking). Those who know them have long since stopped laughing. The most interesting relationship is the way that sohei adepts view them. At its heart, the way of a sohei adept is the way of a guard. The way of a guard is to let no enemy pass. The way of the leap dragoon is to let your foe go where he wishes, but to know where he will go before he does, and use that to your advantage. Despite these differences their shared emphasis on the spear makes them an excellent combination, and the more progressive sohei adepts do not deny that a protective force comprised of a mix of pure sohei and leap dragoon sohei is tactically superior to one with only sohei, just as they do not deny that the support of mages and clerics has its place in an ideal defensive formation. The Burmecians have long had tactics for a defensive formation of leap dragoons, and such drills are taught at the Fratley Academy of the Lightning-bolt, but in neither case has the technique ever been put into practice in any but the most rare circumstances. Leap Dragoons generally fight either in numbers too small or spaces too open for such tactics to be effective, or in combination with less mobile allies who can hold a line of battle to serve as the anvil to the leap dragoon's hammer.

Daily Life: Most leap dragoons make their living as soldiers, guardians, or adventurers. A rare few have training in the ways of nature, usually through the path of the barbarian or, more rarely, the ranger. Such individuals make highly effective scouts over rough terrain, where a flying scout might miss something due to his angle of view.

Notables: The Fratley family, lead by Lady Freya Fratley and Sir "Iron-Tail" Fratley are, of course, the most notable. Flora Fratley is the most skilled of their children, but, ironically is still looking for her place in the world, moving from on thing to another, sometimes actively seeking out evils to slay, sometimes serving as a bodyguard to an important noble or powerful mage for a while.

Organizations: There is, of course, the Falling Thunderbolt Academy run by the Fratleys. OTher than that, Shuji, Yohachi, and Misato Mirumoto are all dead at ripe old ages but their legacy lives on, in two ways especially. For one thing, they, in their turns, instructed other of the Mirumotos, so that the Falling Thunderbolt Academy is now no-longer the only place where leap dragoon instruction is available. For the most part they only teach other members of the family, but the occasional Falling Thunderbolt student who can't make the trip back to the academy for further training occasionally receives instruction from them. Many of the larger and more prestigious Mirumoto guard assignments include at least one leap dragoon in their roster.

NPC Reaction
If a leap dragoon chooses dignity over practicality and refrains from jumping except in combat or other emergencies, most NPCs will not think of them as anything other than a spear-fighter. More combat-minded people might either be impressed by their honor, or consider their tactics cowardly.

LEAP DRAGOONS IN THE GAME
This is a good place to provide a quick note on how your class will effect game play statistically.
Adaptation:
Away from Final Fantasy: The most obvious sort of adaptation would be to eliminate any trace of Burmecians or the world they come from from the tradition, and say that the way of the leap dragoon is an outgrowth of a most curious cross pollination between sohei adepts on one side, and sword-sages with their ways of the Shadow Hand which touches other dimensions, the Desert Wind with its swift mobility, and the Tiger Claw with its emphasis on leaping attacks on the other side. In this case it is recommended to drop the spell-casting/item creation path entirely since it is designed to evoke the feel of the easy availibility of curative items in the game. For similar reasons, dropping the filler ability "Vocalize" would probably be in order. To balance these out, removing the requirement for injury from Spears of the Heavens is a good idea.

Towards Final Fantasy: Conversely, if one wanted to run a more traditional d20 campaign (IE adapting that world to d20 rather than d20 to that world) set in the world of Final Fantasy IX, then this might prove to be a valuable ingredient. Oddly enough, dropping the item creation abilities is also indicated in this case (since presumably you will adjust the magic item pricing scheme accordingly). In exchange, you might relax some of the entry requirements, especially the 5 Tumble ranks/Skill Focus/Athletic one and reduce the number of ranks of jump needed by 1. This will allow entry a level or two earlier than otherwise possible. Limiting it to the Burmecian race is also a possibility.

Miscellaneous: Limiting this class to one or more races with racial bonuses to Jump might be an interesting option... halflings, frog-like monstrous humanoids, anthropomorphic kangaroos...

FEATS SPECIFIC TO LEAP DRAGOONS
Dragoon High Jump [Fighter]
Prerequisites: Spears of the Heavens 1/day
Benefits: Your high-jump distance is now calculated in the same way as your long-jump distance, rather than being divided.
Special: A multiclassed Fighter/Leap Dragoon may take this feat as one of their class bonus feats.

Improved Redirection [Fighter]
You are better able to react to rapidly changing situations on the battle-field.
Prerequisites: Alter Impact Point 20 feet.
Benefits: The distance of your Alter Impact Point class feature increases by 5 feet per point of your wisdom or dexterity bonus, whichever is higher. ???If you also have (or later take) the Improved Initiative Feat, you also gain a +1 untyped bonus to your initiative.???
Normal: Your ability to redirect from the point you picked initially is limited to the amount on the class chart for Leap Dragoon.
Special: A multiclassed Fighter/Leap Dragoon may take this feat as one of their class bonus feats.


Item Creation Studies [Fighter]
You have expanded your studies to include both paths of the leap dragoon, making you valuable for you ability to spend times of peace stock-piling for war.
Prerequisites: Sublime Way path Leap Dragoon, Spears of the Heavens 2/day
Benefits: You gain the Item Affinity class feature. You may use both sets of spells (the ones other leap dragoons can cast, and those they can only turn into items) for the purposes of creating such items.
Normal: Only leap dragoons who follow the way of divine magic gain skill in creating potions, wands, and scrolls.
Special: A multiclassed Fighter/Leap Dragoon may take this feat as one of their class bonus feats.


Improved Item Creation Studies [Fighter]
Although you can't cast in the field, your skill with creating items is every bit the equal of your more divinely inclined counterparts.
Prerequisites: Item Creation Studies, Leap-Frog
Benefits: You gain the Improved Item Creation class feature.
Normal: Only leap dragoons who follow the way of divine magic gain skill in creating potions, wands, and scrolls.
Special: A multiclassed Fighter/Leap Dragoon may take this feat as one of their class bonus feats.


More Spears [Fighter]
Prerequisites: Spears of the Heavens 2/day
Benefits: You may use Spears of the Heavens twice as many times per day as you otherwise could, minus one.
Special: A multiclassed Fighter/Leap Dragoon may take this feat as one of their class bonus feats.


Unlimited Safe Fall [Fighter]
Prerequisites: Safe Fall 500 ft.
Benefits: Your Safe Fall distance is now infinite. Also, before damage from a Leap Attack that would receive the damage multiplier is rolled, you may elect to forgo all sources of physical damage in exchange for dealing damage as a falling object. Damage is not multiplied by the Leap Attack multiplier in this case, but a critical still has the usual effect it would for your weapon. Your attack still follows the same rules for determining if it would bypass damage reduction or regeneration (so, for instance, having a Holy and/or Adamintine weapon is not useless even if you always use this option).
Special: A multiclassed Fighter/Leap Dragoon may take this feat as one of their class bonus feats.


Sample Encounter
Good Party: The party finds mighty beasts or the most powerful of robbers arrayed as if in the midst of conflict, with one or two of their number already fallen, but no sign of a foe, even an invisible one, then Flora Fratley appears and skewers another one. Noticing the party she calls for aid before disappearing into thin air again (momentarily).
Evil Party: While alighting in the midst of rocky terrain between flights, the party is attacked by a living bolt from above, who recognized them, or walked toward them with Detect Evilactive (suspicious of their taking a path not frequented by reputable travelers capable of taking to the sky), until either within range, or attacked first.
EL 17: Flora Fratley was born to Freya and Sir Fratley before they discovered the inter-dimensional portal, but trained under them for a long time. She left their extra-dimensional home some years ago to find her own identity, and make her own legend, however small it might be. Well, it turned out not to be so small after all. Though she respects the gods of her adopted world, like most of her brother's and sisters she taps directly into divine energy for the basis for her personal power, finding that none of them precisely match her temperament, which is, quite simply, that of a leap dragoon born and raised. She regrets not apprenticing in the ways of the Sohei before learning her parent's art, but does not regret the fact that she has not returned home as often as would be optimal for her training, and thus does not know as much of the ways of the Leap Dragoon as might be expected.

Fur: Light Gray Hair: Platnium Blond Eyes: Blue Age: 40 Physical, 100 Chronological
Height: 5'11" Weight: 121 lbs. Diety: Pantheistic (Cleric of the Concepts of Good and Air)

Flora Fratley
Neutral Good/Female/Burmecian/Fighter 9, Cleric(Good, Air) 1, Leap Dragoon 7
Init +6, Senses: Listen +2, Spot +2, Low-light vision.
Languages Common, Auran, Burmecian
------------------------------------------------
AC 34, touch 16, flat-footed 33 (+1 Dex, +13 +5 Adamintine Full-Plate, +5 Deflection, +5 Natural Armor), Damage Reduction 5/- (from armor)
hp 127 (9d10+8d8 HD)
Fort +21, Ref +12, Will +14
------------------------------------------------
Speed 30ft (4 squares, 30 ft base +10 ft from Boots), Jumping 40 ft. (8 squares)
Melee +5 Holy Dragon-Bane Long-spear +29/+24/+19/+14 melee (1d8+17, x3)
{Versus Non-Evil Dragons: +31/+26/+21/+16 (1d8+2d6+19)}
{Versus Evil, Non-Dragons: +29/+24/+19/+14 melee (1d8+2d6+17)}
{Versus Evil Dragons: +31/+26/+21/+16 (1d8+4d6+19)}
Ranged Mighty (+7) Composite Long-bow +1 (+20/+15/+10/+5, x3)
Base Atk +16, Grp +23
Atk Options Leap Attack(Astral, Ethereal, or Float) {Alter Impact Point 40 ft.}, Spell-casting (Cleric and Leap Dragoon), Shish-kabob, Spears of the Heavens 3/day, Spring Attack, Power Attack, Cleave
Combat Gear Gloves of Dexterity +2, +5 Holy Dragon-Bane Long-Spear, +5 Adamintine Full-Plate, Belt of Strength +6, Cloak of Resistance (+5) and Charisma (+2), Pack of Communal Carrying(see below), 99 scrolls of Cure Light Wounds, 3 Scrolls of Mnemonic Enhancer
Spells Prepared
As Leap Dragoon:
0th: Create Water x2, Detect Magic x2
1st: Comprehend Languages, Jump x3
2nd: Daylight x2, See Invisible
As Cleric:
0th: Cure Minor Wounds x2, Guidance
1st: Cure Light Wounds, Detect Evil, Protection from Evil(Domain)
Supernatural Abilities Turn/Destroy Undead and/or Rebuke/Command Deathless 5/day, Turn/Destroy Earth creatures and/or Rebuke/Command Air Creatures 5/day, Greater Leap of the Clouds, Safe Fall 70', Leap Attack (Float, Ethereal, Astral), Item Affinity, Spears of the Heavens 3/day
-----------------------------------------------
Abilities Str 18(24), Dex 13(15), Con 16, Int 12, Wis 14, Cha 12(14)
SQ Low-Light Vision
Feats Cleave, Dodge, Improved Initiative, Skill Focus(Jump), Spring Attack, Mobility, More Spears, Power Attack, Weapon Focus (Long-Spear), Weapon Specialization (Long-Spear)
Skills Diplomacy +9, Handle Animal +5, Jump +55, Knowledge(History) +2, Knowledge (Nobility) +6, Knowledge (Religion) +6, Knowledge (The Planes) +6, Spellcraft +11, Swim +7, Tumble +4 (+9 for related to jumping or falling)
Possessions Boots of Striding and Springing, , +5 Holy Dragon-Bane Long-Spear, +5 Adamintine Full-Plate, Belt of Strength +6, Gloves of Dexterity +2, Cloak of Resistance (+5) and Charisma (+2), 3 Packs of Communal Carrying (As per Handy Haversack but all access the same space if within 100 feet of eachother, so any item can be accessed from any of them. The two meant for temporary companions are deactivated and placed inside her personal pack), 99 scrolls of Cure Light Wounds, 3 scrolls of Mnemonic Enhancer, 5 scrolls of Leomund's Tiny Hut, 1/2 lb soap, 50 feet silk rope, Tent, Pet Mole named Petey, 10 days rations (both for herself and Petey), 2 waterskins, 10 pitons, hammer, small silver mirror, needle and various colors of thread, 2 scroll cases, 3/4 oz ink in vial, 2 pens, 20 sheets of paper, signet ring, sealing wax, 3 candles, 10 torches, 1 small shovel.



THE BURMECIAN RACE


Ability Scores: Burmecians are very odd in their demographics. Do not modify Strength, Constitution, Intellegence, or Charisma.
Modify Dexterity and Wisdom as follows:
{table="head"]
Rolled or <br>Purchased Score |
Racial <br>Adjustment|


3 to 11 |
+2|


12|
+1|


13 to 15 |
+0|


16 |
-1|


17 or 18|
-2|[/Table]
Medium: As Medium creatures, burmecians have no special bonuses or penalties due to their size.
Burmecian base land speed is 30 feet.
Low-light Vision: A Burmecian can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
Weapon Proficiency: Burmecians receive the are proficient with the following simple and martial weapons: Glaive, Guisarme, Halberd, Longspear, Ranseur, Spear.
Powerful legs: Burmecians receive a +2 racial bonus to jump checks.
Automatic Languages: Common and Burmecian. Bonus Languages: Auran, Aquan, Elven, Celestial, Draconic, Dwarven, Gnomish
Favored Class: Cleric*, Fighter or Sohei Adept (whichever an individual takes a level of first). Whichever of these classes an individual took a level in first does not count when determining whether she takes an experience point penalty for multiclassing.
*Most Burmecian Clerics are clerics of concepts, rather than individual dieties. The following domains are especially common: Air, Good, Protection, Water.

Ages: (as per Halfling, but reproduced below for your convenience)
{table="head"]Race|Adulthood|Simple|Moderate|Complex|Middle-Age|
Old|Venerable|Maximum Age
Burmecian|20 years|
+2d4|
+3d6|
+4d6|
50 years|
75 years|
100 years|
+5d20 years[/Table]
Height and Weight:
{table="head"]Race|Base Height|Height Modifier|Base Weight|Weight Modifier
Burmecian, Male|
5'0"|
+2d12 |
120 lb. |
x(2d4) lb.

Burmecian, Female|
4'8"|
+2d12 |
75 lb. |
x(2d4) lb.
[/Table]

DragoonWraith
2010-01-10, 05:11 PM
http://img.photobucket.com/albums/v238/DragoonWraith/Dungeons%20and%20Dragons/Homebrew/TheBound.png
"The weight of the world seems but a feather compared to the regrets I bear." --Alika, one of the Bound

Chance is uncaring and ruthless, capricious, chaotic, dangerous. A cruel twist of fate can rob a girl of her family or a man at his chance for vengeance. Law and order are bastions of hope against such unsympathetic dangers, but even the law can be twisted against its defenders. Such is the misfortune that leads a man or woman to become one of the Bound.

The Bound are the most stalwart defenders of law, bringing order to the most chaotic of foes. They wear their chains as a symbol of their own failures, but also as a badge of service, as a public promise that the law will be upheld.

BECOMING ONE OF THE BOUND
To become one of the bound, the primary requirement is to have been forced to do what you personally want least. The king required by law to execute his best friend, the knight who must leave his love to die in order to protect the many, the guard who must let the murderer go because of loopholes in the law, all might qualify for becoming one of the Bound.

However, one's reaction to these unhappy circumstances is also key. The king might pardon his friend, whatever the law says; such would not be one of the Bound. The guard might let the murderer go, but take no responsibility, blaming the law and those who wrote it, absolving himself of any part in the injustice. Such would not make one of the Bound.

The one who becomes one of the Bound might be the knight, who following his love's death, punishes himself for allowing this to pass, binding himself in chains and bearing the weight of his regret wherever he goes, a constant reminder of his failure. This is one of the Bound.

ENTRY REQUIREMENTS
Alignment
Any lawful.
Martial Maneuvers
Any two Martial maneuvers, including at least one Stance.
Base Attack Bonus
+3.
Feats
Law Devotion(CChamp)
Skills
Escape Artist 4 ranks.
Martial Lore 8 ranks.
Use Rope 4 ranks.
Special
Must have been forced by duty, honor, or obedience to law, to actively engage in activities that caused deep personal anguish and regret, or prevented by the same from doing what one had sworn to do.

CLASS FEATURES OF THE BOUND

Class Skills
The Bound's class skills (and the key ability for each skill) are Autohypnosis (Wis), Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Disable Device (Int), Escape Artist (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Martial Lore (Int), Open Lock (Dex), Ride (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Swim (Str), and Use Rope (Dex).
Skills Points at Each Level: 4 + Int

Hit Dice: d10

{table=head]
_Level_ |
_BAB_ |
_Fort_ |
_Ref_ |
_Will_ | _Special___________ |
_M. Known_ |
_M. Readied_ |
_Stances_


1st |
+1 |
+2 |
+0 |
+2 | Chains That Bind |
+1 |
+1 |
+0


2nd |
+2 |
+3 |
+0 |
+3 | Bound in Iron |
+1 |
+0 |
+0


3rd |
+3 |
+3 |
+1 |
+3 | Chains of Regret |
+1 |
+0 |
+1


4th |
+4 |
+4 |
+1 |
+4 | Bound by Sorrow |
+1 |
+0 |
+0


5th |
+5 |
+4 |
+1 |
+4 | Chains of Honor |
+1 |
+1 |
+0


6th |
+6 |
+5 |
+2 |
+5 | Bound by Oath |
+1 |
+0 |
+0


7th |
+7 |
+5 |
+2 |
+5 | Unbreakable Chains |
+1 |
+0 |
+1


8th |
+8 |
+6 |
+2 |
+6 | Bound in Blood |
+1 |
+0 |
+0


9th |
+9 |
+6 |
+3 |
+6 | Chains of Destiny |
+1 |
+1 |
+0


10th |
+10 |
+7 |
+3 |
+7 | Bound by Fate |
+1 |
+0 |
+0[/table]

Armor and Weapon Proficiencies
The Bound does not gain any proficiencies with any armors. The Bound may select any one weapon associated with the Chthonic Serpent discipline that he is not proficient in, and gain proficiency in that weapon.

Maneuvers
One of the Bound adds his full class level to his Initiator Level.

At 1st level, and every level thereafter, one of the Bound may learn any maneuver of a level he may learn from the Army of One (http://www.giantitp.com/forums/showthread.php?t=103406), Chthonic Serpent (http://www.giantitp.com/forums/showthread.php?t=131567), Quicksilver Aegis (http://www.giantitp.com/forums/showthread.php?t=86266) and Stone Dragon disciplines.

At 1st, 5th, and 9th level, a Bound gains the ability to ready one extra maneuver.

Stances Known

At 3rd and 7th level, he may learn any Stance of a level he may learn from the Army of One, Chthonic Serpent, Quicksilver Aegis or Stone Dragon disciplines.

Chains That Bind (Ex)
The Bound wears a chain wrapped around his body, as a symbol of both his own failures and the failures of the laws that he upholds. It is a simple, mundane chain; it must be at least as long as the Bound is tall (chain weighs 1 lb. per 5 ft.), though several smaller chains which add up in length to his height are acceptable. There is nothing in particular special about the chains, and they may be replaced by any other chains if necessary. Any chains worn by the Bound will maintain the same properties, even the supernatural ones he receives at higher level, as the magic comes from the Bound and his sacrifice, not the chains themselves.

This chain gives a -1 armor check penalty, a +6 maximum Dexterity bonus to AC, and an arcane spell failure chance of 5%, though none of these penalties stack with any actual armor the Bound may be wearing (if the Bound is wearing armor, use whichever penalty is worst). Even if the Bound is not proficient in any armor, he is never considered to be lacking proficiency in the chain, and if unarmored, the chain actually provides a +2 Armor bonus to AC (the Bound is still treated as unarmored for the sake of features that depend on unarmored status, however). Further, the Bound takes no armor check penalty of any kind on Escape Artist checks.

One of the Bound wearing his chains gains a bonus on grapple checks equal to his class level. He may replace his Strength modifier with his Dexterity modifier on grapple checks, and further add his Constitution modifier to grapple checks.

In addition, all maneuvers learned by the Bound from his class levels, including the stances, may only be used while wearing this chain. Many of the Bound's class features similarly require that the chain be worn. In addition, being without the chain gives the Bound a -2 penalty on all saving throws, attack rolls, and damage rolls.

Bound in Iron (Ex)
At 2nd level, the chains worn by the Bound begin to offer some protection: as long as he wears them, he gains SR 10 + his class level. He also gains a +2 bonus against all fear, charm, and compulsion effects.

Also, any damage that a Bound of this level deals during a grapple may, at his choice, be non-lethal. He takes no penalty for doing so.

Chains of Regret (Su)
The Bound has sworn himself to the law despite its failures, and he is painfully aware of its limitations and its susceptibility to unforeseen chance. He stands as a defender of order and a foe of chaos, and so is equally capable of imbuing his attacks with law and cutting through the protections of chaos.

By 3rd level, his attacks with any weapon associated with the Chthonic Serpent discipline may count as Law aligned or Chaos aligned for the purpose of overcoming damage reduction, at the Bound's choice, so long as he is wearing his chain.

However, any damage reduction he has becomes vulnerable to lawfully aligned attacks. This penalty remains in force even if he removes the chain he bears.

Bound by Sorrow (Ex)
Whenever a 4th level Bound is wearing his chain and in a Chthonic Serpent stance, any enemy he grapples cannot use Freedom of Movement to escape.

The Bound is also considered one size larger than his current size for the sake of grapple checks.

Chains of Honor (Su)
The Bound's honor has become so strong that he can bind others by their words. At 5th level, one of the Bound wearing his chain may, once per day, use a Swift action to cause all speaking such that the Bound may hear them to be incapable of deceit. This effect is obvious to all under its influence, and they automatically know that not only can they not lie, neither can anyone else under its effect, including the Bound. This lasts for a number of minutes equal to the Bound's class level.

Further, the Bound is so used to wearing his chain that it no longer encumbers him, and the chain's check penalty, maximum Dexterity, and arcane spell failure are waived. Further, any armor that the Bound has worn alongside his chain for at least a week has its check penalty reduced by 1, its maximum Dexterity bonus to AC raised by 1, and its arcane spell failure reduced by 5%.

However, intentionally breaking his word or breaking or even bending the laws of any authority the Bound considers valid (typically one of the same morality as he), causes the Bound's chains to fall from his shoulders, bringing with it all the penalties that entails. The Bound may spend a full-round action rebinding himself with the chains, but they have a 5% chance of falling off each minute while the Bound continues to engage in any such unlawful activity.

Bound by Oath (Su)
The Bound of 6th level may choose, as a Standard Action while grappling using a weapon associated with the Chthonic Serpent discipline, to attempt a grapple check opposed by the opponent's Will save. If successful, the Bound's enemy is subjected to the effects of a Hold Monster spell, with a DC equal to 10 + his class level + his Strength, Dexterity, or Constitution modifier, whichever is highest. Unlike the spell, however, this effect is not a Compulsion and is not Mind-Affecting, as the creature is bound by Law, not by Enchantment, and it remains in effect for as long as the Bound retains the grapple. The Bound can only use this ability if wearing his chain.

Unbreakable Chains (Ex)
When grappling with a weapon associated with the Chthonic Serpent discipline, a 7th level Bound deals Constriction damage equal to his class level plus the difference between his grapple check and his opponent's. This damage stacks with any other Constriction damage that the Bound may deal, but if not wearing his chain he does not receive this feature.

At this point, however, the Bound's chains simply will not stay on during unlawful activity. They may be carried, but not worn, and the Bound takes all of the usual penalties for not wearing them. Once he has ceased unlawful activities, he may rebind himself, but the process takes a full minute.

Bound in Blood (Ex)
An 8th level Bound may, while wearing his chain, be simultaneously in one stance from the Chthonic Serpent discipline, and in one stance from any other discipline. He may enter any such pair of stances as a swift action, and may change or end one or both as a swift action as well.

Chains of Destiny (Ex)
At 9th level, a Bound wearing his chain is considered two sizes larger than his current size for the sake of grapple checks. His Constriction damage from the Unbreakable Chains ability is also doubled.

On the other hand, the Bound's chains are so violently opposed to chaos that unlawful activity will make it impossible for the Bound to wear them. Rather than fall off, they bind him, automatically pinning him. The Bound himself will be unable to remove them, though others can with ease. Once removed, the chains cannot be replaced until the day after such unlawful activity has ceased, after the Bound has gotten eight hours of rest, and rebinding them takes a full hour to complete.

Bound by Fate (Su)
By 10th level, a Bound is capable of rendering the harshest judgment upon his foes. When grappling any Chaotic or Chaotic-aligned creature with one of the weapons associated with the Chthonic Serpent discipline, he may attempt, as a Standard action, to make a Grapple check at a -10 penalty. If successful, the target of his grapple is subject to the effects of an Imprisonment spell. This ability functions only if the Bound is wearing his chain.

PLAYING ONE OF THE BOUND
One of the Bound has already chosen the law over personal desires, at great cost. Every Bound has lost or failed someone grievously on a personal level because of their commitment to society, and the chains they wear are symbolic of their regret for this. For the most part, the Bound do not dwell on this failure too heavily; they tend to be more pro-active, seeking to spread and strengthen law and order. The Bound typically hope that by doing so, the loss of those they have failed will not be in vain.
Combat: The Bound also do the binding. They are exceptional at grappling, and the Chthonic Serpent discipline can allow them to do a great many things with the chains that are their weapons as well as their armor. The Bound are also symbols of justice, and are so capable of using nonlethal force when appropriate.
Advancement: Typically, one of the Bound would seek to continue to improve their ability in grappling, and to expand their knowledge of the Chthonic Serpent discipline. Though this discipline is their specialty, however, they certainly do not eschew others, as many disciplines have abilities that are useful to them.
Resources: The Bound are typically loners, though the ritual of binding oneself in chains is one they share. For the most part, Bound ones would be friendly with each other, helping where possible, but most consider their tasks - their penance - to be a solitary endeavor. Two Bound would likely not travel together more than temporarily.

BOUND IN THE WORLD
"Don't know the full story, but it seems he did what had to be done, when no one wanted to be the one to do it, and it seems that he'll spend the rest of his life hating himself for doing it. But he'd go right ahead and do it again if it had to be done."

-- Captain Serrenten of the Guard, explaining who the stranger in town with the chains was.

The Bound are the most tragic, but most devoted, defenders of law and order. Their use of the Chthonic Serpent discipline is to bind chaos as they have bound themselves - to strangle the corruption so that the light of order might shine through. They are extremely no-nonsense about the task, however, and grimly determined to do whatever is necessary.

A special note on the evil lawful Bound: they do exist. It may seem odd to imagine an evil character feeling the kind of remorse that the Bound center around, but it is not unheard of for devils to bind themselves in chains after a notable failure, to remind themselves of what they must never do again. The chains serve much the same purpose as they do with other Bound: as a reminder and as an atonement. The chains are their vow that they will never again let anyone else take control of any situation. On the other hand, Kytons wear chains because that's what they are. A Kyton would likely not use chains as a symbol of regret, and therefore is not really like one of the Bound.
Daily Life: In daily life, the Bound simply wander, looking for places and people to protect from the cruelty of chaos. Many border on the ascetic, and while few go all the way to poverty, their lifestyle is notably spartan.
Notables: No one knows who the first to bind themselves in chains was. The practice, as a form of atonement, can be dated back longer than anyone can remember, even among the longer lived races. Many have done so since, but most of the myths and legends about them are so forgotten as to be almost worthless.
Organizations: No particular organization of the Bound exists, but many of the Bound are also Paladins, Knights, or Crusaders, and are generally held in high esteem by any martial order that values law and order. Nevertheless, they are standoffish and even among the most stalwart defenders of order, their dark demeanor can be offputting, and the Bound are often uninterested in remaining with their former comrades.

NPC Reaction
Those who do not know what the Bound's chains symbolize see them as very odd, potentially dangerous. The Bound are grim, aloof, and can be difficult to deal with; there is nothing light-hearted about them. Those who do know why one would bind himself in chains, however, are hard-pressed to have anything but respect for them. Even the chaotically inclined are often impressed by the Bound's dedication to law, even if they disagree with it.

BOUND IN THE GAME
The Bound are, at their core, a Prestige Class devoted to the Chthonic Serpent. Like the Bloodclaw Masters for the Tiger Claw discipline, the class will appeal to specialists rather than generalists. However, they do have access to some other disciplines, which can augment their Chthonic Serpent abilities. They also receive more maneuvers than any ten-level Prestige Class in the Tome of Battle, but are built with drawbacks that can make taking the class a very difficult choice.

From a roleplaying perspective, the Bound are tough, jaded, and determined. This is not a class for a light-hearted character, but one plagued with a very troubled past. The requirements for the class are designed to require either an extensive backstory, or some extremely dramatic campaign moments.
Adaptation: The campaign setting doesn't really influence the Bound very much. Any setting in which, say, a Paladin or Knight might be found, one of the Bound could fit nicely. They're meant to be rare and unusual, and no organization of them exists to adapt.
Encounters: The Bound are typically wanderers who try to fight chaos at all fronts. While a lawful good Bound would likely gruffly accept a chaotic good character, provided they were more good than chaotic. However, any 'agent of chaos' who flaunts the laws just because, rather than to achieve a moral goal that the Bound himself agreed with, would probably find himself wrapped in the Bound's chain and awaiting justice. A neutral or evil lawful Bound most likely would not tolerate any sort of chaotic behavior.

Sample Encounter
The Bound rarely serve as simple magistrates or guards, as other guardians of law and order do. The Bound typically take the fight to the forces of Chaos, and so it is most common to see the Bound in wild places, seeking to tame them.
EL 11: Alika is a quiet, mild-mannered Elf. Contemplative and reserved, he nevertheless is quick to prevent unlawful behavior. Mostly, he seeks to atone for what he has done: though the banishment of his brother Orin was necessary, for the safety of the world itself, his own banishment for this betrayal was similarly necessary, and Alika does not hide from the responsibility for what he has done.

Alika CR 11
Male Elf Swordsage 5/Bound 6
LG Humanoid (Elf)
Init +8, Senses: Listen +5, Spot +5
Languages Common, Elven
------------------------------------------------
AC 27, touch 21, flat-footed 21 (+6 Dex, +3 Wis, +6 armor, +2 deflection)
hp 111 (11 HD)
Fort +12, Ref +14, Will +14
------------------------------------------------
Speed 30 ft. (6 squares)
Melee +1 Axiomatic Spiked Chain +16/+11/+6 melee (2d4+1, +2d6 against [Chaotic] enemies, +4 with Chthonic Serpent maneuvers)
Base Atk +15, Grp +29
Atk Options Discipline Focus (Weapon Focus), Discipline Focus (Insightful Strikes), Chains that Bind, Bound in Iron, Chains of Regret
Special Actions Bound by Oath
Combat Gear Potion of Enlarge Person
Extraordinary Abilities Discipline Focus (Weapon Focus), Discipline Focus (Insightful Strikes), Quick to Act +2, Chains that Bind, Bound in Iron, Bound by Sorrow
Supernatural Abilities Chains of Regret, Chains of Honor, Bound by Oath
-----------------------------------------------
Maneuvers and Stances Known (IL 11th):
Stances--Careful Chains (3rd), Coils of Rapture (1st), Crushing Weight of the Mountain (3rd), Transcend the Flesh (1st)
Strikes--Boa Strike† (3rd), Binding Constrictor (1st), Choking Python† (5th), Emerald Razor (1st), Insightful Strike (2nd), Merciful Blow (1st), Stone Vise (2nd), Strike at the Heart† (4th)
Boosts--Blurred Bonds† (4th), Legion of One† (6th), Surging Law† (5th), Vanguard of One (3rd)
Counters--Dance of Chains (2nd), Imperator's Rebuke† (5th), Moment of Perfect Mind (1st), Reap What Has Been Sown† (4th)
Disciplines: Army of One, Chthonic Serpent, Diamond Mind, Golden Saint, Quicksilver Aegis, Stone Dragon
† Readied Maneuver
-----------------------------------------------
Abilities Str 12, Dex 22, Con 18, Int 10, Wis 16, Cha 8
SQ Immunity to Sleep, Low-Light Vision, Elven Weapon Proficiency (Longsword, Rapier, Longbow, Composite Longbow, Shortbow, and Composite Shortbow), +2 to Listen, Search, and Spot checks, free Search checks for secret doors within 5 ft.
Feats Weapon Finesse, Adaptive Style, Law Devotion, Blade Meditation (Chthonic Serpent)
Skills Balance +11, Concentration +16, Diplomacy +4, Escape Artist +4, Listen +5, Martial Lore +8, Search +2, Spot +5, Tumble +20, Use Rope +22
Possessions Combat Gear plus +1 Axiomatic Spiked Chain, +1 Light Fortification Mithral Breastplate, Amulet of Health +2, Chains (5 ft.), Circlet of Wisdom +2, Cloak of Resistance +2, Gloves of Dexterity +4, Ring of Protection +2

CREDITS
Image adapted from The Father's Son (http://switchvalentine.deviantart.com/art/The-Fathers-Son-67102580) by SwitchValentine. Used with permission. All credit to him for the image, and many thanks for permission to use it. The Sample Bound is very vaguely based on a character of the same name by Maurexen (http://maurexen.deviantart.com/). All credit to her for the simple backstory I've based on the original character.

Glimbur
2010-01-10, 07:05 PM
SssSsSss

http://img9.imageshack.us/img9/1192/lizardfolk.jpg

You have violated our sacred swamp. You will pay for this insult with your blood.-Hissk Ssss, SssSsSss

SssSsSss are chosen holy warriors of various lizardman tribes. They augment their physical prowess with the souls of their ancestors, shaped in the form of soulmelds.

Becoming a SssSsSss
A SssSsSss is chosen by the shaman of his tribe to carry the spirits of the tribe into battle.

ENTRY REQUIREMENTS
BAB +4
4 ranks in Knowledge(Religion)
Any feat
Special: Must be a lizardfolk


Class Skills
The SssSsSss's class skills (and the key ability for each skill) are Balance (Dex), Concentration (Con), Climb (Str), Craft (Int), Intimidate(Cha), Jump(Str) Know: Religion (Int), Profession (Wis), Spellcraft (Int), Swim (Str)
Skills Points at Each Level:2 + Int

Hit Dice:d8



Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Features
Soulmelds
Essentia
Binds


1st
+1
+2
+0
+2
Meldshaping
1
1
0


2nd
+2
+3
+0
+3
Claw of the Warrior
1
2
0


3rd
+3
+3
+1
+3
Gaze of the Ancients, Chakra Binds(Crown,Hands, Feet)
1
3
1


4th
+4
+4
+1
+4
Hardened Scales +2
2
4
1


5th
+5
+4
+1
4
Deeper Pool
2
6
2


6th
+6
+5
+2
+5
Expanded Knowledge, Chakra Binds(Arms, Brow, Shoulders)
3
8
2


7th
+7
+5
+2
+5
Expanded Knowledge
3
9
2


8th
+8
+6
+2
+6
Ancestral Knowledge
4
11
3


9th
+9
+6
+3
+6
Expanded Knowledge
4
14
3


10th
+10
+7
+3
+7
Timeless Strike, Chakra Binds(Throat, Waist)
5
16
3



Weapon Proficiencies: A SssSsSss gains no new proficiencies.

Meldshaping: You may shape soulmelds drawn primarily from the SssSsSss melds list. Your meldshaper level is equal to your character level. You gain access to new chakra binds at the rate shown in the table. When you take your first level in this class, decide whether you wish to stack SssSsSss progression with a pre-existing meldshaper class you have. If you do, add together the SssSsSss soulmelds, melds shaped, and binds allowed to those from your previous class. This decision also means that you do not gain the Expanded Knowledge class feature. If you do not stack progressions, you do gain Expanded Knowledge at the levels indicated and +2 Essentia at this level as a sign of the ancestors reward for your single-mindedness.

Claw of the Warrior: A SssSsSss may treat their claws as either a natural weapon or a manufactured weapon, and may treat one claw as one and one claw as the other. This means an attack routine of 6/1/1 is workable; with the second 1 coming from the other claw used as a secondary attack. The bite attack all lizardfolk get is still a natural weapon only.

Gaze of the Ancients:You may use any ability modifer you choose to modify Intimidate checks instead of Charisma.

Hardened Scales: Your natural armor bonus increases by +2, as an inherent bonus.

Deeper Pool: The maximum essentia capacity of all your soulmelds and feats is increased by one. This stack with any other increase to capacity, such as Expanded Soulmeld Capacity the feat or an Incarnum Focus item.

Expanded Knowledge:Choose a soulmeld from the Incarnate, Totemist, or Soulborn meld list and add it to your list of soulmelds that you may shape.

Ancestral KnowledgeYou may make bardic knowledge checks using your meldshaper level +2 as your bard level.

Timeless Strike: [i]You are the weapon of the Past in the present. Once per encounter, as a standard action, you may make a Timeless Strike. This attack must be done with a natural attack, not a manufactured weapon. In addition to normal melee damage, the foe struck by this blow must make a Will save DC 20+Str mod, or be affected by a Maze spell. In addition, the victim is aged 1 year if the save is failed.

Soulmelds!

Breath of the Crocodile
Descriptors: None
Class: SssSsSss
Chakra: Heart
Saving Throw: None
[i]Your already immense lungs swell even further with secondary air bladders
The amount of time you can hold your breath doubles. This applies after modifers for being a lizardman and such.
Essentia Effect: Each point of essentia increases your effective Con score for holding your breath by 1. Each point also provides a +1 competence bonus to saving throws against inhaled poisons and other menaces.

Chakra Bind: Heart
You no longer need to breathe. In addition, you gain extra hit points equal to your meldshaper level times the amount of essentia invested plus one, or Level*(essentia+1). These are not temporary hit points, they are an increase to your maximum and it is possible to kill yourself by reducing your maximum hit points when you are damaged.

Claw of the Ancestor
Descriptors: None
Class: SssSsSss
Chakra: Hands
Saving Throw: None
Your natural weapons seem more solid and real than the rest of the world
Your natural weapons are treated as magical for purposes of overcoming DR and striking incorporeal foes.
Essentia Effect: Each point of essentia in this soulmeld adds +1 enhancement bonus to hit and damage with all natural weapons.

Chakra Bind: Hands
Your natural weapons share their reality with things near them
All your natural weapons are Ghost Touch, as the weapon special ability.

Claw of the Dragon
Descriptors: None
Class: SssSsSss
Chakra: Hands*
Saving Throw: None
Special: Must have Claw of the Ancestor shaped to shape this soulmeld, they may both share the hands chakra. You may not have more essentia invested in this soulmeld than the Claw of the Ancestor.
Eldritch energies crackle about your natural weapons, a relic of the more unusual of your ancestorsWhen you shape this soulmeld, make a list of melee weapon magical special abilities. You may apply these abilities to your natural attacks in order, but keep track of the +x equivalents. You get one +1 equivalent enchantment for free, and each additional +1 requires a point of essentia invested. You must pay the entire cost of enchantments worth +2 or more.
For example, Hissk shapes this soulmeld and chooses Wounding, Flaming, and Collision. With no essentia invested, this does nothing. With 1 essentia invested, he now affords the +2 equivalent of Wounding and so all his natural weapons are Wounding. 2 essentia makes his attacks also Flaming, and 4 makes his weapons also Collision.
The list can be as long as you want, but good luck paying for more than about +4 or +5 worth of abilities.

Chakra Bind: Hands: Your natural attacks do damage as though you were a size larger. This stacks with other real and virtual size increases.

Coils of the Snake
Descriptors: None
Class: SssSsSss
Chakra: Arms
Saving Throw: None
Your arms seem to lengthen and strengthen
You gain a +2 insight bonus to grapple checks.
Essentia Effect: Each point of essentia increases your bonus to grapple checks by 2.

Chakra Bind: Arms
Your claws hook and lengthen
You gain Improved Grab.

Feet of the Darting Lizard
Descriptors: None
Class: SssSsSss
Chakra: Feet
Saving Throw: none
Your feet widen and you seem to step more lightly
You gain a +2 insight bonus to Balance and Jump checks.
Essentia Effect: Each point of essentia increases the bonus to balance and jump provided by this soulmeld by 1, and also increases your land speed by 5 feet as an insight bonus. If you have at least two points of essentia in this soulmeld, you may run across water with a move, double move, or run action but may not end your turn standing on water.

Chakra Bind: Feet
You gain Water Walking and Uncanny Dodge.

Patience of the Turtle
Descriptors: None
Class: SssSsSss
Chakra: Crown
Saving Throw: none
Your eyes half-close, but your mind works more quickly to identify danger
You gain a +2 insight bonus on initiative checks.
Essentia effect: Each point of essentia increases your bonus to initiative by +1.

Chakra Bind: Crown:Each point of essentia in this soulmeld also provides a +1 competence bonus to Reflex saves.

Scales of the Past
Descriptors: None
Class: SssSsSss
Chakra: Waist
Saving Throw: none
The past wraps you up like a blanket
You gain a +2 enhancement to your natural armor.
Essentia Effect: Each point of essentia increases the bonus to your natural armor by +1

Chakra Bind: Waist
The past buoys you up.
You gain a fly speed equal to 10' plus 5' per essentia invested in this soulmeld, with clumsy maneuverability. You may put yourself under the effect of a Levitate spell with caster level equal to your character level as a swift action. You may dismiss the Levitate effect as a free action.

Shield of the Ages
Descriptors: None
Class: SssSsSss
Chakra: Soul
Saving Throw: None
Your ancestors swirl about you in a cloud.
You gain a +2 competence bonus to Intimidate checks.
Essentia Effect: Each point of essentia gives a +1 deflection bonus to AC, and increases the bonus to intimidate by 1.

Chakra Bind: Soul
Your ancestors fuse to your skin. You gain DR 5/wood, with each point of essentia increasing the value of your DR by 2.



Playing a SssSsSss
You are a representative of your ancestors, although this PrC does not actually give you the ability to contact them directly. Good luck.
Combat: Use natural attacks augmented by Claw of the Ancestor and Claw of the Dragon to kill things. That's it.
Advancement: After finishing this PrC, take levels in... uh... maybe some Incarnum PrC. Or Warblade. Warblade is good too.
Resources: You're from a tribe. Probably in the swamp. That means you can get all the mud you want, and 1d4 alligators a month.

SssSsSss in the world
Some of those lizards are weird. Stay out of this swamp here... -Anonymous Travel Guide

Daily Life: You're generally hanging around some sacred site in the swamp saving it from solicitors and speculators. Sometimes you go on a vision quest or to deal with an external threat to the swamp. Or, if you're a PC, you leave the swamp and write a letter 1/month.
Notables: Good SssSsSsss give a warning before they attack.
Organizations: You should make nice with the shaman of your tribe. They're pretty cool guys anyway, right?

NPC Reaction
Other lizardfolk recognize you as a warrior of the ancients. Everyone else thinks you're a lizard covered in shiny ephemeral things.
SssSsSss in the game
Adaptation: Other races with a tribal tradition could have this class adapted for them by making new soulmelds based on their totem animals.
Encounters: Generally they'll be obstacles.

Sample Encounter
EL 7: Hissk Ssss speaks only Draconic and demands that the PC's leave the sacred swamp grove they have stumbled in to. If they do not comply promptly he attacks.


Hissk Ssss
LN Lizardfolk2/Warrior 3/SssSsSss 5
Init +0, Senses: Listen +0, Spot +0,
Languages Draconic
------------------------------------------------
AC:24, 10 touch, 22 flat-footed () 10+10 Natural +4 armor
64 hp (10 HD)
Fort +9, Ref +5, Will +5
------------------------------------------------
Speed 30 ft. (6 squares)
Melee +14 Claw (1d4+4)
Base Atk +9, Grp +10
Atk Options Claw/Claw/Bite at +14/+14/+
Combat Gear: Mithral Chain Shirt
Supernatural Abilities Claw of the Ancestor(3),Scales of the Past (3)
-----------------------------------------------
Abilities Str 13, Dex 10, Con ,13 Int 9, Wis 10, Cha 10
SQ Nope.
Feats Azure Toughness(1), Power Attack, Multiattack, Weapon Focus: Claw
Skills Swim +yes, who cares?
Possessions Mithral Chain Shirt

Owrtho
2010-01-10, 07:12 PM
Ghost Blade

If you won't let me past you I'll just have to go through you.
Saladin - a ghost blade

Among those who fight, there are those that admire the abilities of ghosts. They see the way they can pass through objects and seek to be able to do so in their fighting. Among such people, there are some that succeed, and they are known as ghost blades.

BECOMING A GHOST BLADE

ENTRY REQUIREMENTS
Skills: Tumble 8 ranks, 4 ranks in one of the following: Knowledge (the Planes), Knowledge (Religion), Knowledge (Dungeoneering), or Knowledge (Ghost lore)*
Feats: Weapon Focus (any slashing or piercing melee weapon)
Special: Must have been reduced to -9 or fewer hit points some time in the past.

*If using the Ghostwalk setting

Class Skills
The Class Name's class skills are Disable Device (Int), Escape Artist (Dex), Intimidate (Cha), Jump (Str), Hide (Dex), Knowledge (the Planes) (Int), Knowledge (Religion) (Int), Knowledge (Dungeoneering) (Int), Knowledge (Ghost lore) (Int)*, Move Silently (Dex), Search (Int), Sleight of Hand (Dex), Tumble (Dex)
Skills Points at Each Level: 4 + int

Hit Dice: d6

*If using the Ghostwalk setting

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

1st|
+1|
+0|
+2|
+2|Ghost Skills (Pass), Ghost Points

2nd|
+2|
+0|
+3|
+3|Ghost Skills (Cut) Bonus Feat

3rd|
+3|
+1|
+3|
+3|Ghost Skills (Walk), Ghost Skills (Defend)

4th|
+4|
+1|
+4|
+4|Ghost Skills (Counter) Bonus Feat

5th|
+5|
+1|
+4|
+4|Ghost Life, Bonus Feat
[/table]

Weapon Proficiencies: A ghost blade gains no new armor or weapon proficiencies.

Ghost Points (Ex): Each day a ghost blade gains a number of points equal to twice their class level. These points may be used to reduce a Will, Reflex, or Fortitude save on one of their ghost skills by 20.

Ghost Skills (Su): Ghost skills are the ability of a Ghost blade to take the form of a ghost. All Ghost skills require a Will save and a fortitude save. The Will save is made at the start of the skill to become incorporeal (DC 14 + class level at which skill is gained), and the Fortitude save is made at the end of the skill to stop being incorporeal (DC 15 + class level at which skill is gained). If the Will save is failed, the skill fails. If the Fortitude save is failed, the skill succeeds, but the ghost blade takes 1 Con burn. This cannot be healed by any means and recovers in 24 hours.
All ghost skills require a move action or a standard action to use (depending on the skill). If a ghost blade so chooses, they may decide not to use an action of the appropriate type and instead wait (they need not choose the ghost skill at this time). If they do so, they may at any time before their next turn they may use the ghost skill. If they would do so in response to an attack, they must make a Reflex save (DC the attack -10). A natural 20 alway succeeds on these saves.

Pass: Requires a move action or a standard action. You become incorporeal and may move up to 10 feet in a strait line.

Cut: Requires a standard action. You make an attack against a target in range using their touch AC.

Walk: Requires a move action or a standard action. You become incorporeal. You may remain so as long as you desire, but each round after the first causes the DC of the Fortitude save to become corporeal again to increase by 1. In addition, if you fail a Fortitude save to become corporeal, you may choose to take 10 damage and remain incorporeal rather than become corporeal and take 1 con burn. A move action or standard action is required to become corporeal again. If incorporeal, you may use other ghost skills without making the will save, but the fortitude save DC is increased by the number of rounds you have been incorporeal. While incorporeal you can use ghost feats as if you are were a ghost.

Defend: Requires a standard action. This may only be used in response to a creature within your move range being attacked. You become incorporeal and move to between the creature and its attacker, attempting to block the attack. To block make an attack roll. If higher than the attack roll of attack you are blocking, you succeed, if lower you are hit (If you AC is lower). If you fail fortitude save and choose to remain incorporeal, this skill fails and you do not block the attack (It hits the original target).

Counter: Requires a standard action. This may only be used in response to being attacked yourself. You become incorporeal and move through the creature to the opposite side before making an attack on them. You are counted as flanking for this attack. You may choose to use the Cut ghost skill for this attack. If you do, increase the Will save DC by 2. If you made no actions since the start of your last turn prior to this skill, you may choose to make a full attack.

Ghost Life (Su): If you would be killed while corporeal by a method other than old age, you instead become incorporeal at 1 hp. You may not become corporeal until you are at full hp. While in this state, it is as if you were using the ghost skill walk with the exception the the fortitude save to become corporeal only increases by +1 per hour, you can't use ghost skills, and you can't choose to take 1 con burn if you fail the fortitude save, but must loose 10 hp and remain incorporeal. You also count as Undead until you become corporeal again.


PLAYING A CLASS NAME
Combat: A ghost blade usually reacts to combat. Often times they wait to use their ghost skills till it is most advantageous.
Advancement: A ghost blade can advance as a fighter or a rouge. They may also find benefits in advancing as a ghost.
Resources: There are no particular organizations that a ghost blade can draw on.

GHOST BLADES 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

Owrtho

Hyooz
2010-01-10, 08:37 PM
GRAMMATON CLERIC

http://fc01.deviantart.net/fs18/f/2007/216/0/9/Equilibrium_by_TrentPraeger.jpg

"We have created a new arm of the law: The Grammaton Cleric, whose sole task it is to seek out and eradicate the true source of man's inhumanity to man - his ability to feel.." - Father, the first Grammaton Cleric

The Grammaton Cleric is not a cleric as the world sees them. They serve no deity, and wield no magic. Their art and the ideal they serve is stoicism. A Grammaton Cleric sees emotion as a hindrance to humanity's true potential, so they practice to eliminate it from themselves. With their focus, and the drive necessary to rid oneself of emotion, even temporarily, they become formidable combatants, and valuable companions.

BECOMING A GRAMMATON CLERIC
The original Grammaton Clerics all trained under Father as elite soldiers of their emotion-free society. After the eventual collapse of Father's regime by the hand of one of his own clerics, the secrets of the Grammaton Cleric leaked, and while a Stoict society has lost its appeal, the arts of the Cleric remain an option for those who favor a more calculated battle.

ENTRY REQUIREMENTS
Feats: Two Weapon Fighting, Quick Draw
Skills: Sense Motive 5 ranks, Sleight of Hand 8 ranks, Tumble 8 ranks

Class Skills
The Grammaton Cleric's class skills (and the key ability for each skill) are Balance, Concentration, Escape Artist, Gather Information, Hide, Move Silently, Search, Sense Motive, and Tumble.
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|
+0|
+2|
+2|Ranged Swiftness, Stoicism

2nd|
+1|
+0|
+3|
+3|Weapon Kata

3rd|
+2|
+1|
+3|
+3| Rapidity, Statistical Clustering

4th|
+3|
+1|
+4|
+4|Weapon Kata

5th|
+3|
+1|
+4|
+4|Improved Stoicism

6th|
+4|
+2|
+5|
+5|Weapon Kata

7th|
+5|
+2|
+5|
+5|Improved Statistical Clustering

8th|
+6|
+2|
+6|
+6|Weapon Kata

9th|
+6|
+3|
+6|
+6| Master Kata

10th|
+7|
+3|
+7|
+7|Weapon Kata, Perfect Stoicism[/table]

Weapon Proficiencies: The Grammaton Cleric gains proficiency with the Grammaton Bolt Thrower.

Class Abilities:

Ranged Swiftness (Ex): The time required for you to reload crossbows is reduced to a free action (for a hand or light crossbow) or a move action (for a heavy crossbow). Also, you do not need a free hand to reload a crossbow.

Stoicism (Ex): Where Barbarians find strength in anger, the Cleric finds power in serenity. A number rounds per day equal to 3 + his Int modifier + his Grammaton Cleric Level, the Grammaton Cleric can enter a focused state of mind that increases his proficiency in battle. While stoic, the Cleric gains +4 to all his attacks, a +2 inherent bonus to his armor class, a +2 focus bonus to Will saves, and a +2 focus bonus against any kind of emotion-inducing effects (including fear etc.)

While Stoic, the Cleric cannot enter any state of emotion of his own volition. This means he cannot Rage (willingly) among other things. If he is forced into an emotional state by an outside actor (i.e. a Fear spell) the Cleric is no longer Stoic and must regain a normal emotional state before becoming Stoic again.

Becoming Stoic and leaving the Stoic state is a free action.

At this point in their advancement, the Stoic state only effects them slightly. It is primarily a combat technique, and aside from meditation, a Grammaton will rarely become Stoic unless he is fighting. His movements change slightly; far from robotic, but superfluous ticks and gestures decrease in frequency, primarily noticeable in the face, which remains largely still. Should the Cleric talk while Stoic, he isn't quite monotone yet, but his words are more direct and tonal variation is decreased. Shouting is simply talking more loudly and projecting, rather than derived from any excitement.

Weapon Kata: The Grammaton Cleric, though his training, learns a number of specialized techniques and stances. Every even level, the Grammaton Cleric can learn any kata he qualifies for chosen from the list below. Unless otherwise noted, a Weapon Kata is an Extraordinary ability.

Quick Step: When Stoic, the Grammaton Cleric gains +10ft to his movement speed for every 2 Grammaton Cleric levels he has.

Steady Stance: By choosing not to move, the Grammaton Cleric can make better use of his time. During a round in which he chooses not to move, the Cleric gains a +2 bonus to hit (this stacks with the bonus from Stoicism) and an extra attack at his highest Base Attack Bonus.

Calculated Strikes: When Stoic, the Grammaton Cleric can hone in better on his target's weak points. The Cleric can add his Int modifier to the damage of his attacks.

Calculated Ferocity: While Stoic, when the Grammaton critically hits with weapon, he can immediately make another attack at his highest base attack bonus. This kata cannot be triggered by this extra attack.

Stoic's Eye: While Stoic, the Grammaton Cleric doubles the critical range of his weapons, as if they were effected by the Improved Critical Feat.

Serene Escalation: Prerequisite: Stoic's Eye. When the Grammaton Cleric critically hits, he increases his critical range by one step with all weapons until the end of the round. Example: Cleric Preston gets lucky and critically hits with his 19-20x2 shortsword. Making another attack, his critical threat range now 18-20, he critically hits again. He now switches to his crossbow, which ordinarily has a critical threat range of 20, now has a threat range of 18-20.

Stopping Strikes: The Grammaton Cleric knows how to use his blows to best advantage. If the Cleric does damage to a target with more than two attacks, he can attempt to temporarily cripple the foe. Make an additional attack at your highest base attack bonus. If you hit, the enemy cannot move until the end of your next turn. This attack does no damage.

Stunning Strikes: Prerequisite: Stopping Strikes. After successfully using a Stopping Strike on a target, if the Cleric hits with another two attacks, make an additional attack at your highest Base Attack Bonus. If you hit, the target must make a Fortitude Save DC (20 + Your Int mod) or be Stunned for a round. This attack does no damage.

Flowing Strikes: Prerequisite: Quick Step. While Stoic, the Gammerton Cleric can take a full attack action and still move up to his speed, though he must move a minimum of 5ft between each attack and cannot return to the square he just left. The Cleric is still subject to Attacks of Opportunity while using this kata, but can tumble as normal as part of the move. A Cleric prevented from moving his full speed is also prevented from finishing his full attack.

Practiced Flow: Prerequisite: Flowing Strikes. When using the Flowing Strikes kata, the Cleric can make an additional attack at his highest Base Attack Bonus. Additionally, if you deal a creature enough damage to make it drop (typically by dropping it to below 0 hit points or killing it), you get an immediate, extra attack against another creature within reach. The extra attack is with the same weapon and at the same bonus as the attack that dropped the previous creature.

Improved Steady Stance: Prerequisite: Steady Stance. In addition to the bonuses of the Steady Stance kata, the Grammaton Cleric gains a +2 to damage with all of his attacks and the ability to make one ranged Attack of Opportunity per round.

Defensive Stance: Prerequisite: Steady Stance. The Grammaton Cleric's AC improves by +2 when in Steady Stance. Additionally, when the Cleric is attacked while Stoic and in Steady Stance, a number of times per encounter equal to his Int bonus, he may attempt to nullify an attack. As an immediate action, after being attacked, make an attack at your highest Base Attack Bonus. If your to-hit roll is equal to or greater than their to-hit roll, their attack misses. If not, resolve it as normal.

Aggressive Stance: Prerequisite: Steady Stance. While in Steady Stance, the Grammaton Cleric takes advantage of his solid footing to give his attacks more punch. Treat the Grammaton's weapon attacks as if he were using a weapon one size category larger.

Stoic Strikes: When you choose this Kata, select one of the following: Sneak Attack, Skirmish, or Sudden Strike. If you select Sneak Attack, the Cleric gains Sneak Attack equivalent to a rogue half his character level. If you select Skirmish, the Cleric gains Skirmish damage equivalent to a Scout half his character level. If you select Sudden Strike, the Cleric gains Sudden Strike equivalent to a Ninja half his character level.

If you have levels of the respective class prior to taking this kata, your Grammaton Cleric levels stack with your previous class's levels for the purposes of continuing your specialized damage progression.

You can take this Kata multiple times for a different damage type each time.

Rapidity (Ex): The Grammaton Cleric enjoys a certain agility of mind without the emotion of battle distracting him. When making attacks with ranged weapons in melee combat, the Grammaton Cleric does not provoke Attacks of Opportunity.

Statistical Clustering (Ex): The Cleric's studies grant him an understanding of the supposed chaos of combat that other warriors cannot quite comprehend. Noticing the patterns and predictability of enemies attacks, the Cleric gains Evasion. If he already had Evasion, he gains Improved Evasion.

Improved Stoicism: When Stoic, the Grammaton Cleric becomes immune to Fear effects and gains an additional +2 to AC and Will saves. Additionally, the Stoic state begins to effect his ability to relate to others suffers. While Stoic, the Grammaton suffers a -3 penalty to all Cha based skill checks, but a +3 bonus to all Wis based skill checks.

Also, the time he can remain stoic increases. He can now remain Stoic a number of rounds per day equal to 5 + (2*Int mod) + Grammaton Cleric level.

Now, the effects of his Stoic state become more pronounced. While still reserved primarily for meditation or combat, the Cleric will now occasionally use it for other things, like having particular conversations or to escape the emotional effects of a certain act. When moving, no motion is wasted. His face remains almost entirely still, the only expressions that leak through being an occasional quizzical look or confused glance. He is quite obviously... different while Stoic.

Improved Statistical Clustering (Ex): Further studies into the patterns of battle give the Grammaton Cleric the ability to react to surprise attacks before they even happen. He gains the benefits of both Uncanny Dodge and Improved Uncanny Dodge. If he already had Improved Uncanny Dodge, he may select an additional Weapon Kata.

Master Kata (Ex): Before mastering the art of Stoicism, the Grammaton Cleric learns a kata higher than any other, a Master Kata. Choose one of the Master Kata from the list below.

Stoic Precision: While Stoic, the Grammaton Cleric adds his Dexterity modifier to damage on all attacks. His critical multiplier with all attacks increases one step.

Master's Counter: Once per round, as an immediate action while Stoic, the Grammaton Cleric can attempt a special Grammaton maneuver. You can use this any time another creature makes a melee attack against you. You must declare that you are using this ability before the attack is rolled. First, make an attack roll at your highest base attack bonus. If you meet or exceed the foe's attack roll, this ability triggers, failing this, this ability will also trigger if the foe misses you due to armor class (not miss chance.)

If this ability triggers, the foe rolls damage as normal for the attack that triggered it. The damage is redirected to your attacker instead.

Moment of True Serenity: Once per round, as an immediate action, make a Sense Motive check against the AC of a foe you can target. If your roll exceeds their AC, the next attack you make against the foe is an automatic critical hit.

Perfect Stoicism: When Stoic, the Grammaton Cleric's bonuses to AC and Will saves increase by a further +2. His Stoic state further distances him from those around him, however, and the penalty to Cha based skill checks increases to -6. His mind is all the sharper, though, and his bonus to Wis based skill checks increases to +6. Finally, the Grammaton can remain in his Stoic state at all times.

Now that they are practiced enough to remain Stoic all day, many Grammatons will. In their mind, it is simply the logical thing to do, and once Stoic, few can think of good reason to go revert to their irrational, emotional nature. Of course, not all choose this. Those who remember periods of true elation or other strong positive emotion often remember these feelings while Stoic, and those become the reason for returning. In the days of Father, this was discouraged, and raids would be sent out to quash the chances of Clerics experiencing high emotion. In recent days, Grammatons training under master Clerics will be cautioned when the time draws near that they have the mental strength to maintain the state at all times. Those studying the Stoic arts on their own simply risk not finding reason to feel again.

The physical display of Stoicism reaches its peak at this level. Some say high level Grammatons are unblinking, and only move when absolutely necessary. In combat, their motions are fluid and definite. Rarely will they actually miss hitting a foe with an attack; more often than not, they simply forsake attack an extra moment (this is a non-mechanical, fluff description for a mechanical miss. Mechanical misses will still occur.)

PLAYING A GRAMMATON CLERIC
Combat: The Grammaton has a number of options available to him though his selection of weapon kata. Many will carry both melee and ranged weapons, switching between them as the situation demands. Depending on his kata selection, he might be a formidable mobile foe or a steady damage dealer or interrupt enemies attacks.
Advancement: The primary deviations between Grammatons is whether they choose to be mobile or steady. From there, various specializations are very possible.
Resources: Some Grammatons are members of an organization of such clerics. High level Grammatons are often preferred guards and enforcers for a number of organizations due to their ability to read a situation as it is with no emotional quarrels.

GRAMMATON CLERICS IN THE WORLD
It's just a vestigial word for a feeling you've long forgotten. - Former Cleric Partrige After Cleric Preston claims to be sorry

Daily Life: As the Grammaton gains skill and power, his day tends to become more and more routine. Even those adventuring prefer to fall into a procedure to move through their day. Typically they will meditate for a short time in the early morning, considering their emotions and dwelling on the sources thereof. If they have time, they will move on to physical exercise, practicing their kata in elaborate, determined motions. From there, if he has duties to perform, he will go about them, or if he is adventuring, he will take up his things and move with his party.
Notables: The Grammaton Cleric known as 'Father' founded a society in which he hoped to eliminate the effects of negative human emotions by eliminating emotion altogether. For a time, he had a number of followers, and enforced this Stoic nation with his own Clerics. Eventually, however, one of his own, Cleric Partrige, questioned the total elimination of emotion, and introduced the seed of dissent into Cleric Preston, who went on to overthrow the regime.

Aside from them, Cleric Micheal gained some fame as the leader of a mercenary group. His followers were renowned for not all being followers of Stoicism. Micheal valued the utilitarian uses for emotion or its suppression over simply ridding oneself of feeling. Some barbarian types were following him, as well as odd wizards reliant on their sorrow or joy.
Organizations: The Grammatons themselves consider themselves a widespread organization, but smaller sects of them exist throughout the world, often as mercenary groups or other such details.

NPC Reaction
Many ordinary people find Grammatons, at least those who choose to remain Stoic more often than not, very off-putting. Even those who merely practice Stoicism on a basis of necessity are considered odd at the very least, but are respected for their dedication to whatever jobs they have.

GRAMMATON CLERICS IN THE GAME

Adaptation: Aside from some history for the techniques and reasons for Stoicism, little adaptation is necessary. If you'd like, a simple adaptation of some kind of ranged weapon that doesn't require constant reloading would eliminate the need for the Ranged Swiftness ability. It doesn't have to be a gun, but the class thrives on dual-wielding and the ability to function at range.
Encounters: Any kind of organization that might need extra muscle or bodyguards will want to hire Grammatons.

Sample Encounter
EL *cough*: The party enters the Grand Hall of a crooked mayor's mansion. Three men appear on the balcony above and three on the level before them. They do not seem surprised or particularly interested in the party at all, but draw weapons, and many adopt low stances. Every movement seems absolutely calculated.

New Feats/Items

New Feat: Lasting Serenity
Prerequisite: Stoicism class feature
Benefit: Out-of-combat rounds do not count against your limit of Stoic rounds per day.
Normal: Even out of combat, becoming Stoic uses rounds from your rounds/day.
Special: If you have the Perfect Stoicism class feature, you may automatically succeed on one Will save/day.

New Item: Grammaton Bolt Thrower
Medium Exotic Weapon
Range Increment: 30ft
1d4 piercing damage 19-20x2; The Grammaton Bolt Thrower can be fired up to 6 times before needing to be reloaded. Reloading a Grammaton Bolt Thrower is a standard action, and with the Rapid Reload feat, a free action. For the purposes of other feats, this counts as a crossbow.
The Grammaton Bolt Thrower is an odd devise, invented by those under Father for his Clerics. It uses a combination of gears and springs to launch small barbed bits of scrap metal over a distance. They are preferred by Grammatons and others who enjoy quick ranged combat, because they can fire multiple times without trouble of constant reloading.

Grammaton Bolts
Priced as crossbow bolts.

Lord_Gareth
2010-01-15, 12:11 PM
For great justice, I do bump this thread!

ErrantX
2010-01-18, 10:47 AM
Bump to keep us on the front page.

Also, contest is about half over, so let's see if we manage to terrify me more by the sheer amount of entries! This is going to be a big voting!

-X

Lvl45DM!
2010-01-18, 06:24 PM
Sagesword

http://brucelinn.org/MidSizeImages/KnightReading(200pxW).jpg

"People everywhere live and die by the sword. Some people are content to just teach others how to live and die by it. Miss D'arcy...does both" Student talking about his Swordsage teacher

Those who can't do teach, right? Wrong. The Sagesword is a class that specialises in research of enemies, identifying weak points and most importantly, passing this knowledge onto others. Most are older, and have spent years studying anatomies, biologies and ecologies of their chosen enemies. Some are quite a bit younger and are using this research to bolster their still-strong arm. They are all bored with the classroom and seek adventure, blood and death. Due to the precise nature of their craft, hitting specific weak points and reacting to small signs in the blink of an eye, and their focus on classes of enemies, rangers are the most attracted to becoming Sageswords

BECOMING A SAGESWORD
Sageswords come into being when a warrior becomes a teacher or a teacher becomes a warrior. There are no special schools, or elite ranks to join, but they do have a much better teachers lounge than all those "theory" based teachers.

ENTRY REQUIREMENTS
Feats: Weapon Finesse, Precise Shot, Improved Critical
Skills: Knowledge (any monster type) 8 ranks Spot 5 ranks Listen 5 ranks
Note: Knowlege(Dungeoneering), (Nature) (Arcana) (Religion) (Planes) and (Local) all contain knowledge useful to specific types of monsters.
Special: Must have attended a university or other education institution for a year

Class Skills
The Sagesworsd's class skills (and the key ability for each skill) are Spot (Wis) Listen (Wis) Knowledge (any pertaining to monsters) (Int) Tumble (Dex) Profession (Teaching) (Wis) Decipher Script (Wis) Diplomancy (Cha)
Skills Points at Each Level: 4x + int

Hit Dice: d8

{table=head]Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special
1st | +1 | +0 | +2 | +2 | Minor Area of Study (1) Can't Do Then Teach(+1) Brians Over Brawn
2nd | +2 | +0 | +3 | +3 | Major Area of Study (1) Can't Do Then Teach(+2) Repeat After Me Class
3rd | +3 | +1 | +3 | +3 | Minor Area of Study (2) Can't Do Then Teach(+3) Staying After Class
4th | +4 | +1 | +3 | +3 | Major Area of Study (2) Can't Do Then Teach(+4) You Kids Are What I Live For
5th | +5 | +1 | +4 | +4 | Thesis Can't Do Then Teach(+5)
[/table]

Weapon Proficiencies: A Sagesword gains proficiency with all armour and shields

Areas of study(Ex): When a Sagesword gains a minor area of study the select a type of monster (see list of ranger favoured enemies) to study. This Area of Study must include a type of monster included in the Sageswords Knowlege skill, so a Sagesword wanting to study undead must have Knowledge(Religion). This affords the Sagesword a +2 on to hit and damage rolls, a +1 to critical threat range and a +2 on Listen and Spot checks against this type. When they gain a major area of study the Sagesword may choose a specific creature within that type to gain a +2/level of Sagesword on Spot, Listen, to hit and damage and a +2 to the critical threat range against that specific creature as well as a Dodge bonus of +2. These bonuses replace, do not stack with, the minor area of study against that creature. Variations of the same base creature count as the creature, so Wood Elves and High Elves are treated as the same. Eg. Mrs D'arcy, a level 5 Sagesword has as her chosen minor area of study, dragons and her major is red dragons. If she attacked a kobold she would attack at normal BAB and damage. Against a half red dragon kobold with the dragon type she would gain a +1 to Listen Spot to hit and damage rolls and +1 to critical threat range. Against an Young Red Dragon she would gain +10 to Listen spot to hit and damage rolls, and a +2 on her critical threat range and her AC improves by 2. After slaying that dragon she faces its parent an Old Red dragon. She retains the same bonuses.
The Sagesword gains another Minor area at level 3 and another Major area at level 4
Can't Do Then Teach(Ex): The Sagesword can impart their wisdom to others. As a full round action, at any time, the Sagesword can begin lecturing her 'students' which is anyone in a 30' radius on the weaknesses of the type of monster they are facing giving them a bonus to hit. This is a +1/level of Sagesword bonus for every round spent lecturing, and this bonus lasts for 10 minutes after the lecture is done. If the monster is of the Sagesword's minor area of study, all crit ranges are increased by 1. If it is of the Sagesword's major area of study, all in the radius gain a +1 dodge bonus. The additional bonuses from areas of study apply at the start of the lecture but do not increase every round.
Brians Over Brawn(Ex): Sagesword's may apply their intelligence bonus rather than strength to damage
Repeat After Me Class:(Ex) Once per day a Sagesword can allow one being to repeat his movements exactly. The Sagesword activates this power as a free action at the beginning of the round. The round after the 'student' uses the Sageswords attack and to hit natural rolls and also includes including any critical hits, the Sageswords full BAB (including from any non-Sagesword levels), and area of study bonuses. These bonuses are not added but replace the students bonuses except as follows. Bonuses from strength and magic do not carry over from Sagesword to student, so the students own Strength and magical enhancements apply.
Staying After Class(Ex): The Sagesword can take 10 on any Wisdom or Int based skill even while threatened.
You Kids Are My Life(Ex): If the Sagesword if reduced to less then 0 HP, but still has a companion conscious within sight, then her dedication to her students keeps her fighting until the encounter ends. Bleeding out still occurs and if the Sagesword is reduced to below -9 then she falls, dead.
Thesis(Ex):Once/encounter, for one round, when facing a creature within an area of major study a Sagesword may automatically hit. All damage dice are also maximized and the attack threatens a critical hit as usual. The critical applies even to creatures immune to critical hits, such as undead, due to the Sageswords perfect understanding of their anatomy. (Thanks to JoshuaZ and Vanor)

PLAYING A SAGESWORD
The Sagesword is a front line fighter, though its lack of combat feats and need for high Int and Wis scores means they will be lacking in some key areas. They are good support fighters, due to their teaching ability, and against their areas of study they will be deadly indeed.
Combat: Sagesword's are precise and exacting, preferring weapons with high crits, flanking if possible, and using thrusting polearms to maintain distance ideally.
Advancement: The Sagesword doesn't have alot of variety, except with their areas of study. The second Major area can be in either Minor area, so the Sagesword can highly specialise or more diversify.
Resources: Aside from their own brain, Sagesword's usually have alot of connections with the educated world, mostly sages, experts and researching wizards. They may have the financial support of a university for their 'research expeditions' or 'field trips'

CLASS NAME IN THE WORLD
'Sure, the miss talked a good game, but it wasn't till our practical that i saw how serious she was! She chopped up that vampire in like 2 seconds! This is the best class ever!' Marcus Brelby, Student talking about his teacher, a Sagesword in action

The Sagesword is looked up to by both warriors and teachers, as a perfect combination of both. But their reckless ways and battle lust often gets them into trouble with the education system and their tendency to stop and take notes down for her class in the middle of a fight has frustrated many adventures
Daily Life: Wake up, read a textbook about killing monsters, hike through a dungeon or across a mountain, put that knowledge to practical use and pick up a donation to the university before going to sleep.
Notables: Miss D'arcy was the first Sagesword. She is neither good nor evil, but an avid teacher of warriors all over the world. She never does private classes for money, but if you impress her with your mind as well as your blade you might just be in for some private tutoring
Organizations: As stated before, any organization dedicated towards education will usually have a Sagesword or two on their roster. Brings in funding and gives good press.

NPC Reaction
The Sagesword, easily recognised by the non magical tome she carries beside her blade, engenders the same reaction as the average fighter in most folk. Armed to the teeth and ready for battle, the commoners give this character a wide berth and great respect. Other soldiers look on in respect at the battle scars, and in confusion at the leather patches on their elbows. Wizards, usually so superior, respect their mind power, and lament it hasn't been put to better use. But one kind of folk reserve the utmost fear and hatred for Sageswords.
Mothers.
What kind of monster takes her little nerdy baby into a dungeon to face orcs! All she wanted was for him to get a good education, grow up to be somebody! Now he might not grow up at all!
All military schools, particularly rangerly ones, seek the services of Sageswords, especially when they are facing an army of a kind of monster. A highly valued class in most circles, though of course intensely specialized

SAGESWORDS IN THE GAME
Adaptation: If any of your fighters or rangers have more brains than brawn this is the class for them. It is best sutied to worlds with advanced civilisations, not post apocalyptic or nomadic worlds.
Encounters:Any time a group is being beset by the same kind of monster repeatedly is a time to bring in the Sagesword

Sample Encounter
When exploring a dungeon the party is harassed by slimes repeatedly. As they finish hacking up one encounter they see a man in full plate with a blade by his side, sitting and taking notes as they mop up the garbage.
EL x: 7


Mr. Molar
LN/Male/Human
Ranger 2/Sagesword 5
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

Lord_Gareth
2010-01-19, 07:01 PM
Bump for great justice!

A.J.Gibson
2010-01-25, 12:07 AM
Eldritch Sword

http://Picture URL

"Bring power to the enemy; a victory delayed is a victory denied."

The Eldritch Sword is a warrior who's principle weapon is magic. While other spellcasters may be content to study their art until they can eventually fight, the Eldritch Sword understands the need to enter combat immediately. It might not be the smartest or more effective means of defeating enemies, but the Eldritch Sword would rather risk their own life than stand back and let their allies get killed while they cast some complicated ritual to twist reality into a knot, so they dive into combat and attempt to destroy their enemies with sheer brutal strength; boosted by arcana prowess.

The typical Eldritch Sword doesn't understand how a 'pure' spellcaster can believe they are more powerful than others, when most of them must rely on others for protection while they use their skills. The Eldritch Sword believes that power begins with independence. A truly powerful person has others rely on them, not vice-versa.

BECOMING AN ELDRITCH SWORD
There is no formal organization or method of becoming an Eldritch Sword; the process begins when a warrior turns to magic to make their selves more effective in combat, or (more frequently) when a spellcaster picks up a sword and charges into their first real battle.

ENTRY REQUIREMENTS
Skills: Knowledge (Arcana) 8
Feat: Arcane Strike
Special: Proficiency with Light and Medium Armour
Special: All Simple and All Martial weapons
Special: Base Attack +4
Special: Ability to cast level 3 arcane spells

Class Skills
The Eldritch Sword's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Intimidate (Cha), Jump (Str), Knowledge (arcana) (Int), Sense Motive (Wis), Spellcraft (Int)
Skills Points at Each Level: 2 + int

Hit Dice: d8

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

1st|
+1|
+2|
+0|
+2|Spell Arsenal (1st Level)| -

2nd|
+2|
+3|
+0|
+3|Arcane Talent|+1 Level of Existing Arcane Spellcasting Class

3rd|
+3|
+3|
+1|
+3|Bonus Combat Feat|+1 Level of Existing Arcane Spellcasting Class

4th|
+4|
+4|
+1|
+4|Spell Arsenal (2nd Level)|+1 Level of Existing Arcane Spellcasting Class

5th|
+5|
+4|
+1|
+4|Arcane Talent|+1 Level of Existing Arcane Spellcasting Class

6th|
+6|
+5|
+2|
+5|Bonus Combat Feat|+1 Level of Existing Arcane Spellcasting Class

7th|
+7|
+5|
+2|
+5|Spell Arsenal (3rd Level)| -

8th|
+8|
+6|
+2|
+6|Arcane Talent|+1 Level of Existing Arcane Spellcasting Class

9th|
+9|
+6|
+3|
+6|Bonus Combat Feat|+1 Level of Existing Arcane Spellcasting Class

10th|
+10|
+7|
+3|
+7|Spell Arsenal (4th Level)|+1 Level of Existing Arcane Spellcasting Class[/table]

Weapon Proficiencies:
The Eldritch Sword gains no new proficiencies by entering this prestige class.

Spellcasting
The Eldritch Sword advances in their spell casting class at all levels except levels 1 and 7.

Bonus Feat (Ex)
At levels 3, 6, and 9 the character gains a bonus feat. This can be any feat a fighter could take as a bonus feat.

Spell Arsenal (Sp)
The character may cast a spells and suspend their activation until a later time. The arsenal can hold spells of a limited level with a maximum number of spell levels equal to half the character's level in the Eldritch Sword class (rounded down) plus their spellcasting attribute bonus. Level 0 spells do not count towards this limit. The arsenal can only hold spells that either target the Eldritch Sword, or targets objects on their person (such as their weapon or armor), or targets their familiar (if any), or targets an area centered on the caster and moves with them as they move. In addition, the spell must have a duration, and not be an instantaneous effect (like a heal spell) or a one time effect (such as true strike). Spells that can affect one or more targets can be placed in the arsenal, but only if they target Eldritch Sword and/or their familiar; others can not benefit from the arsenal. Any decisions about how the spell will function must be made when the arsenal is prepared.

The Eldritch Sword can activate their arsenal as an action. Once activated, all spells in the arsenal begin to take effect as if they were just cast. Placing a spell into the arsenal is as easy as casting it. Activating the arsenal activates all spells in the arsenal, though spells can be dropped in order to make room for new spells. Dropped spells are simply lost. Spells in the arsenal are susceptible to being dispelled as if they were individual spells already in place, and are visible to detect magic and similar effects as if they were spells in place.

Activating the arsenal is similar to a spell, but does not provoke attacks of opportunity and is not subject to arcane spell failure (but spells being placed into the arsenal are subject to it at the time they are placed). It has verbal and somatic components.

The arsenal becomes more powerful as a character advances in this class, in addition to increasing in spells levels available. At level 1, the arsenal can only hold 1st level spells, but this increases to 4th level by the time the character reaches level 10. In addition, the activation time decreases, from being a standard action at level 1, to being a move-equivalent action at level 4, to a swift action at level 7, and finally to an immediate action at level 10.

If an Eldritch Sword recovers spells while their arsenal has spells in it, they do not recover the spell slots associated with those spells. Spells in the arsenal are considered cast, and an Eldritch Sword can drop spells in their arsenal in order to power other abilities that allow them to use spell slots in other ways, such as Arcane Strike, nor can they use spells in their arsenal to power reserve feats.

Arcane Talent

At levels 2, 5, and 8, the Eldritch Sword gains a special power chosen from the following list of abilities:

Reduced Spell Failure (Ex)
The character can reduce the chance of failure for casting while wearing armor. Each time this feat is taken, Arcane Spell Failure is reduced by 15%. This talent may be taken multiple times, and it's effects stack with each other and with other percentile reductions to Arcane Spell Failure.

Full Casting (Ex)
The character can counter their levels in a non-spellcaster class as levels in their arcane spellcaster class for purposes of determining caster level, as if they had the Practiced Spellcaster feat, but without the 4 level limitation. If the character already possesses the Practiced Spellcaster feat, they receive a new feat to replace it. Levels of the character's non-spellcaster class can not be used by the Practised Spellcaster feat to boost another spellcasting class if they are being used by this feature as well. This bonus stacks with bonuses to caster level that give the character a flat bonus.

Full Toughness (Ex)
The character receives bonus hit points equal to their base attack.

Arcane Reaction (Su)
The character can use their spellcasting attribute in place of their Dexterity to determine their dodge bonus, and reflex saving throw bonus. This talent may only be taken once.

Arcane Fighting Technique (Su)
The character cay use their spellcasting attribute in place of Strength to determine their attack and damage bonus. This does not affect their damage bonus. In addition, they are considered armed even when unarmed, and do not provoke attacks of opportunity when making unarmed attacks. They still do not get to make attacks of opportunity while unarmed.

Greater Arcane Strike (Su)
When the Eldritch Sword uses their Arcane Strike feat, they add 1d6 per spell level to their attacks, instead of 1d4 per spell level. This talent may only be taken once.

Arcane Combat Prowess (Ex)
The Eldritch Sword can duplicate the effects of any combat feat that would normally be available to fighters as a bonus feat. They can may do this a number of times per day equal to their base attack, and each usage lasts one round. Multiple feats can be active at the same time (even multiple copies of the same feat), and activating any number of feats is a swift action. The Eldritch Sword may choose any feat they meet the base attack prerequisite for, but they may ignore attribute prerequisites. If they choose a feat with prerequisite feats they must duplicate those feats as well. This talent may only be taken once.

Greater Arsenal (Sp)
The Eldrtich Sword's arsenal can hold an extra 3 spell levels. In addition, they may include 1 spell that is 1 level above what is the normal maximum for their arsenal. This talent may only be taken once.

Potent Spells (Su)
The Eldritch Sword learns how to make their lower level spells more effective. For any spell with a level less than half the maximum spell level the Eldritch Sword can cast, the Eldritch Sword calculates the save DC as if it were a spell of a level equal to half their maximum spell level, rounded up. Thus a level 1 spell would have a save DC that is 4 higher, once the Eldritch Sword was capable of casting level 9 spells. This talent may only be taken once.

Rigorous Concentration (Ex)
Once per day, the Eldritch Sword can choose to automatically succeed on a concentration check to use a spell that they just failed a roll for. In addition, they can cast defensively without needing to make a Spellcraft check.

Bonus Meta-Magic Feat (Ex)
The Eldritch Sword may learn a meta-magic feat in place of an arcane talent. When a feat is bought this way, the Eldritch Sword can ignore any pre-requisites for the feat. This feat may be taken multiple times.

PLAYING AN ELDRITCH SWORD
The Eldritch Sword is a highly adaptable class, with the potential to be a front line combatant, a highly mobile damage dealer, or heavy hitter, depending on the combination of spells and arcane talents gained.
Combat: An Eldritch Sword's priority in any battle is to activate their arsenal. As a highly versatile class, a great deal of options are open to them. They have much greater opportunity to use touch ranged and burst spells than regular casters, and can deliver touch ranged buffs to their allies during battle far more easily.
Advancement: The Eldritch Sword benefits most from feats that enhance their magic, but a few combat feats are also a good investment if they are going to be used frequently. The Eldritch Sword should pick up Arcane Talents that will cover those areas where they are weak and where they have no spells to help.
Resources: The Eldritch Sword is very independent; their spells provide a lot of utility and they can fight almost anything. There only real lacking is their inability to heal their selves.

ELDRITCH SWORDS IN THE WORLD
"You're wizard...but you just cut that guy in half with your sword!"

The Eldritch Sword

Daily Life: Eldritch Swords often spend time preparing for battle. Eldritch Swords who come from a fighting background are eager to use their powers, and Eldritch Swords from a spellcasting background are generally eager as well: if they were more patient they would be spending all their time studying magic instead of learning proper sword technique.
Notables: Since there is no formal definition of what an Eldritch Sword is (in fact, most don't even call their selves Eldrtich Swords), it is difficult to list any of note, but the term Eldritch Sword was first coined by a human warrior who studied magic with elves and used the resulting powers to make up for her athletic short-comings.
Organizations: Eldritch Swords, being very independent, rarely form organizations with other Eldritch Swords, but rather join organizations that serve their cause and need their help.

NPC Reaction
Eldritch Swords are often mistaken for regular warriors, and when people realize they are capable of impressive magic, people often wonder why they bother carrying weapons at all instead of having some henchmen guard them.

ELDRITCH SWORDS IN THE GAME
Eldritch Swords can work effectively in a team, filling many possible roles in the party.
Adaptation: Eldritch Swords are a very vague class with variable abilities, but they fill an important niche in the game: the mage-fighter.
Encounters: Eldrtich Swords can be on any side in a battle, the only guarantee is that they determined to win.
Sample Encounter
Since the Eldritch Sword is dedicated to fighting, so anywhere combat is to be had, they are likely to appear.
EL 15: Slara is a mercenary woman who will do anything for money...or so she thinks. On more than one occasion she has had to turn against a particularly loathsome employer, but even in those cases, her first interest is herself. She is a solitary soldier, and usually travels alone, but has been known to lead bands of lower ranking mercenaries.

Slara Vesh
Chaotic Neutral Female Human Sorcerer 6/Fighter 3/Eldritch Sword 6
Init +5, Senses: Listen +8, Spot +8,
Languages Common, Draconic, Elvish
------------------------------------------------
AC 16, touch 13, flat-footed (15)
hp 71 ((6d4 + 3d10 + 6d8 + 15 HD)
Fort +11, Ref +6, Will +10
------------------------------------------------
Speed 30 ft. (6 squares)
Melee
Base Atk +12, Grp +13
Atk Options
Combat Gear
Spells per Day 6/8/7/7/7/5
Spells Known 9/5/5/4/3/2
Level 0: Mage Hand, Prestidigitation, Light, Detect Magic, Read Magic, Disrupt, Acid Splash, Message, Dancing Lights
Level 1: Shield, Protection from Evil, Unseen Servant, Magic Missile, Mount
Level 2: Glitterdust, Alter Self, Eagle's Splendor, Bull's Strength, Blur
Level 3: Fireball, Haste, Dispel Magic, Vampiric Touch
Level 4: Orb of Acid, Wall of Ice, Enervation
Level 5: Defenestrating Sphere, Teleport
Supernatural Abilities
Spell Arsenal: Can hold up to 8 levels of spells, max spell level, activated as a move-action, usually holds Eagle's Splendor, Bull's Strength, Blur, Shield, Protection from Evil
-----------------------------------------------
Abilities Str 12, Dex 13 (with Gloves), Con 12, Int 14, Wis 9, Cha 20 (with Cloak)
SQ Reduced Arcane Spell Failure 15%, Full Casting (Slara uses her full character level when casting sorcerer spells to determine spell effects)
Feats
H - Able Learner
F1 - Point Blank Shot
F2 - Precise Shot
1 - Weapon Focus (Halberd)
3 - Skill Focus (Concentration)
6 - Dodge
9 - Arcane Strike
12 - Spell Penetration
15 - Empower Spell
ES3 - Improved Initiative
ES6 - Mobility
Skills Concentrate +18, Climb +5, Spellcraft +6, Knowledge (Arcana) +10, Use Magic Device +5, Spot +8, Listen +8, Bluff +2, Survival +1, Swim +1, Appraise +3
Possessions
Combat Gear plus Cloak of Charisma +2, Gloves of Dexterity +2, Alchemical Silver Dagger +1, Halberd +2, Studded Leather +2, Ring of Protection +1, Handy Haversack, Potion of Cure Moderate Wounds

Latronis
2010-01-25, 09:26 AM
DEATHBRINGER


http://i119.photobucket.com/albums/o160/The_Original_Latronis/sarevok_game.jpg?t=1264928295

Death comes for you! Feel it's icy breath! - Sarevok Anchev

Few beings garner quite as much fear and loathing as Bhaal's Deathbringers

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

ENTRY REQUIREMENTS
BAB: +4
Skills: Intimidate 8 ranks, Knowledge (Religion) 4 ranks.
Feats: Power Attack, Cleave, Great Cleave, Skill Focus: Intimidate.
Special: Special Training in a church of Bhaal.
Alignment: Any Evil.

Class Skills
A Deathbringer's class skills (and the key ability for each skill) are:
Climb (Str), Craft (Int), Intimidate (Cha), Jump (Str), Knowledge (history) (Int), Knowledge (religion) (Int), Ride (Dex), Sense Motive (Wis), Spot (Wis), Swim (Str)

Skills Points at Each Level : 2 + Int modifier.

Hit Dice: d10

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

1st|
+1|
+2|
+0|
+0|Aura of Evil, Intimidating Presence

2nd|
+2|
+3|
+0|
+0|Deathbringer Assault, Supreme Cleave

3rd|
+3|
+3|
+1|
+1|Aura of Despair, Contempt of the Killer

4th|
+4|
+4|
+1|
+1|Pounce, Touch of Murder

5th|
+5|
+4|
+1|
+1|Escalate Fear, Frightful Presence

6th|
+6|
+5|
+2|
+2|Greater Deathbringer Assault, Unstoppable Cleave

7th|
+7|
+5|
+2|
+2|Cow the Horde, Eyes of Terror

8th|
+8|
+6|
+2|
+2|Hand of Murder

9th|
+9|
+6|
+3|
+3|Master of Dread

10th|
+10|
+7|
+3|
+3|Ultimate Deathbringer Assault[/table]

Weapon Proficiencies: Deathbringers are proficient with all simple and martial weapons and with all armour (heavy, medium, and light) but not with shields.

Aura of Evil(Ex)
A Deathbringer's connection to bhaal grants a powerful Aura of Evil (see the detect evil spell) Deathbringer levels stack with class levels that have an Aura of Evil(such as Clerics, Blackguards, variant paladins etc) to determine his Aura's power.

Intimidating Presence(Ex)
A Deathbringer's stance and extensive knowledge of fear and how to turn that to advantage gives the Deathbringer a +1 profane bonus to intimidate checks per 2 Deathbringer levels.

In addition one of the earliest things a Deathbringer learns is how to demoralize foes simply by locking eyes with them, a Deathbringer can make an intimidate check to demoralize a foe as a move action instead of a standard action.

Deathbringer Assault(Ex)
As a result of the Deathbringer's brutal training a deathbringer of 2nd level can sometimes affect an impressive display of carnage known as a Deathbringer Assault, Often destroying an opponent with a single blow.

Once per round, a Deathbringer can activate a Deathbringer Assault as a free action against an adjacant foe with a melee attack. A Deathbringer Assault only has an effect on a target who is cowering, prone or otherwise denied a dexerity bonus to AC. In addition, a Coup De Grace or critical hit automatically activates a Deathbringer Assault even if one has already been used this round. A critical hit on a foe normally immune to critical hits still activates Deathbringer Assault, but only for half the bonus damage, except for Constructs who are immune to Deathbringer Assaults.

A Deathbringer Assault fails to activate if the Deathbringer is striking for nonlethal damage, has a Strength Modifer less than +1, or is using an attack that does not add strength modifier to damage (a multiple of strength modifier, such as a two handed weapon, is ok and will not cause the Assault to fail)

A successful Deathbringer Assault does maximum damage (treat all dice for damage as maximized) and two extra points of damage for each class level the Deathbringer has. If a Deathbringer Assault brings a character to the dying condition (damage resulting in HP less than 0), that creature is instead killed by the Deathbringer Assault. This is a non-magical death effect. If the target of a Deathbringer Assault was a living creature the Deathbringer Assault will also trigger the deathbringer's Frightful Presence.

Living creatures within 5 feet of the slain foe who witness the Deathbringer Assault need to make a Will save (DC 10 + Deathbringer's class level + the Deathbringer's strength modifier) to avoid becoming sickened for 1 round + 1 round per 2 Deathbringer levels. The Deathbringer is immune to this effect.

Supreme Cleave(Ex)
A Deathbringer of 2nd level or higher can take a 5-foot step between attacks when using the Cleave or Great Cleave feat. He is still limited to one such adjustment per round, so he cannot use this ability during a round in which he has already taken a 5-foot step.

Aura of Despair(Su)
A Deathbringer of 3rd level or higher strengthens his connection to the lord of murder granting him immunity to the fear he uses as a weapon while allowing him to radiate a malign aura that causes enemies within 15 feet of him to take a -2 penalty on all saving throws. At every odd level after 3rd the range of the Deathbringer's Aura of Despair improves by 5 feet(to a maximum of 30' at 9th level)

This ability functions while the Deathbringer is conscious, but not if he is unconscious or dead.

Contempt of the Killer(Ex)
At 3rd level a Deathbringer adds his charisma modifier(if any) to any Will saving throws. This overlaps with (does not stack with) Divine Grace\Dark Blessing or similiar abilities that add charisma modifier to saving throws.

Pounce(Ex)
Whenever a Deathbringer of 4th level or higher charges he may follow it up with a full-attack.

Touch of Murder(Su)
At 4th level the Deathbringer learns to channel a fraction of Bhaal's power into his weapon. The Deathbringer deals an additional 1d4 points of negative energy damage per 2 class levels and 1 vile damage for each die of negative energy damage dealt per hit.

Damage is multiplied on critical hits and any negative energy damage dealt through this abililty is transferred as healing to the deathbringer. Any healing increasing hitpoints beyond the character's maximum is gained as temporary hitpoints which disappear 1 hour later. As negative energy damage the ability will heal undead.

Like the Deathbringer Assault, Touch of Murder does not work on Constructs.

Activating Touch of Murder is a Free action, and will not function on any round where a weapon is used to deal non-lethal damage. Touch of Murder can only be used a number of rounds equal to the Deathbringer's class level modified by his charisma modifier, though they do not need to be used consecutively.

Escalate Fear(Ex)
While most deathbringers revel in the fear they cause, they also know that turning what already exists into something greater is just as effective.

A Deathbringer of 5th level may now make intimidate checks to demoralize a foe as a swift action and in addition the Deathbringer can make an intimidate check as if demoralizing a foe to escalate a foe's condition of fear.

A character who is shaken becomes frightened and a frightened character becomes panicked. If used on a foe that is already panicked, that foe becomes paralysed with fear, and will cower even if some avenue of escape is still available.

A Deathbringer may attempt to escalate the fear effect any number of steps with a single action; but because dialling up the fear through his ability to brow beat alone becomes more difficult the more frightened the target already is they receive an additional bonus of 2 for each step of fear to resist the escalated fear effect. The duration of the greater fear effect uses the remaining duration of the original effect with a minimum of 1 round.

This has no effect on a foe not already at least shaken, though the deathbringer can demoralise or cause that condition in some other way first.

Frightful Presence(Ex)
At 5th level and higher a Deathbringer's very presence becomes unsettling to foes. Creatures within a radius of 30 feet are subject to the effect if they have fewer Hitdice than the Deathbringer whenever he charges or triggers a Deathbringer Assault.

A potentially affected creature that succeeds on a Will save (DC 10 + ½ Deathbringer's class levels + Cha modifier) remains immune to the frightful presence for 24 hours.

On a failure, creatures with 4 or less hitdice become Frightened for 1d6 rounds per 2 deathbringer levels. Those with 5 or more hitice become shaken for 1d6 rounds per 2 deathbringer levels.

Greater Deathbringer Assault(Ex)
A Deathbringer of 6th level or higher has learnt how to make the most of brutal style and now his Deathbringer Assaults are even more lethal. A Greater Deathbringer Assault now deals 5 additional damage per Deathbringer level.

In addition any damage dealt by an attack that triggers a Greater Deathbringer Assault bypasses regeneration as if it was a damage type that deals lethal damage to the affected creature with regeneration. (This is an exception to Deathbringer Assaults not triggering when an attack would deal non-lethal damage)

Any foes slain by the Greater Deathbringer Assault are killed in such a way(decapitated, hacked apart, etc) that the foe cannot be brought back via a raise dead (or similar) spell or effect.

Unstoppable Cleave(Ex)
If a Deathbringer of 6th level or higher ever fails to drop an opponent with an extra attack granted by the Great Cleave feat, you can still make an extra attack against another eligible foe (including after a 5ft adjustment with Supreme Cleave if applicable) as though you had dropped the previous enemy, though you may only make one such attack per round.

Cow the Horde(Ex)
A Deathbringer of 7th level or greater's ability to intimidate others is fast becoming legend with tales of an entire room's inhabitants being overawed by a Deathbringer's presence.

Whenever the Deathbringer can use an Intimidate check to demoralize a foe he may instead opt to demoralize all opponents within 30 feet with a single action. The Deathbringer only rolls his Intimidate check once, but every potentially affected foe can make it's own opposed check against the Deathbringer's result.

Eyes of Terror(Su)
At 7th level and higher the Deathbringer may once per day per point of charisma modifier, channel his frightful presence into a potent attack as if it had a Gaze Attack.

Creatures struck by this horrific attack who fail their Will save(as frightful presence) are panicked for 1d4+1 rounds; creatures who succeed on their save are shaken for 1 round. This attack, unlike the frightful presence, functions against creatures of any hitdice.

This attack follows all the normal rules for characters actively using a gaze as an attack except the Deathbringer may opt to use it as either or move or attack action. Eyes of Terror gives no other benefits of a Gaze Attack.

Whatever the result of the attack the Deathbringer's Frightful Presence is considered suppressed and cannot be reactivated for 1d4+1 rounds.

Hand of Murder(Su)
An 8th level Deathbringer learns to channel ever more of the Lord of Murder's essence into his attacks for longer periods of time.

The Deathbringer's Touch of Murder ability has the size of it's negative energy damage dice increased by one step (from d4 to d6) and it now deals 2 points of vile damage per die of negative energy damage dealt.

Master of Dread(Ex)
A 9th level Deathbringer has become so adept at manipulating fear in others that intimidate checks to demoralise foes or escalate fear, aswell as his frightful presence and Eyes of Terror abilities have become so potent as to affect even those individuals normally immune to fear or mind-affecting spells and effects.

In addition any intimidate checks, feats, racial or class abilities and spells and effects that result in the shaken, frightened or panicked state have the durations of those effects lengthened by a number of rounds equal to the Deathbringer's charisma modifier, up to a maximum of the Deathbringer's class levels.

Master of Dread only applies to living foes; and those who exceed your character level by 4 or more hitdice are immune to your dread mastery.

Ultimate Deathbringer Assault(Ex)
The 10th level Deathbringer has become so adept at hacking through his foes that he can now perform the Ultimate Deathbringer Assault dealing 10 additional damage per Deathbringer level.

Foes normally immune to critical hits now take full damage from the Ultimate Deathbringer Assault(The extra damage from the critical hit itself is still negated as normal) and even constructs must 'fear' his destructive potential, now taking the full bonus damage from any Deathbringer Assaults.

The Ultimate Deathbringer Assault is no longer considered a death effect(so foes normally immune to death effects still risk dying\being destroyed when reduced below 0hp)

Any living creatures within 5 feet of the slain foe who witness the Ultimate Deathbringer Assault need to make a Will save (DC 10 + Deathbringer's class level + the Deathbringer's strength modifier) or become Nauseated for 1d4+1 rounds. Foes that succeed on the will save are sickened for 1 round.(This replaces the sicken ability of the Deathbringer Assault)

PLAYING A DEATHBRINGER

As a Deathbringer you will be feared. Realize this and take advantage of it, but be aware that what is feared is often hated too. In fact, you will likely be confronted by do-gooders on a regular basis if they are aware of just what you are. Given the training you endured and the contract you signed, you are likely a fanatic to some extent. Despite your zealous nature, your training in a competitive church has taught you to be calculating; rash actions are rarely the best means of serving the Lord of Murder.

You are favoured by your deity, as your position in Bhaal's Church is special; Deathbringers are nearly of equal status to priests as your method of deliverig your lord's message to the masses tends toward the more visceral. Nevertheless you have relatively little responsibilities and can mostly serve your lord as you see fit.

Most Deathbringers despise non-evil characters, finding a great many of their morals and ethics pathetic. You do get along with the more ruthless and martially inclined characters. Despite the rather focused path you take, you will find that your skills are quite in demand among various nefarious organizations; be it as an enforcer in the criminal underworld, part of a military strike team or as the oppressor and executioner of a community. You can even be a successful leader; as you can cow your rivals into submission and enforce loyalty through your might and fear alone among your followers.

Strength is clearly an important ability for you, it increases your melee damage as well as the save DC's of your Deathbringer Assaults. Charisma is an equally important ability for Deathbringers not only the basis of your skill in intimidation but almost all of your fear based abilities have charisma based save DCs. With a d10 for hitdice you are already sturdy, but since you have a tendency to use big weapons and stick to the frontlines constitution and heavier armours are always valuable. Most Deathbringer's are careful and deceptive planners so Intelligence is often not neglected either, especially since you don't get a lot of base skill points as a Deathbringer.

Combat: Deathbringers typically are very calculating and belong in the front lines. Even if you do not start combat face-to-face with your opponents your Pounce ability helps ensure you can close the gap and eliminate your foes quickly and decisively. Hand of Murder is a somewhat decent way to heal yourself slightly, while also doing more damage to your opponents without wasting any time. Your numerous methods of invoking fear and demoralizing foes helps weaken tougher foes and quickly deal with lesser opponents, and your Deathbringer Assault may topple even the mightiest of foes.

Deathbringers tend to be rather more careful when engaging undead and constructs, seeing as those are immune to some of their abilities.

Advancement:
As a Deathbringer, your role is to slaughter lesser foes quickly, make opponents reluctant to fight you and your party and potentially bring down tough opponents with one solid strike.

A Deathbringer may take feats to make his initial charges more effective, or may focus more on dishing out as much hurt as he can. More intelligent Deathbringers may like feats such as combat expertise instead to better last in long combat while relying on his Deathbringer Assaults and fear abilities for delivering deaths to his lord.

Resources: What resources might a member of this PrC be able to draw on..

TO BE COMPLETED:DEATHBRINGERS IN THE WORLD
If you have the arrogance of a god and can kill like a god, who’s to say you are not a god? — Winski Perorate

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.

DEATHBRINGERS 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.

Djinn_in_Tonic
2010-01-28, 09:43 AM
Unfettered Knight

"Strike me down, Belial. Rend me apart as you have done to so many of my people. Yet know this: you can never break me. So long as my spirit endures in this world, I will never rest, even though death itself comes to claim me, until I have done to your hellish realm what you have done to my world."

-Last words of Sir Avric Domani, and Belial's nightmare for the next ten years...

http://fc00.deviantart.net/fs29/f/2008/054/a/9/DW3___O_Holy_Knight_02_by_xadhoom.jpg
Sir Avric Domani (born 235, died 263), as he stood, in the year 273, before the gates of Hell, his celestial army ready to begin one final crusade.

*****

There is an old saying: "The spirit is willing, but the flesh is weak." Oft used as an excuse for inaction in the face of necessity, it causes men and women to turn from their dreams, and abandon their crusades. Yet some fight on against impossible odds, and some refuse to stop pursuing their noble cause even in the face of disaster and death. These are the men and women whose spirit burns so strongly and with such holy purity than no evil can overcome them: those who would, were they not tied to their mortal form, continue to fight on even in the face of death itself.

Rarely, ever so rarely, there is one among their number with such strength of resolve, such purity of spirit, and just burning dedication in their heart that they fight to death and beyond, their spirit consuming their mortal form and subsuming them completely into an entity of glorious zeal and immortal purity: a knight unfettered by the demands of mortality, forever crusading until his or her crusade is finally laid to rest, the mission accomplished, the evil cleansed. These are the Unfettered Knights, and, as long as evil continues to taint the world, they will endure.

BECOMING AN UNFETTERED KNIGHT
All Unfettered Knights were once Paladins. It takes a certain dedication to a cause to be able to rise from the brink of death itself on pure willpower, and it takes even more to be willing to sacrifice ones live or love in order to accomplish one's righteous end. These are the knights with the strength of life and the strength of spirit to endure past death.

ENTRY REQUIREMENTS
Alignment: Lawful Good
Base Attack Bonus: +15
Feats: Force of Personality, Font of Life
Special: Must have the Paladin’s Code or Knight's Code class feature.
Special: Must have never intentionally broken your Paladin’s Code or Knight's Code.
Special: Must have made a significant personal sacrifice to defend your moral beliefs (sacrificing your life in battle, having a loved one killed by a rival attempting to destroy your will to fight, or some similar sacrifice).


Class Skills
The Unfettered Knight's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Knowledge (religion) (Int), Knowledge (the planes) (Int), Profession (Wis).
Skills Points at Each Level: 2 + Intelligence modifier

Hit Dice: d10

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

1st|
+1|
+2|
+0|
+2|Unburdened by Flesh, Unquenchable Fire of Purity

2nd|
+2|
+3|
+0|
+3|Consecrated Soul, Hallowed Armaments of Zeal

3rd|
+3|
+3|
+1|
+3|Belief’s Unforgiving Edge, Font of Infinite Glory

4th|
+4|
+4|
+1|
+4|Aura of Inimitable Sanctity, Victory Assured

5th|
+5|
+4|
+1|
+4|Cascade of Righteous Purity, Unfettered by Death[/table]

Weapon Proficiencies: An Unfettered Knight gains no proficiency in either weapons or armor.

Unburdened by Flesh (Ex): Even as your body falls, your crusading spirit consumes the meager flesh and drives you onward as a being of pure righteousness. Your type changes to Elemental (Good). You evade attacks and pass through obstacles as if incorporeal, although you gain no ability to move in ways that would normally be inaccessible to you (an Unfettered Knight without a fly speed, for example, must still remain in contact with a surface that could support his weight, although he could walk through a wall or similar obstacle). Any equipment you wield or carry counts as Ghost Touch equipment for the purposes of interacting with physical, incorporeal, and ethereal objects and creatures. You gain immunity to negative energy, energy drain, ability drain, physical ability damage, and death effects. Additionally, you always shed light as if a daylight spell were centered upon you. Sufficient concealment (a swathing cloak of suit of full plate armor) can reduce the radius to a mere five foot illumination, but nothing short of total cover can completely obscure the glow. Additionally, while you are at negative hit points, you may act as normal, as if you had the Diehard feat.

Unquenchable Fire of Purity (Ex): When you gain your first level in the Unfettered Knight prestige class, you do not immediately gain access to the abilities granted (you only gain the skill points, hit dice, base attack bonus, base saving throw bonuses, the Unquenchable Fire of Purity ability, and any non class related abilities you would normally gain upon leveling up, such as feats and ability score increases). Additionally, subsequent levels do not immediately grant you the class abilities (except the Font of Infinite Glory ability and the Victory Assured ability, which you gain access to as normal) until you have made use of the Unquenchable Fire of Purity ability. Instead, the first time you are killed in the execution of a task important to your beliefs and your moral alignment, you are instantly revived at full hit points and are immediately granted the full effects of all Unfettered Knight class features. If you are ever somehow resurrected back to your mortal form, you lose access to all class abilities specifically granted by this ability, and must be slain again before you can regain their use.

Additionally, you gain immunity to all spells and effects with the [evil] descriptor, and can never be forced to perform an evil act or turn against your code or morals by any means short of direct divine intervention (no mind-affecting effects, for example, could make you harm your allies or fight against what you support, although they might be able to make you avoid a conflict you might have otherwise sought out). If a creature controlling your actions attempts to make you perform such an action, you are entitled to an additional saving throw to break the effect, as usual (although, if you fail, you are not obligated to carry out the task demanded).

Consecrated Soul (Su): You are the center of a permanent hallow effect (caster level equals your Character Level), which spreads in a forty foot radius from you in all directions. Additionally, you no longer require a Holy Symbol to turn undead: your sacred presence is sufficient to banish the monstrosities without the outside aid of a mere symbol.

Hallowed Armaments of Zeal (Su): Your unquenchable spirit rises over your weapons, your shield, and your armor, granting you protection beyond mortal measure, and even functioning as armor when none exists. As a swift action, you may conjure a suit of armor, a weaponm and/or shield from the raw purity composing your physical form, or empower what armaments you do wield with your holy power.

If you conjure a weapon, the melee weapon of your choice appears in your hands. This weapon has the holy and lawful properties, and an enhancement bonus of +1 per four character levels you possess. If you choose to empower a weapon you currently hold, that weapon gains the holy and lawful properties, and its enhancement bonus improves to +1 per four character levels you possess (unless it was initially higher). You may also choose to add the brilliant energy property to a conjured weapon, but do not have to take this option.

If you conjure armor, a suit of magical full plate surrounds you. This full plate counts as Mithril full plate, has an enhancement bonus of +1 per four character levels you possess, and also grants you a Sacred bonus to your Armor Class equal to your Charisma modifier. If you empower armor you currently wear, that armor’s enhancement bonus improves to +1 per four character levels you possess (unless it was initially higher), counts as one category lighter (to a minimum of light armor), and also grants you a Sacred bonus to your Armor Class equal to your Charisma modifier. Armor conjured or enhanced in this manner glows with holy light, and will not decrease the radius of your daylight effect in the way armor normally would.

If you conjure a shield, a magical shield appears in your hands. This shield takes the form of any type of shield you desire, has an enhancement bonus of +1 per four character levels you possess, and grants you DR 5/- against the attacks of evil creatures. If you empower a shield you currently carry, that shield's enhancement bonus improves to +1 per four character levels you possess (unless it was initially higher) and grants you DR 5/- against the attacks of evil creatures.

This equipment either disperses instantly (conjured) or returns to its normal state (empowered) as soon as it leaves your person.

Belief’s Unforgiving Edge (Su): The strength of your belief runs along your blade, making it cut into those of evil consciousnesses with an edge sharper than the sharpest steel. You automatically confirm critical hits against foes of evil alignment. Additionally, all damage you deal to evil creatures is Sacred damage, and cannot be healed by any means unless the victim receives natural rest or magical healing within the area of a desecrate spell.

Font of Infinite Glory (Ex): Your undefeatable spirit bolsters and inspires your allies, driving them on to great heights even as it grants you untold power. You and all allies within forty feet of you gain Fast Healing equal to your class level. Additionally, as a move action, you may grant all allies within forty feet Sacred bonus of +1 per class level to all attack rolls, damage rolls, and saving throws until the beginning of your next turn.

Aura of Inimitable Sanctity (Su): The endless source of purity that is your immortal spirit is an anathema to everything foul in the world. The first time each round you make a successful melee or touch attack against an evil creature, that creature must succeed on a Will save (DC 10 + ½ your Character Level + your Charisma modifier) or be stunned for 1 round.

The first time each round an evil creature hits you with a natural attack (or has a natural attack that would be successful negated by your incorporeal nature), they are subject to the same effect.

This ability triggers on individual creatures: attacking one creature twice subjects it to a single save, but attacking two separate creatures subjects both of them to the effects. The same creature can be forced to save twice if it is both struck by you and strikes you back in the same round.

Victory Assured (Ex): You did not accept defeat even in the face of death, and thus something as meager as a towering foe cannot hope to sway your resolve. If you successfully strike an evil creature with a melee attack, you automatically succeed on all saving throws against that creature's spells and abilities until the beginning of your next turn. Also, until the beginning of your next turn, all allies within forty feet gain a +5 Sacred bonus to saving throws against that same creature's spells and abilities.

Cascade of Righteous Purity (Ex): The raw power of your holy spirit surges through the world with such force that no creature alive can resist it. As a full round action, you may voluntarily disperse your spirit (see the Unfettered by Death ability). If you choose to do so, your hit points immediately fall to -10. Each evil creature within one hundred feet must immediately succeed on a Will save (DC 10 + ½ your Character Level + your Charisma modifier) or be torn apart and instantly slain by the holy energy. A creature killed in this manner cannot be resurrected by anything less than a true resurrection spell cast within the confines of a desecrated area. Success indicates that they merely take 100 points of Sacred damage (see the Belief's Unforgiving Edge ability). If this damage is sufficient to kill the creature, they are still as difficult to revive as they would be had they failed their save.

Additionally, each ally within one hundred feet is instantly returned to full health, and is cleansed of all negative effects, including (but not limited to) disease, status effects, harmful spells, and similar conditions. Any ally slain within the past round is instantly revived at full hit points, as if they had never fallen. All allies within the radius gain the Sacred bonus granted by Unfettered by Death.

Unfettered by Death (Ex): Your dedication to your cause allows you to surpass death itself, so long as a single person believes in the nobility of your efforts. You no longer die at -10 hit points (note that all spells and effects that can kill a character reduce him or her to -10 hit points, unless specifically specified). Instead, your spirit disperses, leaving your equipment at the location of your body. For the next week, all allies who witnessed your fall gain a Sacred bonus to all attack rolls and all saving throws equal to your Unfettered Knight class level. At the end of the week, so long as a single living creature still possesses this bonus, your spirit reforms, at full health, adjacent to your choice of the creatures affected.

PLAYING AN UNFETTERED KNIGHT
An Unfettered Knight is driven by incredibly resolve, and should never turn against his morals and values. He is a staunch crusader, devoted to cleansing the evil of the world, although he is by no means a one dimensional character. Unfettered Knights are often tried by self-sacrifice, and many find their task to be a weary and tiring one...yet they will not rest until they see it through.
Combat: Your role in combat is to support your allies with your presence, and bring down the hurt on those of evil alignment. Against evil foes (especially Chaotic Evil foes) you are an incredibly powerful force, so don't hesitate to go straight for the biggest, nastiest, most malevolent opponent you can find. Your class features make you incredibly resilient to evil attacks, and, at higher levels, even your demise at the hands of the opposition will help your allies to victory. Additionally, your Victory Assured ability will allow you to practically shut down the most devastating attacks of many powerful foes, so close for direct combat whenever possible.
Advancement: The Unfettered Knight class is a capstone for most players, and non-epic characters will be unlikely to advance past it. If you do delve into Epic territory, however, most continue with Paladin, Cleric, Crusader, or Knight levels. A rare few may even ascend to become lower tier demi-deities or even minor gods.
Resources: An Unfettered Knight can almost always rely upon help from those who stand for everything good and righteous in the world. Churches, devoted individuals, celestials, and even gods are often willing to help an Unfettered Knight, and most people under oppression by evil forces are eternally grateful to the never-tiring crusader who will not stop fighting for their freedom even when death tries to claim him.

UNFETTERED KNIGHTS IN THE WORLD
"We all saw Sir Avric fall. I remember it clearly. You just don't walk away from a confrontation with a Lord of Hell. Can't say I ever thought I'd be following him into battle again, let alone be marching against the legions of Hell itself. Still, looking at the way his shining spirit drives back the darkness, the way the devils cringe at his passing, and the way the gates of Hell just up and melted at his touch...well...we've got a chance. They may have archfiends and worse down there, but we've got Sir Avric, and I wouldn't trade him for any three gods you care to name." -Gyran Kallish, Captain of the Whitehearth Militia

Unfettered Knights are often close to worshiped by those they protect and fight for. In a world where mortality is all to apparent and evil monsters can lurk behind any facade, an individual as pure as an Unfettered Knight is a beacon of hope for the masses.

Kerleth
2010-01-30, 06:39 AM
BLOODBOW

"My father learned me great things. Now I learn you."
-Kraug, to his victims students.

The orc chieftains had seen their berserkers beaten back by the masterful archery of the hated elves time and again. They knew that something must be done to give their berserkers an edge. The wastes that the orcs inhabited had little material for making arrows, and their people had no patience for the weak art of wizardry. So the shamans turned to the tribe's blood rites. There they found an answer that the berserkers of the tribe could embrace. There they found the secret of the bloodbow.


Becoming a Bloodbow
Many bloodbows begin their careers as rangers or scouts specializing in archery. A surprisingly large number begin as barbarians, using their great strength to rain death on the enemy before they can close and exploit the barbarian's poor AC. The savage traditions of the bloodbow are rarely taught in more civilized areas, although a few half-orc fighters have been known to take this path. Rogues and ninjas can become truly fearsome high level bloodbows, but their entry into the class is delayed. Spellcasters almost never take the path of the bloodbow. Occasionally a member of another race will impress an orc shaman with his ferocity and may be able to make a deal to gain the secrets of the bloodbow.

Entry Requirements
Race:* Orc or Half-Orc
Base Attack Bonus: +5
Feats: Weapon Focus (Longbow) or (Shortbow), Toughness or Improved Toughness{from Complete Warrior}
*See feats, specifically Orcish Blood Brother

Class Skills
The bloodbow's class skills (and the key ability for each) are; Climb(str), Craft(int), Hide(dex), Jump(str), Listen(wis), Move Silently(dex), Proffesion(wis), Spot(wis), and Swim(str).
Skill points per level: 4+ intelligence modifier

Hit dice: d10

{table]Level|Base Attack Bonus|Fortitude|Reflex|Will |Special
1|+1|+2|+2|+0|Bloodbow, Spectral Arrow +1
2|+2|+3|+3|+0|Arrowsight
3|+3|+3|+3|+1|Spectral Arrow +2
4|+4|+4|+4|+1|Spiritfletching
5|+5|+4|+4|+1|Spectral Arrow +3
6|+6|+5|+5|+2|Blood Calls to Blood
7|+7|+5|+5|+2|Spectral Arrow +4
8|+8|+6|+6|+2|Penetrating Shot
9|+9|+6|+6|+3|Spectral Arrow +5
10|+10|+7|+7|+3|True Spectral Arrow[/table]

Bloodbow: Ex: Upon gaining entry to the class the character goes through a sacred blood ritual that imbues a masterwork composite longbow with a portion of the character's life essence. From this point forward whenever the character fires his bloodbow it's strength bonus automatically matches his own. The bloodbow may not be magically enchanted. Temporary affects, such as the magic weapon spell, may be applied. If the bloodbow is lost or destroyed the character may take 1 day to consecrate a new bow to replace it. The old bloodbow, if still intact, loses it's class based abilities.

Spectral Arrow: Su: You may use your Bloodbow to fire an arrow composed entirely of your own life essence. The Spectral Arrow has a +1 enhancement bonus. At each odd numbered level the maximum enhancement bonus that you can grant your spectral arrows increases by 1. Each time you use this ability you take nonlethal damage equal to the enhancement bonus of the Spectral Arrow. These arrows disperse immediately after the attack concludes.

Arrowsight:Su: Whenever you fire a spectral arrow with at least a +1 enhancement bonus you gain the ability to see from it’s point of view while it is in flight. This does not affect your ability to see from your normal position. Any abilities such as darkvision or trueseeing function through the arrow as well.

Spiritfletching:Su: Whenever you fire a spectral arrow with at least a +2 enhancement bonus you gain control over it’s flight. This allows you to make a single 90 degree turn and ignore cover.

Blood Calls to Blood:Su: Whenever you strike a target with a spectral arrow with at least a +3 enhancement bonus you gain knowledge of the exact location of that target. You retain this knowledge until you strike another target with a spectral arrow or the target moves beyond your maximum bow range. This ability allows you to ignore the miss chance provided by concealment.

Penetrating Shot:Su: Whenever you fire a spectral arrow with at least a +4 enhancement bonus you may make a second attack with it against a different target. If the secondary target is not within a straight line from you to the first than you must use your spiritfletching ability to change direction.

True Spectral Arrow:Su: Whenever you fire a spectral arrow with at least a +5 enhancement bonus you may make it a true spectral arrow. A true spectral arrow is incorporeal. It’s attack is treated as an incorporeal touch attack. This means it ignores armor, natural armor, and shield bonuses. The arrow moves through solid objects and is unnaffected by wind. The arrow takes no penalty to attack rolls from being fired beyond it’s first range increment, and simply dissipates at your maximum range.


FEATS
The following feats have been invented by the blood, sweat, and tears of legendary bloodbow's, as well as quite a bit of the blood of their enemies.
A note on Bloodbow feats: The maximum amount of nonlethal damage you may inflict upon yourself when firing a spectral arrow is equal to your bloodbow level. This is the sum of the damage inflicted by both your spectral arrow ability and any bloodbow feats you may possess.

Vicious Arrow (Bloodbow)
Requirements: Spectral Arrow +2
Benefit: When firing a spectral arrow you may take additional nonlethal damage. For every 2 points of nonlethal damage you choose to take the arrow deals an additional 1d6 points of damage.

Blinding Arrow (Bloodbow)
Requirements: Spectral Arrow +1
Benefit: When firing a spectral arrow you may take an additional point of nonlethal damage. If you do any target struck by the arrow must make a fortitude save DC 15. If they fail they are blinded for 1 round. You may choose to take additional nonlethal damage when firing this arrow. For every 2 points of nonlethal damage you take increase the fortitude save DC by 3.

Ghost Arrow (Bloodbow)
Requirements: Spectral Arrow +1
Benefit: When firing a spectral arrow you may take an additional point of nonlethal damage to grant it the ghost touch magic weapon enhancement.(It has no miss chance against incorporeal targets)

Seven Leagues Arrow (Bloodbow)
Requirements: Spectral Arrow +1
Benefit: When firing a spectral arrow you may take an additional point of nonlethal damage to grant it the distance magic weapon enhancement.(Double it’s range increments)

Minimalist Arrow (Bloodbow)
Requirements: Spectral Arrow +1
Benefits: You may fire a spectral arrow without an enhancement bonus. In addition, each of your bloodbow class abilities that requires you to fire a spectral arrow with a minimum enhancement bonus has that number reduced by 1.
Normal: Each of your spectral arrows must have at least a +1 enhancement bonus, dealing 1 or more nonlethal damage to you.
Special: You may take this feat multiple times. Each time you do the minimum enhancement bonus required to activate your bloodbow abilities is reduced by 1.

Orcish Blood Brother
You have fought beside and earned the respect of a savage tribe of orcs. In return they have allowed you to join them in their sacred blood rites.
Benefits: For all effects related to race you are considered an orc in addition to your actual race. This also applies to meeting the requirements for feats, classes, and magic items that require you to be an orc or half-orc. Whenever you are below half your maximum hit points, you gain a +1 morale bonus on attack and damage rolls.


PLAYING A BLOODBOW
The bloodbow is the epitome of the savage archer. Obviously you want to keep your enemies at range to maximize your own abilities. Your class abilities make you an excellent scout, allowing you to alert your allies and start damaging enemies before they even know you are there.

Combat: If you can wait till 3rd level your spiritfletching ability negates the need for the precise shot feat and allows you to support your allies from the back more efficiently. In general your job is to weaken enemies and allow the more melee oriented characters to wade in and finish the job. In a pinch, however, you can go toe to toe with the enemy. An especially useful tactic is to combine your arrowsight ability with your orcish darkvision to scout out darkened corridors without putting yourself at risk. Your ability to scout ahead this way improves dramatically as you gain the ability for your arrows to round corners or even fly straight through walls. At high levels you can damage your enemies while they scramble about trying to determine the source of their inevitable defeat. Since your spectral arrows only deal nonlethal damage to you, it makes healing up before the next fight slightly easier than it may seem.

Advancement: Anything which increases your damage per shot or your total hit points is a boon, as each spectral arrow fired in a fight absorbs some of your staying power. Gaining even slight magical healing is a big boost, as it does double duty healing normal damage and your self-inflicted non-lethal damage simultaneously. Your class abilities take care of your need for most precision archery feats, allowing you to focus that precious rescource on other aspects of your character.

Rescources: Orc tribes value self-sufficiency and take anything that an individual is too weak to defend. Several bloodbows are known to have joined the Reavers, and may call upon the blind rage and bloodlust of their companions.


BLOODBOWS IN THE WORLD
"That such skill could arise from such savagery. Each century I live, I learn how little I truly know."
-Renthalas, Master Arcane Archer

Bloodbow's live for battle. They have a hard time staying on as guards or settling down to more civilized life. A bloodbow's greatest companion is the bloodbow itself, and they can often be seen maintaining it with a tender care that they seldom show otherwise. The retirement of a bloodbow is often a quest to slay some legendary wild beast, from which they never return.

Daily life: Many bloodbow's life the life of raiders, taking whatever they want from those too weak to hold onto it. Other's are explorers, marching into the wilderness with only their clothes and their bow to discover what is beyond the next horizon. Bloodbow's often find themselves parts of organized hunts to slay noteworthy game, and often have many trophies hanging in their rarely visited home.

Notables: The bloodbow is a relatively new member of orc society, but they have quickly gained a fearsome reputation. The first bloodbow, Kraunk One-Eye, was a blackguard said to be marked by Gruumsh himself. He was famous for visiting blindness upon his foes while circling them on his wild stallion. Another famous bloodbow was the half-orc Myev the Noble, a rare half-orc paladin. She claimed to bleed for all the innocents slain by her father's people, and died harrying a band of orcs long enough for townsfolk to escape. Arguably the most famous, however, was Thamior the Bearded, a half-elf. After forming a close friendship with his half-orc barbarian companion, they returned to his tribe and "convinced" the shaman to teach Thamior the ways of the bloodbow. He is said to have gone on and discovered a method by which to fire his arrows without damaging himself, and to drastically increase their range.

Organizations: There are no known organizations of bloodbows. Instead they often take their place amond warbands and hunting parties. Any bloodbow can be expected to be well known and respected among whatever orc tribe they gained their training from.

NPC Reactions: To most people a bloodbow is indistinguishable from any other frontiersman, albeit one with a bit of a wild look in his eyes. To those who recognize the patchwork scars on the bloodbow's chest, or see him fire his crimson arrows often treat him with a mix of admiration and fear.


BLOODBOWS IN THE GAME

Adaptation: Bloodbows are fairly easy to fit into any setting. If your setting allows talented archers with a few magical abilities, like the ranger, than there is a place for the bloodbow. By removing the racial requirement and linking it with a cult you can give the bloodbow a much more sinister feel.

Encounters: Characters may find themselves with a bloodbow for a rival in a great hunt. Should the players make themselves the enemies of a powerful NPC (like adventures often do), they may find a bloodbow assassin hot on their trail.

EL8: Mikor is a half-orc bloodbow mercenary that has been sent to assist the party on their latest mission. Although he seems loyal, one has to wonder whether his bloodlust and competitive nature might get the best of him.

Mikor
CN/male half-orc/barbarian 5/bloodbow 3
Init +3; Senses: 60' darkvision, Spot +12, Listen +12
Languages: Orc, Common (Illiterate)
----------------------------------------------------------------------------------------
AC: 17(15), touch 13(11), flat-footed 14(12)
HP 65
Fort +8, Ref +5, Will, +3
----------------------------------------------------------------------------------------
Speed: 40' (8 squares)
Melee: Masterwork Greataxe
Base Attack +8, Grapple +11
Attack Options
Full Attack Masterwork Greataxe: +14(17)/+9(12) (1d12+4(7),x3)
Full Attack Bloodbow*: +15(17)/+9(11) (1d8+6(8), x3) Range Increment 110'(22 squares)
*This is firing a spectral arrow with a +2 enhancement bonus.
Combat Gear: Bloodbow, Masterwork Greataxe, Mithril Shirt
Special Abilities: Rage, Spectral Arrow, Arrowsight
---------------------------------------------------------------------------------------
Str 16(20), Dex 17, Con 13(17), Int 10 Wis 12, Cha 8

Rage: 2/day, as a free action Mikor can enter a rage. In this rage he gains a +4 to strength and constitution, +2 to will saves, and a -2 to AC. This rage lasts up to 6 rounds, and he is fatigued for the remainder of the encounter. See barbarian rage in the PHB. His adjusted stats are in parantheses above.
Spectral Arrow: Mikor can fire a +1 {or +2} arrow composed of his own life essence from his bow in place of a normal arrow. This deals Mikor 1 {or 2} nonlethal damage.
Arrowsight: Whenever Mikor fires a spectral arrow he may see from it's point of view.

Feats
Weapon Focus Longbow, Improved Toughness, Sneaky

Skills (ranks)
Listen (11) +12, Hide (7) +12, Move Silently (7) +12, Spot (7) +8

Possessions
3 arrows of slaying(Magical Beast, Construct, Undead)
Potion of Bear's Endurance
5 potions of Cure Light Wounds
84gp

FlamingKobold
2010-01-30, 04:06 PM
Drunken Master

http://i155.photobucket.com/albums/s311/darkfire2210/drunkenmaster.jpg

“Whaddya mean ‘stop drinkin’, there’s a fight startin’? Why d’ya think I’m drinkin’ in the first place?”

-Gareth Mels, Drunken Master, shortly before punching an ogre through the wall of the tavern

There are monks of every style: Passive way, Sleeping serpent and Iron Fist, just to name a few. However, there are some monks who seek to shed these norms and achieve power through their greatest passion: drinking. Drunken Masters are monks who focus on self improvement via alcohol and, as such, are looked down upon by other disciplines, who view them as lacking in effort, or just as idiotic drunkards. However, when worst comes to worst, they would all rather have the power of the drunkard’s on their side.

BECOMING A DRUNKEN MASTER
All Drunken Masters have some sort of monastic background, however sometimes their true focus lies elsewhere, often with the path of the barbarian or rogue.

ENTRY REQUIREMENTS
Skills: Tumble 8 ranks
Feats: Improved Unarmed Strike
Special: Flurry of Blows class feature
Special: Evasion class feature
Special: Must survive a night of partying with other drunken masters without being incarcerated, poisoned or extraordinarily embarrassed.


Class Skills
The Drunken Master's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Escape Artist (Dex), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Swim (Str) and 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|
+2|
+0|Monk Abilities, Drink Like a Demon, Drunken Fist, Improvised Weapons

2nd|
+1|
+3|
+3|
+0|Swaying Waist

3rd|
+2|
+3|
+3|
+1|Drunken Style, Absorb Pain

4th|
+3|
+4|
+4|
+1|Flurry of Bottles, Bottle Crasher

5th|
+3|
+4|
+4|
+1|Drunken Charge,

6th|
+4|
+5|
+5|
+2|Stagger

7th|
+5|
+5|
+5|
+2|For Medicinal Purposes, Improved Improvised Weapons

8th|
+6|
+6|
+6|
+2|Drunken Power

9th|
+6|
+6|
+6|
+3| Unexpected Direction

10th|
+7|
+7|
+7|
+3|Breath of Flame[/table]

Weapon and Armor Proficiencies: Drunken Masters gain no proficiency with any weapons or armor (except improvised weapons; see below)

Monk Abilities: Add Class level to Monk levels to determine unarmed damage, AC bonus, flurry of blows progression and unarmored speed bonus.


Drink Like a Demon (Ex): A drunken master's body handles alcohol different from other people's. He can drink a large tankard of ale, a bottle of wine, or a corresponding amount of stronger alcohol as a move action. Each drink grants the Drunk Points that are added to a pool. The pool can have, at maximum, a number of points equal to the Drunken Master’s class level plus his constitution score. Depending on how much alcohol the Drunken Master drinks, he gains a different number of Drunk Points, as shown on the table below.

{table=head]Time Spent|Drunk Points
Swift action|2
Move action|5
Standard action|8
Full Round action|15[/table]

For every five points in his Drunk Pool, the Drunken Master takes a -1 penalty to intelligence and charisma. The pool empties if 3+class level rounds go by without the Drunken Master adding to the pool. These points can be used to fuel various abilities, as determined by class level.

Drunken Fist (Ex): A Drunken Master can spend a number of Drunk Points up to her class level + 2 as a free action to give him a +2 bonus to strength per point for one round.

Improvised Weapons (Ex): You gain proficiency in the use of Improvised weapons, which deal damage as a the unarmed strike of a monk of one size category larger than you are. A Drunken Master can use improvised weapons as though they were unarmed strikes, allowing them to use flurry of blows, stunning fist, and other unarmed strike attacks with them.

Swaying Waist (Ex): A Drunken Master may spend Drunk Points up to his class level to gain a bonus to AC equal to the number of Drunk Points spent. This bonus lasts for class level rounds.

Drunken Style (Ex): The Drunken Master is able to trade blows as accurately as those who have been training for years, but only while drunk. The Drunken Master may use the number of Points in his Drunk Pool, up to a maximum of his HD, instead of his Base Attack Bonus.

Absorb Pain (Ex): The Drunken Master may, as a free action, spend a number of Drunken Points up to a maximum of his class level. For every two points spent this way, the Drunken Master gains DR 1/-. This bonus lasts for a number of rounds equal to your class level.

Flurry of Bottles (Ex): When making a flurry of blows with improvised weapons, the Drunken Master may make one additional attack at his highest base attack bonus.

Bottle Crasher (Ex): After using his Drink Like a Demon ability as a standard or full round action, the Drunken master may make a single attack with the container he was drinking from. This is a free action. If the attack is made with a glass object and deals damage, any alcohol that was remaining in the container is spilled.

Drunken Charge (Ex): A Drunken Masters charge maneuvers are very unorthodox. By spending 5 drunk points, a drunken master may initiate a drunken charge. A drunken charge is treated in the same way as a charge, except it doesn’t need to be in a straight line and a drunken master never provokes attacks of opportunities for moving through threatened squares.

Stagger (Ex): A drunken master may spend a Drunk point to gain an additional five foot step in a round. These additional five foot steps may be used at any time on the drunken master’s turn, including between the attacks of a flurry of blows. However, a drunken master may not take two five foot steps in a row without an attack in between.

For Medicinal Purposes (Ex): A drunken master may spend a number of drunk points up to a maximum of his class level as a standard action. For every point spent this way, the Drunken master gains 1d6 temporary hit points. These temporary hit points last as long as the drunken master has drunk points in his pool, plus one additional round per class level. Multiple uses of this ability do not stack. If you use this ability when you still have temporary hit points remaining, you lose them and gain more as normal for the ability.

Improved Improvised Weapons (Ex): A Drunken Master may now deal damage with improvised weapons as a monk two size categories larger than himself deals with an unarmed strike. In addition, a Drunken Master may throw Improvised weapons with a range increment of 30 feet. Such throws may be freely incorporated into a flurry of blows, but still provoke an attack of opportunity, as normal.

Drunken Power (Ex): As a standard action, a Drunken Master may spend 10 drunk points and make a single attack with either an unarmed strike or an improvised weapon. If the attack is successful, you may make a free Bull Rush, with a bonus equal to the amount of Drunk Points in your pool. This does not provoke an Attack of Opportunity, nor may you move with the enemy you knock backwards.

Unexpected Direction (Ex): As a swift action, a Drunken Master may spend Drunk points up to a maximum of twice his class level. The Drunken master rolls 1d20 + class level + drunk points spent this way, as opposed by a target creature’s sense motive check. This ability may only be used on intelligent opponents. If successful, the target is treated as flat footed for the remainder of the Drunken Master’s turn.

Breath of Flames (Ex): A Drunken Master may spend drunk points up to a maximum of twice his class level as a standard action. A drunken master may produce either a 30 foot cone or a 60 foot line of fire that deals 1d6 fire damage per drunk point spent. Affected creatures may make a reflex save (DC 20 + con mod) for have damage. A drunken master may willingly decrease the range of either the cone or the line to any amount, generally for the purpose of not setting the entire building on fire during bar fights.


FEATS

Improved Alcohol Capacity
Prerequisite: Drink Like a Demon, Constitution 15
Benefit: Add 10 to the total number of drunk points you may have at one time.
Special: This feat can be taken multiple times. Its effects stack.

Quick Sip
Prerequisite: Dexterity 13, For Medicinal Purposes
Benefit: When using the Drink Like a Demon class feature, you may use the following table to determine how many drunk points you attain.
{table=head]Time Spent|Drunk Points
Swift action|5
Move action|8
Standard action|15
Full Round action|25[/table]


Medical Expert
Prerequisite: For Medicinal Purposes
Benefit: When using the For Medicinal Purposes class feature, you gain twice the number of temporary hit points as you normally would.
Special: This feat may be taken multiple times. Its effects stack. Remember that two doublings equals a tripling, and so forth.

Fire Breather
Prerequisite: Breath of Flames Class feature
Benefit: When using the Breath of Flames class feature, you deal half again as much damage as you normally would and the maximum range is doubled.

Drunken Scholar
Prerequisite: Drink like a Demon, Int 15
Benefit: You no longer take intelligence damage when you use the drink like a demon class feature. In addition, you may make Drunkard’s Lore checks, which function like a Bardic Knowledge check. You roll 1d20+int mod+levels in the Drunken Master prestige class.

Likeable Drunk
Prerequisite: Drink Like a Demon, Cha 15
Benefit: You no longer take charisma damage when you use the Drink Like a Demon class feature. In addition, you may spend a number of drunk points to a maximum of your Drunken Master level as a free action to gain a bonus to Bluff, Diplomacy, Intimidate and Perform checks equal to twice the points spent. This bonus remains for a number of rounds equal to your drunken master level.



PLAYING A DRUNKEN MASTER
You are a great combatant with a penchant for alcohol. You love to be at the bar, and are never opposed to getting in fights, as it’s yet another great excuse to get drunk, though it’s not like you really need one. You have taken alcoholism to the next level, learning to fight better and even heal yourself with it. You have a very carefree attitude and enjoy partying, in addition to being a very amusing character for others.
Combat: Your one advantage in combat over your enemies is the use of alcohol. Make sure that you’re using all available actions to get more Drunk Points, otherwise you’ll find yourself running out quite quickly. You have a lot of options in combat, especially at higher levels, and need to make important decisions every round about how to allocate your drunk points.
Advancement: After finishing the Drunken Master progression, most characters go back to whatever class they used to qualify, generally monk or rogue. Some Drunken Masters, however, decide to add to their chaotic nature and take levels in barbarian, becoming true forces to be reckoned with by coupling drunken master abilities and rage.
Resources: You are generally on good terms with bars all across the region, thanks to your excessive and frequent business there. Drunken Masters are generally friendly towards each other and cooperative, and it’s not uncommon for Drunken Masters to go out partying together, especially to test the mettle of new recruits.

DRUNKEN MASTERS IN THE WORLD
“Jaron was bigger and stronger than that old guy, and no one thought he could possibly lose. But then the old one, Gareth, I think his name was, started downing ale. After that, he brandished the tankard he had just emptied and Jaron was on the ground in the blink of an eye. No one ever saw it coming, and now that guy gets free drinks.”
-Roland Tarith, observer of a drunken master in his favorite environment: a bar fight.

Drunken Masters impact the worlds in a similar way as the monk, however they are much more frequently found in towns and cities, as opposed to monasteries. However, the most famous establishment of Drunken Masters was one that had its own brewery high up in the mountains that it had converted to a monastery of the Drunken Fist.
Daily Life: This varies drastically among Drunken Masters. Some run breweries, some frequent the local tavern every night, some are drunken hermits, and still others remain on a very monastic lifestyle.
Notables: There have been many notable Drunken Masters in history. For example Elris Weist was a human monk who was over 60 years old before his last battle. Up until that point, no one had even known that he was a drunken master, as he acted like a normal monk. However, when a 2,000 year old white dragon began to terrorize the citizens of his homeland, Elris came down from his monastery, drank 6 barrels of ale and charged across the plains to fight the dragon one on one, defeating it in just a few minutes.
Organizations: Drunken Masters tend to form small groups, especially in large cities, to party and admit new members. However, there is no overarching Drunken Master organization, as they are too carefree to really bother with anything like that.

NPC Reaction
Most NPCs, and especially other monks, view Drunken Masters as lazy alcoholics. However, after seeing a drunken master in action, many change their mins and finally understand the discipline of the drunken fist in all of its alcoholic glory.

DRUNKEN MASTERS IN THE GAME
Drunken Masters are functionally an improvement of the monk and can fill many roles, but rarely all at once. Their variety of abilities allows them to deal quite a bit of damage, take a lot of hits, or be extreme battlefield control with Breath of Flames and Drunken Power.
Adaptation: A Drunken Master easily fits into any setting with monks and alcohol, meaning that they can be in just about any world at all.

Sample Encounter
The PCs are walking down a small, very rarely travelled road. The go around a bend and see a man in a large straw hat and robes stumbling towards them with a bottle of ale in both hands. He accidentally walks into one of the PCs and as he mumbles, “Sorry, my bad,” you can smell the whiskey on his breath.
EL 7:

Roran McGree
Chaotic Good Human Monk 5, Drunken Master 2
Init +5, Listen +4, Spot +4,
Languages: Common
------------------------------------------------
AC 16, touch 16, flat-footed 10
HP 40 (7d8 + 14)
Fort +9, Ref +8, Will +8
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Speed 50 ft. (10 squares)
Melee Improvised weapon, +8 (1d10 + 2)
Base Atk +4, Grp +6
Atk Options Flurry of Blows, Drunken Fist
Combat Gear Meat Cleaver x2, Chair, Hat, Bottle of Ale x4, Bottle of Whiskey x2, Bottle of Wine x5, Bowl
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Abilities Str 14 , Dex 13, Con 14, Int 10, Wis 18, Cha 10
SQ Drink Like a Demon, Swaying Waist
Feats Intuitive Attack, Improved Unarmed strike, Deflect Arrows, Improved Initiative, Weapon focus (Unarmed Strike), Quick Sip
Skills Balance +11, Climb +12, Jump +12, Tumble +11
Possessions Meat Cleaver x2, Chair, Hat, Bottle of Ale x4, Bottle of Whiskey x2, Bottle of Wine x5, Bowl, Robe, Rations x5

DracoDei
2010-01-31, 05:54 PM
Community Service Bump. So people can find things for last minute adjustments and especially critiques.

ErrantX
2010-02-01, 05:01 PM
Voting thread is up! (http://www.giantitp.com/forums/showthread.php?t=140539)

Vote now! Get everyone to vote!

-X